Biblio
Vehicular Ad-hoc Networks (VANETs) play an essential role in ensuring safe, reliable and faster transportation with the help of an Intelligent Transportation system. The trustworthiness of vehicles in VANETs is extremely important to ensure the authenticity of messages and traffic information transmitted in extremely dynamic topographical conditions where vehicles move at high speed. False or misleading information may cause substantial traffic congestions, road accidents and may even cost lives. Many approaches exist in literature to measure the trustworthiness of GPS data and messages of an Autonomous Vehicle (AV). To the best of our knowledge, they have not considered the trustworthiness of other On-Board Unit (OBU) components of an AV, along with GPS data and transmitted messages, though they have a substantial relevance in overall vehicle trust measurement. In this paper, we introduce a novel model to measure the overall trustworthiness of an AV considering four different OBU components additionally. The performance of the proposed method is evaluated with a traffic simulation model developed by Simulation of Urban Mobility (SUMO) using realistic traffic data and considering different levels of uncertainty.
In this paper, we present a semi-supervised remote sensing change detection method based on graph model with Generative Adversarial Networks (GANs). Firstly, the multi-temporal remote sensing change detection problem is converted as a problem of semi-supervised learning on graph where a majority of unlabeled nodes and a few labeled nodes are contained. Then, GANs are adopted to generate samples in a competitive manner and help improve the classification accuracy. Finally, a binary change map is produced by classifying the unlabeled nodes to a certain class with the help of both the labeled nodes and the unlabeled nodes on graph. Experimental results carried on several very high resolution remote sensing image data sets demonstrate the effectiveness of our method.
In today's society, even though the technology is so developed, the coloring of computer images has remained at the manual stage. As a carrier of human culture and art, film has existed in our history for hundred years. With the development of science and technology, movies have developed from the simple black-and-white film era to the current digital age. There is a very complicated process for coloring old movies. Aside from the traditional hand-painting techniques, the most common method is to use post-processing software for coloring movie frames. This kind of operation requires extraordinary skills, patience and aesthetics, which is a great test for the operator. In recent years, the extensive use of machine learning and neural networks has made it possible for computers to intelligently process images. Since 2016, various types of generative adversarial networks models have been proposed to make deep learning shine in the fields of image style transfer, image coloring, and image style change. In this case, the experiment uses the generative adversarial networks principle to process pictures and videos to realize the automatic rendering of old documentary movies.
Semi-supervised learning has recently gained increasingly attention because it can combine abundant unlabeled data with carefully labeled data to train deep neural networks. However, common semi-supervised methods deeply rely on the quality of pseudo labels. In this paper, we proposed a new semi-supervised learning method based on Generative Adversarial Network (GAN), by using discriminator to learn the feature of both labeled and unlabeled data, instead of generating pseudo labels that cannot all be correct. Our approach, semi-supervised conditional GAN (SCGAN), builds upon the conditional GAN model, extending it to semi-supervised learning by changing the discriminator's output to a classification output and a real or false output. We evaluate our approach with basic semi-supervised model on MNIST dataset. It shows that our approach achieves the classification accuracy with 84.15%, outperforming the basic semi-supervised model with 72.94%, when labeled data are 1/600 of all data.
Today, network security is a world hot topic in computer security and defense. Intrusions and attacks in network infrastructures lead mostly in huge financial losses, massive sensitive data leaks, thus decreasing efficiency, competitiveness and the quality of productivity of an organization. Network Intrusion Detection System (NIDS) is valuable tool for the defense-in-depth of computer networks. It is widely deployed in network architectures in order to monitor, to detect and eventually respond to any anomalous behavior and misuse which can threat confidentiality, integrity and availability of network resources and services. Thus, the presence of NIDS in an organization plays a vital part in attack mitigation, and it has become an integral part of a secure organization. In this paper, we propose to optimize a very popular soft computing tool widely used for intrusion detection namely Back Propagation Neural Network (BPNN) using a novel hybrid Framework (GASAA) based on improved Genetic Algorithm (GA) and Simulated Annealing Algorithm (SAA). GA is improved through an optimization strategy, namely Fitness Value Hashing (FVH), which reduce execution time, convergence time and save processing power. Experimental results on KDD CUP' 99 dataset show that our optimized ANIDS (Anomaly NIDS) based BPNN, called “ANIDS BPNN-GASAA” outperforms several state-of-art approaches in terms of detection rate and false positive rate. In addition, improvement of GA through FVH has saved processing power and execution time. Thereby, our proposed IDS is very much suitable for network anomaly detection.
This paper focuses on the creation of information centric Cyber-Human Learning Frameworks involving Virtual Reality based mediums. A generalized framework is proposed, which is adapted for two educational domains: one to support education and training of residents in orthopedic surgery and the other focusing on science learning for children with autism. Users, experts and technology based mediums play a key role in the design of such a Cyber-Human framework. Virtual Reality based immersive and haptic mediums were two of the technologies explored in the implementation of the framework for these learning domains. The proposed framework emphasizes the importance of Information-Centric Systems Engineering (ICSE) principles which emphasizes a user centric approach along with formalizing understanding of target subjects or processes for which the learning environments are being created.
This work presents the design and implementation of a large curved display system in a virtual reality (VR) environment that supports visualization of 2D datasets (e.g., images, buttons and text). By using this system, users are allowed to interact with data in front of a wide field of view and gain a high level of perceived immersion. We exhibit two use cases of this system, including (1) a virtual image wall as the display component of a 3D user interface, and (2) an inventory interface for a VR-based educational game. The use cases demonstrate capability and flexibility of curved displays in supporting varied purposes of data interaction within virtual environments.
Virtual reality (VR) recently is a promising technique in both industry and academia due to its potential applications in immersive experiences including website, game, tourism, or museum. VR technique provides an amazing 3-Dimensional (3D) experiences by requiring a very high amount of elements such as images, texture, depth, focus length, etc. However, in order to apply VR technique to various devices, especially in mobiles, ultra-high transmission rate and extremely low latency are really big challenge. Considering this problem, this paper proposes a novel combination model by transforming the computing capability of VR device into an equivalent caching amount while remaining low latency and fast transmission. In addition, Classic caching models are used to computing and catching capabilities which is easily apply to multi-user models.
Social Virtual Reality based Learning Environments (VRLEs) such as vSocial render instructional content in a three-dimensional immersive computer experience for training youth with learning impediments. There are limited prior works that explored attack vulnerability in VR technology, and hence there is a need for systematic frameworks to quantify risks corresponding to security, privacy, and safety (SPS) threats. The SPS threats can adversely impact the educational user experience and hinder delivery of VRLE content. In this paper, we propose a novel risk assessment framework that utilizes attack trees to calculate a risk score for varied VRLE threats with rate and duration of threats as inputs. We compare the impact of a well-constructed attack tree with an adhoc attack tree to study the trade-offs between overheads in managing attack trees, and the cost of risk mitigation when vulnerabilities are identified. We use a vSocial VRLE testbed in a case study to showcase the effectiveness of our framework and demonstrate how a suitable attack tree formalism can result in a more safer, privacy-preserving and secure VRLE system.
Nowadays, mobile devices have become one of the most popular instruments used by a person on its regular life, mainly due to the importance of their applications. In that context, mobile devices store user's personal information and even more data, becoming a personal tracker for daily activities that provides important information about the user. Derived from this gathering of information, many tools are available to use on mobile devices, with the restrain that each tool only provides isolated information about a specific application or activity. Therefore, the present work proposes a tool that allows investigators to obtain a complete report and timeline of the activities that were performed on the device. This report incorporates the information provided by many sources into a unique set of data. Also, by means of an example, it is presented the operation of the solution, which shows the feasibility in the use of this tool and shows the way in which investigators have to apply the tool.
The fundamental aim of digital forensics is to discover, investigate and protect an evidence, increasing cybercrime enforces digital forensics team to have more accurate evidence handling. This makes digital evidence as an important factor to link individual with criminal activity. In this procedure of forensics investigation, maintaining integrity of the evidence plays an important role. A chain of custody refers to a process of recording and preserving details of digital evidence from collection to presenting in court of law. It becomes a necessary objective to ensure that the evidence provided to the court remains original and authentic without tampering. Aim is to transfer these digital evidences securely using encryption techniques.
It seems impossible to certify that a remote hosting service does not leak its users' data - or does quantum mechanics make it possible? We investigate if a server hosting data can information-theoretically prove its definite deletion using a "BB84-like" protocol. To do so, we first rigorously introduce an alternative to privacy by encryption: privacy delegation. We then apply this novel concept to provable deletion and remote data storage. For both tasks, we present a protocol, sketch its partial security, and display its vulnerability to eavesdropping attacks targeting only a few bits.