1812621
A Data Storage Mechanism for Peer-to-Peer Based Decentralised Workflow Systems
This paper proposes an innovative data storage mechanism for decentralised workflow systems. The research is based on a peer-to-peer workflow architecture in which various nodes communicate with each other directly to carry out workflow functions. In this approach, a process is partitioned into separate tasks, and then individual tasks are passed to appropriate nodes. To realise this approach, a data repository independent process notation is provided. Moreover, this paper also designs communication protocols to maintain data in a dynamic environment. The key distinction of this approach is to propose a “know what you should know” policy to reflect the nature of applications.
17691685
WFMS-based Data Integration for e-Learning
As more and more organisations and institutions are moving towards the e-learning strategy, more and more disparate data are distributed by different e-learning systems. How to effectively use this vast amount of distributed data becomes a big challenge. This paper addresses this challenge and works out a new mechanism to implement data integration for e-learning. A workflow management system based (WFMS-based) data integration model is contributed to the e-learning
15557099
Enacting Business Processes in a Decentralised Environment with p2p-Based Workflow Support
Traditionally, workflow adopts a centralised client/server architecture to enact processes, which has exhibited many weaknesses. This paper combines concepts from workflow technology and peer-to-peer computing and presents an innovative approach to support decentralised process enactment. With this approach, both process instantiation and instance execution are carried out in a genuinely decentralised fashion, which reflects applications’ increasingly distributed nature better. In general, the process instance is created with relevant participants creating various task instances at different locations. In addition, instance execution is coordinated through direct communication among relevant workflow participants.
18875168
Towards Autonomous Service Level Agreement Negotiation for Adaptive Service Composition
This paper reports innovative research aiming at supporting autonomous establishment and maintenance of service level agreements in order to guarantee end-to-end quality of service requirements for service composition provision. In this research, a set of interrelated service level agreements is established and maintained for a service composition, through autonomous agent negotiation. To enable this, an innovative framework is proposed in which agents on behalf of the service requestor and the service providers can negotiate service level agreements in a coordinated way. This framework also enables adaptive service level agreement re-negotiation in the dynamic and ever-changing service environment
36905463
Quasi-threshold Graphs
Abstract Quasi-threshold graphs are defined recursively by the following rules: 1. (1) K1 is a quasi-threshold graph, 2. (2) adding a new vertex adjacent to all vertices of a quasi-threshold graph results in a quasi-threshold graph, 3. (3) the disjoint union of two quasi-threshold graphs is a quasi-threshold graph. This paper gives some new equivalent definitions of a quasi-threshold graph. From them, linear time recognition algorithms follow. We also give linear time algorithms for the edge domination problem and the bandwidth problem in this class of graphs.
9935355
Security design in online games
The emergence of online games has fundamentally changed security requirements for computer games, which previously were largely concerned with copy protection. We examine how new security requirements impact the design of online games by using online bridge, a simple client-server game, as our case study. We argue that security is emerging as an inherent design issue for online games, after graphics and artificial intelligence, which have become important issues of the design of most games for decades. The most important new security concern in online game design is fairness enforcement, and most security mechanisms all contribute to a single objective, namely, making the play fair for each user.
132181
A note on proactive password checking
Nowadays, proactive password checking algorithms are based on the philosophy of the dictionary attack, and they often fail to prevent some weak passwords with low entropy. In this paper, a new approach is proposed to deal with this new class of weak passwords by (roughly) measuring entropy. A simple example is given to exploit effective patterns to prevent low-entropy passwords as the first step of entropy-based proactive password checking.
7957934
A systematic classification of cheating in online games
Cheating is rampant in current game play on the Internet. However, it is not as well understood as one might expect. In this paper, we summarize the various known methods of cheating, and we define a taxonomy of online game cheating with respect to the underlying vulnerability (what is exploited?), consequence (what type of failure can be achieved?) and the cheating principal (who is cheating?). This taxonomy provides a systematic introduction to the characteristics of cheats in online games and how they can arise. It is intended to be comprehensible and useful not only to security specialists, but also to game developers, operators and players who are less knowledgeable and experienced in security. One of our findings is that although cheating in online games is largely due to various security failures, the four traditional aspects of security -- confidentiality, integrity, availability and authenticity -- are insufficient to explain it. Instead, fairness becomes a vital additional aspect, and its enforcement provides a convincing perspective for understanding the role of security techniques in developing and operating online games.
1380525
Towards a force-reflecting motion-scale system for microsurgery
This paper presents design aspects of a force-reflecting, motion-scaling teleoperation system for use in microsurgery experiments. A coarse-macro-micro approach is proposed. Two magnetically levitated wrists-a macro-master and a micro-slave-would share a common base positioned at the surgical site by a coarse-motion transport robot. The discussion includes features of the proposed system, a detailed slave wrist description, and aspects of coordination and control for the multistage teleoperation.<<ETX>>