SMuF: State Machine Based Mutational Fuzzing Framework for Internet of Things

Author(s):  
Neeraj Karamchandani ◽  
Vinay Sachidananda ◽  
Suhas Setikere ◽  
Jianying Zhou ◽  
Yuval Elovici
2017 ◽  
Author(s):  
Alex X. Liu ◽  
Muhammad Shahzad ◽  
Xiulong Liu ◽  
Keqiu Li

2020 ◽  
pp. 1-12
Author(s):  
Zhang Caiqian ◽  
Zhang Xincheng

The existing stand-alone multimedia machines and online multimedia machines in the market have certain deficiencies, so they cannot meet the actual needs. Based on this, this research combines the actual needs to design and implement a multi-media system based on the Internet of Things and cloud service platform. Moreover, through in-depth research on the MQTT protocol, this study proposes a message encryption verification scheme for the MQTT protocol, which can solve the problem of low message security in the Internet of Things communication to a certain extent. In addition, through research on the fusion technology of the Internet of Things and artificial intelligence, this research designs scheme to provide a LightGBM intelligent prediction module interface, MQTT message middleware, device management system, intelligent prediction and push interface for the cloud platform. Finally, this research completes the design and implementation of the cloud platform and tests the function and performance of the built multimedia system database. The research results show that the multimedia database constructed in this paper has good performance.


Author(s):  
N. V. Brovka ◽  
P. P. Dyachuk ◽  
M. V. Noskov ◽  
I. P. Peregudova

The problem and the goal.The urgency of the problem of mathematical description of dynamic adaptive testing is due to the need to diagnose the cognitive abilities of students for independent learning activities. The goal of the article is to develop a Markov mathematical model of the interaction of an active agent (AA) with the Liquidator state machine, canceling incorrect actions, which will allow mathematically describe dynamic adaptive testing with an estimated feedback.The research methodologyconsists of an analysis of the results of research by domestic and foreign scientists on dynamic adaptive testing in education, namely: an activity approach that implements AA developmental problem-solving training; organizational and technological approach to managing the actions of AA in terms of evaluative feedback; Markow’s theory of cement and reinforcement learning.Results.On the basis of the theory of Markov processes, a Markov mathematical model of the interaction of an active agent with a finite state machine, canceling incorrect actions, was developed. This allows you to develop a model for diagnosing the procedural characteristics of students ‘learning activities, including: building axiograms of total reward for students’ actions; probability distribution of states of the solution of the problem of identifying elements of the structure of a complex object calculate the number of AA actions required to achieve the target state depending on the number of elements that need to be identified; construct a scatter plot of active agents by target states in space (R, k), where R is the total reward AA, k is the number of actions performed.Conclusion.Markov’s mathematical model of the interaction of an active agent with a finite state machine, canceling wrong actions allows you to design dynamic adaptive tests and diagnostics of changes in the procedural characteristics of educational activities. The results and conclusions allow to formulate the principles of dynamic adaptive testing based on the estimated feedback.


Author(s):  
Uppuluri Sirisha ◽  
G. Lakshme Eswari

This paper briefly introduces Internet of Things(IOT) as a intellectual connectivity among the physical objects or devices which are gaining massive increase in the fields like efficiency, quality of life and business growth. IOT is a global network which is interconnecting around 46 million smart meters in U.S. alone with 1.1 billion data points per day[1]. The total installation base of IOT connecting devices would increase to 75.44 billion globally by 2025 with a increase in growth in business, productivity, government efficiency, lifestyle, etc., This paper familiarizes the serious concern such as effective security and privacy to ensure exact and accurate confidentiality, integrity, authentication access control among the devices.


Author(s):  
Shreya Joshi ◽  
Ms Bhavyaa ◽  
Suhani Gupta ◽  
Lalita Luthra

Blockchain is considered to be a disruptive core technology. Although many researchers have realized the importance of blockchain, but the research of it is still emerging. It is the record-keeping technology behind bitcoin and is one of the hottest and fastest growing skills in the IT sector today. It serves as an immutable ledger which allows transactions to take place in a decentralized man Blockchain-based applications are rising up, covering numerous fields including finance, healthcare, product management, Internet of Things (IoT), and many more. However, there are still some challenges of blockchain technology such as scalability and security problems which need to be overcome. This paper comprises of a comprehensive study of Blockchain technology. We have included here a deep dive into how blockchains work, its architecture, consensus and various applications. Furthermore, technical challenges are briefly listed.


2018 ◽  
Vol 3 (2) ◽  
pp. 74
Author(s):  
Helina Apriyani ◽  
Sismadi Sismadi ◽  
Sefrika Sefrika

AbstrakInternet of things (IoT) adalah sebuah konsep yang menghubungkan komputer dan perangkat elektronik melalui internet dan dapat dikendalikan dari jarak jauh. Konsep terpenting dalam Internet of things (Iot) adalah modul sistem informasi, koneksi internet dan penyimpanan datanya dalam cloud computing. Konsep ini memiliki manfaat besar dalam perkembangan usaha dan kelangsungan bisnis perusahaan dimana hampir semua bidang menggunakan IoT untuk dapat bersaing di pasaran. Indonesia merupakan sebuah negara yang dianugerahi kekayaan alam yang melimpah ruah. Salah satu komoditi unggulan adalah produk pertanian. Penelitian ini bertujuan untuk membantu para petani dalam memasarkan produknya melalui e-commerce dengan menggunakan konsep Internet of things IoT. Metode penelitian dengan menggunakan metode incremental.  Incremental digunakan untuk mendesai produk, kemudian  diimplementasikan, dan diuji secara bertahap (setiap modul akan ditambahkan bertahap) hingga produk selesai. Hasil penelitian ini digunakan untuk membantu petani di Kabupaten Bogor untuk mendistribusikan penjualannya secara luas, meningkatkan revenue dan memutus rantai panjang proses penjualan. Kata kunci— sistem penjualan, incremental, Internet of Things (IoT), produk pertanian, Kabupaten Bogor Abstract Internet of things (IoT) is a concept that connects computers and electronic devices via the internet and can be controlled remotely. The main concept in Internet of things (IoT) is information systems, internet connections and data storage in cloud computing. This concept has great benefits in the efforts and efforts used to use IoT to be able to compete in the market. Indonesia is a country that is blessed with abundant natural resources. One of the leading commodities is agricultural products. This study aims to help farmers market their products through e-commerce using the IoT Internet of things concept. Research method using incremental method. Incremental to design the product, then implemented, and gradually delay (each module will be added gradually) until the product is finished. The results of this study are to help farmers in Bogor Regency to distribute sales widely, increase revenue and break the sales process. Keywords—sales system, incremental, Internet of Things (IoT), agricultural products, Kabupaten Bogor


2018 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Mustofa Mustofa ◽  
Sidiq Sidiq ◽  
Eva Rahmawati

Perkembangan dunia yang dinamis mendorong percepatan perkembangan teknologi dan informasi. Dengan dorongan tersebut komputer yang dulunya dibuat hanya untuk membantu pekerjaan manusia sekarang berkembang menjadi sarana hiburan, permainan, komunikasi dan lain sebagainya. Dalam sektor hiburan salah satu industri yang sedang menjadi pusat perhatian adalah industri video game. Begitu banyaknya produk video game asing yang masuk ke dalam negeri ini memberikan tantangan kepada bangsa ini. Tentunya video game asing yang masuk ke negara ini membawa banyak unsur kebudayaan negara lain. Ini semakin membuat kebudayaan nusantara semakin tergeserkan dengan serangan kebudayaan asing melalui berbagai media. Maka dari itu peneliti mencoba untuk menerapkan Finite State Machine dalam merancang sebuah video game RPG (Role-Playing game) yang memperkenalkan kebudayaan. Dalam perancangan video game ini peneliti menggunakan metode GDLC(Game Development Life Cycle) agar penelitian ini berjalan secara sistematis. Dalam suatu perancangan video game tedapat banyak elemen, pada penelitian ini penulis lebih fokus pada pengendalian animasi karakter yang dimainkan pada video game ini. Dari perancangan yang dilakukan, disimpulkan bahwa Finite State Machine dapat digunakan untuk pengendalian animasi yang baik pada video game RPG. Diharapkan video game ini dapat menjadi salah satu media untuk mengenalkan kebudayaan nusantara


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