Shamir Threshold Based Encryption

2011 ◽  
Vol 52-54 ◽  
pp. 709-712
Author(s):  
Xiao Ying Gan ◽  
Bin Liu

This paper Shamir threshold scheme based on the protection of private keys, by constructing a Lagrange interpolating polynomial to achieve in the real environment using the key shared information systems, computation and communication in the case of less , the program can prevent the system key is lost, damaged, and from the enemy's attack, reduce the responsibility of the key holder, but also can reduce the success rate of an adversary to decipher the key. An example is the feasibility of the program.

Repositor ◽  
2020 ◽  
Vol 2 (2) ◽  
pp. 215
Author(s):  
Alfian Hanafi ◽  
Lailatul Husniah ◽  
Ali Sofyan Kholimi

ABSTRAKPublic Speaking merupakan suatu kegiatan dimana pembicara atau penyaji akan menyajikan suatu orasi kepada audien secara langsung. Public Speaking memiliki fungsi sebagai media untuk memberi informasi kepada audien, mengajak atau membujuk audien untuk melakukan, mempercayai sesuatu yang diinginkan pembicara dan memberi hiburan kepada audien. Kegiatan Public Speaking dalam masyarakat memiliki peran penting karena mampu meningkatkan keberanian seseorang untuk bicara di depan umum, selain itu Public Speaking dapat meningkatkan rasa kepemimpinan seseorang. Namun, dalam praktiknya banyak orang yang masih merasa gugup, tidak siap, bahkan tidak berani melakukan Public Speaking. Alasan itulah yang melandasi dibuatnya aplikasi simulasi pelatihan Public Speaking dengan memanfaatkan teknologi Virtual Reality (VR) yang berbasis android.VR sendiri merupakan teknologi yang memungkinkan penggunannya untuk melakukan simulasi di dunia maya secara berkelanjutan tanpa mengeluarkan biaya yang banyak. Hal ini dikarenakan VR mampu mensimulasikan lingkungan virtual dengan baik, yang tentunya akan membuat penggunanya merasa seperti di lingkungan nyata. Dalam aplikasi ini sendiri menyediakan lingkungan virtual yang bisa digunakan pengguna untuk melakukan simulasi Public Speaking, dalam menentukan tingkat keberhasilan aplikasi, maka digunakanlah sistem penilaian yang akan mengukur tingkat keberhasilan aplikasi dalam membantu melatih pengguna melakukan Public Speaking.  Terdapat 4 (empat) faktor sebagai acuan penilaian aplikasi yaitu: Control Factors, Sensory Factors, Distraction Factors, Realism Factors. Dalam hasil pengujian yang dilakukan didapatkan hasil bahwa aplikasi mampu membantu pengguna melakukan simulasi Public Speaking.ABSTRACT Public Speaking is an activity where the speaker or presenter will present an oration to the audience directly. Public Speaking has a function as a medium to inform the audience, invite or persuade audiences to perform, to believe in something the speaker wants and to entertain the audience. Public Speaking activities in the society have an important role because it can increase someone courage to speak in public, in addition Public Speaking can increase someone sense of leadership. However, in practice many people are still feeling nervous, unprepared, not even daring to do Public Speaking. The reason that underlies the creation of simulation applications Public Speaking training by utilizing technology Virtual Reality (VR) based on android.VR itself is a technology that allows it’s users to perform simulations in virtual environment on a sustainable basis without spending a lot money. This is because the VR is able to simulate a virtual environment really well, which of course will make users feel like in the real environment. In this application it’s provides a virtual environment that can be used by users to perform Public Speaking simulations, in determining the success rate of the application, then used a scoring system that will measure the success rate of the application in helping train users perform Public Speaking. There are 4 (four) factors as the appraisal that is: Control Factors, Sensory Factors, Distraction Factors, Realism Factors. In the results of test, application itself obtain the results that it is able to help users to simulate Public Speaking. 


1997 ◽  
Vol 6 (4) ◽  
pp. 413-432 ◽  
Author(s):  
Richard L. Holloway

Augmented reality (AR) systems typically use see-through head-mounted displays (STHMDs) to superimpose images of computer-generated objects onto the user's view of the real environment in order to augment it with additional information. The main failing of current AR systems is that the virtual objects displayed in the STHMD appear in the wrong position relative to the real environment. This registration error has many causes: system delay, tracker error, calibration error, optical distortion, and misalignment of the model, to name only a few. Although some work has been done in the area of system calibration and error correction, very little work has been done on characterizing the nature and sensitivity of the errors that cause misregistration in AR systems. This paper presents the main results of an end-to-end error analysis of an optical STHMD-based tool for surgery planning. The analysis was done with a mathematical model of the system and the main results were checked by taking measurements on a real system under controlled circumstances. The model makes it possible to analyze the sensitivity of the system-registration error to errors in each part of the system. The major results of the analysis are: (1) Even for moderate head velocities, system delay causes more registration error than all other sources combined; (2) eye tracking is probably not necessary; (3) tracker error is a significant problem both in head tracking and in system calibration; (4) the World (or reference) coordinate system adds error and should be omitted when possible; (5) computational correction of optical distortion may introduce more delay-induced registration error than the distortion error it corrects, and (6) there are many small error sources that will make submillimeter registration almost impossible in an optical STHMD system without feedback. Although this model was developed for optical STHMDs for surgical planning, many of the results apply to other HMDs as well.


Author(s):  
A.I. Zagranichny

The article presents the results of a research of different types of activity depending on the frequency of transfer of social activity from the real environment to the virtual environment and vice versa. In the course of the research the following types of activity were identified: play activity; educational activity; work; communicative activity. 214 respondents from the following cities participated in the research: Balakovo, Saratov, Moscow. They were at the age of 15 to 24 years. 52% of them were women. They had the following social statuses: "pupil", "student", "young specialist". The correlation interrelation between the specified types of activity and the frequency of transfer of social activity from one environment into another has been analyzed and interpreted. In the course of the research the following results were received: the frequency of transfer of social activity from the real environment to the virtual environment has a direct positive link with such types of activity as play activity (r=0.221; p <0.01); educational activity (r=0.228; p <0.01) and communicative activity (r=0.346; p <0.01). The frequency of transfer of social activity from the virtual environment to the real one has a direct positive link only with two types of activity: educational activity (r=0.188; p <0.05) and communicative activity (r=0.331; p <0.01).


2020 ◽  
Author(s):  
Edwin Fernando Mejía Peñafiel1 ◽  
Raul Rosero Miranda ◽  
Eduardo Villa Villa

This article aims to give an idea of the stages through which the teaching of programming has passed in the ESPOCH, Industrial Engineering School, with the support of ICTs. We describe each stage, making known the results obtained after  its application. In the real environment where we are with students, a diagnosis is made first, to then show the work done. The purpose is to use this principle reflecting the actions to be carried out as well as the results we expect. Resumen: Este artículo pretende dar una idea de las etapas por las cuales ha transcurrido la enseñanza de la programación en la ESPOCH, Carrera de Ingeniería Industrial, con el apoyo de  las TICs.  Describimos cada etapa, dando  a conocer   los resultados obtenidos tras su aplicación. En el medio real donde estamos con estudiantes, se hace primero un diagnóstico, para luego mostrar el trabajo realizado. El propósito es utilizar este principio reflejando las acciones a realizarse así como los resultados que esperamos.


Author(s):  
Neng Huang ◽  
Junxing Zhu ◽  
Chaonian Guo ◽  
Shuhan Cheng ◽  
Xiaoyong Li

With the rapid development of mobile Internet, there is a higher demand for the real-time, reliability and availability of information systems and to prevent the possible systemic risks of information systems, various business consistency standards and regulatory guidelines have been published, such as Recovery Time Object (RTO) and Recovery Point Object (RPO). Some of the current related researches focus on the standards, methods, management tools and technical frameworks of business consistency, while others study the data consistency algorithms in the cases of large data, cloud computing and distributed storage. However, few researchers have studied on how to monitor the data consistency and RPO of production-disaster recovery, and what architecture and technology should be applied in the monitoring. Moreover, in some information systems, due to the complex structures and distributions of data, it is difficult for traditional methods to quickly detect and accurately locate the first error data. Besides, due to the separation of production data center (PDC) and disaster recovery data center (DRDC), it is difficult to calculate the data difference and RPO between the two centers. This paper first discusses the architecture of remote distributed DRDCs. The architecture can make the disaster recovery (DR) system always online and the data always readable, and support the real-time monitoring of data availability, consistency as well as other related indicators, in this way to make DRDC out-of-the-box in disasters. Second, inspired by blockchain, this paper proposes a method to realize real-time monitoring of data consistency and RTO by building hash chains for PDC and DRDC. Third, this paper evaluates the hash chain operations from the algorithm time complexity, the data consistency, and the validity of RPO monitoring algorithms and since DR system is actually a kind of distributed system, the proposed approach can also be applied to the data consistency detection and data difference monitoring in other distributed systems.


Sensors ◽  
2020 ◽  
Vol 20 (10) ◽  
pp. 2997 ◽  
Author(s):  
Abolghasem Sadeghi-Niaraki ◽  
Soo-Mi Choi

Most existing augmented reality (AR) applications are suitable for cases in which only a small number of real world entities are involved, such as superimposing a character on a single surface. In this case, we only need to calculate pose of the camera relative to that surface. However, when an AR health or environmental application involves a one-to-one relationship between an entity in the real-world and the corresponding object in the computer model (geo-referenced object), we need to estimate the pose of the camera in reference to a common coordinate system for better geo-referenced object registration in the real-world. New innovations in developing cheap sensors, computer vision techniques, machine learning, and computing power have helped to develop applications with more precise matching between a real world and a virtual content. AR Tracking techniques can be divided into two subcategories: marker-based and marker-less approaches. This paper provides a comprehensive overview of marker-less registration and tracking techniques and reviews their most important categories in the context of ubiquitous Geospatial Information Systems (GIS) and AR focusing to health and environmental applications. Basic ideas, advantages, and disadvantages, as well as challenges, are discussed for each subcategory of tracking and registration techniques. We need precise enough virtual models of the environment for both calibrations of tracking and visualization. Ubiquitous GISs can play an important role in developing AR in terms of providing seamless and precise spatial data for outdoor (e.g., environmental applications) and indoor (e.g., health applications) environments.


2020 ◽  
Vol 46 (Supplement_1) ◽  
pp. S315-S316 ◽  
Author(s):  
Emine Ilgın Hoşgelen ◽  
Faik Kartelli ◽  
Markus Berger ◽  
Simay Erinç ◽  
Deniz Yerlikaya ◽  
...  

Abstract Background Emerging new technologies may lead to the discovery of new treatment techniques in psychiatric disorders. Virtual Reality (VR) is being one of the newly developed techniques that has also taken its place in literature very recently. VR is a new technology for treatment of psychiatric symptoms. This is a pilot study that aims to determine the behavioral and symptomatic response of patients to a real recorded VR environment. In this study, a virtual reality laboratory has been established and a psychosocial treatment program through virtual reality has been developed for patients with schizophrenia. The aim of this study is to investigate the effect of VR psychosocial treatment program on psychosocial functioning in schizophrenia. Methods Data were collected from the patients who applied to Dokuz Eylül University School of Medicine, Schizophrenia and Psychosis Outpatient Clinic. Seven schizophrenia patients who met schizophrenia according to DSM-V diagnostic criteria were included into the study. The level of psychosocial functioning was assessed using the Personal and Social Performance Scale (PSP), the positive and negative symptom severity was evaluated using the Positive and Negative Syndrome Scale (PANSS) and social skills were assessed by using the Social Skills Checklist (SSC). The VR psychosocial treatment program included 10 sessions and was carried on for five weeks as twice a week. Each session had different real virtual environment applications including social interaction components such as in a café to buy a beverage, a bazaar or market to do shopping, taking a bus, tram, and/or ferry, etc. Results PSP scores were statistically different after and before virtual reality assessment (p=0,018). SSC scores were trend to be significance after the VR application (p=0,062). After five weeks, patients’ the number of going outside home, the places they go and the activities they do have been increased compared to the numbers at the beginning but did not differ in statistically significance. None of the patients reported motion sickness due to exposure to real environment during or after immersive process of VR. There was no significant difference regarding PANSS scores after the VR psychosocial treatment. In this study real environment VR sessions did not trigger positive symptoms of schizophrenia patients. Discussion In this preliminary study, we found that the real environment VR psychosocial application is eligible for schizophrenia patients to improve their social skills and daily activities. This study helped patients to experience the real environment without being there and encouraged them to be “really” in there. Soon, cognitive remediation programs and psychosocial functioning therapies may be conducted via VR and may help the patients to cope with their symptoms and daily life difficulties.


2019 ◽  
Vol 9 (9) ◽  
pp. 1797
Author(s):  
Chen ◽  
Lin

Augmented reality (AR) is an emerging technology that allows users to interact with simulated environments, including those emulating scenes in the real world. Most current AR technologies involve the placement of virtual objects within these scenes. However, difficulties in modeling real-world objects greatly limit the scope of the simulation, and thus the depth of the user experience. In this study, we developed a process by which to realize virtual environments that are based entirely on scenes in the real world. In modeling the real world, the proposed scheme divides scenes into discrete objects, which are then replaced with virtual objects. This enables users to interact in and with virtual environments without limitations. An RGB-D camera is used in conjunction with simultaneous localization and mapping (SLAM) to obtain the movement trajectory of the user and derive information related to the real environment. In modeling the environment, graph-based segmentation is used to segment point clouds and perform object segmentation to enable the subsequent replacement of objects with equivalent virtual entities. Superquadrics are used to derive shape parameters and location information from the segmentation results in order to ensure that the scale of the virtual objects matches the original objects in the real world. Only after the objects have been replaced with their virtual counterparts in the real environment converted into a virtual scene. Experiments involving the emulation of real-world locations demonstrated the feasibility of the proposed rendering scheme. A rock-climbing application scenario is finally presented to illustrate the potential use of the proposed system in AR applications.


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