Applied-Information Technology in Cloud Payment with Mobile Games Payment

2014 ◽  
Vol 685 ◽  
pp. 603-608 ◽  
Author(s):  
Xiao Ling Shu

This paper from the payment problem Mobile Games industry starting, analyzes the Mobile Games payment status of the industry, design and payment security analyzed payment channel selection, charging point will affect the success rate of pay, even affect the game player interested in the game and game developers gain. This paper focused on improving the efficiency of Mobile Games industry to pay, to cloud payment methods of payment for the mobile platform, focuses on the cloud payment interface technology of cloud payment platform architecture design and Mobile Games game player props purchase.

2021 ◽  
Author(s):  
◽  
Yu Ren

<p>Spectrum today is regulated based on fixed licensees. In the past radio operators have been allocated a frequency band for exclusive use. This has become problem for new users and the modern explosion in wireless services that, having arrived late find there is a scarcity in the remaining available spectrum. Cognitive radio (CR) presents a solution. CRs combine intelligence, spectrum sensing and software reconfigurable radio capabilities. This allows them to opportunistically transmit among several licensed bands for seamless communications, switching to another channel when a licensee is sensed in the original band without causing interference. Enabling this is an intelligent dynamic channel selection strategy capable of finding the best quality channel to transmit on that suffers from the least licensee interruption. This thesis evaluates a Q-learning channel selection scheme using an experimental approach. A cognitive radio deploying the scheme is implemented on GNU Radio and its performance is measured among channels with different utilizations in terms of its packet transmission success rate, goodput and interference caused. We derive similar analytical expressions in the general case of large-scale networks. Our results show that using the Q-learning scheme for channel selection significantly improves the goodput and packet transmission success rate of the system.</p>


Author(s):  
Joseph T. Catanio ◽  
Gary Armstrong ◽  
Joanne Tucker

This research paper describes key information technology (IT) project management activities in terms of project scope, time, and cost management, namely the triple constraint. The authors contend that the ability to properly manage and execute these activities is the quintessential component that oftentimes drives whether projects succeed or fail. The literature shows that IT projects have a dismal success rate but successful projects have been on the rise. The authors attempt to determine if the increase of successful projects correlates to the increase in the number of certified project managers. Empirical evidence is presented that indicates certified project managers do not perform project scope, time, and cost management activities better than project managers without professional certification credentials.


Author(s):  
Lei Ren ◽  
Shicheng Wang ◽  
Yijun Shen ◽  
Shikai Hong ◽  
Yudi Chen ◽  
...  

Although 3D printing has attracted remarkable attention from both industry and academia society, still only a relatively small number of people have access to required 3D printers and know how to use them. One of the challenges is that how to fill the gap between the unbalanced supply of various 3D printing capabilities and the customized demands from geographically distributed customers. The integration of 3D printing into cloud manufacturing may promote the development of future smart networks of virtual 3D printing cloud, and allow a new service-oriented 3D printing business model to achieve mass customization. This paper presents a primary 3D printing cloud model and an advanced 3D printing cloud model, and analyzes the 3D printing service delivery paradigms in the models. Further, the paper proposes a 3D printing cloud platform architecture design to support the advanced model. The proposed advanced 3D printing cloud model as well as the architecture design can provide a reference for the development of various 3D printing clouds.


Author(s):  
Risto Jarvinen ◽  
Juho Maatta ◽  
Riku Luostarinen ◽  
Jukka Manner ◽  
Marko Luoma

2021 ◽  
Author(s):  
◽  
Yu Ren

<p>Spectrum today is regulated based on fixed licensees. In the past radio operators have been allocated a frequency band for exclusive use. This has become problem for new users and the modern explosion in wireless services that, having arrived late find there is a scarcity in the remaining available spectrum. Cognitive radio (CR) presents a solution. CRs combine intelligence, spectrum sensing and software reconfigurable radio capabilities. This allows them to opportunistically transmit among several licensed bands for seamless communications, switching to another channel when a licensee is sensed in the original band without causing interference. Enabling this is an intelligent dynamic channel selection strategy capable of finding the best quality channel to transmit on that suffers from the least licensee interruption. This thesis evaluates a Q-learning channel selection scheme using an experimental approach. A cognitive radio deploying the scheme is implemented on GNU Radio and its performance is measured among channels with different utilizations in terms of its packet transmission success rate, goodput and interference caused. We derive similar analytical expressions in the general case of large-scale networks. Our results show that using the Q-learning scheme for channel selection significantly improves the goodput and packet transmission success rate of the system.</p>


Author(s):  
Tommi Pelkonen

This chapter analyzes the development trends in a special field within multi-channel e-business, digital games designed for mobile devices. It presents frameworks with which to analyze business models, industry positions, and strategic alliances of mobile device game developers, publishers, and telco operators. The key conclusions of the paper are that: (1) game developers should focus more throughly in the creation of excellent and value-adding game titles for consumers; and (2) mobile operators and mobile game pubishers should work actively to create a feasible business environment for market actors and to encourage consumers to consume mobile games. Furthermore, the chapter suggests that the key location in mobile entertainment is shifting gradually from Northern Europe to Asian markets.


Author(s):  
Yogita Kansal ◽  
Deepak Kumar ◽  
P. K. Kapur

The Information Technology products are suffering from various security issues due to the flaws residing in the software system. These flaws allow the violations of security policy and leads into vulnerability. Once the associated user discovers vulnerability the number of intrusions increases until the vendor releases a patch. The patching process helps in maintaining the stability of the software and reduces the probability of damage potential. Even after diffusion and installation whether the patch has successfully removed the vulnerability or not is of great importance. Patch failures creates more vulnerabilities and leads into disaster for developing organizations and users. Thus the success rate of patch is also an unavoidable factor on the basis of which the intrusion rate can be judged. Here in this paper we propose a vulnerability patch modeling that addresses the patching of vulnerabilities that are either discovered by external user or internal user. We also discuss after installation what leads a patch towards failure and what will be its impact on an intact system. The model also provides measures to estimate the potential unsuccessful patch rate that will help developers in logistic planning while patch development. We have used three datasets of different domain to validate the model. A numerical with different goodness of fit criteria is also illustrated in the paper.


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