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31.
Malicious software and other attacks are a major concern in the computing ecosystem and there is a need to go beyond the answers based on untrusted software. Trusted and secure computing can add a new hardware dimension to software protection. Several secure computing hardware architectures using memory encryption and memory integrity checkers have been proposed during the past few years to provide applications with a tamper resistant environment. Some solutions, such as HIDE, have also been proposed to solve the problem of information leakage on the address bus. We propose the CRYPTOPAGE architecture which implements memory encryption, memory integrity protection checking and information leakage protection together with a low performance penalty (3% slowdown on average) by combining the Counter Mode of operation, local authentication values and MERKLE trees. It has also several other security features such as attestation, secure storage for applications and program identification. We present some applications of the CRYPTOPAGE architecture in the computer virology field as a proof of concept of improving security in presence of viruses compared to software only solutions.  相似文献   
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We address the problem of verifying planning domains as used in model-based planning, for example in space missions. We propose a methodology for testing flight rules of planning domains which is self-contained, in the sense that flight rules are verified using a planner and no external tools are required. We review and analyse coverage conditions for requirements-based testing, and we reason in detail on "Unique First Cause" (UFC) coverage for test suites. We characterise flight rules using patterns, encoded using LTL, and we provide UFC coverage for them. We then present a translation of LTL formulae into planning goals, and illustrate our approach on a case study.  相似文献   
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This paper examines some aspects of the usefulness of interactive tabletop systems, if and how these impact collaboration. We chose creative problem solving such as brainstorming as an application framework to test several collaborative media: the use of pen-and-paper tools, the “around-the-table” form factor, the digital tabletop interface, the attractiveness of interaction styles. Eighty subjects in total (20 groups of four members) participated in the experiments. The evaluation criteria were task performance, collaboration patterns (especially equity of contributions), and users’ subjective experience. The “around-the-table” form factor, which is hypothesized to promote social comparison, increased performance and improved collaboration through an increase of equity. Moreover, the attractiveness of the tabletop device improved subjective experience and increased motivation to engage in the task. However, designing attractiveness seems a highly challenging issue, since overly attractive interfaces may distract users from the task.  相似文献   
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The current work addresses the problem of 3D model tracking in the context of monocular and stereo omnidirectional vision in order to estimate the camera pose. To this end, we track 3D objects modeled by line segments because the straight line feature is often used to model the environment. Indeed, we are interested in mobile robot navigation using omnidirectional vision in structured environments. In the case of omnidirectional vision, 3D straight lines are projected as conics in omnidirectional images. Under certain conditions, these conics may have singularities.In this paper, we present two contributions. We, first, propose a new spherical formulation of the pose estimation withdrawing singularities, using an object model composed of lines. The theoretical formulation and the validation on synthetic images thus show that the new formulation clearly outperforms the former image plane one. The second contribution is the extension of the spherical representation to the stereovision case. We consider in the paper a sensor which combines a camera and four mirrors. Results in various situations show the robustness to illumination changes and local mistracking. As a final result, the proposed new stereo spherical formulation allows us to localize online a robot indoor and outdoor whereas the classical formulation fails.  相似文献   
36.
The cone calorimeter is one of the major fire tests. In its reference standard ISO 5660‐1, the apparatus (and especially a characteristic of its orifice plate mass flow meter, called C‐Factor) is calibrated using a methane burner set at 5 kW. However, measurements performed in end‐use are in the range 1–10 kW. In addition, standard proposes to check linearity at 1 and 3 kW, which means in the lowest part of the range. This communication establishes the validation of the linearity on the whole range and determines the optimal condition for C‐factor determination. It justifies the technical choices of the standard. Copyright © 2014 John Wiley & Sons, Ltd.  相似文献   
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Schubert introduced the partnership ability φ-index relying on a researcher’s number of co-authors and collaboration rate. As a Hirsch-type index, φ was expected to be consistent with Schubert–Glänzel’s model of h-index. Schubert demonstrated this relationship with the 34 awardees of the Hevesy medal in the field of nuclear and radiochemistry (r 2 = 0.8484). In this paper, we upscale this study by testing the φ-index on a million researchers in computer science. We found that the Schubert–Glänzel’s model correlates with the million empirical φ values (r 2 = 0.8695). In addition, machine learning through symbolic regression produces models whose accuracy does not exceed a 6.1 % gain (r 2 = 0.9227). These results suggest that the Schubert–Glänzel’s model of φ-index is accurate and robust on the domain-wide bibliographic dataset of computer science.  相似文献   
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We report the results of an empirical study demonstrating the value of using physiological compliance as a measure of social presence during digital game playing. The physiological activity (facial EMG, electrodermal activity, cardiac activity and respiration) of 21 dyads were acquired synchronously while they were playing a digital game either cooperatively or competitively and either at home or in the laboratory. Physiological compliance was defined as the correlation between the physiological signals of the dyad members. The results of this study confirm that physiological compliance is higher in a conflicting situation than when playing cooperatively. Importantly, the results also demonstrate that physiological compliance is related to self-reported social presence. This suggests that physiological compliance is not limited to negative situations but rather increases due to rich interactions. Only minor differences in physiological compliance were observed between home play and laboratory play, suggesting the ecological validity of laboratory measures. Finally, we propose that compliance measures can be considered as objective indices of social presence in digital gaming.  相似文献   
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