• Title/Summary/Keyword: Replay

Search Result 318, Processing Time 0.022 seconds

On an Algorithm for the Assessment of Collision Risk among Multiple Ships based on AIS (AIS 기반 다중선박 충돌 위험도 추정 알고리즘에 관한 연구)

  • Son, Nam-Sun;Oh, Jae-Yong;Kim, Sun-Young
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
    • /
    • 2009.10a
    • /
    • pp.62-63
    • /
    • 2009
  • A monitoring system of collision risk among multiple ships is newly-designed in order to reduce human error and make vessel traffic control more effective. By using AIS data as ships' navigational information, an estimation algorithm of collision risk among multiple ships is newly-designed. To consider ships' course of now and future, collision risks of multiple ships can be calculated by using fuzzy algorithm. To test the performance of new algorithm, replay simulations are carried out on actual AIS data collected from VTS center of Ulsan harbor in Korea. The AIS data include 25 ships' information for two hours. In this paper, the features of newly-designed estimation algorithm of collision risk and the results of replay simulation are discussed.

  • PDF

Android-Based Synchronous Mobile Distance Learning System with Session Recording and Replay Support (세션 레코딩과 리플레이를 지원하는 안드로이드 기반 동기식 모바일 원격 교육 시스템)

  • Sung, Dae-Hyun;Lee, Jang-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.15 no.6
    • /
    • pp.1369-1380
    • /
    • 2011
  • Most existing mobile distance learning systems are asynchronous ones that allow students to download lecture video and presentation material. However, there are a few synchronous real-time mobile distance learning systems that support slide, annotation, feedback from student, and lecture video and audio at the same time. These live mobile distance learning systems have an advantage of supporting real-time interaction between students and a lecturer thereby making students understand the lecture better. But, they also have a disadvantage in the sense that they don't allow students to experience the past lecture. This problem can be solved by recording and replaying lecture session. So far, there are few mobile distance learning systems that support session recording and replay. This paper presents a synchronous mobile distance learning system that supports video and audio, slide with annotation, and real-time feedback from students, as well as session recording and replay, which is not supported by the existing mobile distance learning systems. The evaluation of the system among students shows that 61.3% of them were satisfied while 3.2% weren't.

Video Replay by Frame Receive Order Relocation Method in the Wire and Wireless Network (유무선 네트워크에서 프레임 수신 순서 재할당 방법을 사용한 동영상 재생)

  • Kang, Dong-Jin;Kim, Dong-Hoi
    • Journal of Digital Contents Society
    • /
    • v.17 no.3
    • /
    • pp.135-142
    • /
    • 2016
  • When video service is performed in simulation using NS-2(Network Simulation-2), the video replay is performed as the received frame order. In the existing video replay method based on the received frame order, as the frame orders of receiver and transmitter are different, the receiver buffer does not have the effect that the packets between the frames of transmitter buffer holds a regular size and packet dense and sparsity phenomenon in the receiver buffer is made by the irregular packet size due to the unpredictable reversed order of received partial frames. The above dense and sparsity phenomenon increases the probability of buffer overflow and underflow generation. To prevent these problems, the proposed frame receive order relocation method adds an extra replay buffer which rearranges the order of receive frame as the order of transmit frame, so it has the effect that the packets between the transmit frames keeps a regular size. Through the simulation using NS-2 and JSVM(Joint Scalable Video Model), the generation number of buffer overflow and underflow, and PSNR(Required Peak Signal to Noise Ratio) performance between the existing method and proposed method were compared. As a result, it was found that the proposed method would have better performance than the existing method.

Data augmentation in voice spoofing problem (데이터 증강기법을 이용한 음성 위조 공격 탐지모형의 성능 향상에 대한 연구)

  • Choi, Hyo-Jung;Kwak, Il-Youp
    • The Korean Journal of Applied Statistics
    • /
    • v.34 no.3
    • /
    • pp.449-460
    • /
    • 2021
  • ASVspoof 2017 deals with detection of replay attacks and aims to classify real human voices and fake voices. The spoofed voice refers to the voice that reproduces the original voice by different types of microphones and speakers. data augmentation research on image data has been actively conducted, and several studies have been conducted to attempt data augmentation on voice. However, there are not many attempts to augment data for voice replay attacks, so this paper explores how audio modification through data augmentation techniques affects the detection of replay attacks. A total of 7 data augmentation techniques were applied, and among them, dynamic value change (DVC) and pitch techniques helped improve performance. DVC and pitch showed an improvement of about 8% of the base model EER, and DVC in particular showed noticeable improvement in accuracy in some environments among 57 replay configurations. The greatest increase was achieved in RC53, and DVC led to an approximately 45% improvement in base model accuracy. The high-end recording and playback devices that were previously difficult to detect were well identified. Based on this study, we found that the DVC and pitch data augmentation techniques are helpful in improving performance in the voice spoofing detection problem.

Replay Attack based Neutralization Method for DJI UAV Detection/Identification Systems (DJI UAV 탐지·식별 시스템 대상 재전송 공격 기반 무력화 방식)

  • Seungoh Seo;Yonggu Lee;Sehoon Lee;Seongyeol Oh;Junyoung Son
    • Journal of Aerospace System Engineering
    • /
    • v.17 no.4
    • /
    • pp.133-143
    • /
    • 2023
  • As drones (also known as UAV) become popular with advanced information and communication technology (ICT), they have been utilized for various fields (agriculture, architecture, and so on). However, malicious attackers with advanced drones may pose a threat to critical national infrastructures. Thus, anti-drone systems have been developed to respond to drone threats. In particular, remote identification data (R-ID)-based UAV detection and identification systems that detect and identify illegal drones with R-ID broadcasted by drones have been developed, and are widely employed worldwide. However, this R-ID-based UAV detection/identification system is vulnerable to security due to wireless broadcast characteristics. In this paper, we analyze the security vulnerabilities of DJI Aeroscope, a representative example of the R-ID-based UAV detection and identification system, and propose a replay-attack-based neutralization method using the analyzed vulnerabilities. To validate the proposed method, it is implemented as a software program, and verified against four types of attacks in real test environments. The results demonstrate that the proposed neutralization method is an effective neutralization method for R-ID-based UAV detection and identification systems.

Wireless Controller with Replay Function for the Animatronics Control (애니매트로닉스 모형제어를 위한 반복재생형 무선송수신 제어기)

  • Park, Byoung-Seob;Shin, Jeong-Ho
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.10
    • /
    • pp.45-53
    • /
    • 2008
  • The animatronics technique could be very important fact of technique not only to achieve full completion of visible image but also to offer lots of chances to express images by merging CG, special effects and special devices. In this thesis, we design and implement the Zigbee-based wireless transceiver and communication program to control animal animatronics such as a dog and bear. The wireless control utilizing the Zigbee protocol is that electrically consumption is more small than the Bluetooth and reliability of data transmission is better. The implemented control systems and program have the normal and replay function for control of animal models. This functions and operability are tested by a designed animatronics prototype under the wireless environment.

Comparison of Reinforcement Learning Algorithms for a 2D Racing Game Learning Agent (2D 레이싱 게임 학습 에이전트를 위한 강화 학습 알고리즘 비교 분석)

  • Lee, Dongcheul
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.20 no.1
    • /
    • pp.171-176
    • /
    • 2020
  • Reinforcement learning is a well-known method for training an artificial software agent for a video game. Even though many reinforcement learning algorithms have been proposed, their performance was varies depending on an application area. This paper compares the performance of the algorithms when we train our reinforcement learning agent for a 2D racing game. We defined performance metrics to analyze the results and plotted them into various graphs. As a result, we found ACER (Actor Critic with Experience Replay) achieved the best rewards than other algorithms. There was 157% gap between ACER and the worst algorithm.

Attacking and Repairing the Improved ModOnions Protocol-Tagging Approach

  • Borisov, Nikita;Klonowski, Marek;Kutylowski, Miroslaw;Lauks-Dutka, Anna
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.4 no.3
    • /
    • pp.380-399
    • /
    • 2010
  • In this paper, we present a new class of attacks against an anonymous communication protocol, originally presented in ACNS 2008. The protocol itself was proposed as an improved version of ModOnions, which exploits universal re-encryption in order to avoid replay attacks. However, ModOnions allowed the detour attack, introduced by Danezis to re-route ModOnions to attackers in such a way that the entire path is revealed. The ACNS 2008 proposal addressed this by using a more complicated key management scheme. The revised protocol is immune to detour attacks. We show, however, that the ModOnion construction is highly malleable and this property can be exploited in order to redirect ModOnions. Our attacks require detailed probing and are less efficient than the detour attack, but they can nevertheless recover the full onion path while avoiding detection and investigation. Motivated by this, we present modifications to the ModOnion protocol that dramatically reduce the malleability of the encryption primitive. It addresses the class of attacks we present and it makes other attacks difficult to formulate.

A Study on Basic Technologic for File Transmission Between Base-Station and Mobile Hosts (베이스 스테이션과 모빌 호스트간의 파일전송 기초기술연구)

  • 김창식;김정원;정기동
    • Journal of Korea Multimedia Society
    • /
    • v.2 no.1
    • /
    • pp.59-68
    • /
    • 1999
  • Multimedia applications have an ability to transmit a lot of data in real time. In mobile circumstances the replay of continuous multimedia data in real time causes frequent replay breaks and poor service quality because of low transmission speed and new transmission path settings in hand-off. To avoid these unfavorable side effects, we need a new mechanism which can transmit data efficiently between base station and mobile hosts, to control the buffers of mobile hosts, and to switch to a new transmission path rapidly in hand-off. The study is to propose how to give good service to mobile hosts during hand-off and the mechanism which can increase the number of mobile hosts in the cell unit.

  • PDF

Fast and Secure 2-Way Handshake Mechanism using Sequence Number in Wireless LAN (순번을 이용한 고속의 안전한 무선 랜 2-Way 핸드쉐이크 기법)

  • Lim, Jeong-Mi
    • Journal of Korea Multimedia Society
    • /
    • v.12 no.9
    • /
    • pp.1323-1332
    • /
    • 2009
  • In this paper, we analyze security weakness of 4-Way Handshake in IEEE 802.11i and propose fast and secure 2-Way Handshake mechanism. Compute PTK(Pairwise Transient Key) using sequence number instead of random numbers in order to protect Replay attack and DoS attack. Also, proposed 2-Way Handshake mechanism can mutual authenticate between mobile station and access point and derive PTK using modified Re-association Request and Re-association Response frames. And, compare with others which are fast and secure Handoff mechanisms.

  • PDF