Software Security > Wearable Computing > Gaming Software

Total Page:16

File Type:pdf, Size:1020Kb

Software Security > Wearable Computing > Gaming Software > Software Security > Wearable Computing > Gaming Software > Robotics and Analytics JUNE 2018 www.computer.org IEEE COMPUTER SOCIETY: Be at the Center of It All IEEE Computer Society membership puts you at the heart of the technology profession—and helps you grow with it. Here are 10 reasons why you need to belong. A robust jobs board, Training that plus videos, articles sharpens your edge and presentations to in Cisco, IT security, help you land that next MS Enterprise, Oracle opportunity. and more. Scholarships awarded to computer science Certifi cations and engineering student and exam preparation members each year. that set you apart. Opportunities to Industry intelligence, get involved through including Computer, myCS, speaking, publishing and Computing Now, and volunteering opportunities. myComputer. Deep discounts Over 200 annual on magazines, journals, conferences and technical conferences, symposia events held worldwide. and workshops. Access to 300-plus chapters hundreds of and more than 30 books, 13 technical technical committees magazines and keep you 20 research journals. connected. IEEE Computer Society—keeping you ahead of the game. Get involved today. www.computer.org/membership IEEE COMPUTER SOCIETY computer.org • +1 714 821 8380 STAFF Editor Managers, Editorial Content Meghan O’Dell Brian Brannon, Carrie Clark Contributing Staff Publisher Christine Anthony, Lori Cameron, Cathy Martin, Chris Nelson, Robin Baldwin Dennis Taylor, Rebecca Torres, Bonnie Wylie Director, Products and Services Production & Design Evan Butterfield Carmen Flores-Garvey Senior Advertising Coordinator Debbie Sims Circulation: ComputingEdge (ISSN 2469-7087) is published monthly by the IEEE Computer Society. IEEE Headquarters, Three Park Avenue, 17th Floor, New York, NY 10016-5997; IEEE Computer Society Publications Office, 10662 Los Vaqueros Circle, Los Alamitos, CA 90720; voice +1 714 821 8380; fax +1 714 821 4010; IEEE Computer Society Headquarters, 2001 L Street NW, Suite 700, Washington, DC 20036. Postmaster: Send address changes to ComputingEdge-IEEE Membership Processing Dept., 445 Hoes Lane, Piscataway, NJ 08855. Periodicals Postage Paid at New York, New York, and at additional mailing offices. Printed in USA. Editorial: Unless otherwise stated, bylined articles, as well as product and service descriptions, reflect the author’s or firm’s opinion. Inclusion in ComputingEdge does not necessarily constitute endorsement by the IEEE or the Computer Society. All submissions are subject to editing for style, clarity, and space. Reuse Rights and Reprint Permissions: Educational or personal use of this material is permitted without fee, provided such use: 1) is not made for profit; 2) includes this notice and a full citation to the original work on the first page of the copy; and 3) does not imply IEEE endorsement of any third-party products or services. Authors and their companies are permitted to post the accepted version of IEEE-copyrighted material on their own Web servers without permission, provided that the IEEE copyright notice and a full citation to the original work appear on the first screen of the posted copy. An accepted manuscript is a version which has been revised by the author to incorporate review suggestions, but not the published version with copy-editing, proofreading, and formatting added by IEEE. For more information, please go to: http://www.ieee.org/publications_standards/publications/rights/paperversionpolicy.html. Permission to reprint/republish this material for commercial, advertising, or promotional purposes or for creating new collective works for resale or redistribution must be obtained from IEEE by writing to the IEEE Intellectual Property Rights Office, 445 Hoes Lane, Piscataway, NJ 08854-4141 or [email protected]. Copyright © 2018 IEEE. All rights reserved. Abstracting and Library Use: Abstracting is permitted with credit to the source. Libraries are permitted to photocopy for private use of patrons, provided the per- copy fee indicated in the code at the bottom of the first page is paid through the Copyright Clearance Center, 222 Rosewood Drive, Danvers, MA 01923. Unsubscribe: If you no longer wish to receive this ComputingEdge mailing, please email IEEE Computer Society Customer Service at [email protected] and type “unsubscribe ComputingEdge” in your subject line. IEEE prohibits discrimination, harassment, and bullying. For more information, visit www.ieee.org/web/aboutus/whatis/policies/p9-26.html. IEEE Computer Society Magazine Editors in Chief Computer IEEE Micro IEEE Intelligent Systems Sumi Helal, Lancaster University Lieven Eeckhout, Ghent V.S. Subrahmanian, Dartmouth University College IEEE Software IEEE MultiMedia Diomidis Spinellis, Athens IEEE Computer Graphics Shu-Ching Chen, Florida University of Economics and and Applications International University Business Torsten Möller, University of Vienna IEEE Annals of the History IEEE Internet Computing of Computing M. Brian Blake, Drexel University IEEE Pervasive Computing Nathan Ensmenger, Indiana Marc Langheinrich, Università University Bloomington IT Professional della Svizzera Italiana Irena Bojanova, NIST IEEE Cloud Computing Computing in Science Mazin Yousif, T-Systems IEEE Security & Privacy & Engineering International David M. Nicol, University of Jim X. Chen, George Mason Illinois at Urbana-Champaign University www.computer.org/computingedge 1 JUNE 2018 • VOLUME 4, NUMBER 6 THEME HERE 10 32 39 The New Killer Practices and Emerging White- App for Security: Technologies Collar Robotics: Software in Computer The Case of Inventory Game Software Watson Analytics Engineering Software 10 The New Killer App for Security: Software Inventory GARY MCGRAW 13 Publish Your Software: Introducing the Journal of Open Source Software (JOSS) DANIEL S. KATZ, KYLE E. NIEMEYER, AND ARFON M. SMITH Wearables 18 How Wearable Computing Is Shaping Digital Health OLIVER AMFT 26 What Will We Wear After Smartphones? OLIVER AMFT AND KRISTOF VAN LAERHOVEN Gaming 32 Practices and Technologies in Computer Game Software Engineering WALT SCACCHI Robotics 39 Emerging White-Collar Robotics: The Case of Watson Analytics DANIEL E. O’LEARY Data and Analytics 44 Different Databases for Different Strokes GREGORY VIAL 50 The Role of a Customer Data Platform SETH EARLEY Departments 4 Magazine Roundup 50 8 Editor’s Note: Software, Software Everywhere The Role of a Customer Data Platform Subscribe to ComputingEdge for free at www.computer.org/computingedge. CS FOCUS Magazine Roundup Editor: Lori Cameron the authors of this article from the April 2018 issue of Com- puter envision the co-location of open data repositories in stan- dardized formats together with high-performance computing hardware utilizing open source optimized analysis codes. Computing in Science & Engineering A Cyberplatform for he IEEE Computer Computer Sharing Scientifi c Research Society’s lineup of 13 Data at DataCenterHub T peer-reviewed techni- International Neuroscience In this article from the May/ cal magazines covers cutting- Initiatives through the June 2018 issue of Comput- edge topics ranging from soft- Lens of High-Performance ing in Science & Engineering, ware design and computer Computing the authors introduce Data- graphics to Internet comput- Neuroscience initiatives aim to CenterHub, a new solution for ing and security, from scien- develop new technologies and preserving, sharing, and dis- tifi c applications and machine tools to measure and manipu- covering data produced by sci- intelligence to cloud migration late neuronal circuits. To deal entifi c research. Datasets are and microchip design. Here are with the massive amounts of organized by experiments, with highlights from recent issues. data generated by these tools, a simple common structure for 4 June 2018 Published by the IEEE Computer Society 2469-7087/18/$33.00 © 2018 IEEE metadata, fi le collections, and key IEEE Cloud Computing the suggested clothes could help parameters. Researchers associate you decide quickly what to wear, annotations, reports, media, and Privacy-Preserving Image keep you warm or cool, and con- measurements to each experiment, Processing in the Cloud tribute to your health. Read more and interactive viewers interpret Millions of private images are gen- in this article from the March/ data by type and use so that they erated in various digital devices April 2018 issue of IEEE Computer can be investigated before down- every day. The consequent massive Graphics and Applications. loading. Parameters are extracted computational workload means for discovery of key data otherwise more people are turning to cloud IEEE Intelligent Systems hidden in fi les. DataCenterHub computing platforms for their eco- provides an alternative discipline- nomical computation resources. Investigative Knowledge neutral solution, with the goal of Meanwhile, privacy concerns arise Discovery for Combating helping researchers classify and over the sensitive information con- Illicit Activities share data for easy discovery and tained in outsourced image data. Developing scalable, semi-automatic exploration. Lack of security and privacy guar- approaches to derive insights from antees becomes the main barrier a domain-specifi c Web corpus is IEEE Annals of the History to further deployment of cloud- a longstanding research problem of Computing based image processing systems. in the knowledge discovery com- This article from the March/April munity. The problem is particu- The Origins of the 2018 issue of IEEE Cloud Comput- larly challenging
Recommended publications
  • MAGIC Summoning: Towards Automatic Suggesting and Testing of Gestures with Low Probability of False Positives During Use
    JournalofMachineLearningResearch14(2013)209-242 Submitted 10/11; Revised 6/12; Published 1/13 MAGIC Summoning: Towards Automatic Suggesting and Testing of Gestures With Low Probability of False Positives During Use Daniel Kyu Hwa Kohlsdorf [email protected] Thad E. Starner [email protected] GVU & School of Interactive Computing Georgia Institute of Technology Atlanta, GA 30332 Editors: Isabelle Guyon and Vassilis Athitsos Abstract Gestures for interfaces should be short, pleasing, intuitive, and easily recognized by a computer. However, it is a challenge for interface designers to create gestures easily distinguishable from users’ normal movements. Our tool MAGIC Summoning addresses this problem. Given a specific platform and task, we gather a large database of unlabeled sensor data captured in the environments in which the system will be used (an “Everyday Gesture Library” or EGL). The EGL is quantized and indexed via multi-dimensional Symbolic Aggregate approXimation (SAX) to enable quick searching. MAGIC exploits the SAX representation of the EGL to suggest gestures with a low likelihood of false triggering. Suggested gestures are ordered according to brevity and simplicity, freeing the interface designer to focus on the user experience. Once a gesture is selected, MAGIC can output synthetic examples of the gesture to train a chosen classifier (for example, with a hidden Markov model). If the interface designer suggests his own gesture and provides several examples, MAGIC estimates how accurately that gesture can be recognized and estimates its false positive rate by comparing it against the natural movements in the EGL. We demonstrate MAGIC’s effectiveness in gesture selection and helpfulness in creating accurate gesture recognizers.
    [Show full text]
  • Minetest Forums
    Minetest Forums The official Minetest discussion board Skip to content Search… Search Advanced search Board index ‹ User-contributed Content ‹ Subgames ‹ Subgame Releases Print view FAQMembersRegisterLogin [Game] Dreambuilder [20160114-2006] Post a reply Search this topic… Search 544 posts • Page 1 of 22 • 1, 2, 3, 4, 5 ... 22 Reply with quote [Game] Dreambuilder [20160114-2006] VanessaE Moderator by VanessaE » Mon Apr 28, 2014 01:37 Posts: 3642 "If you can imagine it, you can build it." Joined: Sun Apr 01, 2012 12:38 Location: Waynesville, Dreambuilder is my attempt to give the player pretty much everything they'll ever want to build with, and all the tools NC they should ever need to actually get the job done. This game was originally based on minetest_game, minus a couple GitHub: VanessaE of mods that I don't like, with a number of minor things changed, and a number of extra mods added on. Since then, IRC: VanessaE many things have changed - while much of the base game is still the same, some stuff is different, and many more mods In-game: have been added. Many of the mods contained in this game have been tweaked from their deault states. Mods are VanessaEzekowitz generally kept up-to-date, and from time to time, if an interesting feature pops up in minetest_game, I may port that over also. Website This game is in use on my Creative server and my Survival server. Both servers have a few extra mods installed for their specific needs, but should give you a pretty good idea nonetheless.
    [Show full text]
  • Building a Java First-Person Shooter
    3D Java Game Programming – Episode 0 Building a Java First-Person Shooter Episode 0 [Last update: 5/03/2017] These notes are intended to accompany the video sessions being presented on the youtube channel “3D Java Game Programming” by youtube member “The Cherno” at https://www.youtube.com/playlist?list=PL656DADE0DA25ADBB. I created them as a way to review the material and explore in more depth the topics presented. I am sharing with the world since the original work is based on material freely and openly available. Note: These notes DO NOT stand on their own, that is, I rely on the fact that you viewed and followed along the video and may want more information, clarification and or the material reviewed from a different perspective. The purpose of the videos is to create a first-person shooter (FPS) without using any Java frameworks such as Lightweight Java Game Library (LWJGL), LibGDX, or jMonkey Game Engine. The advantages to creating a 3D FPS game without the support of specialized game libraries that is to limit yourself to the commonly available Java classes (not even use the Java 2D or 3D APIs) is that you get to learn 3D fundamentals. For a different presentation style that is not geared to following video episodes checkout my notes/book on “Creating Games with Java.” Those notes are more in a book format and covers creating 2D and 3D games using Java in detail. In fact, I borrow or steal from these video episode notes quite liberally and incorporate into my own notes. Prerequisites You should be comfortable with basic Java programming knowledge that would be covered in the one- semester college course.
    [Show full text]
  • Literature Study Concerning Wearable Computers for Use in Process Plants
    Literature study: Wearable Control Room /LWHUDWXUHVWXG\FRQFHUQLQJZHDUDEOHFRPSXWHUVIRUXVHLQSURFHVVSODQWV This report is a literature study concerning different aspects of wearable computers. The report is meant to be used mainly as background information for defining relevant projects within the program “wearable control room” as well as an introduction of this research topics for Ph.D. students and other interested readers. ,QWURGXFWLRQ This report presents the state of the research concerning wearable computers with focus on use within process plants. In addition to wearable computers, the report focuses on human factors as well as the organisational and social aspects of substituting the existing centralised control room with distributed wearable computers. Research related to wearable computers has existed for several years, but most of the research has concentrated on other aspects and goals than developing a wearable control room for process plants. A wearable computer can generally be defined as (Bass 1997): • it may be used while the wearer is in motion; • it may be used while one or both hands are free or occupied with other tasks; • it exists within the corporeal envelope of the user, i.e., it should be not merely attached to the body but becomes an integral part of the person's clothing; • it must allow the user to maintain control; • it must exhibit constancy, in the sense that it should be constantly available. The following chapters outline the state of work related to different topics, applications and finally, universities and research institutions working with wearable computers. Chapter 2 pre- sents a short review of equipment available on the market.
    [Show full text]
  • Tutorial on Designing for Wearability
    Tutorial on Designing for Wearability Francine Gemperle and Peter Sellar Carnegie Mellon University Pittsburgh, PA 15213 USA [email protected], [email protected] http://www.wearablegroup.org ABSTRACT At the Second International Symposium on The objective of this workshop will be to Wearable Computing we presented a paper titled familiarize the group with two things. The role Design for Wearability [1]. In this paper we of Industrial Design in an interdisciplinary discussed a set of guidelines for designing design process and how to Design for wearable products to fit the three dimensional Wearability. The intended audience for this shapes of the dynamic human body. This paper tutorial is anyone who is managing or also presented a set of wearable forms to be used participating in an interdisciplinary development as a reference tool for the creation of wearable team designing wearable hardware. This tutorial products. In this tutorial we will share our will also be valuable for anyone who is process for both creating a wearable computer interested the role of industrial design in the housing to fit the human body and designing the development of a wearable computer. Some component placement on a printed circuit board knowledge of the field of wearable computing to meet the complex and organic shape of the will be helpful. For the exercise, participants computer housing. This tutorial will focus on an should be comfortable working with their hands iterative and interdisciplinary design process. We and talking in a group. will present a case study application of the Design for Wearability work. We will do an INSTRUCTORS exercise creating wearable shapes for computers Francine Gemperle has been a Design and negotiating those shapes with the internal Researcher with Carnegie Mellon’s Wearable components of a computer.
    [Show full text]
  • Performance and Architecture Optimization in an HTML5-Based Web Game
    Linköping University | Department of Computer science Master Thesis | Computer Science Spring term 2016 | LiTH-IDA/ERASMUS-A–16/001—SE Performance and architecture optimization in an HTML5-based web game Corentin Bras Tutor, Aseel Berglund Examinator, Henrik Eriksson Copyright The publishers will keep this document online on the Internet – or its possible replacement – for a period of 25 years starting from the date of publication barring exceptional circumstances. The online availability of the document implies permanent permission for anyone to read, to download, or to print out single copies for his/hers own use and to use it unchanged for non-commercial research and educational purpose. Subsequent transfers of copyright cannot revoke this permission. All other uses of the document are conditional upon the consent of the copyright owner. The publisher has taken technical and administrative measures to assure authenticity, security and accessibility. According to intellectual property law the author has the right to be mentioned when his/her work is accessed as described above and to be protected against infringement. For additional information about the Linköping University Electronic Press and its procedures for publication and for assurance of document integrity, please refer to its www home page: http://www.ep.liu.se/. © Corentin Bras Abstract Web applications are becoming more and more complex and bigger and bigger. In the case of a web game, it can be as big as a software. As well, as these applications are run indirectly through a web browser they need to be quite well optimized. For these reasons, performance and architecture are becoming a crucial point in web development.
    [Show full text]
  • Mapreduce Service
    MapReduce Service Troubleshooting Issue 01 Date 2021-03-03 HUAWEI TECHNOLOGIES CO., LTD. Copyright © Huawei Technologies Co., Ltd. 2021. All rights reserved. No part of this document may be reproduced or transmitted in any form or by any means without prior written consent of Huawei Technologies Co., Ltd. Trademarks and Permissions and other Huawei trademarks are trademarks of Huawei Technologies Co., Ltd. All other trademarks and trade names mentioned in this document are the property of their respective holders. Notice The purchased products, services and features are stipulated by the contract made between Huawei and the customer. All or part of the products, services and features described in this document may not be within the purchase scope or the usage scope. Unless otherwise specified in the contract, all statements, information, and recommendations in this document are provided "AS IS" without warranties, guarantees or representations of any kind, either express or implied. The information in this document is subject to change without notice. Every effort has been made in the preparation of this document to ensure accuracy of the contents, but all statements, information, and recommendations in this document do not constitute a warranty of any kind, express or implied. Issue 01 (2021-03-03) Copyright © Huawei Technologies Co., Ltd. i MapReduce Service Troubleshooting Contents Contents 1 Account Passwords.................................................................................................................. 1 1.1 Resetting
    [Show full text]
  • WT41N0 Wearable Computer Spec Sheet
    PRODUCT SPEC SHEET WT41N0 FEATURES Ergonomic hands-free wearable design Award-winning ergonomic design increases user WT41N0 comfort and productivity THE NEXT GENERATION IN RUGGED WEARABLE VOICE AND High-performance nextgeneration DATA MOBILE COMPUTERS platform Best-in-class dual core Easily increase productivity and eliminate errors in your warehouse or distribution center with next processor provides the generation hands-free voice and data. With the major increase in package volume driven by multi-channel support, power to run virtually any demands for the ultimate in customer service, plus increasing regulations for traceability, you need to move more enterprise application items through your warehouse or distribution center and capture more information about those items than ever before. With the WT41N0 wearable mobile computer on the arms of your workers, you will. Now, workers can keep their 802.11a/b/g/n WLAN hands and eyes on the materials they are handling ' no time is lost handling paper or a handheld mobile device. Add a Easily connects to existing ring-style scanner worn on a finger and workers can capture 1-D and 2-D bar codes on the fly, able to document the WLAN for fast integration; path of that item for full traceability ' and verify that the right items are in the right orders, shipped to the right 802.11n and support for customers at the right time. The result? Improved customer satisfaction and loyalty. More throughput with the same advanced Zebra's WLAN staff, driving staff utilization up. And less time spent capturing more information on item movement, driving the cost of features greatly improves compliance with traceability regulations down.
    [Show full text]
  • Einf ¨Uhrung Mod
    Einf ¨uhrung Mod Regeln von Computerspielen werden klassischerweise im Quellcode festgelegt. Manche Spiele lesen allerdings Teile der Regeln aus Konfigurationsdateien. Damit kann man das Spiel andern,¨ ohne den Hauptquellcode zu andern¨ ) Modifikation des Spiels, kurz Mod Historische Beispiele: Anderung¨ der Bewegungsreichweite Civilisation (1991) Colonization (1994) Binar¨ editierbar ASCII-Format editierbar Mod, historische Entwicklung I Mit schnelleren Computern wanderten immer mehr Regeln in Konfigurationsdateien: Effizientere Spielentwicklung I Steigende Anzahl inoffizieller Mods durch Spieler I Seit dem Half-Life (1998)-Mod Counterstrike (1999) sind Mods auch in direkter Aufmerksamkeit der Spieleentwickler I Neue Spiele kommen immer ofter¨ mit der expliziten Moglichkeit¨ komplexe Mods zu integrieren Von Konfigurationsanderungen¨ zu vollen Mods Alte Spiele erlauben oft nur kleine Anderungen¨ durch geanderte¨ Konfigurationsdateien: Geschwindigkeit von Einheiten, Masse von Gegenstanden,¨ Levellayout, . Steigende Moddinganforderungen haben in einigen Spielen zum “versehentlichen” Entwickeln von Programmiersprachen gefuhrt:¨ Stuckweise¨ mehr hinzugefugt,¨ bis beliebige Programme geschrieben werden konnten (Beispiel: StarCraft). Losung¨ 1: Beliebige Programme konnen¨ als Konfiguration hinzugefugt¨ werden Nachteil: Mangelnde Portabilitat,¨ Einfachheit der Konfiguration geht oft wieder verloren Losung¨ 2: Einfache Programmiersprache entwickeln, die sich fur¨ eine Vielzahl von Projekten eignet und von Grund auf dafur¨ durchgedacht ist. Beispiele: Lua,
    [Show full text]
  • Prozessunterstützung Für Den Entwurf Von Wearable-Computing-Systemen
    Prozessunterstutzung¨ fur¨ den Entwurf von Wearable-Computing-Systemen Vom Fachbereich Informatik der Technischen Universit¨at Darmstadt genehmigte Dissertation zur Erlangung des akademischen Grades Dr. rer. nat. vorgelegt von Dipl.-Inform. Tobias Klug geboren in Frankfurt Tag der Einreichung: 15.4.2008 Tag der Disputation: 30.5.2008 Referenten: Prof. Dr. Max Muhlh¨ ¨auser, Darmstadt Prof. Dr.-Ing. Ralph Bruder, Darmstadt Darmstadt 2008 Darmst¨adter Dissertationen D17 i Danksagung Diese Dissertation ist weder Steffi Graf, noch Andr´eAgassi gewidmet. Dafur¨ je- doch den vielen Personen, die mich in den letzten dreieinhalb Jahren begleitet und unterstutzt¨ haben. An erster Stelle m¨ochte ich hier meinem Doktorvater Prof. Max Muhlh¨ ¨auser fur¨ die Anregungen und Diskussionen danken, die entscheidend zum Entstehen dieser Arbeit beigetragen haben. Außerdem m¨ochte ich meiner Freundin Nina Steinert und meinen Eltern danken, die meine Entscheidung zu promovieren unterstutzt¨ und mich die gesamte Zeit uber¨ begleitet haben. Sie haben mich immer wieder motiviert und auch bei der Korrektur des endgultigen¨ Textes tatkr¨aftige Unterstutzung¨ geleistet. Des weiteren m¨ochte ich Markus Roth, Hristo Indzhov und Svenja Kahn danken, die mit ihren Diplom- und Bachelorarbeiten entscheidend zur Entstehung dieser Arbeit beigetragen haben. Außerdem m¨ochte ich den vielen Kollegen an der Universit¨at und bei SAP Rese- arch fur¨ die freundliche und lockere Arbeitsatmosph¨are danken. Victoria Carlsson, Andreas Zinnen und Thomas Ziegert danke ich fur¨ die gute Zusammenarbeit und fruchtbaren Diskussionen im Rahmen des wearIT@work-Projektes und auch daruber¨ hinaus. Ich danke meinen Zimmerkollegen an der Universit¨at Melanie Hartmann und Fernando Lyardet, die sich immer wieder meine wilden Ideen anh¨oren und kommen- tieren mussten.
    [Show full text]
  • Classification of Smart Environment Scenarios in Combination with a Human-Wearable- Environment-Communication Using Wireless Connectivity
    CLASSIFICATION OF SMART ENVIRONMENT SCENARIOS IN COMBINATION WITH A HUMAN-WEARABLE- ENVIRONMENT-COMMUNICATION USING WIRELESS CONNECTIVITY Kristof Friess1 and Prof. Dr. Dr. h.c. Volker Herwig2 1Department of Applied Computer Science, University of Applied Science Erfurt, Erfurt, Germany [email protected] 2Department of Applied Computer Science, University of Applied Science Erfurt, Erfurt, Germany [email protected] ABSTRACT The development of computer technology has been rapid. Not so long ago, the first computer was developed which was large and bulky. Now, the latest generation of smartphones has a calculation power, which would have been considered those of supercomputers in 1990. For a smart environment, the person recognition and re-recognition is an important topic. The distribution of new technologies like wearable computing is a new approach to the field of person recognition and re-recognition. This article lays out the idea of identifying and re-identifying wearable computing devices by listening to their wireless communication connectivity like Wi-Fi and Bluetooth and building a classification of interaction scenarios for the combination of human-wearable-environment. KEYWORDS Wireless Network, Smart Environment, Wearable-Computing, UbiComp, Interaction-Scenarios 1. INTRODUCTION With the growing market of worn computer systems like smartphones and smartwatches, in short wearables, the possible interaction between human and computer has changed. In a short time, also the interaction between human, computer and the environment will change. There are unlimited use cases where a human uses the computer as an assistant for filtering data, processing information or storing context information. Now and in the near future, there are a lot of use cases coming up, where not the device itself helps the human to become smarter, but the environment, based on the knowledge about the human, acts smartly.
    [Show full text]
  • Java Game Developer Interview Questions and Answers Guide
    Java Game Developer Interview Questions And Answers Guide. Global Guideline. https://www.globalguideline.com/ Java Game Developer Interview Questions And Answers Global Guideline . COM Java Game Developer Job Interview Preparation Guide. Question # 1 What is the 'Platform independence 'properties of java? Answer:- The very essence of the platform independence of Java lies in the way the code is stored, parsed and compiled - bytecode. Since these bytecodes run on any system irrespective of the underlying operating system, Java truly is a platform-independent programming language. Read More Answers. Question # 2 Tell us what will you bring to the team? Answer:- I will bring a large amount of support to the team, I endeavour to make sure my team reaches the goal they so desperately need. I feel that adding me to the team will bring our performance up a notch. Read More Answers. Question # 3 Tell us is Game Development Subcontracted? Answer:- I was having a conversation with someone who believed that components of a games code where subcontracted out to programmers in different countries where it would be cheaper, then assembled by the local company. I understand that people often use pre-built engines but I would think that making the actual game would require people to work closely in the same studio. Read More Answers. Question # 4 Tell me is There A Portal Dedicated To Html5 Games? Answer:- Just to get something straight; by "portal", I mean a website that frequently publishes a certain type of games, has a blog, some articles, maybe some tutorials and so on. All of these things are not required (except the game publishing part, of course), for example, I consider Miniclip to be a flash game portal.
    [Show full text]