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The sixth generation (6G) of wireless technology is seen as one of the enablers of real-time fusion of the physical and digital realms, as in the Metaverse, extended reality (XR), or Digital Twin (DT). This would allow people to interact, work, and entertain themselves in immersive online 3D virtual environments. From the viewpoint of communication and networking, this will represent an evolution of the game networking technology, designed to interconnect massive users in real-time online gaming environments. This article presents the basic principles of game networking and discusses their evolution towards meeting the requirements of the Metaverse and similar applications. Several open research challenges are provided, along with possible solutions.

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Networking:IFIP International Conferences on Networking。 Explanation:國際網絡會議(yi)。 Publisher:IFIP。 SIT:

The Internet of Things (IoT) is a futuristic technology that promises to connect tons of devices via the internet. As more individuals connect to the internet, it is believed that communication will generate mountains of data. IoT is currently leveraging Wireless Sensor Networks (WSNs) to collect, monitor, and transmit data and sensitive data across wireless networks using sensor nodes. WSNs encounter a variety of threats posed by attackers, including unauthorized access and data security. Especially in the context of the Internet of Things, where small embedded devices with limited computational capabilities, such as sensor nodes, are expected to connect to a larger network. As a result, WSNs are vulnerable to a variety of attacks. Furthermore, implementing security is time-consuming and selective, as traditional security algorithms degrade network performance due to their computational complexity and inherent delays. This paper describes an encryption algorithm that combines the Secure IoT (SIT) algorithm with the Security Protocols for Sensor Networks (SPINS) security protocol to create the Lightweight Security Algorithm (LSA), which addresses data security concerns while reducing power consumption in WSNs without sacrificing performance.

As the healthcare sector is facing major challenges, such as aging populations, staff shortages, and common chronic diseases, delivering high-quality care to individuals has become very difficult. Conversational agents have shown to be a promising technology to alleviate some of these issues. In the form of digital health assistants, they have the potential to improve the everyday life of the elderly and chronically ill people. This includes, for example, medication reminders, routine checks, or social chit-chat. In addition, conversational agents can satisfy the fundamental need of having access to information about daily news or local events, which enables individuals to stay informed and connected with the world around them. However, finding relevant news sources and navigating the plethora of news articles available online can be overwhelming, particularly for those who may have limited technological literacy or health-related impairments. To address this challenge, we propose an innovative solution that combines knowledge graphs and conversational agents for news search in assisted living. By leveraging graph databases to semantically structure news data and implementing an intuitive voice-based interface, our system can help care-dependent people to easily discover relevant news articles and give personalized recommendations. We explain our design choices, provide a system architecture, share insights of an initial user test, and give an outlook on planned future work.

With the dramatic advances in deep learning technology, machine learning research is focusing on improving the interpretability of model predictions as well as prediction performance in both basic and applied research. While deep learning models have much higher prediction performance than traditional machine learning models, the specific prediction process is still difficult to interpret and/or explain. This is known as the black-boxing of machine learning models and is recognized as a particularly important problem in a wide range of research fields, including manufacturing, commerce, robotics, and other industries where the use of such technology has become commonplace, as well as the medical field, where mistakes are not tolerated. This bulletin is based on the summary of the author's dissertation. The research summarized in the dissertation focuses on the attention mechanism, which has been the focus of much attention in recent years, and discusses its potential for both basic research in terms of improving prediction performance and interpretability, and applied research in terms of evaluating it for real-world applications using large data sets beyond the laboratory environment. The dissertation also concludes with a summary of the implications of these findings for subsequent research and future prospects in the field.

Maintaining real-time communication quality in metaverse has always been a challenge, especially when the number of participants increase. We introduce a proprietary WebRTC SFU service to an open-source web-based VR platform, to realize a more stable and reliable platform suitable for educational communication of audio, video, and avatar transform. We developed the web-based VR platform and conducted a preliminary validation on the implementation for proof of concept, and high performance in both server and client sides are confirmed, which may indicates better user experience in communication and imply a solution to realize educational metaverse.

Sensors have the capability of collecting engineering data and quantifying environmental changes, activities, or phenomena. Civil engineers lack of knowledge in sensor technology. Therefore, the vision of smart cities equipped with sensors informing decisions has not been realized to date. The cost associated with data acquisition systems, laboratories, and experiments restricts access to sensors for wider audiences. Recently, sensors are becoming a new tool in education and training, giving learners real-time information that can reinforce their confidence and understanding of scientific or engineering new concepts. However, the electrical components and computer knowledge associated with sensors are still a challenge for civil engineers. If sensing technology costs and use are simplified, sensors could be tamed by civil engineering students. The researcher developed, fabricated, and tested an efficient low-cost wireless intelligent sensor (LEWIS) aimed at education and research, named LEWIS1. This platform is directed at learners connected with a cable to the computer but has the same concepts and capabilities as the wireless version. The content of this paper describes the hardware and software architecture of the first prototype and their use, as well as the proposed new LEWIS1 (LEWIS1 beta) that simplifies both hardware and software, and user interfaces. The capability of the proposed sensor is compared with an accurate commercial PCB sensor through experiments. The later part of this paper demonstrates applications and examples of outreach efforts and suggests the adoption of LEWIS1 beta as a new tool for education and research. The authors also investigated the number of activities and sensor building workshops that has been done since 2015 using the LEWIS sensor which shows an ascending trend of different professionals excitement to involve and learn the sensor fabrication.

Game engines are powerful tools in computer graphics. Their power comes at the immense cost of their development. In this work, we present a framework to train game-engine-like neural models, solely from monocular annotated videos. The result-a Learnable Game Engine (LGE)-maintains states of the scene, objects and agents in it, and enables rendering the environment from a controllable viewpoint. Similarly to a game engine, it models the logic of the game and the underlying rules of physics, to make it possible for a user to play the game by specifying both high- and low-level action sequences. Most captivatingly, our LGE unlocks the director's mode, where the game is played by plotting behind the scenes, specifying high-level actions and goals for the agents in the form of language and desired states. This requires learning "game AI", encapsulated by our animation model, to navigate the scene using high-level constraints, play against an adversary, devise the strategy to win a point. The key to learning such game AI is the exploitation of a large and diverse text corpus, collected in this work, describing detailed actions in a game and used to train our animation model. To render the resulting state of the environment and its agents, we use a compositional NeRF representation used in our synthesis model. To foster future research, we present newly collected, annotated and calibrated large-scale Tennis and Minecraft datasets. Our method significantly outperforms existing neural video game simulators in terms of rendering quality. Besides, our LGEs unlock applications beyond capabilities of the current state of the art. Our framework, data, and models are available at //learnable-game-engines.github.io/lge-website.

The release of Microsoft's HoloLens headset addresses new types of issues that would have been difficult to design without such a hardware. This semi-transparent visor headset allows the user who wears it to view the projection of 3D virtual objects placed in its real environment. The user can also interact with these 3D objects, which can interact with each other. The framework of this new technology is called mixed reality. We had the opportunity to numerically transform a conventional human nutrition workshop for patients waiting for bariatric surgery by developing a software called HOLO_NUTRI using the HoloLens headset. Unlike our experience of user and conventional programmer specialized in the development of interactive 3D graphics applications, we realized that such a mixed reality experience required specific programming concepts quite different from those of conventional software or those of virtual reality applications, but above all required a thorough reflection about communication for users. In this article, we propose to explain our design of communication (graphic supports, tutorials of use of material, explanatory videos), a step which was crucial for the good progress of our project. The software was used by thirty patients from Le Puy-en-Velay Hospital during 10 sessions of one hour and a half during which patients had to take in hand the headset and software HOLO_NUTRI. We also proposed a series of questions to patients to have an assessment of both the adequacy and the importance of this communication approach for such experience. As the mixed reality technology is very recent but the number of applications based on it significantly increases, the reflection on the implementation of the elements of communication described in this article (videos, exercise of learning for the use of the headset, communication leaflet, etc.) can help developers of such applications.

The black-box nature of artificial intelligence (AI) models has been the source of many concerns in their use for critical applications. Explainable Artificial Intelligence (XAI) is a rapidly growing research field that aims to create machine learning models that can provide clear and interpretable explanations for their decisions and actions. In the field of network cybersecurity, XAI has the potential to revolutionize the way we approach network security by enabling us to better understand the behavior of cyber threats and to design more effective defenses. In this survey, we review the state of the art in XAI for cybersecurity in network systems and explore the various approaches that have been proposed to address this important problem. The review follows a systematic classification of network-driven cybersecurity threats and issues. We discuss the challenges and limitations of current XAI methods in the context of cybersecurity and outline promising directions for future research.

Along with the massive growth of the Internet from the 1990s until now, various innovative technologies have been created to bring users breathtaking experiences with more virtual interactions in cyberspace. Many virtual environments with thousands of services and applications, from social networks to virtual gaming worlds, have been developed with immersive experience and digital transformation, but most are incoherent instead of being integrated into a platform. In this context, metaverse, a term formed by combining meta and universe, has been introduced as a shared virtual world that is fueled by many emerging technologies, such as fifth-generation networks and beyond, virtual reality, and artificial intelligence (AI). Among such technologies, AI has shown the great importance of processing big data to enhance immersive experience and enable human-like intelligence of virtual agents. In this survey, we make a beneficial effort to explore the role of AI in the foundation and development of the metaverse. We first deliver a preliminary of AI, including machine learning algorithms and deep learning architectures, and its role in the metaverse. We then convey a comprehensive investigation of AI-based methods concerning six technical aspects that have potentials for the metaverse: natural language processing, machine vision, blockchain, networking, digital twin, and neural interface, and being potential for the metaverse. Subsequently, several AI-aided applications, such as healthcare, manufacturing, smart cities, and gaming, are studied to be deployed in the virtual worlds. Finally, we conclude the key contribution of this survey and open some future research directions in AI for the metaverse.

Visual recognition is currently one of the most important and active research areas in computer vision, pattern recognition, and even the general field of artificial intelligence. It has great fundamental importance and strong industrial needs. Deep neural networks (DNNs) have largely boosted their performances on many concrete tasks, with the help of large amounts of training data and new powerful computation resources. Though recognition accuracy is usually the first concern for new progresses, efficiency is actually rather important and sometimes critical for both academic research and industrial applications. Moreover, insightful views on the opportunities and challenges of efficiency are also highly required for the entire community. While general surveys on the efficiency issue of DNNs have been done from various perspectives, as far as we are aware, scarcely any of them focused on visual recognition systematically, and thus it is unclear which progresses are applicable to it and what else should be concerned. In this paper, we present the review of the recent advances with our suggestions on the new possible directions towards improving the efficiency of DNN-related visual recognition approaches. We investigate not only from the model but also the data point of view (which is not the case in existing surveys), and focus on three most studied data types (images, videos and points). This paper attempts to provide a systematic summary via a comprehensive survey which can serve as a valuable reference and inspire both researchers and practitioners who work on visual recognition problems.

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