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Page 1: Vision of the CSE Department - Supreme Knowledge ...skf.edu.in/Downloads/m3.pdfDigital Watermarking Applications Parasmita Gupta, CSE 4th Year 101 32. iOS- Mobile operating System
Page 2: Vision of the CSE Department - Supreme Knowledge ...skf.edu.in/Downloads/m3.pdfDigital Watermarking Applications Parasmita Gupta, CSE 4th Year 101 32. iOS- Mobile operating System

I –Brook (Volume 1, Issue 3) July – December 2017 |1

Vision of the CSE Department:

The vision of the CSE department is to develop a world class leading department of

Technical Education in Computer Science & Engineering to cater the national and

international demand and necessity for quality computer engineer for a better world.

The department will also be a centre of excellence in research and education for the

generation of innovative knowledge and technology in the field of Computer Science and

Engineering.

Mission of the CSE Department:

M1: To provide quality technical education in the area of Computer Science and

Engineering with strong fundamentals, through periodically updated curriculum, best of

modern laboratory facilities, collaborative venture with the industries and effective teaching

learning process.

M2: To impart technical education that may provide innovative skills in their respective

area of specialization for Industries, Academics and Society at large.

M3: To generate and dissimilate innovative knowledge and the emerging technologies in

the field of Computer Science and Engineering essential to the local and global need.

M4: To develop competent man power with deep awareness in human values and corporate

ethics - creating globally acceptable high quality skilled, potential, professional computer

engineers for Industries, Academics and Society at large.

M5: To develop communication skills, team work and leadership quality among students

through continuous rigorous grooming by Industry Professionals.

Program Educational Objectives of the CSE Department:

PEO 1. To educate and train students in the fundamentals of Computer Science & Engineering,

Basic Science and Engineering in order to analyze and solve computing problems, as

demonstrated by their professional accomplishments in industry, academics, government sectors.

PEO 2. To educate and train students with an understanding of real-world computing needs, as

demonstrated by their ability to address current technical issues involving computing problems

encountered in industry, academics, government sectors.

PEO 3. To train students to work effectively, professionally and ethically in computing-related

professions, as demonstrated by their communications, teamwork and leadership skills in industry,

academics, government sectors and society at large.

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I –Brook (Volume 1, Issue 3) July – December 2017 |2

The Department of Computer Science and Engineering, Supreme Knowledge

Foundation Group of Institutions is elated to declare the advent of I-Brook for the

beloved students of the department.

This magazine aims to provide information of the latest technological progression in

the field of Computer Science & Engineering. The students can then incorporate these

ideas not only in their curriculum but also instill the essence of the modern trends into

their conscience inspiring for greater knowledge and better understanding of the

subject. I-Brook hopefully will be successful in its endeavor to reach out to all of its

readers the pure bliss of excavating new technologies in the arena of Computer Science

& Engineering, all over the world. This being the third issue of the first volume, a

gratifying acknowledgment to all its contributors and readers to help it reach its

epitome of triumph through diffusing education amongst one and all.

Happy Reading!!

Editor — Mr. Amitava Halder

Co-editors —Bidisha Bhabani,

Koyel Chakraborty

Magazine Title — Trisha Dey , Student ,4th year CSE, SKFGI

Logo and Cover Page Design -Mr. Joy Chatterjee

Members - Dr.Rajib Bag,Manab Kumar Das, Sayon Ghosh,Sonali Banerjee,Aritra

Bandopadhyay,Kaustuv Deb,Sathi Roy, Rudra Prasad Chatterjee, Imraj Malik, Soumen

Moulik,Sourabh Koley, Avijit Batabyal,Sanjit Mazi, Sudeshna Sanpui, Jaya Das, Sumita Dutta.

I-Brook’s Purpose!!

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I –Brook (Volume 1, Issue 3) July – December 2017 |3

I am pleased to learn that the department Computer Science and Engineering is

going to publish a technical magazine entitled ‗iBROOK‟. This is a good initiative

by the department. Various technological developments may be highlighted in this

magazine. Through this magazine the students and faculties will get an opportunity

to expose their diversified talents which may not be limited to publishing technical

papers only. In order to stay competitive in the market it is necessary to remain well

informed and participate in all activities for their all-round development. I am sure

the magazine will provide the right platform for all to expose their art, literary and

photography talent.

I wish the editorial board all the success.

Dr. Amit Kumar Aditya, Director & Chief Academic Advisor, SKFGI

I am really very proud and delighted to bring out this first issue of departmental

technical magazine entitled ‗iBROOK‘. It is the perfect vehicle for periodic

communication. It is a great way for educators to communicate and share new

ideas with each other. It strives for an intellectual endeavor that focuses on critical

and creative thinking with the aim of social transformation.

Department has a unified team of qualified and experienced teachers, we are

striving hard continuously to improve the quality of education and to achieve

towards the mission and vision of the department. The department helps the

students to develop their overall personality and make them worthy technocrat to

compete and work at global level for which various professional student chapters

like IEEE, CSI, IET are formed in Institutional level.

I admire the efforts taken by editorial board in presenting the thoughts of young

engineers and best wishes.

Dr. Rajib Bag, HOD, CSE, SKFGI

It gives me a great pleasure to see that the department of Computer Science and

Engineering has come up with their first technical magazine 'iBROOK'. It is very

important to start this kind of activities, which is very much required for a technical

institute.

I am happy to see that the department is contributing to the needs of technology in

the country. The well thought contents of the magazine have brilliantly thrown

some light on the latest trends and important topics in the field of computer science

and information technology. Not only the faculties, but also the students and even

the alumni have put a lot of effort in this magazine. This technical magazine

represents the spirit and hidden technical talents of the students. This would

definitely encourage the other departments to come up with their technical

magazines so that the students get a chance to showcase their young intelligent

minds.

Congratulations to the team for providing such a good platform of knowledge

sharing. Best Wishes,

Bijoy Guha Mallick, Chairman, Trust, SKFGI

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I –Brook (Volume 1, Issue 3) July – December 2017 |4

From the Editor:-

Etymologically, the word curriculum is derived from the Latin word ―Currere‖ which

means a racecourse or a runway, on which one runs to reach goal. Education as a

learning tool should help to pursue the students to achieve their goals, ideals and

aspirations of life. Keeping all this in mind, we have "Added another feather in the cap"

by releasing our technical magazine „iBROOK‟. This is a time of great changes. In

education too we see fast changes. The publication of this magazine is a major

milestone in the progress and development of the department, just like an army

marching on its stomach. The magazine will open a window of opportunity to many

people who will know that as an institution, we are destined to the bright future.

The student today is an individual, is a real person with feelings of self-respect,

sensitivity, responsibility and compassion. I wish all a great success in the near future.

Finally, I would like to express my deep gratitude to the Editorial Board for their

support and also thanks students and all stakeholders for their whole hearted

contribution for the success of the third issue of the 1st volume of „iBROOK‟.

Thank you and God Bless.

Amitava Halder, Asst. Prof., CSE Dept., SKFGI

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I –Brook (Volume 1, Issue 3) July – December 2017 |5

Dedicating the 3rd Issue of the 1st Volume to Veteran Actor Om Puri

•Student's Corner

•Faculty CornerPart A

•Departmental AchievementsPart B

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I –Brook (Volume 1, Issue 3) July – December 2017 |6

Contents

Students’ Corner ~

Faculty Corner~

Serial No. Article Name Written By Page

Number

1. Android Hani Singh, CSE 1st Year 7

2. 5 Pen PC Technology Naman Agarwal, CSE 2nd

Year 10

3. 5G Technology Naman Agarwal, CSE 2nd

Year 12

4. CPU‘s Arpan Das, CSE 2nd

Year 14

5. A mysterious new operating system - Fuchsia Soumya Ghosh, CSE 2nd

Year 15

6. IOT to protect the environment Sabina Parveen , CSE 2nd

Year 16

7. Snapdragon 835 Mobile Platform Navin Gupta, CSE 2nd

Year 18

8. Python: The Master of Language Soumodeep Mukherjee, CSE 2nd

Year 21

9. A point wise glance at Sixth Sense Technology Debjit Das, CSE 2nd

Year 24

10. Video Game Development Darshan Bhattacharya, CSE 2nd

Year 27

11. WANNACRY says wanna cry? Shivam Manna, CSE 2nd

Year 30

12. Blue Eyes Technology Debolina Ghosh, CSE 3rd

Year 32

13. Basic concepts of Network security and attacks Chiranjit Das, CSE 3rd

Year 34

14. Digital Jewelry Sumana Paul, CSE 3rd

Year 38

15. DNA Storage Anish Majumdar, CSE 3rd

Year 42

16. Fortran Govind Kumar Prajapati, CSE 3rd

Year 45

17. Internet of Things(IoT) Sudipta Das, CSE 3rd

Year 46

18. Paper Battery Megha Biswas, CSE 3rd

Year 48

19. Pill Camera Disha Mukherjee, CSE 3rd

Year 51

20. SpaceX BFR – Anywhere on Earth in under an

hour Sagar Prasad, CSE 3

rd Year 54

21. The apps you need to survive a natural disaster Alisha Neogi, CSE 3rd

Year 58

22. Augmented Reality Biswadeepam Pal, CSE 4th

Year 61

23. Wireless ad hoc networks Deep Narayan Biswas, CSE 4th

Year 64

24. Digital Cash Ripa Ghosh, CSE 4th

Year 68

25. DNA chip or Microarray Gobinda Santra, CSE 4th

Year 71

26. Cuckoo Search Gouranga Mondal, CSE 4th

Year 77

27. Thermography Ishani Dey, CSE 4th

Year 79

28. Touchscreen Kaustav Nandy, CSE 4th

Year 82

29. Virtual Lan Technology Nayanika Saha, CSE 4th

Year 90

30. GSM Security & Encryption Neha Chowdhury, CSE 4th

Year 93

31. Digital Watermarking Applications Parasmita Gupta, CSE 4th

Year 101

32. iOS- Mobile operating System by Apple Puja Mishra, CSE 4th

Year 108

33. Digital Signature Rohit Shaw, CSE 4th

Year 110

34. Fingerprint Recognition Technology Sagnik Sen, CSE 4th

Year 112

35. Gait Recognition Saket Kumar, CSE 4th

Year 113

Serial No. Article Name Written By Page

Number

1. Hyper-threading : A New Era for Processor

Speed up Mr. Amitava Halder, CSE 119

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I –Brook (Volume 1, Issue 3) July – December 2017 |7

―ANDROID‖

Hani Singh

CSE – 1st year

INTRODUCTION: Android is a Linux based operating system it is designed primarily for touch

screen mobile devices such as smart phones and tablets, computers. The operating system has

developed in last 15 years starting from black & white phones to recent smart

phones or mini computers. One of the most widely used mobile OS these days

is android. The android is software that was founded in Palo Alto of California

in 2003. These applications are more comfortable and advanced for the users.

The hardware that supports android software is based on ARM architecture

platform. The android is an open source operating system means that it is free

and anyone can use it. The android has got millions of apps available that can

help you managing your life one or other way and it is available at low cost in

market at that reason android is very popular.

The android development supports with the full java programming language. Even other

packages that are API & JSE are not supported. The first version 1.0 of android development kit was

released in 2008 &latest updated version is Jelly bean.

ANDROID

ARCHITECTURE:

The android is a operating

system and is a stack of software

components which is divided

into five sections and three main

layers that is:

1. Linux Kernel

2. Libraries

3. Android Runtime

APPLICATIONS: Android initially came into existence that developments are given the power and

freedom to create enthralling mobile applications while taking advantage of everything that the

mobile handset has to offer.

Android is built on open Linux Kernel. This particular software for mobile application is made to be

open source, giving the opportunity to the developers to introduce and incorporate any technological

advancement. Build on custom virtual machine android gives its users the addition usage and

application power, to initiate an interactive and efficient application and operational software for your

phone.

PART – A

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I –Brook (Volume 1, Issue 3) July – December 2017 |8

1. Android applications are composed of one or more application components (activities,

services, content providers and broadcast receivers).

2. Each component performs a different role in the overall application behavior and each one

can be activated individually (even by other application).

3. The manifest file must declare all components in the application and should also declare all

applications requirement such as the minimum

version of android required and any hardware

configurations required.

4. Non code application resources should include

alternatives for different device configuration.

FEATURES: The features of android are as follows:

1. Head set layout

2. Optimized graphics

3. Connectivity: GSM/EDGE, IDEN, CDMA, WIFI,

EDGE, 3G, NFC, LTE, GPS.

4. Messaging: SMS, MMS, C2DM (could to device

messaging), GCM (Google could messaging).

5. Multilanguage support

6. Multi touch

7. Video calling

8. Screen capture

9. Streaming media support, external storage

ADVANTAGES:

Android is Linux based open source operating system it can be developed by anyone.

Easy access to the android apps.

You can replace the battery and mass storage, disk drive and UDB option.

Its supports all Google services.

The operating system is able to inform you of a new SMS and emails or latest updates.

It supports multitasking.

Its supports 2d and 3d graphics.

Can install a modified Rom.

There is always a remainder of notification on the home screen of android phones.

Android phones provide us bigger screen in less price as compared to IPHONES.

DISADVANTAGES:

Android is very heavy operating system and most apps tend to run in the background

even when closed by the user. This eats up battery power even more. As a result, the

phone invariably ends up failing the battery life estimates given by the manufacturers.

Some phones tend to drastically loss efficiency if dozens of apps are installed.

Data safety is another problem and the fear of losing data forever always hovers over

users. While there are several apps that help backup data none are tightly knit into OS.

The android app store is open to every publisher. It‘s easier to get apps published in the

play store as the space is not continuously monitored. Therefore, most android apps are

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I –Brook (Volume 1, Issue 3) July – December 2017 |9

half-backed and also not malware proof. This nullifies any innovativeness the apps have

to offer.

When we run large apps/games most of the time android shows error force close which is

definitely annoying.

Not all the apps available in the store are compatible with different levels or ranges of

android phones.

App crashing or forced closure is a norm with android devices and staunch android phone

users have now gotten used to this flaw.

CONCLUSION: Android has grown rapidly over the past 4 years becoming

the most used smart phone operating system in the world. It‘s because

android doesn‘t release 1 phone from 1 company, with one new OS every

year but countless phones from numerous companies, adding their own twist

throughout the year, developing gradually day-by-day. Android‘s ability to

customize is unparallel compared to Apple‘s and Microsoft‘s Software

allowing the user to change and customize nearly every aspect of android

which most IPHONES and windows 7 users wouldn‘t dream possible. I am

not one to say that android is better or worse than as but android is unique

and incomparable to other mobile operating system.

The next version of Android to be released is Android Oreo which

will be applicable in early April 2018. In terms of feature

highlights, Oreo focuses on speed and efficiency. For many phones

updated to Android 8.0, another name for Oreo, boot speeds will be increased as much as

two times. While it's light on visual changes, Oreo packs in some useful design tweaks,

like picture-in-picture (PiP) mode for the likes of YouTube,

Hangouts and others, as well as notification dots that give you

a colorful nudge to check out your notifications.

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I –Brook (Volume 1, Issue 3) July – December 2017 |10

―5 PEN PC TECHNOLOGY‖

Naman Agarwal

CSE II– 2nd

year

5 Pen PC Technology is a gadget package including five functions: a pen-style cellular phone with a

handwriting data input function, virtual keyboard, a very small projector, camera scanner, and

personal ID key with cashless pass function.

When writing a quick note, pen and paper are still the most natural to use. The 5 pen pc

technology with digital pen and paper makes it possible to get a digital copy of handwritten

information, and have it sent to digital devices via Bluetooth.

P-ISM (Pen-style Personal Networking Gadget Package), which is nothing but the new discovery

which is under developing stage by NEC Corporation. It is simply a new invention in computer

and it is associated with communication field. Surely this will have a great impact on the computer

field. In this device you will find Bluetooth as the main interconnecting device between different

peripherals.

P-ISM is a gadget package including five functions: a pen-style cellular phone with a handwriting

data input function, virtual keyboard, a very small projector, camera scanner, and personal ID key

with cashless pass function. P-ISMs are connected with one another through short-range wireless

technology. The whole set is also connected to the Internet through the cellular phone function.

This personal gadget in a minimalist pen style enables the ultimate ubiquitous computing.

Working Principle

A computer that utilizes an electronic pen (called a stylus) rather than a keyboard for input. Pen

computers generally require special operating systems that support handwriting recognition so that

users can write on the screen or on a tablet instead of typing on a keyboard. Most pen computers

are hand-held devices, which are too small for a full-size keyboard.

How does it work?

The P-ISM (Pen-style Personal Networking Gadget Package) consists of a package of 5 pens that

all have unique functions, combining together to create virtual computing experience by producing

both monitor and keyboard on any flat surfaces from where you can carry out functions that you

would normally do on your desktop computer. P-ISM‘s are connected with one another via a short-

range (Bluetooth) wireless technology. The whole set is connected to the Internet through the

cellular phone function.

The five components of P-ISM:

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I –Brook (Volume 1, Issue 3) July – December 2017 |11

1. CPU pen:

The functionality of CPU is done by one of the pens. It is also called computing engine.

2. Communication pen:

P-ISMs are connected with one another through short-range wireless technology. The whole set is

also connected to the Internet through the cellular phone function. They are connected through Tri-

wireless modes (Bluetooth, 802.11B/G, and Cellular) which are made small and kept in a small

pen like device.

3. Virtual keyboard:

The virtual keyboard works on any flat surface which uses a camera to track the finger

movements. On this specific keyboard, this is done by a 3D IR sensor technology with laser

technology to get a full size keyboard. You can also change the language input and the layout of

the keyboard. This is more efficient than normal keyboards because you don‘t have to buy a new

keyboard for every language. They are also easy to maintain as they are prone to damage by spills,

drops and other malfunctions.

4. LED projector:

The role of the monitor is taken by the LED projector. LED projectors use LCD technologies for

image creation with a difference as they use an array of Light Emitting Diodes as the light source,

negating the need for lamp replacement. Also it would not need as much energy to used and with a

longer lifetime. The size of the screen is approximately 1024 × 768 px which is a size of an A4

paper.

5. Digital camera:

We had digital camera in the shape of pen .It is useful in video recording, videoconferencing;

simply it is called as web cam. It is also connected with other devices through Bluetooth. The

major advantage it is small which is easily portable. It is a 360- Degree Visual Communication

Device. We have seen video phones hundreds of times in movies. Conventional visual

communications at a distance have been limited due to the display devices and terminals. This

terminal enables showing of the surrounding atmosphere and group-to-group communication with

a round display and a central super-wide-angle camera.

Fulgor Nocturnus by Tibaldi — $8 Million

Florentine pen maker Tibaldi specializes in proportion,

design, and excellent technical execution. Based on the

Divine Proportion of Phi, the ratio between the cap and the

visible portion of the barrel of the Fulgor Nocturnus equals

exactly 1.618 when the pen is closed. This gorgeous writing

instrument is encrusted with 945 black diamond's with 123

rubies around the rim. Don’t look for the Fulgor Nocturnus

in any store; only one was ever made – and it sold for $8

million at a charity auction in Shanghai. ( If possible read ―The Da Vinci Code by Dan Brown to

learn more about Phi!!)

`

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I –Brook (Volume 1, Issue 3) July – December 2017 |12

"5G TECHNOLOGY"

Naman Agarwal

CSE II – 2nd

year

INTRODUCTION :

The time has totally changed nowadays when compared to the ancient days and we are becoming

more and more advanced with the applied sciences we have. Those days are gone when the people use

to connect with the aid of letters, telegrams, and land line phones. What we see today is the

sophisticated world of technology with the innovation and advancement.

The exchange of information or communication with the friends, relatives, and dear ones has become

very easy and simple that just with a mobile phone we can be in touch with all of them.5G technology

is the abbreviation of the fifth generation mobile technology. Wireless communication has

commenced in early 1970‘s and after four decades of it, the technology has evolved from 1G to 5G.

From 1G to 5G the world of telecommunication is totally changed and now the aim of such industries

is to furnish the best of the best services to the customers. The technical people worked very hard to

furnish a smooth, undisturbed network and at last they released 5G technology which aims for such

wireless telecommunication network. This 5G network offers the data bandwidth of greater than

1Gbps, furnishes CDMA multiplex and has the internet as the core network. Well, the 5G is not

completely released but there are few countries which are using the 5G technology.

The fifth generation technology offers high bandwidth, many developed features and due to these

parameters; it will have a huge demand in the future. Now-a-days various wireless and mobile

technology networks are in use like fourth generation mobile networks, third generation mobile

networks (UTMS which stands for Universal Mobile Telecommunication system, CDMA 2000),

Long Term Evolution (LTE), Wi-Fi which is an IEEE 802.11 wireless network, WiMAX which is an

IEEE 802.16 wireless network and mobile networks, sensor networks and personal area networks

which includes Bluetooth and ZigBee.

To all the wireless and mobile networks, the data and

the signal are transferred through the IP i.e. internet

protocol or the network layer. Now, coming to the

fifth generation technology it furnishes all the

necessary and required facilities like mp3 recording,

camera, video and audio player, large phone memory

and with many more applications which the user have

never imagined before.

This new period of telecommunication is going to

begin and surely changes everything related to the

cellular industries. In the coming years, the 5G

technology will be in use because of its advancement,

affordable cost, and possess a bright future that will

keep it safe for years. The mobile multimedia internet

networks can be totally the wireless without any

limitations and make the networks as worldwide wireless web (WWWW).

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I –Brook (Volume 1, Issue 3) July – December 2017 |13

This fifth generation is based on 4G technology as it is an advanced form of 4G and the internet

networks are truly wireless which are supported by LAS-CDMA which stands for Large Area

Synchronized-Code- Division Multiple Access, OFDM which stands for Orthogonal Frequency

Division Multiplexing, MC-CDMA which stands for Multi-Carrier Code Division Multiple Access,

UMB which stands for Ultra-wideband, Network-LMDS which stands for Local Multipoint

Distribution Service and Ipv6.

At the same time, 5G technology offers very large data capabilities, unlimited data broadcast with the

mobile operating system. It makes the vital difference, give more services and advantages to the world

when compared to 4G. The people are not availing it as these are just theories but before the

innovation of 4G it was also a theory and now it is in existence which proves that theories are the base

of every innovation. So, it is an intelligently applied science and connects with the entire world

without any limits, the expected release of this technology is around is 2020.

Advantages:

The advantages of the 5G technology are as follows:

It posses very high speed, high capacity and low cost per bit.

It supports multimedia, voice, and internet.

It also offers global access and service portability.

It has very high uploading and downloading speed.

It offers high resolution and bi-directional large bandwidth for mad mobile users.

Disadvantages:

The following are the disadvantages of the 5G technology:

It is an under processing technology.

It is difficult to get a high seed in some parts of the world.

Security and privacy are yet to be solved.

Many old machines will not support 5G.

Applications:

The 5G technology has the following applications in different fields:

Helps in knowing weather, location and can control the OC‘s by the handsets.

The education system has its applications to make the learning of education much easier.

At the same time, it has the applications in the medical field also.

Natural disasters can be detected; can visualize the universe, planets, and galaxies.

Thus, the applications and advantages might increase and will have a wide range of applications in the

future

"The mind is everything. What you think you become.- Gautama Buddha"

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I –Brook (Volume 1, Issue 3) July – December 2017 |14

"CPU‘s"

Arpan Das

CSE II - 2nd

year

2017 has been a revolutionary year for computer world. With the release of new processor lineups

from Intel and AMD it has been a great year for gamers and creators to build a new PC.

For last 5 years Intel has been the undisputed champion in the AMD-Intel rivalry. With the last

release of ―Bulldozer‖ architecture based CPU namely ―FX-series‖ from AMD, it has been quiet an

upset from the red team as their architecture was not good enough for Intel‘s next gen CPUs.

However in late 2016 AMD announced their new releases for 2017. Ryzen it was. A ―Zen‖ based

14nm architecture. It was initially released to compete against Intel 6th gen CPUs(Skylake) which

Ryzen defeated very easily. Surprisingly it did significantly well against the Intel 7th gen(kabylake)

lineups .

Ryzen released its new line up with Ryzen 7 lineup which had 3 models (1700,1700x,1800x) all with

8 cores and 16 threads to compete I7 lineups. Later in mid year they released Ryzen 5 having 2 4 core

16 thread models(1400,1500x) and 2 6 core 12 thread models(1600,1600x) to compete against I5

lineups. Lastly in the last quarter of 2017 AMD released Ryzen 3 CPU which had 2

models(1200,1300x) all 4 core 4 thread processors to dethrone I3. Now in the last quarter of 2017

Intel announced I9 line ups with more than 10 cores and double threads processors. So AMD also

launched Ryzen Threadripper with 12 cores and 16 core CPUs having double threads.

So all these said now let‘s see how the CPUs performed. For Intel let‘s consider 7th gen kabylake

CPUs for a fair competition. Intel has always been the king of single core performance which mostly

favored gaming as hardly any game utilizes more than one core. This gave Intel a edge over Ryzen as

AMD single core performance was still a bit lower than Intel. But in the case of stuff like video

editing, 4k streaming which loves more cores Ryzen took a huge lead. As the highest core count of

Intel was 4 core and 8 threads which only I7 lineup had and also having lesser cache memory then

Ryzen CPUs kabylake did lose a huge edge to AMD. Even Ryzen 5 1600 and 1600x beat I7 in

multicore performance.

Intel answered this with their late release of 8th gen Coffee lake Processors having higher potentials

and beat Ryzen in most applications despite having less cores. This was indeed a great comeback for

Intel. But AMD is also preparing their reply with next gen of Ryzen CPUs expected to release next

year.

So 2017 was indeed a great year for CPUs. The long lost rivalry was re-lived. Like phoenix AMD

rose from the ashes and gave a tough competition to the legions of Intel. We hope to see more from

these two titanic companies in upcoming years.

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―A mysterious new operating system - Fuchsia.‖

Soumya Ghosh

CSE I – 2nd

year

Fuchsia is a capability-based, real-time operating system (RTOS) currently being developed

by Google. It was first discovered as a mysterious code post on GitHub in August 2016, without any

official announcement. In contrast to prior Google-developed operating systems such as Chrome

OS and Android, which are based on Linux kernels, Fuchsia is based on a new microkernel called

"Zircon", derived from "Little Kernel", a small operating system intended for embedded systems.

Upon inspection, media outlets noted that the code post on GitHub suggested Fuchsia's capability to

run on universal devices, from embedded systems to smartphones, tablets and personal computers. In

May 2017, Fuchsia was updated with a user interface, along with a developer writing that the project

was not a "dumping ground of a dead thing", prompting media speculation about Google's intentions

with the operating system, including the possibility of it replacing Android.

Fuchsia's user interface and apps are written with "Flutter", a software development kit allowing

cross-platform development abilities for Fuchsia, Android and iOS. Flutter produces apps based

on Dart, offering apps with high performance that run at 120 frames per second. Flutter also offers a

Vulkan-based graphics rendering engine called "Escher", with specific support for "Volumetric soft

shadows", an element that ―seems custom-built to run Google's shadow-heavy "Material Design"

interface guidelines".

Due to the Flutter software development kit offering cross-platform opportunities, users are able to

install parts of Fuchsia on Android devices. It is noted that, while users could test Fuchsia, nothing

"works", adding that "it's all a bunch of placeholder interfaces that don't do anything", though finding

multiple similarities between Fuchsia's interface and Android, including a Recent Apps screen, a

Settings menu, and a split-screen view for viewing multiple apps at once.

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―IoT to protect the environment!!‖

Sabina Parveen

CSE I - 2nd

year

Internet of Things can protect the environment? Get ready to be amazed................

Internet of Things (IoT) has a large role to play in the future of smart cities. IoT can be used in

practically all scenarios for public services by governments to make cities environment friendly.

Sensor-enabled devices can help monitor the environmental impact on cities, collect details about

sewers, air quality, and garbage. Such devices can also help monitor woods, rivers, lakes and oceans.

Many environmental trends are so complex

that they are difficult to conceptualise. IoT is a

recent communication paradigm that envisions

a near future, in which the objects of everyday

life will be equipped with micro-controllers,

transceivers for digital communication, and

suitable protocol stacks that will enable them to

communicate not only with one another but

also the users, becoming an integral part of the

internet and the environment. IoT

environmental monitoring applications usually

use sensors to lend a hand in environmental

protection by monitoring air or water quality,

atmospheric or soil conditions, and can even

include areas like monitoring the movements of wildlife and their habitats.

An urban IoT platform can provide means to monitor the quality of the air in crowded areas, parks, or

fitness trails. From real time monitoring of water quality in the ocean through sensors connected to a

buoy that sends information via the GPRS network, to the monitoring of goods being shipped around

the world, and smart power grids that create conditions for more rational production, planning and

consumption can all be achieved via microchips implanted in objects that communicate with each

other.

Some applications related to the IoT aren‘t new: toll collection tags, security access key cards, devices

to track stolen cars and various types of identity tags for retail goods and livestock. Other monitoring

and tracking systems have more business uses such as solving or averting problems like sending a

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cellphone alert to drivers that traffic is backed up at a particular exit ramp, and increasing efficiencies

such as enabling a utility to remotely switch off an electric meter in a just-vacated apartment. ICT

empowered atmosphere relief procedures could diminish worldwide environmental change 16.5% by

2020 contrasted with current endeavours.

For India‘s Smart City programme to flourish,

waste management would play a very important

role. In the current scenario, waste management

process is in shambles and government is

struggling to find ways for eco-friendly

disposal. IoT solutions and devices for waste

management revolves around two main

benefits: determining the best time to collect

waste and figuring out what route trucks should

follow. These two advantages can reduce the

time it takes to address potential waste build-up problems. In waste disposal, technologies like IoT

can help the city administration in controlling the amount of waste disposed at regular intervals

thereby avoiding build up and using the end residue for other developmental activities like road

building or supplying residue gas to power stations, etc.

In a few years time, water would be the most precious commodity in India. It would be more

expensive than oil and gold. In India, over 70% of the

population is employed in agriculture; water management is

extremely crucial as water is a scarce commodity. Water

management and precision agriculture should almost always

be discussed together for a number of reasons. The

deployment of sensors and actuators provides farmers with

increased visibility over their operation, allowing them to

optimise water usage and minimise waste by assessing a

number of metrics including temperature, water pressure and

quality. IoT-enabled water management can also be done on a

consumer-level with the installation of smart water sensors in

homes and apartments. Those devices, combined with data

analytics, can give residents more visibility into the amount of

water they use, potentially saving money and conserving this

precious resource.

Deforestation is another issue that is impacting not only India but the global environment. Here in

drone technology has been used to prevent and fight forest fires, they are also now part of an initiative

started by BioCarbon Engineering to replant 1 billion trees lost from deforestation. Currently, more

than 6.5 billion trees are lost each year due to human activities and natural disasters, according to the

company. IoT is an eco-friendly technology which benefits not only the environment but mankind as

whole.

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"Snapdragon 835 Mobile Platform"

Navin Gupta

CSE II – 2nd

year

With an advanced 10-nanometer design, the Qualcomm Snapdragon 835 mobile platform can support

phenomenal mobile performance. It is 35% smaller and uses 25% less power than previous designs,

and is engineered to deliver exceptionally long battery life, lifelike VR and AR experiences, cutting-

edge camera capabilities and Gigabit Class download speeds.

Qualcomm Snapdragon processors are a product of Qualcomm Technologies, Inc.

Snapdragon 835 mobile platform advancements:

Small in size, big on features

The Snapdragon 835 mobile platform is designed to quickly and efficiently support extraordinary

experiences on your mobile device, integrating cutting edge technologies—all on a single 10 nm chip.

Gigabit Class connectivity

The Snapdragon X16 LTE modem is designed to deliver peak download speeds up to one Gigabit per

second. That‘s 10X as fast as first-generation 4G LTE, along with multi-Gigabit 802.11ad and

integrated 2x2 11ac MU-MIMO Wi-Fi—giving you wireless Internet access at fiber optic speeds.

Advanced Qualcomm Spectra camera ISP

The 14-bit Qualcomm Spectra 180 ISP supports capture of up to 32 megapixels with zero shutter lag,

and offers smooth zoom, fast autofocus and true-to-life colors for improved image quality. Dual 14-

bit ISPs support up to 32MP single or dual 16MP cameras for the ultimate photography and

videography experience

Efficient Hexagon 682 DSP

The Qualcomm Hexagon 682 DSP is designed to significantly improve performance and battery life,

and includes the Qualcomm All-Ways Aware sensor hub and Hexagon Vector extensions (HVX) for

optimal efficiency. Support for latest Machine Learning frameworks and image processing. Includes

Hexagon Vector extensions and Qualcomm All-Ways Aware Technology utilizing connectivity and

sensors

Powerful Kryo CPU

The Qualcomm Kryo 280 64-bit CPU built on ARM Cortex Technology has our most power-efficient

architecture to date—with independent efficiency and power clusters, each designed to optimize for a

unique user experience. Manufactured in 10nm FinFET to deliver our most power-efficient

architecture to date

Immersive visual graphics

Delivering up to 25% faster graphics rendering and 60x more display colors compared to previous

designs, the Qualcomm Adreno 540 GPU supports real-life-quality visuals for exciting immersive

experiences. Advanced 3-D graphics rendering and up to 60X more colors help deliver life-like

visuals for immersive experiences

Qualcomm Haven Security Suite

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Get comprehensive user and device authentication with the Qualcomm Haven security suite, which

includes a full biometric suite for fingerprint scanning, voice, iris and facial recognition.

Incredible mobile experiences

The Snapdragon 835 mobile platform is designed to support experiences you have to see to believe.

From the lightning-fast streaming of video and audio, to alternate reality exploration, to machine

learning capabilities that can personalize your experience—the robust processing strength,

groundbreaking battery efficiency and superior connectivity of our mobile platform help bring

innovative user experiences to life.

Qualcomm Quick Charge 4 technology

20% faster, 30% more efficient than our previous generation,

Charge from zero to up to 50% in 15 minutes

Features and specifications:

GPU

+ Adreno 540 GPU

+ OpenGL ES 3.2, OpenCL 2.0 full, Vulkan, DX12

DSP

+ Hexagon 682 DSP with:

• Hexagon Vector extensions

• Qualcomm All-Ways Aware

• Tensor Flow and Halide support

• Qualcomm Neural Processing Engine (NPE) SDK

Display

+ UltraHD Premium-ready

+ 4K Ultra HD, 60 FPS

+ 10-bit color depth

+ Display Port, HDMI, and USB Type-C support

Audio

+ Qualcomm Aqstic audio codec and speaker amplifier

+ High 123dB SNR, Native DSD support

+ Qualcomm aptX audio playback with support for aptX Classic and

HD

CPU

+ 8x Kryo 280 CPU

+ Up to 2.45 GHz

+ 10nm FinFET process technology

Camera

+ Qualcomm Spectra 180 ISP

+ Dual 14-bit ISPs

+ Up to 16 MP dual camera

+ Up to 32 MP single camera

+ Qualcomm Clear Sight camera features, Hybrid Autofocus, Optical Zoom, hardware-accelerated

Face Detection, HDR Video Recording

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Video

+ Up to 4K UltraHD capture @ 30 fps

+ Up to 4K UltraHD playback @ 60 fps

+ H.264 (AVC), H.265 (HEVC), VP9

Memory

+ LPDDR4x, dual channel

+ UFS2.1 Gear3 2L

+ SD 3.0 (UHS-I)

Charging

+Quick Charge 4.0 technology

+ Qualcomm WiPower technology

Connectivity

+ Qualcomm Wi-Fi 802.11ad Multi-gigabit

+ Wi-Fi integrated 802.11ac 2x2 with MU-MIMO

+ 2.4 GHz, 5 GHz and 60 GHz

+ Bluetooth 5.0

Optimized Software Solutions

+ Android and Windows OS

Security

+ Qualcomm Secure MSM technology

+ Qualcomm Haven Security Suite

+ Qualcomm Snapdragon Studio Access content protection

Modem

+ Snapdragon X16 LTE modem

+ Downlink: LTE Cat 16 up to 1 Gbps, 4x20 MHz carrier aggregation, up to 256-QAM

+ Uplink: LTE Cat 13 up to 150 Mbps, Qualcomm Snapdragon Upload+

(2x20 MHz carrier aggregation, up to 64-QAM, uplink data compression)

+ Qualcomm All Mode with support for all seven cellular modes plus

LTE-U and LAA. Support for:

• VoLTE with SRVCC to 3G and 2G, HD and Ultra HD Voice (EVS), CSFB to 3G and 2G

• Qualcomm® Signal Boost with carrier aggregation

Location

+ Qualcomm Location Suite Support for:

• GPS, Glonass, BeiDou, Galileo, and QZSS systems content protection

Rumours have suggested that Qualcomm will

likely be launching the new Snapdragon

845 processor at this year’s Snapdragon

Technology Summit in December.

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"PYTHON: THE MASTER OF LANGUAGE"

Soumodeep Mukherjee CSE I – 2

nd year

As engineering students it is known to all of us that there exist so many languages which we need

to learn in our computer engineering. Python is one of the most popular languages emerging as a

first-class citizen in modern software development, infrastructure management, and data analysis in

our computer world. It is no longer a back-room utility language, but a major force in web

application development and systems management and a key driver behind the explosion in big

data analytics and machine intelligence. So let's start the History of python:

HISTORY OF PYTHON

The implementation of python was started in the December

1989 by Guido Van Rossum at CWI in Netherland. ABC

programming language is said to be the predecessor of

Python language which was capable of Exception Handling

and interfacing with Amoeba Operating System.

FEATURES

It is a fully object oriented programming language. That's why we can access Inheritance,

polymorphism, Constructor & Destructor, Class & Object, List, Tuples, Dictionary, Exception

handling etc.

EXAMPLE OF PYTHON

1. To Print ―Hello Python‖:

If we print this one statement, we must write this command given below: print (―Hello Python‖)

2. Print to sum of number using function:

def sum(x, y):

print("Sum of two number is:", x+y)

sum(20, 30)

So the easy process to execute any program.

DIFFERENCE BETWEEN OTHER LANGUAGES

1. Difference between Java:

Python programs are generally expected to run slower than Java programs, but they also take

much less time to develop. Python programs are typically 3-5 times shorter than equivalent

Java programs. This difference can be attributed to Python's built-in high-level data types and

its dynamic typing. For example, a Python programmer wastes no time declaring the types

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ofarguments or variables, and Python's powerful polymorphic list and dictionary types, for

which rich syntactic support is built straight into the language, find a use in almost every

Python program. Because of the run-time typing, Python's run time must work harder than

Java's. For example, when evaluating the expression a+b, it must first inspect the objects a

and b to find out their type, which is not known at compile time. It then invokes the

appropriate addition operation, which may be an overloaded user-defined method. Java, on

the other hand, can perform an efficient integer or floating point addition, but requires

variable declarations for a and b, and does not allow overloading of the + operator for

instances of user-defined classes. For these reasons, Python is much better suited as a "glue"

language, while Java is better characterized as a low-level implementation language. In fact,

the two together make an excellent combination. Components can be developed in Java and

combined to form applications in Python; Python can also be used to prototype components

until their design can be "hardened" in a Java implementation. To support this type of

development, a Python implementation written in Java is under development, which allows

calling Python code from Java and vice versa. In this implementation, Python source code is

translated to Java byte code.

2. Difference between Javascript:

Python's "object-based" subset is roughly equivalent to JavaScript. Like JavaScript (and unlike Java), Python supports a programming style that uses simple functions and variables

without engaging in class definitions. However, for JavaScript, that's all there is. Python, on the other hand, supports writing much larger programs and better code reuse through a true

object-oriented programming style, where classes and inheritance play an important role.

3. Difference between C++:

Almost everything said for Java also applies for C++, just more so: where Python code is

typically 3-5 times shorter than equivalent Java code, it is often 5-10 times shorter than equivalent C++ code! Anecdotal evidence suggests that one Python programmer can finish in

two months what two C++ programmers can't complete in a year. Python shines as a glue language, used to combine components written in C++.

GRAPHICS IN PYTHON

In Python, Graphical representation is present here. We can create any kind of box, list, calculator, image & Icon, Windows Widgets, Drop down box etc.

APPLICATIONS FOR PYTHON

Python is used in many application domains. The applications are given below:

1. Web and Internet Development

Python offers many choices for web development:

Frameworks such as Django and Pyramid.

Micro-frameworks such as Flask and Bottle.

Advanced content management systems such as Plone and django CMS.

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Python‘s standard library supports many Internet

protocols:

HTML and XML

JSON

E-mail processing.

Supported for FTP, IMAP, and other Internet

protocols.

Easy-to-use socket interface.

And the Package Index has yet more libraries:

Requests, a powerful HTTP client library.

BeautifulSoup, an HTML parser that can handle all

sorts of oddball HTML.

Feedparser for parsing RSS/Atom feeds.

Paramiko, implementing the SSH2 protocol.

Twisted Python, a framework for asynchronous network programming.

1. Business Applications

Python is also used to build ERP and e-commerce systems:

Odoo is an all-in-one management software that offers a range of business applications that form a complete suite of enterprise management applications.

Tryton is a three-tier high-level general purpose application platform.

2. Software Development

Python is often used as a support language for software developers, for build control and management, testing, and in many other ways.

SCons for build control.

Buildbot and Apache Gump for automated continuous compilation and testing.

3. Desktop GUIs

The Tk GUI library is included with most binary distributions of Python. Some toolkits that are

usable on several platforms are available separately:

wxWidgets

Kivy, for writing multitouch applications.

Qt via pyqt or pyside

Platform-specific toolkits are also available:

GTK+

Microsoft Foundation Classes through the win32 extensions.

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5. Education

Python is a superb language for teaching programming, both at the introductory level and in

more advanced courses.

6. Scientific and Numeric

Python is widely used in scientific and numeric computing:

SciPy is a collection of packages for mathematics, science, and engineering.

Pandas is a data analysis and modelling library.

IPython is a powerful interactive shell that features easy editing and recording of a work

session, and supports visualizations and parallel computing.

The Software Carpentry Course teaches basic skills for scientific computing, running

bootcamps and providing open-access teaching materials.

7. Ethical Hacking

In this with Python course, you‘ll run through the fundamentals of all things understanding how to craft simple lines of code using variables and statements to setting up and using dictionaries. Once we‘ve covered the basics, we will go through tutorials including –

Syn Flood attack with Scapy,

Buffer overflow and exploit writing with Python

Forensic Investigation using hashlib and pypdf.

Though targeted towards complete beginners, this course also serves as a handy refresher for seasoned programmers who want to sharpen their coding skills or use python in some ethical hacking scenarios.

Conclusion:

Therefore, Python is the most useful and user-friendly language. It can help everywhere in our computer world. It is easy to use and also to learn. Python is not a ―toy‖ language. Even though scripting and automation cover a large chunk of Python‘s use cases, Python is also used to build robust, professional-quality software, both as standalone applications and as web services.

History behind coining the term "Python"

"At the time when he began implementing Python, Guido van Rossum was also reading the

published scripts from "Monty Python's Flying Circus" (a BBC comedy series from the seventies,

in the unlikely case you didn't know). It occurred to him that he needed a name that was short,

unique, and slightly mysterious, so he decided to call the language Python."

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―A POINTWISE GLANCE at SIXTH SENSE TECHNOLOGY‖

Debjit Das

CSE II – 2nd

year

INTRODUCTION :

Sixth sense is a wearable gestural device that augments the physical world around us with the

digital information.

Technology that plays with human gestures to make the world more interactive and workflow

easier.

It is portable device that is worn around neck.

COMPONENTS :

Mobile components

A mirror

A pocket projector

Colored markers

A camera

A projector

TECNIQUE BEHIND :

The hardware that makes Sixth Sense work is

a pendent like mobile wearable interface.

It has a camera, a mirror and a projector and is connected wirelessly to a Bluetooth smart

phone that can slip comfortably into one‘s pocket.

The camera recognizes individuals, images, pictures, gestures one makes with their hands.

Information is sent to the Smartphone for processing.

The downward-facing projector projects the output image on to the mirror.

Mirror reflects image on to the desired surface.

Thus, digital information is freed from its confines and placed in the physical world.

SIXTH SENSE IN GAMING :

We can do all the kinds of gaming that exists now,but not only that,we can use the physical world

inside the game.You can play with physical stuff,invent some new games.Maybe you can hide

something in the physical world—open a book and hide something in the pages.

ADVANTAGES :

Portable

Inexpensive

Multi-sensory

Connectedness between the world and information

It is an open source

Data access directly from machine in real time

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LIMITATIONS :

Software does support the ability to use real time video streams in order to produce

augmented reality.

Hardware limitations of the devices that we currently carry around with us.

For example many phones will not allow the external camera feed to be manipulated in real

time.

Post processing can occur however.

FUTURE OF SIXTH SENSE :

Interactive Advertisements.

True 3d point media.

3-d visualizations.

Solar batteries via small solar panel.

Camera can act as a third eye for the blind person

―According to researchers, after 10 years we will be here with the ultimate sixth-sense brain

implant.‖

CONCLUSION :

Sixth Sense recognizes the objects around us, displaying information automatically and

letting us to access it in any way need.

The Sixth Sense prototype implements several applications that demonstrate the usefulness,

viability and flexibility of the system.

Allowing us to interact with this information via natural hand gestures.

The potential of becoming the ultimate ―transparent‖ user interface for accessing information

about everything around us.

The Sixth Sense is a 1999 American supernatural horror film written

and directed by M. Night Shyamalan. The film tells the story of Cole

Sear (Haley Joel Osment), a troubled, isolated boy who is able to see

and talk to the dead, and an equally troubled child psychologist named

Malcolm Crowe (Bruce Willis) who tries to help him. The film

established Shyamalan as a writer and director, and introduced the

cinema public to his traits, most notably his affinity for surprise

endings. The film was nominated for six Academy Awards,

including Best Picture, Best Director for Shyamalan, Best Original

Screenplay, Best Supporting Actor for Osment, and Best Supporting Actress for Toni Collette.

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"Video Game Development"

Darshan Bhattacharyya

CSE II – 2nd

year

Video game is nowadays very popular to all specially to younger generation. But it started about

57 years ago. In 1960 the first video game was developed. Back then they required mainframe computers to run and was not available to general public to play.

Commercial game development started with the advent of first generation video game console

and and early home computers like Apple I. Due to low cost and low capabilities of computer a lone

programmer could make a full video game. However now in 21st century creating a video game by a

single person has become very difficult for ever-increasing computer processing power and heighten

consumers‘ expectation. Currently the average cost of producing a high-end video game for mainframe

console or PC is over 20 million US dollar. In 2000 it was like 1 to 4 million US dollar and in 2006 it

crossed 5 million US dollars.

Generally a game development is done in some phases. First in pre-production, pitches,

prototype, and game design documents are written. Then when the project is approved the full scale

development starts. It involves hundreds of personals each are given various responsibilities. The team

includes artists, designer, programmer and tester.

Roles:

Producer: The development is overseen by

internal and external producer. The producer

working for developer is internal producer who

manages the development team, schedules, hire

staffs etc. And the producer working for the

publisher is external producer who oversees the

development progress and budget. Publisher: Video game publisher publishes the video game that either they have developed or have had developed by an external developer. Development team: Nowadays a video game development team includes a wide range of people starting

from artists to software engineer. There are various scopes in video game development industries. The

most represented are artists, followed by programmers then designers and finally the audio specialist.

These positions are employed full time, other position such as tester are employed only part-time. Designer: Game designer is the man visionary of the game. They designs the gameplay, conceiving and designing the rules and structure of the game.

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Artist: A video game artist is a visual artist who creates the visual art for the game. Their job may be

3D or 2D oriented. A 2D artist designs the texture, sprits, and environmental backdrops etc. which are the concept art. A 3D artist does the modeling, creates the animations, 3D environment etc. Programmer: Game programmers are the software engineers of the development team who primarily develops the game. They have different development roles which are Physics: the programming of the game engine including simulating of physic. AI: producing game agents using game AI technique, such as scripting planning etc. Graphic: managing graphical content utilization,

producing of graphic engine and integration of model to work along the physic engine.

Sound: integration of sound, music, speech and sound

effect into the proper location and time. Gameplay: integration of various game rules and

features. Scripting: development and maintenance of various high-

level in game commands, such as AI, level editor triggers etc.

UI: development of various user interface elements such

as option menu, HUDs etc. Input processing: processing and compatibility

correlation of various input device such as mouse, keyboard, gamepad.

Game tools: the production of tools to accompany the

development of the game. Development process: Video game development process is a software development process as video game is a software with art, audio and gameplay. Formal software development method is often overlooked. Games with poor development methodology are likely to run over budget, have so many bugs. One method applied for game development is agile development which is based on iterative prototyping. This method is in use because most people does not starts with a clear idea. Game development is actually run by overlap of many methods. For example assets development may be done by waterfall method but gameplay design is done by iterative prototyping method. History of game: First video game ever created depends on the definition of video game. First games

had a very little entertaining ability, their focus was separate from user experience. All those game used

mainframe computers to be run, for example OXO written by Alexander S. Douglas in 1952 was the first

game to use a digital display. At 1958 Willy Higinbotham,a physicist working at Brookhaven national

laboratory, created a game called Tennis for two which used a oscilloscope for display. At 1961 a

mainframe computer game was built by a group MIT students led by Steve Russell which was named

Spacewar. Commercially game development started at 1970s. Computer Space was first commercially sold, coin-

operated video game. It used television screen for display and series 74 TTL chips were used for the

computer system. In 1972 first home console was released called Magnavox Odyssye developed by

Ralph H. Baer. Console developer started to work on consoles that were independently able to run

games and used microprocessor. The second-generation console Fairchild Channel F was released first

on 1976.

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With console games in the early 2000s, also mobile games started to gain popularity. However, mobile

games distributed by mobile operators remained a marginal form of gaming until the Apple App Store

was launched in 2008. In 2005 a console game costs $3M to $6M where in

2009 it‘s costs were $6M to $20M. By 2012 it

already reached $66 million. And by then the video

game market were not to be dominated by console

game. Now the fastest growing market is the mobile

game with an average annual rate of 19% for

smartphone and 48% for tablets. Over the past several year the gaming industry has

reached its height. Now there are many companies

like Ubisoft, Electronic Art, Square Enix etc. leading

the market of game development. Some of the very

popular titles over the last decade are Medal of

Honor, Call of duty, Battlefield for war games, then

there is Prince of Persia, Tomb Raider, Assassin‘s

Creed for action adventure game, and Hitman for

stealth game. There are lot more other popular

games that ruled the video game industry. And now

the use of next generation technology has bring the

industry to another height.

Picture Puzzle - Who is the killer?

A lady is found dead in the washroom, out of these 4, who you think

have killed her and why ?

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"WANNACRY says wanna cry??"

Shivam Manna

CSE I – 2nd

year

This wannacry malware is a scary type of trojan virus called ―ransomware.‖

A ransomware is simple software which encrypts and decrypts data based on a condition. Once the

ransomware is loaded onto the computer using vulnerability, it will instantly encrypt and make the

data unusable.It may ask for a password to decrypt. Or, it may show a message communicating the

condition for decryption. It may also ask for payment, it may ask for release of a prisoner, it may ask

for change in politics, anything. Once the condition is met, a password is provided which can be used

to unscramble the information and make it usable again.

The WannaCry ransomware attack was a May 2017 worldwide cyber attack by the WannaCry

ransomware cryptoworm, which targeted Microsoft Windows operating system based computers.The

virus in effect holds the infected computer hostage and demands that the victim pay a ransom(in the

Bitcoin cryptocurrency) in order to regain access to the files on his or her computer.

To say about bitcoin, it is a worldwide accepted currency that is used for digital payments. It is the

first decentralized digital currency. It is an open source software developed by some unknown

people.The system is peer-to-peer, and transactions take place between users directly.

As per record, this attack began on

12th of May 2017 and

approximately affected 230,000

computers across 150 countries

including developed countries like

UK, Spain, Russia, Ukraine, etc

and most part of Europe. Even

under developed country like India

also fall under victim to it.

Wannacry propagates using EternalBlue (a vulnerability in Microsoft‘s software) which was to be

discovered by U.S. National Security Agency and leaked by Shadow Brokers hacker group.But the

vulnerability was patched by Microsoft as soon as it happened. The problem comes from older

versions of Windows or those without Windows Updates, as these were not patched by Microsoft and

were left open to attacks. Russia and India were hit particularly hard because Microsoft‘s Windows

XP-one of the operating systems most at risk- was still widely used in these countries.

How did it work??

Ransomware is a type of cyber attack. For cyber criminals to gain access to the system they need to

download a type of malicious software onto a device within the network. This is often done by getting

a victim to click on a link or download it by mistake. Once the software is on a victim's computer the

hackers can launch an attack that locks all files it can find within a network. This tends to be a gradual

process with files being encrypted one after another. Large companies with sophisticated security

systems are able to spot this occurring and can isolate documents to minimize damage. Individuals

might not be so lucky and could end up losing access to all of their information.

Similarly, in case of wannacry an email containing an attachment is circulated. Upon downloading the

attachment it instantly freezes the system and asks for a payment of $300 in BTC. If not paid within

three days, the payment amount is doubled to $600. After seven days without payment, WannaCry

will delete all of the encrypted files and all data will be lost.

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The wannacry approximately targets and encrypts all windows files including:

.3dm,.3ds,.3g2,.3gp,.602,.7z,.ARC,.PAQ,.

accdb,.aes,.ai,.asc,.asf,.asm,.asp,.avi,.back

up,.bak,.bat,.bmp,.brd,.bz2,.cgm,.class,.c

md,.cpp,.crt,.cs,.csr,.csv,.db,.dbf,.dch,.der,

.dif,.dip,.djvu,.doc,.docb,.docm,.docx,.dot

,.dotm,.dotx,.dwg,.edb,.eml,.fla,.flv,.frm,.

gif,.gpg,.gz,.hwp,.ibd,.iso,.jar,.java,.jpeg,.j

pg,.js,.jsp,.key,.lay,.lay6,.ldf,.m3u,.m4u,.

max,.mdb,.mdf,.mid,.mkv,.mml,.mov,.mp

3,.mp4,.mpeg,.mpg,.msg,.myd,.myi,.nef,.

odb,.odg,.odp,.ods,.odt,.onetoc2,.ost,.otg,.

otp,.ots,.ott,.p12,.pas,.pdf,.pem,.pfx,.php,.

pl,.png,.pot,.potm,.potx,.ppam,.pps,.ppsm,

.ppsx,.ppt,.pptm,.pptx,.ps1,.psd,.pst,.rar,.r

aw,.rb,.rtf,.sch,.sh,.sldm,.sldx,.slk,.sln,.snt,.sql,.sqlite3,.sqlitedb,.stc,.std,.sti,.stw,.suo,.svg,.swf,.sxc,.sx

d,.sxi,.sxm,.sxw,.tar,.tbk,.tgz,.tif,.tiff,.txt,.uop,.uot,.vb,.vbs,.vcd,.vdi,.vmdk,.vmx,.vob,.vsd,.vsdx,.wav,

.wb2,.wk1,.wks,.wma,.wmv,.xlc,.xlm,.xls,.xlsb,.xlsm,.xlsx,.xlt,.xltm,.xltx,.xlw,.zip files.

The following message is shown on the desktop after the data is encrypted:

A 22-year-old security researcher named Marcus Hutchins managed to stop the spread of the attack by

accidentally triggering a "kill switch" when he bought a web domain for less than £10.When the

WannaCry program infects a new computer it contacts the web address. It is programmed to terminate

itself if it manages to get through. When the 22-year-old researcher bought the domain the

ransomware could connect and was therefore stopped.

But later wannacry 2.0 came into began with the absence of killswitch.

So, the spread of WannaCry wasn‘t actually stopped, but instead slowed.

Preventing from ransomwares:

Actually ransomwares can‘t be fully stopped, but their effect can be definitely minimized by:

Keeping your Operating System and antivirus up-to-date.

Regularly back-up your files in an external hard-drive.

Beware of phishing emails, spams, and clicking malicious attachment.

Disable the loading of macros in your Office programs.

Disable your Remote Desktop feature whenever possible.

Use two step authentications.

Use a safe and password-protected internet connection.

Bitcoin

Bitcoin is a digital currency that is not tied to a bank or

government and allows users to spend money anonymously. The

coins are created by users who ―mine‖ them by lending computing power to verify

other users’ transactions. They receive bitcoins in exchange. The coins also can be

bought and sold on exchanges with US dollars and other currencies.

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"BLUE EYES TECHNOLOGY"

Debolina Ghosh

CSE – 3rd

year

The BLUE EYES technology aims at creating computational machines that have perceptual and

sensory ability like those of human beings.

Key features of the system:-

Visual attention monitoring (eye motility analysis).

Physiological condition monitoring (pulse rate, blood oxygenation).

Operator‘s position detection (standing, lying).

Wireless data acquisition using Bluetooth technology.

Real-time user-defined alarm triggering.

Physiological data, operator's voice and overall view of the control room recordingrecorded

data playback.

Part of Blue Eyes technology:-

The main parts in the Blue eye system are

1. Data Acquisition Unit-

Data Acquisition Unit is a mobile part of the Blue eyes system. Its main task is to fetch the

physiological data from the sensor and to send it to the central system to be processed.

2. Central System Unit-

Central System Unit hardware is the second peer of the wireless connection. The box contains a

Bluetooth module and a PCM codec for voice data transmission. The module is

interfaced to a PCusing a parallel, serial and USB cable.

Types of users:-

Users belong to three categories:

• Operators

• Supervisors

• System administrators

Advantages:-

Minimization of ecological consequences financial loss a threat to a human life BlueEyes system

provides technical means for monitoring and recording Human-operator‘s physiological condition.

Disadvantages:-

Doesn‘t predict nor interfere with operator‘s thoughts.

Cannot force directly the operator to work.

Applications:-

1.It can be used in the field of security & controlling, where the contribution of human

operator required in whole time.

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2.Engineers at IBM's office:smarttags Research Center in San Jose, CA, report that a number of

largeretailers have implemented surveillance systems that record and interpret customer movements,

using software from Almaden's Blue Eyes research project. Blue Eyes is developing ways for

computers toanticipate users' wants by gathering video data on eye movement and facial expression.

Your gaze might rest on a Web site heading, for example, and that would prompt your computer to

find similar links and to call them up in a new window. But the first practical use for the research

turns out to besnooping on shoppers.

3.Another application would be in the automobile industry. By simply touching a computer input

device such as a mouse, the computer system is designed to be able to determine a person's

emotionalstate.

CONCLUSION:-

Blue Eyes need for a real-time monitoring system for a human operator. The approach

is innovative since it helps supervise the operator not the process, as it is in presently

available solutions. This system in its commercial release will help avoid potential threats

resulting from human errors, such asweariness, oversight, temporal indisposition.In future it is

possible to create a computer which can interact with us as we interact each other with theuse of Blue

Eyes technology.

Characteristics & personality traits of people with blue eyes

They have higher pain tolerance.

Good strategic thinkers.

They have slow reflexes.

They might do better academically.

They are more sensitive to light.

They have lots of energy.

They might be less agreeable.

They might be more competitive.

They might be cautious.

They might be shy.

They are physically strong.

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"Basic Concept of Network Security & Attacks"

Chiranjit Das

CSE – 3rd

year

Network security is any activity designed to protect the usability and integrity of your network and data. It

includes both hardware and software technologies. Effective network security manages access to the

network. It targets a variety of threats and stops them

from entering or spreading on your network.

Network security combines multiple layers of

defenses at the edge and in the network. Each

network security layer implements policies and

controls. Authorized users gain access to network

resources, but malicious actors is blocked from

carrying out exploits and threats. Digitization has

transformed our world. How we live, work, play, and learn have all changed. Every organization that

wants to deliver the services that customers and employees demand must protect its network. Network

security also helps you protect proprietary information from attack. Ultimately it protects your reputation.

Let us go through the basics of Networks, its security and various attacks!!

What is Network?

In a simple language a Computer Network is a collection of computer/devices also known as a nodes

which are connected to each other in a certain pattern

What is network Security?

Network Security is how to provide the security for the

data over a network.

Basic technology used in network security:

1. PLAIN TEXT (which is readable format)

2. CIPHER TEXT (which is non readable format)

ENCRYPTION

The process of convert plain text to cipher text is called Encryption. The study of Encryption called

CRYPTOGRAPHY.

Encryption can be done by two ways

i. Stream Cipher

It is done by bit by bit. That means the process of convert ion take place bit by bit. This is valid only the

short length messages.

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ii. Block Cipher

Here the block is nothing but a group of bit. So there is a size for each block. Here the process will be

done by block by block.

Encryption can be done by two mechanisms

i. Symmetric Encryption

Here we have conceder a key, and same key must be used in encryption and decryption. Here the key is

called Secret key. It‘s denoted by ( ks ).

ii. Asymmetric Encryption

Here two different and impendent keys are

use. These two independents key from a

pair. So it‘s called a pair of keys.

1. Public keys (kU)

2. Privet keys (kR)

Every user will be having pair of keys.

Here if one key will be used in Encryption process then the other keys will be used in Decryption.

DECRYPTION

The study of convert Cipher Text to Plain Text is called Decryption. The study of Decryption is called

CRYPTANALYSIS.

CRYPTOLOGY

The study of Both the ENCRYPTION and DECRYPTION called as CRYPTOLOGY.

That means both the CRYPTOGRAPHY and CRYPTANALYSIS called as CRYPTOLOGY,

KEY

Key is a group of bit which has a major roll of process of ENCRYPTION & DECRYPTION.

Why Network Security is needed?

Network security has become one of the most

important factors for companies to conceder. Big

enterprise like Microsoft are designing and building

software product that need to be protected against

foreign attacks.

By increasing network security we decrease the

chance of privacy spoofing identity or information

theft and so on..

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ATTACKS

In simple word an attack in Network Security Means gaining the access of data by unauthorized user.

Here the gaining means

1. Accessing Data

2. Modifying Data

3. Destroying Data

The Attacks are two types

i. Passive Attack

ii. Active Attack

Passive Attack

Here in the data no modification will be done. Just they will (unauthorized user) access the data.

It is of two types

1. Eavesdropping - Here only the content is released.

2. Traffic Analysis - Here also sender sends the receiver and the third party observes the traffic

flow. Based upon the observation of traffic flow third party access the data.

Active Attacks

Here the data modification will be done.

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Active attacks are four types

1. Masquerade Attacks

Here the data will received by the third party by the name

of sender.

2. Replay Attacks

Here the Receiver received the message by a sender and

also the same messages by the third party. So the receiver

received the same message twice.

3. Data Modification

Here sender send the messages for receiver but its received

by the third party. And third party modifies the data then it

will be received by the receiver.

4. Denial of Service

Here the third part Disrupt the services send by the server for

sender. Here sender not received the data send by sender.

I have given you a starting word (a clue). Your job is to fill in the blanks with a 4-letter word

that matches the clue already given. This 4-letter word must complete the 7-letter word next to

it. Have fun!

1. Therefore = ? = V_ _ TI _ _

2. Whirl = ? = A _ _ IR _ _

3. Demeanour = ? = A _ B _ _ _ T

4. Shoestring = ? = G _ _ _ I _ R

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"DIGITAL JEWELRY"

Sumana Paul

CSE - 3rd

year

Mobile computing is beginning to break the chains that tie us to our desks, but many of today‘s mobile

devices can still be a bit awkward to carry around. In the next age of computing, there will be an

explosion of computer parts across our bodies, rather than across our desktops. Jewelry is worn for many

reasons – for aesthetics, to impress others, or as a symbol of affiliation or commitment. Basically, jewelry

adorns the body and has a very little practical purpose. The combination of microcomputer devices and

increasing computer power has allowed several companies to begin producing fashion jewelry with

embedded intelligence i.e. Digital jewelry.

What is a Digital jewelry?

Digital jewelry is the fashion jewelry with embedded intelligence. It can best be defined as wireless,

wearable computers that allow you to communicate by ways of e-mail, voicemail, and voice

communication.

In this post, we shall go through how various computerized jewelry (like earrings, necklace, ring, bracelet,

etc.,) will work with mobile embedded intelligence.

Introduction

The latest computer craze has been to be able to wear wireless computers. Best examples are Red Tacton

technology, wearable biosensors, smart watches etc. The ―Digital Jewelry‖ looks to be the next sizzling

fashion trend of the technological wave. In the next wave of mobile computing devices, our jewelry might

double as our cell phones, personal digital assistants (PDAs) andGPS receivers.

The combination of shrinking computer

devices and increasing computer power has

allowed several companies to begin producing

fashion jewelry with embedded intelligence.

Today, manufacturers can place millions of

transistors on a microchip, which can be used

to make small devices that store tons of digital

data. Digital Jewelry appears to be one of the

biggest growing promotions of its time.

Imagine being able to email your boss just by

talking into your necklace. The whole concept

behind this is to be able to communicate to

others by means of wireless appliances. The

other key factor of this concept market is to

stay fashionable at the same time.

Digital jewelry‚ can help you solve problems

like forgotten passwords and security badges.

These devices have a tiny processor and unique identifiers that interact with local sensors. Digital

jewelry‚ is a nascent catchphrase for wearable ID devices that contain personal information like

passwords, identification, and account information. They have the potential to be all-in-one replacements

for your drivers‘ license, key chain, business cards, credit cards, health insurance card, corporate security

badge, and loose cash. They can also solve a common dilemma of today‘s wired world the forgotten

password.

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How does Digital Jewelry work?

Soon, cell phones will take a totally new form, appearing to have no form at all. Instead of one single

device, cell phones will be broken up into their basic components and packaged as various pieces of

digital jewelry or other wearable devices. Each piece of jewelry will contain a fraction of the components

found in a conventional mobile phone. Together, the digital-jewelry cell phone should work just like a

conventional cell phone.

The various components that are inside a cell phone are Microphone, Receiver, Touchpad, Display,

Circuit Board, Antenna, Battery.

IBM has developed a prototype of a cell phone that consists of several pieces of digital jewelry that will

work together wirelessly, possibly with Bluetooth wireless technology, to perform the functions of the

above components.

Here are the pieces of computerized-jewelry phone and their functions:

Earrings – Speakers embedded into these earrings

will be the phone‘s receiver.

Necklace – Users will talk into the necklace‘s

embedded microphone.

Ring – Perhaps the most interesting piece of the

phone, this ―magic decoder ring‚ is equipped with

light-emitting diodes (LEDs) that flash to indicate an

incoming call. It can also be programmed to flash

different colors to identify a particular caller or

indicate the importance of a call.

Bracelet – Equipped with a video graphics array

(VGA) display, this wrist display could also be used as a caller identifier that flashes the name and

phone number of the caller.

With a jewelry phone, the keypad and dialing function could be integrated into the bracelet, or else

dumped altogether – it‘s likely that voice-recognition software will be used to make calls, a capability that

is already commonplace in many of today‘s cell phones. Simply say the name of the person you want to

call and the phone will dial that person. IBM is also working on a miniature rechargeable battery to power

these components.

In addition to changing the way we make phone calls, digital jewelry will also affect how we deal with

the ever-increasing bombardment of e-mails. Imagine that

the same ring that flashes for phone calls could also

inform you that e-mail is piling up in your inbox. This

flashing alert could also indicate the urgency of the e-

mail. Two of the most identifiable components of a

personal computer are the mouse and monitor. These

devices are as familiar to us today as a television set.

The mouse-ring that IBM is developing will use the

company‘s Track Point technology to wirelessly move the

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cursor on a computer monitor display. You‘re probably most familiar with Track Point as the little button

embedded in the keyboard of some laptops. IBM Researchers have transferred Track Point technology to

a ring, which looks something like a black pearl ring. On top of the ring is a little black ball that users will

swivel to move the cursor, in the same way, that the Track Point button on a laptop is used.

This Track Point ring will be very valuable when monitors shrink to the size of the watch face. In the

coming age of ubiquitous computing, displays will no longer be tied to desktops or wall screens. Instead,

you‘ll wear the display like a pair of sunglasses or a bracelet. Researchers are overcoming several

obstacles facing these new wearable displays, the most important of which is the readability of

information displayed on these tiny devices.

Charmed Technology is already marketing its digital jewelry, including a futuristic-looking eyepiece

display. The eyepiece is the display component of the company‘s Charmed Communicator, a wearable,

wireless, broadband-Internet device that can be controlled by voice, pen or handheld keypad. The

Communicator can be used as an MP3 player, video player and cell phone. The Communicator runs on

the company‘s Linux-based Nanix operating system.

Similar Designs available:

1. Garnet-Ring:

The picture shown above is a ring containing a microprocessor. It vibrates to let

you know that you have received a message from someone.

2.The Java Ring:

It seems that everything we access today is under lock and key. Even

the devices we use are protected by passwords. It can be frustrating

trying to keep with all of the passwords and keys needed to access any

door or computer program. Dallas Semiconductor is developing a new

Java-based, computerized ring that will automatically unlock doors and

log on to computers.

The Java Ring, first introduced at Java One Conference, has been tested

at Celebration School, an innovative K-12 school just outside Orlando,

FL. The rings given to students are programmed with Java applets that communicate with host

applications on networked systems. Applets are small applications that are designed to be run within

another application. The Java Ring is snapped into a reader, called a Blue Dot receptor, to allow

communication between a host system and the Java Ring.

The Java Ring is a stainless-steel ring, 16-millimeters (0.6 inches) in diameter, which houses a 1-million-

transistor processor, called an iButton. The ring has 134 KB of RAM, 32 KB of ROM, a real-time clock

and a Java virtual machine, which is a piece of software that recognizes the Java language and translates it

for the user‘s computer system.

Conclusion

The use of wearable devices has been growing enormously in today‘s world. When you compare the size

of electronics devices today with that of what it was ten years back, you can think about the kind of

advancements happened in the world of technology. It may happen that by the end of the decade, we

could be wearing our computers instead of sitting in front of them. Digital jewelry, designed to

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supplement the personal computer, will be the evolution in digital technology that makes computer

elements entirely compatible with the human form.

Jewellery trivia!!

Jewels and other decorative items are old as the human race itself.

Diamonds were first discovered in India, over 2400 years ago. The biggest

modern supplier of diamonds is South America.

Tradition of giving fiancée engagement ring was introduced by Maximilian of Austria in 1477.

He gave his soon-to-be wife Mary of Burgundy masterfully crafted ring as a promise of marriage.

Egypt and Mesopotamia were the first two ancient civilizations that started organized production

of jewelry. Their accomplishments in advancement of metallurgy and gem collecting played

important role for development of jewelry in every civilization that came after them.

The largest diamond that was ever found is "The Cullinan". It weights staggering 1.3 pounds.

Throughout the history, jewelry went through many changes brought by rise and fall of many

civilizations and fashion changes.

Some of the most notable fashion styles that affected jewelry production are Victorian,

Romanticism, Art Deco, Art Nouveau, Renaissance, and many more.

The most important quality of emerald, sapphire and ruby is their color clarity.

Only one in a million of mined diamonds ends up in jewelry.

Famous jewelry material Black Jet that was popularized during the reign of Queen Victoria is

made from fossilized coal formed over 180 million years ago.

Most pearls made today are cultured, or man-made. This process is done by inserting a small

shell into oyster, who then painstakingly covers it with pearl material over a minimum of three

years.

In ancient times term Sapphire described all blue

stones. Similarly, all yellow stones were called

Topaz.

United States is world's biggest consumer of

diamonds.

Diamonds are all over 3 billion years old, and they

formed from carbon that was heated and

compressed into diamond form at the depth of 100

miles below the surface of the earth.

Gold is one of the most popular jewelry raw materials because of its shine, longevity and

softness.

Silver was used as a jewelry material for over 6 thousand years.

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"DNA Storage"

Anish Majumdar

CSE – 3rd

year

Introduction -

DNA also known as Deoxyribonucleic Acid is

a molecule that carries the genetic instructions used in

the growth, development, functioning

and reproduction of all known living organisms and

many viruses. DNA and ribonucleic acid (RNA)

are nucleic acids; alongside proteins, lipids and complex

carbohydrates (polysaccharides), they are one of the four

major types of macromolecules that are essential for all

known forms of life.

Now you will surprised to know that the scientists are using this DNA for making storage devices to store

digital data. Though the technology is in experimental stage, still it is attracting many young

technologists, scientists and investors to invest in the development of this technology.

History –

The idea and the general considerations about the possibility of recording, storage and retrieval of

information on DNA molecules were originally made by Mikhail Neiman and published in 1964–65 in

the Radiotekhnika journal, USSR, and the technology may therefore be referred to as MNeimONics,

while the storage device may be known as MNeimON (Mikhail Neiman OligoNucleotides).

Among early examples of DNA data storage, in 2007 a device was created at the University of Arizona,

using addressing molecules to encode mismatch sites within a DNA strand. These mismatches were then

able to be read out by performing a restriction digest, thereby recovering the data. This system has a

number of advantages over other methods. Firstly, unlike other methods in which bespoke molecules are

synthesized for each new DNA encoding, a common set of molecules could be used to encode any

arbitrary data. DNA synthesis is currently expensive, and laborious, so this means that this investment can

be used to encode many different sets of data, using the same set of DNA molecules. The encoded DNA

created here is also "bio-compatible", meaning that, in principle it can be readily inserted into, and

propagated within, an organism.

On August 16, 2012, the journal Science published research by George Church and colleagues at Harvard

University, in which DNA was encoded with digital information that included an HTML draft of a 53,400

word book written by the lead researcher, eleven JPG images and one JavaScript program. Multiple

copies for redundancy were added and 5.5 petabits can be stored in each cubic millimeter of DNA. The

researchers used a simple code where bits were mapped one-to-one with bases, which had the

shortcoming that it led to long runs of the same base, the sequencing of which is error-prone.

This research result showed that besides its other functions, DNA can also be another type of storage

medium such as hard drives and magnetic tapes.

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Basic working principle –

First, we have to convert the digital code of 1‘s and 0‘s to a genetic code of A‘s, C‘s, T‘s, and G‘s, then

take this lowly text file and manually construct the molecule it represents. Each of these is a feat in and of

itself. DNA storage requires cutting-edge techniques in data compression and security to design a

sequence both info-dense enough to realize DNA‘s potential and redundant enough to allow robust error-

checking to improve the accuracy of information retrieved down the line.

DNA could take the volume of data

contained in about a hundred

industrial data centers and store it

in a space roughly the size of a shoe

box.

DNA achieves this in two ways.

One, the coding units are very

small, less than half a nanometer to

a side, where the transistors of a

modern, advanced computer

storage drive struggle to beat the 10

nanometer mark. But the increase

in storage capacity isn‘t just ten- or a hundred-fold, but thousands-fold. That differential arises from the

second big advantage of DNA: it has no problem packing three-dimensionally.

See, transistors are generally aligned on a flat plane, meaning their ability to fully use a given space is

pretty low. We can of course stack many such flat boards one atop another, but at that point a new and

totally debilitating problem arises: heat. One of the most challenging parts of designing new transistor-

based technologies, whether they‘re processors or storage devices, is heat. The more tightly you pack

silicon transistors, the more heat you‘ll create, and the harder it will be to ferry that heat away from the

device. This both limits the maximum density, and requires that we supplement the cost of the drives

themselves with expensive cooling systems.

With its super-efficient packing structure, the DNA double helix offers a great solution. Chromatin, the

DNA-protein system that makes up chromosomes, is essentially a very complex mechanism designed to

allow an inherently sticky molecule like DNA to roll up really tight, yet still unroll quickly and easily

later on, when certain patches of DNA are needed by the body.

This at-hand nature of the chromatin system, which allows any gene to be ―called‖ from any part of the

genome with roughly equal efficiency, has led the researchers to dub their storage system a DNA version

of a computer‘s random access memory, or RAM. Like RAM, the physical location of a piece of data

within the drive isn‘t important to the computer‘s ability to access that information. That‘s because the

incredible abilities of evolution‘s data storage solution were tailored to evolution‘s unique needs, and

those needs don‘t necessarily include performing thousands of ―reads‖ per second. Regular, cellular DNA

data storage has to untangle the complex chromatin structure of stable DNA, then unwind the DNA

double helix itself, make a copy of the sequence of interest, then zip everything right back up the way it

was — it takes a while.

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Latest news and researches on DNA storage –

Microsoft Has a Plan to Add DNA Data Storage to Its Cloud

Based on early research involving the storage of movies and documents in DNA, Microsoft is developing an apparatus that uses biology to replace tape drives, researchers at the company say.

Computer architects at Microsoft Research say the company has formalized a goal of having an

operational storage system based on DNA working inside a data center toward the end of this decade. The

aim is a ―proto-commercial system in three years storing some amount of data on DNA in one of our data

centers, for at least a boutique application,‖ says Doug Carmean, a partner architect at Microsoft

Research. He describes the eventual device as the size of a large, 1970s-era Xerox copier.

Internally, Microsoft harbors the even more ambitious goal of replacing tape drives, a common format

used for archiving information. ―We hope to get it branded as ‗Your Storage with DNA,‘‖ says Carmean.

The plans signal how seriously some tech companies are taking the seemingly strange idea of saving

videos, photos, or valuable documents in the same molecule our genes are made of.

Two items of music anthology now stored for eternity in DNA

Thanks to an innovative technology for encoding data in DNA strands, two items of world heritage –

songs recorded at the Montreux Jazz Festival and digitized by EPFL – have been safeguarded for eternity.

This marks the first time that cultural artifacts granted UNESCO heritage status have been saved in such a

manner, ensuring they are preserved for thousands of years. The method was developed by US company

Twist Bioscience and is being unveiled today in a demonstrator created at the EPFL+ECAL Lab.

"Tutu" by Miles Davis and "Smoke on the Water" by Deep Purple have already made their mark on music

history. Now they have entered the annals of science, for eternity. Recordings of these two legendary

songs were digitized by the Ecole Polytechnique Fédérale de Lausanne (EPFL) as part of the Montreux

Jazz Digital Project, and they are the first to be stored in the form of a DNA sequence that can be

subsequently decoded and listened to without any reduction in quality.

This feat was achieved by US company Twist Bioscience working in association with Microsoft Research

and the University of Washington. The pioneering technology is actually based on a mechanism that has

been at work on Earth for billions of years: storing information in the form of DNA strands. This

fundamental process is what has allowed all living species, plants and animals alike, to live on from

generation to generation.

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"FORTRAN"

Govind Kumar Prajapati

CSE- 3rd

year

FORTRAN, in full Formula Translation, computer-programming language created in 1957 by John

Backus that shortened the process of programming and made computer programming more accessible.

The creation of FORTRAN, which debuted in 1957, marked a significant stage in the development of

computer-programming languages. Previous programming was written in machine (first-generation)

language or assembly (second-generation) language, which required the programmer to write instructions

in binary or hexadecimal arithmetic. Frustration with the arduous nature of such programming led Backus

to search for a simpler, more accessible way to communicate with computers. During the three-year

development stage, Backus led an eclectic team of 10 International Business Machines (IBM) employees

to create a language that combined a form of English shorthand with algebraic equations.

FORTRAN enabled the rapid writing of computer programs that ran nearly as efficiently as programs that

had been laboriously hand coded in machine language. As computers were rare and extremely expensive,

inefficient programs were a greater financial problem than the lengthy and painstaking development of

machine-language programs. With the creation of an efficient higher-level (or natural) language, also

known as a third-generation language, computer programming moved beyond a small coterie to include

engineers and scientists, who were instrumental in expanding the use of computers.

By allowing the creation of natural-language programs that ran as efficiently as hand-coded ones,

FORTRAN became the programming language of choice in the late 1950s. It was updated a number of

times in the 1950s and 1960s in order to remain competitive with more contemporary programming

languages. FORTRAN 77 was released in 1978, followed by FORTRAN 90 in 1991 and further updates

in 1996 and 2004. However, fourth- and fifth-generation languages largely supplanted FORTRAN

outside academic circles beginning in the 1970s.

FORTRAN vs C++

As so often, the choice depends on the problem you are trying to solve, the skills you have, and the

people you work with (unless it's a solo project). I'll leave the 3rd

condition aside for the moment because

it depends on everyone's individual situation.

Problem dependence: Fortran excels at array processing. If your problem can be described in terms of

simple data structures and in particular arrays, Fortran is well adapted. Fortran programmers end up using

arrays even in non-obvious cases (e.g. for representing graphs). C++ is better suited for complex and

highly dynamic data structures.

Skill dependence:It takes a lot more programming experience to write good C++ programs than to write

good Fortran programs. If you start out with little programming experience and only have so much time

to learn that aspect of your job, you probably get a better return on investment learning Fortran than

learning C++. Assuming, of course, that your problem is suited to Fortran.

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"INTERNET OF THINGS (IoT)"

Sudipta Das

CSE – 3rd

year

‗SMART‘ is one of the most well-known terms in the world today. As the days are passing, due to huge

development of technology, necessary non living things are also becoming smart besides the human

being. And behind this smart life, one of the most vital role players is ‗Internet of Things (IoT)‘. IoT is

a network of physical devices, vehicles and other items embedded with electronic sensors, actuator and

software. This network connectivity enables objects to collect and exchange data. Nowadays

thermostats, lights, refrigerators, cars etc. can all be connected to IoT. The applications of IoT are as

follows:

On Our Body:

A regular body check-up.

Tracking of our activity level.

Amount of calorie burnt in a day etc.

Home:

Making sure that our gas-oven is off.

Tracking down the lost keys.

Optimizing of power consumption.

Keeping on the plants alive by taking care of them and by giving reminder about their

present condition etc.

Industry:

Optimization of operation and boosting of productivity.

Saving of resources and costs.

Proper maintenance and repair.

Taking safety measures.

Environment:

Automatic streets clearance.

Tracking of water information.

Efficient use of electricity.

Amongst all the applications, one of the most fascinating applications is the driverless car. Driverless

Car!! Sounds really amazing. As the name suggests, it is an automated vehicle which is able to navigate

to a predetermined destination without an y human intervention. Sometimes also known as ‗self driving

car‘, ‗automated car‘ or an autonomous vehicle. Do you know Leonardo Da Vinci designed the first

prototype of this car in 1478? Unbelievable right! In June, 2011, Nevada, US became the first

jurisdiction in the world to allow driverless cars on public roadways, though it is not legal on most

roads.

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Driverless Cars

Now a burning question comes to our mind that how a driverless car works. Let‘s know about this. It

ferries to people from one place to another without any user interaction. The car is summoned by a smart

phone for pick up at the user ‘s locations with the destination set. It is powered by an electric motor with

around a 100 mile range and uses a combination of sensors and software to locate itself in the real

world, combined with highly accurate digital maps. The software can recognize objects, people, car,

road marking, science and traffic lights, obeying the rules of the road. It can detect road works and safely

navigate around them as well. A GPS is used to get a rough location of the car. No steering wheel or

manual control, simply a Start button and a big Red emergency button are present. In front of the

passengers, there is a small screen showing the weather, the current speed and a small countdown

animation to launch. Once the journey is done, the small screen displays a message to remind the

passenger to take his personal belongings.

Companies developing and/or testing driverless cars include Audi, BMW, Ford, General Motors,

Volkswagen and Volvo. Google‘s test involved a fleet of self driving cars- six Toyota Prii and an Audi

TT- navigating over 140,000 miles of California streets and highways.

So, IoT is very quickly becoming a reality. We see that each year, a greater number of everyday devices

suddenly become ‗smart‘ like smart phones, smart TV, smart home, smart kitchen etc. IoT provides

large platform of research as well as business too. Actually, ‗Internet of Things‘ is already here, but still

a long miles to go.

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"Paper battery"

Megha Biswas

CSE – 3rd

year

A paper battery is a flexible, ultra-thin energy storage and production device formed by

combining carbon nanotubes with a conventional sheet of cellulose-based paper. A paper battery acts as

both a high-energy battery and super capacitor, combining two components that are separate in traditional

electronics.

The functioning of paper Batteries is similar to that of a normal chemical battery.

In normal cases, conventional batteries may be easily damaged by corrosion and also sometimes they

required a bulky housing.

But the paper batteries are non-corrosive, non-toxic and light-weight than the normal batteries.

Paper Battery= Carbon Nanotubes + Cellulose (Paper).

INVENTION

In December 2009 at Stanford University, Yi Cui and his research team successfully invented the original

working prototype that provides 1.5 V as its terminal voltage. A paper battery is an ultra-

thin,environmentally friendly and flexible energy storage battery made of carbon nano tubes and paper or

cellulose.

Paper Battery Construction

The first method involves fabricating zinc and manganese dioxide based cathode and anode. The

batteries are printed onto paper using standard

silkscreen printing press. This paper is infused

with aligned carbon nanotubes which are used as

electrode. This paper is dipped in a solution of

ionic liquid which acts as the electrolyte.

The second method is a bit complex and

involves growing nanotubes on a silicon

substrate. The gaps in the matrix are then filled

with cellulose and once the matrix is dried, the

combination of cellulose and nanotubes is

peeled off. Thus sheets of paper consisting of

layers of carbon nanotubes are created. Two such sheets are combined together to form a super

capacitor with a ionic liquid like human blood, sweat or urine being used an electrolyte.

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The third is a simple method and can be constructed in a laboratory. It involves spreading a

specially formulated ink of carbon nanutubes over a rectangular sheet of paper coated with an

ionic solution. A thin film of lithium is then laminated on the other side of the paper. Aluminium

rods are then connected to carry current between the two electrodes.

The fourth method involves coating substrate of stainless steel with carbon nanotubes. The coated

substrate is the dried at 80 degree Celsius for five minutes, after which the material is peeled off.

A pair of films are used for each paper battery with each film being pasted to different

electrolytes like LTO and LCO. A paper is then sandwiched between the two films using glue.

Working Principle

Internal operation of paper batteries is

similar to that of conventional batteries with

each battery generating about 1.5V.

If one can recall traditional batteries work in

the manner where positive charged particles

called ions and negative charged particles

called electrons move between positive

electrodes called anode and negative

electrode called cathode. Current flows as electrons flow from anode to the cathode through the

conductor, since the electrolyte is an insulator and doesn‘t provide a free path for electrons to

travel.

Similarly in some paper batteries, carbon nanotubes act as cathode, the metal is the anode

and paper is the separator.

Chemical reaction between metal and electrolyte results in production of ions whereas chemical

reaction between carbon and electrolyte results in production of electrons. These electrons flow

from the cathode to the anode through the external circuit.

Need for Paper Battery

Theordinary Electro-Chemical battery faces many problems like:

Limited life time: The primary batteries can‘t be recharged like secondary batteries. They

irreversibly convert chemical energy into the electrical energy. Although the secondary batteries

may be rechargeable, the life time may be very short and also theyare very costlier than the

primary ones. The paper battery provides a better advantage of all these problems.

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Environmental Influence: The extensive use of batteries can generate environmental pollutions

like toxic metal pollutions etc. But the Paper batteries are environmentally friendly and can

decompose very easily without any abuse.

Leakage: If by chance any leakage of batteries occurred, the chemical released may be very

dangerous to the environment and also to the nearby metals which are in contact with the

batteries. But there is no toxic chemical in the paper batteries.

Uses

Paper Battery can shows favorable for applications where size and portability is the major

necessity.

Most modern electronic devices like digital watches, smart cards etc. facilitate the necessity of

ultra-thin batterieswhich are nontoxic, flexible and long lasting. The Paper battery can be rolled,

twisted, folded and even cut into yourdesired shape and size without any drop in its efficiency.

Paper Battery can be now implemented in wearable technology like Google Glass, Wearable

Biosensors, and Wearable computer etc.Used in entertainment devices.Used in tags and smart

cards.

For medical applications like disposable medical diagnostic devices and also can be used in

pacemakers due to the paper batteries nontoxic and biodegradable nature.

Ideal for aircraft, automobiles, remote controllers etc.

Advantages of Paper Battery

Paper battery can be used as both super capacitor and battery.

Paper batteries are very flexible, ultrathin, nontoxic and biodegradable battery Long life. It

provides a steady power.

It can be available in different shapes and sizes.They offer high energy efficiency.

Paper Batteries are low cost and can be easily disposed.

They can be used to produce 1.5V energy and also paper batteries are rechargeable.

Limitations of Paper Batteries

The construction of carbon nano tubes used in the paper battery is very expensive. There are different

techniques are used likeChemical Vapor Deposition (CVD), Arc discharge, Electrolysis, Laser Ablation

etc.

If we inhaled the paper battery, they start interacting with the Microphages present in the lungs.

This is very similar to the same of Asbestos fibers, so it will be very hazardous for the health of humans.

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"PILL CAMERA"

Disha Mukherjee

CSE – 3rd

year

A pill camera is a piece of equipment used for a procedure

known as capsule endoscopy. It was developed in the late

20th century and was approved for use by the FDA in

2001.

The Aim Of Technology

The aim of technology is to produce products on a large

scale for cheaper prices and increased quality. The present

technologies have obtained a part of it, but the manufacturing technology is at the macro level. There is a

device named as Diagnostic Imaging System that comes with the pill cam which is mainly used for the

treatment of cancer, ulcer and anemia. It has made revolution in the field of medicine.

Description

The camera is about 1 inch long and one-half inch in diameter, with rounded edges making it shaped like

a drug capsule (although slightly larger). It is comprised of a camera, flash, plastic capsule, batteries and

transmitter.

The latest pill camera is sized 26*11 mm and is capable of transmitting 50,000 color images during its

traversal through the digestive system of patient. It is small enough to be swallowed.

Inside a capsule camera

Optical Dome

Lens Holder

Lens

Illuminating LED‘s

CMOS Image Sensor

Battery

ASIC Transmitter

Antennae

Working Of A Pill Camera

The capsule is swallowed by the patient

and it is propelled forward by the natural muscular waves of the digestive tract into the small

intestine via the large intestine.

The pill camera takes two photos in a second while passing through the digestive tract,

approximately 2,600 high quality images

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The images are transmitted by the capsule to a data recorder, that is worn by the patient on a belt

around its waist. The patient can work as usual as the normal day after swallowing the pill

camera.

The stored data is transferred to the physician to its computer for further analysis. Normally, the

process takes around eight hours to complete. According to the study, the pill camera is safe to

use and don‘t have any side effects.

Uses

Crohn‘s Disease.

Malabsorption Disorders.

Tumors of the small intestine & Vascular Disorders.

Ulcerative Colitis

Medication Related To Small Bowel Injury.

Advantages of Pill Camera

Biggest impact on the medical industry.

Nanorobots can perform delicate surgeries.

They can also change the physical appearance.

They can slow or reverse the aging process.

Used to shrink the size of components.

Nanotechnology has the potential to have a positive effect on the Environment.

Major drawbacks of the pill camera:

The pill camera can transmit images from inside to outside the body. Consequently, it becomes

impossible to control the camera behavior, including the on/off power functions and effective

illuminations inside the intestine.

It is risky to try this procedure on the patients having gastrointestinal structures because of the

obstruction risk. Also, there is a chance that the pill camera may not be able to traverse inside the

digestive system in a free manner.

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If there is a partial obstruction in the patient‘s small intestine, then there is a risk of the pill

getting stuck there and the patient may have an intestinal obstruction and end up in the emergency

room.

Important facts about the pill camera

The pill camera normally sizes same as a multi-vitamin tablet.

More than half of the pill capsule is filled with the batteries.

The computer software program is used by the hospitals to speed up the viewing of the video.

There is a tiny Perspex dome installed over the lens to make sure that all the images should be

taken in focus.

The normal cost for this type of procedure is around £1,000 that includes the cost of the pill-cam.

The pill camera was first developed by the Given Imaging Ltd., an Israeli Company.

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"SPACEX BFR- ANYWHERE ON EARTH IN UNDER AN HOUR"

Sagar Prasad

CSE- 3 rd year

What is SpaceX BFR? BFR is

a new way to move people and

things at rocket

speeds(17000km/h) for the price

of a airline ticket. It‘s low-cost,

reusable and earth to earth or

earth to another planet high

speed rocket transportation

system. It‘s like broadband for

transportation.

The BFR, which either stands

for Big Falcon Rocket,

announced in September 2017,

is the code name for SpaceX's privately-funded launch vehicle, spacecraft and space and ground

infrastructure system of spaceflight technology—including reusable launch vehicles and spacecraft—that

is intended by the company to replace all SpaceX's existing launch vehicles and spacecraft by the early

2020s. The system includes Earth infrastructure for rapid launch and relaunch; low Earth orbit, and zero-

gravity propellant transfer technology. The new vehicle, while smaller than an earlier version of

SpaceX composite material vehicle design, is much larger than the existing SpaceX operational vehicles

which it is intended to replace.

The new launch vehicle is

planned to replace

both Falcon 9 and Falcon

Heavy launch vehicles and

the Dragon spacecraft, in the

operational SpaceX fleet in

the early 2020s, initially

aiming at the Earth-

orbit market, but explicitly

adding substantial capability

to the spacecraft vehicles to

support long-duration

spaceflight in

the cislunarand Mars missio

n environment as well.

SpaceX intends this

approach to bring significant cost savings which will help the company justify the development expense

of designing and building the new launch vehicle design. BFR is a 9 meters (30 ft)-diameter launch

vehicle. The BFR also has the capabilities to travel to Venus.

An earlier larger design for the first non-Falcon launch vehicle from SpaceX was known as the ITS

launch vehicle in 2016–2017. The design for all of the ITS vehicles were 12 meters (39 ft)

diameter. While the earlier SpaceX designs had been aimed at Mars transit and other interplanetary uses,

SpaceX pivoted in 2017 to a plan that would replace all SpaceX launch-service-provider capacity—Earth

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orbit, the Lunar-orbit region, and interplanetary space transport—with a single 9 m (30 ft)-diameter class

of launch vehicles and spacecraft.

Development work began on the Raptor rocket engines to be used for both stages of the BFR launch

vehicle in 2012, and engine testing began in 2016. New rocket engine designs are typically considered

one of the longest of the development subprocesses for new launch vehicles and spacecraft. Tooling for

the main tanks has been

ordered and a facility to build

the vehicles is under

construction; construction will

start on the first ship in

2Q2018. The company publicly

stated an aspirational goal for

initial Mars-bound cargo flights

of BFR launching as early as

2022, followed by the first BFR

flight with passengers

one synodic period later, in

2024.

BFR progress in current

scenario:

On 29 September 2017 at the 68th annual meeting of the International Astronautical

Congress in Adelaide, South Australia, SpaceX unveiled the new smaller vehicle architecture. The new

launch vehicle system—program codename BFR—would be a 9-meter (30 ft) diameter technology,

using methalox-fueled Raptor rocket engine technology directed initially at the Earth-orbit

and cislunar near-Earth environment before, later, being used for Mars missions. Musk said "we are

searching for the right name, but the code name, at least, is BFR.

Aerodynamics of the BFR second stage was changed. The new version is cyllindrical with small fins at

the rear end. The cyllindrical shape is for mass optimization. The fins are needed to allow the ship to land

both on Earth and Mars, with both large and minimal payloads. There are three configurations:

BFR crew, BFR cargo, BFR tanker. The first two are primarily destined to fly to Mars. The cargo version

can also be used to launch satelites to Low Earth Orbit. Initially, the cargo and tanker versions were the

same.

After refueling in high Earth orbit the spacecraft will be able to land on the Moon and return to Earth

without further refueling. The most surprising announcement was to use BFR as a point-to-point transfer

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system for people on Earth. Musk expects ticket price to be on par with an economy plane ticket for the

same distance.

As of September 2017, Raptor engines have been tested for a combined total of 1200 seconds of test

firing time over 42 main engine tests. The longest test was 100 seconds, which is limited by the size of

the propellant tanks at the SpaceX ground test facility. The test engine operates at 200 atmospheres of

pressure. The flight engine is aimed for

250 bar, and SpaceX expects to achieve

300 bar in later iterations.

In addition, Musk championed a

larger systemic vision, a vision for

a bottom-up emergent order of other

interested parties—whether companies,

individuals, or governments—to utilize the

new and radically lower-cost transport

infrastructure that SpaceX would endeavor

to build in order to help build a sustainable

human civilization on

Mars by innovating and meeting the dema

nd that such a growing venture would

occasion.

In the November 2016 plan, SpaceX indicated it would fly its earliest research spacecraft missions to

Mars using its Falcon Heavy launch vehicle and a specialized modified Dragon spacecraft, called "Red

Dragon" prior to the completion, and first launch, of any ITS vehicle. Later Mars missions using ITS were

slated then to begin no earlier than 2022.

By February 2017, the earliest launch of

any SpaceX mission to Mars was to be

2020, two years later than the previously

mentioned 2018 Falcon Heavy/Dragon2

exploratory mission. In July 2017,

SpaceX announced it would no longer

plan to use a propulsively-landed "Red

Dragon" spacecraft on the early

missions, as had been previously

announced.

In July 2017, SpaceX made public plans

to build a much smaller launch vehicle

and spacecraft prior to building the ITS

launch vehicle that had been unveiled

nine months earlier for just the beyond Earth orbit part of future SpaceX launch service offerings. Musk

indicated that the architecture has "evolved quite a bit" since the November 2016 articulation of the

comprehensive Mars architecture. A key driver of the new architecture is to make the new system useful

for substantial Earth-orbit and Cislunar launches so that the new system might pay for itself, in part,

through economic spaceflight activities in the near-Earth space zone.

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Developing the rocket: Musk made one thing very clear: SpaceX‘s future is the BFR. The company is no

longer going to put resources into improving its current line of Falcon 9 vehicles or its bigger, next-

generation Falcon Heavy. Instead, all of the company‘s research and development resources will go into

creating the new monster rocket.

The revenue SpaceX currently

receives from launching satellites

and servicing the International Space

Station will also go toward funding

the development of the rocket, Musk

said. Right now, business does seem

to be good: SpaceX has a full

manifest of customers, and the

company significantly increased its

launch frequency to 13 so far this

year (up from eight last year).

NASA is also paying SpaceX to

send cargo, and soon astronauts, to

the ISS.

It‘s possible that SpaceX‘s satellite

business and NASA contracts are enough to fund the BFR‘s development. But it‘s likelier that the

company will need additional funds — especially if Musk hopes to meet his ―aspirational‖ deadline of

sending the vehicle to the Red Planet by 2022. Private investment seems like an option. And another good

source of money? -The government!!

Once it built then what?

Assuming SpaceX does get the money it needs to develop the BFR, then what? Will there be enough

customers to help offset the development costs and make SpaceX profitable?

Musk advertised a number of uses for the BFR, beyond just going to the Moon and Mars. He argued that

the new system would essentially replace the Falcon 9 rocket and Dragon spacecraft, and that SpaceX

could use the new vehicle to launch satellites, service the space station, and even clean up space debris in

orbit. And the more uses a rocket has, the more potential customers the rocket has, too.

If the cost of the vehicle is low enough,

it may eventually create its own demand.

But that demand may not materialize for

a while. Plus, SpaceX needs to build the

BFR first — and given Musk‘s lack of

specificity in terms of cold, hard cash,

it‘s possible only SpaceX‘s accountants

know if the money is really there to do it.

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"The apps you need to survive a natural disaster"

Alisha Neogi

CSE – 3rd

year

When nature unleashes it's fury on your part of the world, it's of course a fantastic idea to lay in all the

emergency supplies recommended by the authorities. But sometimes when it comes to disaster, it's not

clean water or boarded up windows that will save you.

When the next big earthquake

strikes the Bay Area, millions

will likely be stranded without

the high-tech comforts provided

by Silicon Valley.

As evidenced in Texas, Florida

and Puerto Rico following three

different hurricanes, disasters can

wipe away Wi-Fi and cellular

data infrastructure, making

modern technology obsolete.

Twenty-eight years ago this month, the 6.9 magnitude Loma Prieta Earthquake did major damage to the

Bay Area - albeit at a time when the internet was not prevalent. And this month has seen ravaging

wildfires in the North Bay wipe out smartphone and internet service.

But some forward thinking and a few smartphone apps can be a valuable companion to navigate a disaster

and its aftermath - even when there is little to no data connection, experts say.

"We try to tell people it's important to have a plan," said Jennifer Strauss, the University of California at

Berkeley's Seismology Lab's external relations officer. "With all the tech we are exposed to, we get

caught up in the idea that everything is readily available. Tech goes hand in hand with preparedness."

Strauss and her team in Berkeley in 2016 launched the MyShake app, which allows smartphones to

detect earthquakes using built-in sensors and send warning alerts to users near the shaking. Akin to step-

counting fitness apps, MyShake runs silently in the background looking for seismic tremors and

collecting data.

While there are 40,000 active MyShake users in the world on Android, the ultimate goal is for MyShake

to become a portable earthquake siren for regions near faults and without a public earthquake warning

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system. MyShake is not yet available on iPhones, Strauss said. While MyShake may prove useful in

future earthquakes, its effectiveness may be limited in the Bay Area. Since the Bay Area sits atop

earthquake faults, Bay Area residents may have little to no time to respond to an alert should the epicenter

be in the Bay Area, according to USGS geophysicist Brian Kilgore. One such fault is the Hayward Fault,

which runs through the entire East Bay.

The Hayward Fault has a 72 percent chance of 6.7 or larger earthquake before 2043 and has not

experienced a large earthquake since 1868.

"It's not of if, it's of when," said Kilgore. "A large earthquake in the Hayward Fault is going to be a large

disaster. Much of the damage is simply unavoidable."

The Bay Area's telecommunications infrastructure is considered to be more resilient than other regions

recently hit by natural disasters like Puerto Rico, which lost communications for days. Verizon, for

example, has spent over $11 billion in wireless infrastructure, in part to shore up cell towers and server

centers from earthquakes in California, according to its spokesperson Heidi Flato.

"Because earthquakes cause lateral and vertical movements, Verizon's mobile switching centers in

California are designed to withstand likely seismic movement patterns," Flato said in a statement.

Even if there are signals, another issue is that service could be quickly overwhelmed by panicked

survivors making phone calls and sending texts right after an earthquake, Kilgore said.

But there are alternative means of communication, which have proven to be popular in dire

circumstances. One such app is Zello, which turns smartphones into walkie-talkies. The app was

wildly popular in Texas and Florida during their respective hurricanes, topping the Apple App Store

charts with over 6 million new users and becoming a necessity for hurricane rescue volunteers.

Zello requires at least marginal 2G connection, the predecessor to the newer and faster 3G and 4G

networks, according to its CEO Bill Moore.

"(Zello) is popular when the stakes are high because it's based around live voice," said Moore. "Your

voice communicates a lot more than text can. You don't have to read it, you can listen while driving. It's

authentic, so in a few seconds of voice, you can guess the emotional state of the voice."

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Another app is FireChat, which allows users to text each other even without Wi-Fi or cellular connection.

The app uses mesh networking, which means the texts bounce from one smartphone to another nearby

smartphone with a FireChat app until it reaches its destination.

FireChat was immensely popular during the Hong Kong political protests in 2014 when smartphones

could not get a signal because of overcrowding in a tight area and Chinese authorities blocked apps like

Twitter and Instagram. Open Garden, the San Francisco-based startup that created FireChat, did not

respond to a request for comment.

If person-to-person communication fails, FM radio may be the best bet to stay informed after a disaster.

Plenty of FM radio apps are available for both iOS and Android. One such app called NextRadio allows

Android phones to be turned into a FM radio without using any data by activating the phone's FM chip

inside its processor. All it requires is an earphone or stereo cable attached to the smartphone as an

antenna.

During Hurricane Irma, NextRadio was a valuable tool for Floridians weathering the storm. In select

markets, listener and session counts increased by more than 1000 percent.

NextRadio is available on iOS, but iPhones only allow FM radio to be transmitted through cellular

signals. During Irma, Apple faced pressure from government leaders - such as FCC Chairman Ajit Pai -

and local organizations in Florida to allow iPhone owners to activate the FM chip. Apple said there is no

FM chip in its iPhone 7 and 8 models.

While the digital preparation for the big one is critical, Kilgore, the USGS geophysicist, also says people

living in quake-prone regions shouldn't prioritize it over other survival preparations like water, food and

shelter.

"It depends so much on how much infrastructure survives and stays intact," said Kilgore. "There's not

much a single individual can do about that."

Just don't forget to charge your phone before the disaster strikes because none of these apps will help you

much once you run out of battery. Portable and car chargers can be a great way to keep your phone juiced

up even if the power goes out.

The number of available apps in the Google Play Store was most recently placed at 3.3

million apps in September 2017, after surpassing 1 million apps in July 2013. Google

Play was originally launched in October 2008 under the name Android Market.

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"Augmented Reality"

Biswadeepam Pal

CSE – 4th year

To understand Augmented Reality (AR) we must first be thorough with the concept of Virtual Reality

(VR). Here is a brief overview of it.

What is Virtual Reality?

Virtual reality (VR) is an artificial, computer-generated

simulation or recreation of a real life environment or

situation. It immerses the user by making them feel like they

are experiencing the simulated reality firsthand, primarily by

stimulating their vision and hearing.

VR is typically achieved by wearing a headset like

Facebook‘s Oculus equipped with the technology, and is

used prominently in two different ways:

To create and enhance an imaginary reality for gaming, entertainment, and play (Such as video

and computer games, or 3D movies, head mounted display).

To enhance training for real life environments by creating a simulation of reality where people

can practice beforehand (Such as flight simulators for pilots).

Virtual reality is possible through a coding language known as VRML (Virtual Reality Modeling

Language), which can be used to create a series of images, and specify what types of interactions are

possible for them.

Moving on to the concept of Augmented Reality,

What is Augmented Reality?

Augmented reality (AR) is a technology that layers computer-

generated enhancements atop an existing reality in order to make

it more meaningful through the ability to interact with it. AR is

developed into apps and used on mobile devices to blend digital

components into the real world in such a way that they enhance

one another, but can also be told apart easily.

AR technology is quickly coming into the mainstream. It is used

to display score overlays on telecasted sports games and pop out 3D emails, photos or text messages on

mobile devices. Leaders of the tech industry are also using AR to do amazing and revolutionary things

with holograms and motion activated commands.

Hardware Related to Augmented Reality

Hardware components for augmented reality are: processor, display, sensors and input devices.

Modern mobile computing devices like smartphones and tablet computers contain these elements which

Person Wearing a Virtual Reality Headset

Augmented reality in games

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often include a camera and MEMS sensors such as accelerometer, GPS, and solid state compass, making

them suitable AR platforms.

Display

Various technologies are used in Augmented Reality

rendering including optical projection

systems, monitors, hand held devices, and display

systems worn on the human body.

A head-mounted display (HMD) is a display device

paired to the forehead such as a harness or helmet.

HMDs place images of both the physical world and

virtual objects over the user's field of view. Modern

HMDs often employ sensors for six degrees of

freedom monitoring that allow the system to align

virtual information to the physical world and adjust accordingly with the user's head movements. HMDs

can provide VR users mobile and collaborative experiences. Specific providers, such

as uSens and Gestigon, are even including gesture controls for full virtual immersion.

Eyeglasses

AR displays can be rendered on devices resembling eyeglasses.

Versions include eyewear that employs cameras to intercept the

real world view and re-display its augmented view through the

eye piecesand devices in which the AR imagery is projected

through or reflected off the surfaces of the eyewear lens pieces.

Contact lenses

Contact lenses that display AR imaging are in

development. These bionic contact lenses might contain

the elements for display embedded into the lens

including integrated circuitry, LEDs and an antenna for

wireless communication. The first contact lens display

was reported in 1999 and subsequently, 11 years later

in 2010/2011. Another version of contact lenses, in

development for the U.S. Military, is designed to function with AR spectacles, allowing soldiers to focus

on close-to-the-eye AR images on the spectacles and distant real world objects at the same

time. The futuristic short film Sight features contact lens-like augmented reality devices.

Applications

Archaeology

AR was applied to aid archaeological research. By augmenting archaeological features onto the modern

landscape, AR allowed archaeologists to formulate possible site configurations from extant structures.

Architecture

AR can aid in visualizing building projects. Computer-generated images of a structure can be

superimposed into a real life local view of a property before the physical building is constructed there;

Apple’s iPhone X revolutionizes the AR concept

Augmented Reality Eyewear

AR embedded contact lens

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this was demonstrated publicly by Trimble Navigation in 2004. AR can also be employed within an

architect's workspace, rendering into their view animated 3D visualizations of their 2D drawings.

Architecture sightseeing can be enhanced with AR applications allowing users viewing a building's

exterior to virtually see through its walls, viewing its interior objects and layout.

Education

In educational settings, AR has been used to complement

a standard curriculum. Text, graphics, video, and audio

were superimposed into a student‘s real time

environment. Textbooks, flashcards and other educational

reading material contained embedded ―markers‖ or

triggers that, when scanned by an AR device, produced

supplementary information to the student rendered in a

multimedia format.

As AR evolved students could participate interactively.

Computer-generated simulations of historical events,

exploring and learning details of each significant area of the event site could come alive.On higher

education, there are some applications that can be used. Construct3D, a Studierstube system, allowed

students to learn mechanical engineering concepts, math or geometry.Chemistry AR apps allowed

students to visualize and interact with the spatial structure of a molecule using a marker object held in a

hand.Anatomy students could visualize different systems of the human body in three dimensions.

Military

An interesting early application of AR occurred when Rockwell International created video map overlays

of satellite and orbital debris tracks to aid in space observations at Air Force Maui Optical System. In

their 1993 paper "Debris Correlation Using the Rockwell WorldView System" the authors describe the

use of map overlays applied to video from space surveillance telescopes. The map overlays indicated the

trajectories of various objects in geographic coordinates. This allowed telescope operators to identify

satellites, and also to identify – and catalog – potentially dangerous space debris.

Starting in 2003 the US Army integrated the SmartCam3D augmented reality system into the Shadow

Unmanned Aerial System to aid sensor operators using telescopic cameras to locate people or points of

interest. The system combined both fixed geographic information including street names, points of

interest, airports, and railroads with live video from the camera system. The system offered "picture in

picture" mode that allows the system to show a synthetic view of the area surrounding the camera's field

of view. This helps solve a problem in which the field of view is so narrow that it excludes important

context, as if "looking through a soda straw". The system displays real-time friend/foe/neutral location

markers blended with live video, providing the operator with improved situational awareness.

Retail

Augmented reality is becoming more frequently used for online advertising. Retailers offer the ability to

upload a picture on their website and "try on" various clothes which is overlaid on the picture. Even

further, companies such as Bodymetrics install dressing booths in department stores that offer full-body

scanning. These booths render a 3-D model of the user, allowing the consumers to view different outfits

on themselves without the need of physically changing clothes.

AR embedded globe

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"Wireless ad hoc network"

Deep Narayan Biswas

CSE – 4th

year

Introduction

A wireless ad hoc network (WANET) is a decentralized type of wireless network. The network is ad

hoc because it does not rely on a pre-existing infrastructure, such as routers in wired networks or access

points in managed (infrastructure) wireless networks. Instead, each node participates in routing by

forwarding data for other nodes, so the determination of which nodes forward data is made dynamically

on the basis of network connectivity. In addition to the classic routing, ad hoc networks can

use flooding for forwarding data.

Wireless mobile ad hoc networks are self-configuring, dynamic networks in which nodes are free to

move. Wireless networks lack the complexities of infrastructure setup and administration, enabling

devices to create and join networks "on the fly" – anywhere, anytime.

History

The earliest wireless data network is called "packet radio" network, and was sponsored by Defense

Advanced Research Projects Agency (DARPA) in the early 1970s. Bolt, Beranek and Newman

Technologies (BBN) and SRI International designed, built, and experimented with these earliest systems.

Experimenters included Robert

Kahn. Jerry Burchfiel, and Ray

Tomlinson.Similar experiments took

place in the Ham radio community.

These early packet radio systems

predated the Internet, and indeed were

part of the motivation of the original

Internet Protocol suite. Later DARPA

experiments included the Survivable

Radio Network (SURAN) project,

which took place in the 1980s.

Another third wave of academic

activity started in the mid-1990s with

the advent of inexpensive 802.11

radio cards for personal computers. Current wireless ad-hoc networks are designed primarily for military

utility. Problems with packet radios are: (1) bulky elements, (2) slow data rate, (3) unable to maintain

links if mobility is high. The project did not proceed much further until the early 1990s when wireless ad

hoc networks are born.

Early work

In the early 1990s, Charles Perkins from SUN Microsystems USA, and Chai KeongToh from Cambridge

University separately started to work on a different Internet, that of a wireless ad hoc network. Perkins

was working on the dynamic addressing issues. Toh worked on a new routing protocol, which was known

as ABR – Associativity-Based Routing. Perkins eventually proposed AODV routing, which is based on

link-state routing. Toh's proposal was an on-demand based routing, i.e. routes are discovered on-the-fly in

real-time as and when is needed. Both ABR] and AODV are submitted to IETF as RFCs. ABR was

implemented successfully into Linux OS on Lucent WaveLAN 802.11a enabled laptops and a practical ad

hoc mobile network was therefore proven to be possible in 1999. AODV was subsequently proven and

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implemented in 2005. In 2007, David Johnson and Dave Maltz proposed DSR – Dynamic Source

Routing.

Application

The decentralized nature of wireless ad-hoc networks makes

them suitable for a variety of applications where central nodes

can't be relied on and may improve the scalability of networks

compared to wireless managed networks, though theoretical

and practical limits to the overall capacity of such networks

have been identified. Minimal configuration and quick

deployment make ad hoc networks suitable for emergency

situations like natural disasters or military conflicts. The

presence of dynamic and adaptive routing protocols enables ad

hoc networks to be formed quickly.

Wireless ad-hoc networks can be further classified by

their application:

Mobile ad hoc networks (MANETs)

A mobile ad hoc network (MANET) is a continuously

self-configuring, infrastructure-less network of mobile

devices connected without wires.

Vehicular ad hoc networks (VANETs)

VANETs are used for communication between vehicles

and roadside equipment. Intelligent vehicular ad hoc

networks (InVANETs) are a kind of artificial

intelligence that helps vehicles to behave in intelligent

manners during vehicle-to-vehicle collisions, accidents.

Vehicles are using radio waves to communicate with each other.

Smartphone ad hoc networks (SPANs)

SPANs leverage the existing hardware (primarily Bluetooth) in commercially available smartphones to

create peer-to-peer networks without relying on cellular carrier networks, wireless access points, or

traditional network infrastructure.

Internet-based mobile ad hoc networks (iMANETs)

iMANETs are ad hoc networks that link mobile nodes and fixed Internet-gateway nodes.

Military and tactical MANETs

Military MANETs are used by military units with emphasis on security, range, and integration with

existing systems.

Routing

Proactive routing

This type of protocols maintains fresh lists of destinations and their routes by periodically distributing

routing tables throughout the network. The main disadvantages of such algorithms are:

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Respective amount of data for maintenance.

Slow reaction on restructuring and failures.

Example: Optimized Link State Routing Protocol (OLSR)

Distance vector routing

As in a fix net nodes maintain routing tables. Distance-vector protocols are based on calculating the

direction and distance to any link in a network. "Direction" usually means the next hop address and the

exit interface. "Distance" is a measure of the cost to reach a certain node. The least cost route between

any two nodes is the route with minimum distance. Each node maintains a vector (table) of minimum

distance to every node. The cost of reaching a destination is calculated using various route

metrics. RIP uses the hop count of the

destination whereas IGRP takes into

account other information such as

node delay and available bandwidth.

Reactive routing

This type of protocol finds a route

based on user and traffic demand by

flooding the network with Route

Request or Discovery packets. The

main disadvantages of such

algorithms are:

High latency time in route

finding.

Excessive flooding can lead to network clogging.

However, clustering can be used to limit flooding. The latency incurred during route discovery is not

significant compared to periodic route update exchanges by all nodes in the network.

Example: Ad hoc On-Demand Distance Vector Routing (AODV)

Flooding

Is a simple routing algorithm in which every incoming packet is sent through every outgoing link except

the one it arrived on. Flooding is used in bridging and in systems such as Usenet and peer-to-peer file

sharing and as part of some routing protocols, including OSPF, DVMRP, and those used in wireless ad

hoc networks.

Hybrid routing

This type of protocol combines the advantages of proactive and reactive routing. The routing is initially

established with some proactively prospected routes and then serves the demand from additionally

activated nodes through reactive flooding. The choice of one or the other method requires

predetermination for typical cases. The main disadvantages of such algorithms are:

1. Advantage depends on number of other nodes activated.

2. Reaction to traffic demand depends on gradient of traffic volume.

Example: Zone Routing Protocol (ZRP)

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Position-based routing

Position-based routing methods use

information on the exact locations of

the nodes. This information is obtained

for example via a GPS receiver. Based

on the exact location the best path

between source and destination nodes

can be determined.

Example: "Location-Aided Routing in

mobile ad hoc networks" (LAR)

Mathematical models

The traditional model is the random geometric graph.

A randomly constructed geometric graph drawn inside a square

These are graphs consisting of a set of nodes placed according to

a point process in some usually bounded subset of the n-

dimensional plane, mutually coupled according to

a boolean probability mass function of their spatial separation (see

e.g. unit disk graphs). The connections between nodes may have

different weights to model the difference in channel

attenuations. One can then study network observables (such

as connectivitycentrality or the degree distribution) from a graph-

theoretic perspective. One can further study network protocols and

algorithms to improve network throughput and fairness.

Pros and cons

Pros

No expensive infrastructure must be installed

Use of unlicensed frequency spectrum

Quick distribution of information around sender

No single point of failure.

Cons

All network entities may be mobile ⇒ very dynamic topology

Network functions must have high degree of adaptability

No central entities ⇒ operation in completely distributed

manner.

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"DIGITAL CASH"

Ripa Ghosh

CSE, 3rd

Year

What is Digital Cash?

A payment message bearing a digital signature which functions as a medium of exchange or store of

value

Need to be backed by a trusted third party, usually the government and the banking industry.

Ideal properties of a Digital Cash system:

Ideal properties:

1. Secure. Alice should be able to pass digital cash to Bob without either of them, or others, able to

alter or reproduce the electronic token.

2. Anonymous. Alice should be able to pay Bob without revealing her identity, and without Bob

revealing his identity. Moreover, the Bank should not know who Alice paid or who Bob was paid

by. Even stronger, they should have the option to remain anonymous concerning the mere

existence of a payment on their behalf.

3. Portable. The security and use of the digital cash is not dependent on any physical location. The

cash should be able to be stored on disk or USB memory stick, sent by email, SMS, internet chat,

or uploaded on web forms. Digital cash should not be restricted to a single, proprietary computer

network.

4. Two-way. Peer-to-peer payments are possible without either party required to attain registered

merchant status (in contrast with today's card-based systems). Alice, Bob, Carol, and David share

an elaborate dinner together at a trendy restaurant and Alice pays the bill in full. Bob, Carol, and

David each should then be able to transfer one-fourth of the total amount in digital cash to Alice.

5. Off-line capable. The protocol between the two exchanging parties is executed off-line, meaning

that neither is required to be host-connected in order to proceed. Availability must be unrestricted.

Alice can freely pass value to Bob at any time of day without requiring third-party authentication.

6. Wide acceptability. The digital cash is well-known and accepted in a large commercial zone.

With several digital cash providers displaying wide acceptability, Alice should be able to use her

preferred unit in more than just a restricted local setting.

7. User-friendly. The digital cash should be simple to use from both the spending perspective and

the receiving perspective. Simplicity leads to mass use and mass use leads to wide acceptability.

Alice and Bob should not require a degree in cryptography as the protocol machinations should

be transparent to the immediate user.

These are ideal properties, and no known system satisfies them all.

Categorization of payment systems

Implementations of payment systems that don't satisfy all the requirements may be conveniently classified

according to these criteria:

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1. Anonymous or identified. Anonymous e-cash works just like real paper cash. Once anonymous

e-cash is withdrawn from an account, it can be spent or given away without leaving a transaction

trail. This however, can be considered contentious. Identified payment systems such as credit card

payment, or payment by Paypal leave an audit trail, and the identity of the payee and the payer is

known to the Bank, and (usually) to each other.

2. Online or offline. Online means you need to interact with a bank (via a network) to conduct a

transaction with a third party. Offline means you can conduct a transaction without having to

directly involve a bank.

3. Requiring a trusted platform. Some protocols may require a trusted platform, such as a smart

card. Smart cards are small plastic cards like credit cards, bearing a chip. They are tamper-

resistant and can force Alice and Bob to adhere to the protocol. This is convenient for the

protocol designer, but threatens to tie users to proprietary interfaces and to remove transparency

of the system. In contrast, internet protocols endorsed by the IETF are open and can be

interoperably implemented by anyone.

The Online Model

Pros and Cons of the online scheme

Pros

– Provides fully anonymous and untraceable digital cash.

– No double spending problems.

– Don't require additional secure hardware – cheaper to implement.

Cons

– Communications overhead between merchant and the bank.

– Huge database of coin records.

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– Difficult to scale, need synchronization between bank servers.

– Coins are not reusable

The Offline Model

Pros and Cons of the offline model

Advantages

– Off-line scheme

– User is fully anonymous unless double spend

– Bank can detect double spender

– Banks don‘t need to synchronize database in each transaction.

– Coins could be reusable

– Reduced the size of the coin database.

Disadvantages

– Might not prevent double spending immediately

– More expensive to implement

On 8 November 2016, the Government of India announced

the demonetisation of all Rs. 500 and Rs. 1,000 banknotes of

the Mahatma Gandhi Series. The government claimed that the

action would curtail the shadow economy

and crack down on the use of illicit and

counterfeit cash to fund illegal activity and

terrorism.

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"DNA Chip Or Microarray"

Gobinda Santra

CSE – 4th

year

INTRODUCTION:

Molecular Biology research evolves through the development of the technologies used for carrying them

out. It is not possible to research on a large number of genes using traditional methods. DNA Microarray

is one such technology which enables the researchers to investigate and address issues which were once

thought to be non traceable. One can analyze the expression of many genes in a single reaction quickly

and in an efficient manner. DNA Microarray technology has empowered the scientific community to

understand the fundamental aspects underlining the

growth and development of life as well as to

explore the genetic causes of anomalies occurring

in the functioning of the human body.

DNA microarray which is also know as DNA chip

or bio chip , it is a collection of microscopic DNA

spots attatched to a solid surface in which 1000‘s

of nucleic acids are bound on the solid surface and

used to measure the relative concentration of

nucleic acid sequences in a mixture via

hybridization and subsequent detection of the

hybridization events.

A typical microarray experiment involves the hybridization of an mRNA molecule to the DNA template

from which it is originated. Many DNA samples are used to construct an array. The amount of mRNA

bound to each site on the array indicates the expression level of the various genes. This number may run

in thousands. All the data is collected and a profile is generated for gene expression in the cell.

The early history of DNA arrays:

An argument can be made that the original DNA array was created with the colony hybridization method

of Grunstein and Hogness Grunstein and Hogness, 1975. In this procedure, DNA of interest was

randomly cloned into E. coli plasmids that were plated onto agar petri plates covered with nitrocellulose

filters. Replica plating was used to produce additional agar plates. The colonies on the filters were lysed

and their DNA‘s were denatured and fixed to the filter to produce a random and unordered collection of

DNA spots that represented the cloned fragments. Hybridization of a radiolabeled probe of an DNA or

RNA of interest was used to rapidly screen 1000‘s of colonies to identify clones containing DNA that was

complimentary to the probe.

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In 1979, this approach was adapted to create ordered arrays by Gergen et. al. Gergen et al., 1979 who

picked colonies into 144 well microplates. They created a mechanical 144 pin device and a jig that

allowed them to replicate multiple microtiter plates on agar and produce arrays of 1728 different colonies

in a 26 × 38 cm region. An additional transfer of colonies to squares of Whatman filter paper followed by

a growth, lysis, denaturation and fixing of the DNA to the filter, allowed the production of DNA arrays on

filters that could be re-used multiple times. During the next decade, filter based arrays and protocols

similar to these were used in a variety of applications including: cloning genes of specific interest,

identifying SNP‘s Miller and Barnes, 1986, cloning genes that are differentially expressed between two

samples Crampton et al., 1980 and physical mapping Craig et al., 1990.

In the late 1980‘s and early 1990‘s Hans Lehrach‘s group automated these processes by using robotic

systems to rapidly array clones from microtiter plates onto filters(Craig et al., 1990; Lennon and Lehrach,

1991). The concomitant development of cDNA cloning in the late 1970‘s and early 80‘s (Auffray et al.,

1980; Auffray and Rougeon, 1980a; Auffray and Rougeon, 1980b; Humphries et al., 1977) combined

with international programs to fully sequence both the human genome (Barnhart, 1989; Watson and

Jordan, 1989) and the human transcriptome(Aaronson et al., 1996; Dias Neto et al., 2000) led to efforts to

create reference sets of cDNAs and cDNA filter arrays for human(Lennon et al., 1996) and other

genomes(Bonaldo et al., 1996) By the late 1990‘s and early 2000‘s, sets of non-redundant cDNA‘s

became widely available and the complete genome sequences of some organisms allowed for sets of PRC

products representing all the known open reading frames (ORFs) in small genomes (Lashkari et al.,

1997; Richmond et al., 1999). These sets, combined with readily available robotics, allowed individual

labs to make their own cDNA or ORF arrays that containing gene content that represented the vast

majority of genes in a genome.

The birth of the modern DNA array:

In the late 90‘s and 2000‘s, DNA array technology progressed rapidly as both new methods of

production and fluorescent detection were adapted to the task. In addition, increases in our knowledge of

the DNA sequences of multiple genomes provided the raw information necessary to assure that arrays

could be made which fully represented the genes in a genome, all the sequence in a genome or a large

fraction of the sequence variation in a genome. It should also be noted that during this time, there was a

gradual transition from spotting relatively long DNA‘s on arrays to producing arrays using 25-60bp

oligos. The transition to oligo arrays was made possible by the increasing amounts of publicly available

DNA sequence information. The use of oligos (as opposed to longer sequences) also provided an increase

in specificity for the intended binding target as oligos could be designed to target regions of genes or the

genome that were most dissimilar from other genes or regions. Three basic types of arrays came into play

during this time frame, spotted arrays on glass, in-situ synthesized arrays and self assembled arrays.

Uses and types:

Three basic types of microarrays:

(A) Spotted arrays on glass (B) Self assembled arrays (C) In-situ synthesized arrays.

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(A) Spotted arrays:

In 1996 Derisi et. al. published a method which allowed very high-density DNA arrays to be

made on glass substrates(DeRisi et al., 1996). Poly-lysine coated glass microscope slides provided good

binding of DNA and a robotic spotter was designed to spot multiple glass slide arrays from DNA stored

in microtiter dishes. By using slotted pins (similar to fountain pens in design) a single dip of a pin in DNA

solution could spot multiple slides. Spotting onto glass, allowed one to fluorescently label the sample.

Fluorescent detection provided several advantages relative to the radioactive or chemilluminescent labels

common to filter based arrays. First, fluorescent detection is quite sensitive and has a fairly large dynamic

range. Second, fluorescent labeling is generally less expensive and less complicated than radioactive or

chemilluminescent labeling. Third, fluorescent labeling allowed one to label two (or potentially more)

samples in different colors and cohybridize the samples to the same array. As it was very difficult to

reproducibly produce spotted arrays, comparisons of individually hybridized samples to ostensibly

identical arrays would result in false differences due to array-to-array variation. However, a two-color

approach in which the ratio of signals on the same array are measured is much more reproducible.

(B) Self assembled arrays:

An alternative approach to the construction of arrays was created by the group of David Walt at Tufts

University(Ferguson et al., 2000; Michael et al., 1998; Steemers et al., 2000; Walt, 2000) and ultimately

licensed to Illumina. Their method involved synthesizing DNA on small polystryrene beads and

depositing those beads on the end of a fiber optic array in which the ends of the fibers were etched to

provide a well that is slightly larger than one bead. Different types of DNA would be synthesized on

different beads and applying a mixture of beads to the fiber optic cable would result in a randomly

assembled array. In early versions of these arrays, the beads were optically encoded with different

fluorophore combinations in order to allow one to determine which oligo was in which position on the

array (referred to as ―decoding the array‖)(Ferguson et al., 2000; Michael et al., 1998; Steemers et al.,

2000; Walt, 2000). Optical decoding by fluorescent labeling limited the total number of unique beads that

could be distinguished. Hence, the later and present day methods for decoding the beads involve

hybridizing and detecting a number of short, fluorescently labeled oligos in a sequential series of

steps(Gunderson et al., 2004). This not only allows for an extremely large number of different types of

beads to be used on a single array but also functionally tests the array prior to its use in a biological assay.

Later versions of the Illumina arrays used a pitted glass surface to contain the beads instead of a fiber

option arrays.

(C)In-situ, Synthesized arrays:

In 1991 Fodor et.al. published a method for light directed, spatially addressable chemical synthesis which

combined photolabile protecting groups with photolithography to perform chemical synthesis on a solid

substrate(Fodor et al., 1991). In this initial work, the authors demonstrated the production of arrays of 10-

amino acid peptides and, separately, arrays of di-nucleotides. In 1994, Fodor et.al. at the recently formed

company of Affymetrix demonstrated the ability to use this technology to generate DNA arrays consisting

of 256 different octa-nucleotides (Pease et al., 1994). By 1995-1996, Affymetrix arrays were being used

to detect mutations in the reverse transcriptase and protease genes of the highly polymorphic HIV-1

genome(Lipshutz et al., 1995) and to measure variation in the human mitochondrial genome(Chee et al.,

1996). Eventually, Affymetrix used this technology to develop a wide catalogue of DNA arrays for use in

expression analysis(Lockhart et al., 1996; Wodicka et al., 1997), genotyping (Chee et al., 1996; Hacia et

al., 1996) and sequencing (G Wallraff, 1997)(see www.Affymetrix.com for the current catalog of arrays).

A major advantage of the Affymetrix technology is that because the DNA sequences are directly

synthesized on the surface, only a small collection of reagents (the 4 modified nucleotides, plus a small

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handful of reagents necessary for the de-blocking and coupling steps) are needed to construct an

arbitrarily complex array. This contrasts with the spotted array technologies in which one needed to

construct or obtain all the sequences that one wished to deposit on the array in advance of array

construction. However, the initial Affymetrix technology was limited in flexibility as each model of array

required the construction of a unique set of photolithographic masks in order to direct the light to the

array at each step of the synthesis process. In 2002, authors from Nimblegen Systems Inc., published a

method in which the photo-deprotection step of Fodor et. al (Fodor et al., 1991; Lipshutz et al., 1999) is

accomplished using micro-mirrors (similar to those in video computer projectors) to direct light at the

pixels on the array(Nuwaysir et al., 2002). This allows for custom arrays to be manufactured in small

volumes at much lower cost than by photolithographic methods using masks to direct light (which are

cheaper for large volume production). One constraint with this method is that the total number of

addressable pixels (e.g. unit oligos that can be synthesized) is limited to the number of addressable

positions in the micro-mirror device (of order 1M)

The above is not intended to be a comprehensive history or survey of all DNA microarray technologies.

However, it does cover the major advances in the field and the predominate methods of manufacture of

arrays.

Applications of microarrays:

Gene expression profiling: In an mRNA or gene expression profiling experiment the expression

levels of thousands of genes are simultaneously monitored to study the effects of certain treatments,

diseases, and developmental stages on gene expression.

Comparative genomic hybridization: Assessing genome content in different cells or closely

related organisms.

GeneID: Small microarrays to check IDs of organisms in food and feed , mycoplasms in cell

culture, or pathogens for disease detection, mostly combining PCR

and microarray technology.

Fusion genes microarray: A Fusion gene microarray can detect

fusion transcripts, e.g. from cancer specimens. The principle behind

this is building on the alternative splicing microarrays. The oligo

design strategy enables combined measurements of chimeric

transcript junctions with exon-wise measurements of individual

fusion partners.

Microarray Technique:

An array is an orderly arrangement of samples where matching of

known and unknown DNA samples is done based on base pairing

rules. An array experiment makes use of common assay systems

such as microplates or standard blotting membranes. The sample

spot sizes are typically less than 200 microns in diameter usually

contain thousands of spots.

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Thousands of spotted samples known as probes (with known identity) are immobilized on a solid support

(a microscope glass slides or silicon chips or nylon membrane). The spots can be DNA, cDNA, or

oligonucleotides. These are used to determine complementary binding of the unknown sequences thus

allowing parallel analysis for gene expression and gene discovery. An experiment with a single DNA chip

can provide information on thousands of genes simultaneously. An orderly arrangement of the probes on

the support is important as the location of each spot on the array is used for the identification of a gene.

Limitations of DNA microarrays:

At their core, microarrays are simply devices to simultaneously measure the relative concentrations of

many different DNA or RNA sequences. While they have been incredibly useful in a wide variety of

applications, they have a number of limitations. First, arrays provide an indirect measure of relative

concentration. That is the signal measured at a given position on a microarray is typically assumed to be

proportional to the concentration of a presumed single species in solution that can hybridize to that

location. However, due to the kinetics of hybridization, the signal level at a given location on the array is

not linearly proportional to concentration of the species hybridizing to the array. At high concentrations

the array will become saturated and at low concentrations, equilibrium favors no binding. Hence, the

signal is linear only over a limited range of concentrations in solution. Second, especially for complex

mammalian genomes, it is often difficult (if not impossible) to design arrays in which multiple related

DNA/RNA sequences will not bind to the same probe on the array. A sequence on an array that was

designed to detect ―gene A‖, may also detect ―genes B, C and D‖ if those genes have significant sequence

homology to gene A. This can particularly problematic for gene families and for genes with multiple

splice variants. It should be noted that it is possible to design arrays specifically to detect splice variants

either by making array probes to each exon in the genome(Gardina et al., 2006) or to exon

junctions(Castle et al., 2003). However, it is difficult to design arrays that will uniquely detect every exon

or gene in genomes with multiple related genes.

Finally, a DNA array can only detect sequences that the array was designed to detect. That is, if the

solution being hybridized to the array contains RNA or DNA species for which there is no complimentary

sequence on the array, those species will not be detected. For gene expression analysis, this typically

means that genes that have not yet been annotated in a genome will not be represented on the array. In

addition, non-coding RNA‘s that are not yet recognized as expressed are typically not represented on an

array. Moreover, for highly variable genomes such as those from bacteria, arrays are typically designed

using information from the genome of a reference strain. Such arrays may be missing a large fraction of

the genes present in a given isolate of the same species.

The Future of DNA arrays:

Given the limitations of arrays mentioned above, it would be far preferable to have an unbiased method

to directly measure all the DNA or RNA species present in a particular sample. The advent of next

generation sequencing technologies combined with the rapid decrease in the cost of sequencing

Sequencing is a relatively unbiased approach to measuring which nucleic acids are present in solution.

While sample preparation or different enzymes may bias sequencing counts, unlike DNA arrays,

sequencing is not dependent on prior knowledge of which nucleic acids may be present. Sequencing is

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also able to independently detect closely related gene

sequences, novel splice forms or RNA editing that may

be missed due to cross hybridization on DNA

microarrays. As a result of these advantages and the

decreasing cost of sequencing, DNA arrays are being

rapidly replaced by sequencing for nearly every assay

that has been previously performed on microarrays .

As the cost of sequencing is currently dropping by a

factor of two every five months, it‘s likely that DNA

arrays will be fully replaced by sequencing methods

within the next 5-10 years.

Find the words in the maze and mark them!!

“It is our

choices, Harry,

that show what

we truly are, far

more than our

abilities.”

- Harry Potter

and the

Chamber of

Secrets

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―Cuckoo search‖

Gouranga Mondal

CSE – 4th

year

INTRODUCTION : Cuckoo search (CS) is an

optimization algorithm developed by Xin-she Yang

and Suash Deb in 2009. It was inspired by the obligate

brood parasitism of some cuckoo species by laying

their eggs in the nests of other host birds (of other

species).

CUCKOO BEHAVIOR : Cuckoos have an

aggressive reproduction strategy that involves the

female laying her fertilized eggs in the nest of another

species so that the surrogate parents unwittingly raise her brood. Some cuckoo species have evolved in

such a way that female parasitic cuckoos are often very specialized in the mimicry in color and pattern of

the eggs of a few chosen host species. This reduces the probability of eggs being abandoned and increases

their reproductively

CONSEQUENCE : Some host birds can engage direct conflict with the intruding cuckoos. For example,

if a host bird discovers the eggs are not their own, it will either throw these alien eggs away or simply

abandon its nest and build a new nest elsewhere.

REPRESENTATION :

- Each egg in a nest represents a solution, and a

cuckoo egg represents a new solution.

-The aim is to use the new and potentially better

solutions (cuckoos) to replace a not-so-good

solution in the nests.

-The aim is to use the new and potentially better

solutions (cuckoos) to replace a not-so-good solution in the nests.

Fig : Cuckoo bird

Fig : Variants of Cuckoo search

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ADVANTAGE :

-Deals with multi-criteria optimization problems.

-Easy to implement.

- Aims to speed up convergence.

-Simplicity.

-It can be still hybridized with other swarm-based algorithms.

APPLICATION : Some applications of cuckoo search are

-spring design and welded beam design problems.

-Design optimization of truss structures.

-Engineering optimization.

-Steel frames.

-Wind turbine blade.

-Reliability problems.

-Stability analysis.

Friends, Romans and

CSEians!!

Provided below is the

Pseudocode for Cuckoo

Search. Kindly spare your time

and implement the logic in any

programming logic you

know!!

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―THERMOGRAPHY‖

Ishani Dey

CSE – 4th

year

Infrared thermography (IRT), thermal imaging, and thermal video are examples of infrared imaging

science. Thermographic cameras usually detect radiation in the long-infrared range of the electromagnetic

spectrum (roughly 9,000–14,000 nanometers or 9–14 µm) and produce images of that radiation, called

thermograms. Since infrared radiation is emitted by all objects with a temperature above absolute zero

according to the black body radiation law, thermography makes it possible to see one's environment with

or without visible illumination. The amount of radiation emitted by

an object increases with temperature; therefore, thermography

allows one to see variations in temperature.

Some physiological changes in human beings and other warm-

blooded animals can also be monitored with thermal imaging during

clinical diagnostics. Thermography is used in allergy detection and

veterinary medicine. It is also used for breast screening, though

primarily by alternative practitioners as it is considerably less accurate and specific than competing

techniques. Government and airport personnel used thermography to detect suspected swine flu cases

during the 2009 pandemic.

Specialized thermal imaging cameras use focal plane arrays (FPAs) that respond to longer wavelengths

(mid- and long-wavelength infrared). The most common types are InSb, InGaAs, HgCdTe and QWIP

FPA. The newest technologies use low-cost, uncooled microbolometers as FPA sensors. Their resolution

is considerably lower than that of optical cameras, mostly 160x120 or 320x240 pixels, up to 1024×768[3]

for the most expensive models. Thermal imaging cameras are much more expensive than their visible-

spectrum counterparts, and higher-end models are often export-restricted due to the military uses for this

technology.

DIFFERENCE BETWEEN INFRARED FILM AND THERMOGRAPHY

IR film is sensitive to infrared (IR) radiation in the 250 °C to 500 °C ( 482 °F to 932 °F ) range, while the

range of thermography is approximately −50 °C to over

2,000 °C ( -122 °F to over 3632 °F ). So, for an IR film to

work thermographically, it must be over 250 °C ( 482 ° F )

or be reflecting infrared radiation from something that is at

least that hot.

Night vision infrared devices image in the near-infrared,

just beyond the visual spectrum, and can see emitted or

reflected near-infrared in complete visual darkness.

However, again, these are not usually used for

thermography due to the high temperature requirements,

but are instead used with active near-IR sources.

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ADVANTAGES OF THERMOGRAPHY

It shows a visual picture so temperatures over a large area can be compared

◾It is capable of catching moving targets in real time

◾It is able to find deteriorating, i.e., higher temperature

components prior to their failure

◾It can be used to measure or observe in areas inaccessible or

hazardous for other methods

◾It is a non-destructive test method

DISADVANTAGES OF THERMOGRAPHY

Quality cameras often have a high price range (often US$3,000

or more) due to the expense of the larger pixel array (state of the

art 1024X720), while less expensive models (with pixel arrays

of 40x40 up to 160x120 pixels) are also available. Fewer pixels

reduce the image quality making it more difficult to distinguish

proximate targets within the same field of view.

◾Many models do not provide the irradiance measurements

used to construct the output image; the loss of this information

without a correct calibration for emissivity, distance, and

ambient temperature and relative humidity entails that the

resultant images are inherently incorrect measurements of temperature

◾Images can be difficult to interpret accurately when based upon certain objects, specifically objects with

erratic temperatures, although this problem is reduced in active thermal imaging.

MEDICAL USE

Thermography is used to diagnose vascular disease, neuromusculoskeletal disorders and breast tumors. It

collects imaging from 5 to 8 feet away from the body and is capable of producing thousands of pictures

using infrared light.

Thermography can measure the heat that is given off by soft tissue. It can then be compared to another

area of the body with the same structure, such as the right arm compared to the left arm. It can detect

blood flow before and after exercise, showing if blockages are present. Breast cancer detection has proven

to be accurate in 84 percent of cases through the use of thermography. The problem is that images are

hard to interpret and require a very well-trained professional.

APPLICATION IN NASA

The National Aeronautics and Space Administration (NASA) used IR Thermography to measure surface

temperature. It has been used successfully in wind and pressure tunnels. The disadvantages, according to

NASA, are the difficulty to obtain accurate data from models that have less thermophysical and

radiometric properties. Retrieving accurate data can require infrared-transmitting optics that are not

always available. Cameras are not suited for very low temperatures below -50 degrees C. The cost of the

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equipment and the expertise of interpretation is a disadvantage of the practice, as it is in the medical

community.

OTHER APPLICATIONS

Condition monitoring

◾Low Slope and Flat Roofing Inspections

◾Building diagnostics including building

envelope inspections, moisture inspections,

and energy losses in buildings

◾Thermal Mapping

◾Digital infrared thermal imaging in health

care

◾Medical imaging

◾Non-contact thermography, contact

thermography and dynamic angiothermography

◾Peripheral vascular disease screening.

◾Neuromusculoskeletal disorders.

◾Extracranial cerebral and facial vascular disease.

◾Thyroid gland abnormalities.

◾Various other neoplastic, metabolic, and inflammatory conditions.

◾Archaeological Kite Aerial Thermography

◾Thermology

◾Veterinary Thermal Imaging

Thermal imaging cameras convert the energy in the infrared wavelength into a visible light display. All

objects above absolute zero emit thermal infrared energy, so thermal cameras can passively see all

objects, regardless of ambient light. However, most thermal cameras only see objects warmer than −50 °C

( -122 °F ).The spectrum and amount of thermal radiation depend strongly on an object's surface

temperature. This makes it possible for a thermal imaging camera to display an object's temperature.

However, other factors also influence the radiation, which limits the accuracy of this technique. For

example, the radiation depends not only on the temperature of the object, but is also a function of the

emissivity of the object.

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―Touchscreen‖

Kaustav Nandy

CSE – 4th

year

A touchscreen is a source of input device and output device normally layered on the top of an electronic

visual display of an information processing system. A user can give input or control the information

processing system through simple or multi-touch gestures by touching the screen with a special stylus

and/or one or more fingers. Some touchscreens use ordinary or specially coated gloves to work while

others use a special stylus/pen only. The user can use the touchscreen to react to what is displayed and to

control how it is displayed; for example, zooming to increase the text size.

The touchscreen enables the user to interact directly with what

is displayed, rather than using a mouse, touchpad, or any other

intermediate device (other than a stylus, which is optional for

most modern touchscreens).

Touchscreens are common in devices such as game consoles,

personal computers, tablet computers, electronic voting

machines, point of sale systems, and smartphones. They can

also be attached to computers or, as terminals, to networks.

They also play a prominent role in the design of digital

appliances such as personal digital assistants (PDAs) and some e-readers.

The popularity of smartphones, tablets, and many types of information appliances is driving the demand

and acceptance of common touchscreens for portable and functional electronics. Touchscreens are found

in the medical field and in heavy industry, as well as for automated teller machines (ATMs), and kiosks

such as museum displays or room automation, where keyboard and mouse systems do not allow a suitably

intuitive, rapid, or accurate interaction by the user with the display's content.

History

The prototype x-y mutual capacitance touchscreen developed

at CERN in 1977 by Bent Stumpe, a Danish electronics

engineer, for the control room of CERN‘s accelerator SPS

(Super Proton Synchrotron). This was a further development

of the self-capacitance screen (right), also developed by

Stumpe at CERN in 1972.

E.A. Johnson of the Royal Radar Establishment, Malvern

described his work on capacitive touchscreens in a short

article published in 1965and then more fully—with

photographs and diagrams—in an article published in

1967.The applicability of touch technology for air traffic

control was described in an article published in 1968. Frank

Beck and Bent Stumpe, engineers from CERN, developed a

transparent touchscreen in the early 1970s, based on Stumpe's work at a television factory in the early

EA JOHNSON

The prototype[2] x-y mutual

capacitance touchscreen

E.A. Johnson(Right)

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1960s. Then manufactured by CERN, it was put to use in 1973. A resistive touchscreen was developed by

American inventor George Samuel Hurst, who received US patent #3,911,215 on October 7, 1975.The

first version was produced in 1982.

In 1972, a group at the University of Illinois filed for a patent on an optical touchscreen that became a

standard part of the Magnavox Plato IV Student Terminal. Thousands were built for the PLATO IV

system. These touchscreens had a crossed array of 16 by 16 infrared position sensors, each composed of

an LED on one edge of the screen and a matched phototransistor on the other edge, all mounted in front

of a monochrome plasma display panel. This arrangement can sense any fingertip-sized opaque object in

close proximity to the screen. A similar touchscreen was used on the HP-150 starting in 1983; this was

one of the world's earliest commercial touchscreen computers. HP mounted their infrared transmitters and

receivers around the bezel of a 9" Sony Cathode Ray Tube (CRT).

In 1984, Fujitsu released a touch pad for the Micro 16, to deal with the complexity of kanji characters,

which were stored as tiled graphics. In 1985, Sega released the TerebiOekaki, also known as the Sega

Graphic Board, for the SG-1000 video game console and SC-3000 home computer. It consisted of a

plastic pen and a plastic board with a transparent window where the pen presses are detected. It was used

primarily for a drawing software application. A graphic touch tablet was released for the Sega AI

Computer in 1986.

Touch-sensitive Control-Display Units (CDUs) were evaluated for commercial aircraft flight decks in the

early 1980s. Initial research showed that a touch interface would reduce pilot workload as the crew could

then select waypoints, functions and actions, rather than be "head down" typing in latitudes, longitudes,

and waypoint codes on a keyboard. An effective integration of this technology was aimed at helping flight

crews maintain a high-level of situational awareness of all major aspects of the vehicle operations

including its flight path, the functioning of various aircraft systems, and moment-to-moment human

interactions.

TYPES

Resistive

A resistive touchscreen panel comprises

several layers, the most important of which

are two thin, transparent electrically resistive

layers separated by a thin space. These layers

face each other with a thin gap between. The

top screen (the screen that is touched) has a

coating on the underside surface of the

screen. Just beneath it is a similar resistive

layer on top of its substrate. One layer has

conductive connections along its sides, the

other along top and bottom. A voltage is applied to one layer, and sensed by the other. When an object,

such as a fingertip or stylus tip, presses down onto the outer surface, the two layers touch to become

connected at that point: The panel then behaves as a pair of voltage dividers, one axis at a time. By

rapidly switching between each layer, the position of a pressure on the screen can be read.

Resistive touch is used in restaurants, factories and hospitals due to its high resistance to liquids and

contaminants. A major benefit of resistive touch technology is its low cost. Additionally, as only

sufficient pressure is necessary for the touch to be sensed, they may be used with gloves on, or by using

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anything rigid as a finger/stylus substitute. Disadvantages include the need to press down, and a risk of

damage by sharp objects. Resistive touchscreens also suffer from poorer contrast, due to having additional

reflections from the extra layers of material (separated by an air gap) placed over the screen. This is the

type of touchscreen used by Nintendo in the DS family, the 3DS family, and the Wii U GamePad.

Surface acoustic wave

Surface acoustic wave (SAW) technology

uses ultrasonic waves that pass over the

touchscreen panel. When the panel is

touched, a portion of the wave is absorbed.

This change in the ultrasonic waves registers

the position of the touch event and sends this

information to the controller for processing.

Surface acoustic wave touchscreen panels

can be damaged by outside elements.

Contaminants on the surface can also

interfere with the functionality of the

touchscreen.

Capacitive

A capacitive touchscreen panel consists of an insulator such

as glass, coated with a transparent conductor such as

indium tin oxide (ITO).[32] As the human body is also an

electrical conductor, touching the surface of the screen

results in a distortion of the screen's electrostatic field,

measurable as a change in capacitance. Different

technologies may be used to determine the location of the

touch. The location is then sent to the controller for processing.

Unlike a resistive touchscreen, one cannot use a capacitive touchscreen through most types of electrically

insulating material, such as gloves. This

disadvantage especially affects usability in

consumer electronics, such as touch tablet

PCs and capacitive smartphones in cold

weather. It can be overcome with a special

capacitive stylus, or a special-application

glove with an embroidered patch of

conductive thread passing through it and

contacting the user's fingertip.

The largest capacitive display manufacturers

continue to develop thinner and more accurate

touchscreens, with touchscreens for mobile

devices now being produced with 'in-cell' technology that eliminates a layer, such as Samsung's Super

AMOLED screens, by building the capacitors inside the display itself. This type of touchscreen reduces

the visible distance (within millimetres) between the user's finger and what the user is touching on the

Capacitive touchscreen of a mobile

phone

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screen, creating a more direct contact with the content displayed and enabling taps and gestures to be

more responsive.

A simple parallel plate capacitor has two conductors separated by a dielectric layer. Most of the energy in

this system is concentrated directly between the plates. Some of the energy spills over into the area

outside the plates, and the electric field lines associated with this effect are called fringing fields. Part of

the challenge of making a practical capacitive sensor is to design a set of printed circuit traces which

direct fringing fields into an active sensing area accessible to a user. A parallel plate capacitor is not a

good choice for such a sensor pattern. Placing a finger near fringing electric fields adds conductive

surface area to the capacitive system. The additional charge storage capacity added by the finger is known

as finger capacitance, CF. The capacitance of the sensor without a finger present is denoted as CP in this

article, which stands for parasitic capacitance.

Surface capacitance

In this basic technology, only one side of the insulator is coated with a conductive layer. A small voltage

is applied to the layer, resulting in a uniform electrostatic field. When a conductor, such as a human

finger, touches the uncoated surface, a capacitor is dynamically formed. The sensor's controller can

determine the location of the touch indirectly from the change in the capacitance as measured from the

four corners of the panel. As it has no moving parts, it is moderately durable but has limited resolution, is

prone to false signals from parasitic capacitive coupling, and needs calibration during manufacture. It is

therefore most often used in simple applications such as

industrial controls and kiosks.

Projected capacitance

Schema of projected-capacitive touchscreen

Projected capacitive touch (PCT; also PCAP) technology is a

variant of capacitive touch technology. All PCT touch screens are

made up of a matrix of rows and columns of conductive material,

layered on sheets of glass. This can be done either by etching a

single conductive layer to form a grid pattern of electrodes, or by

etching two separate, perpendicular layers of conductive material

with parallel lines or tracks to form a grid. Voltage applied to this grid creates a uniform electrostatic

field, which can be measured. When a conductive object, such as a finger, comes into contact with a PCT

panel, it distorts the local electrostatic field at that point. This is measurable as a change in capacitance. If

a finger bridges the gap between two of the "tracks", the charge field is further interrupted and detected

by the controller. The capacitance can be changed and measured at

every individual point on the grid (intersection). Therefore, this system

is able to accurately track touches. Due to the top layer of a PCT being

glass, it is a more robust solution than less costly resistive touch

technology. Additionally, unlike traditional capacitive touch

technology, it is possible for a PCT system to sense a passive stylus or

gloved fingers. However, moisture on the surface of the panel, high

humidity, or collected dust can interfere with the performance of a

PCT system. There are two types of PCT: mutual capacitance and self-

capacitance.

Back side of a Multitouch Globe, based

on Projected Capacitive Touch (PCT)

technology

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Mutual capacitance

This is a common PCT approach, which makes use of the fact that most conductive objects are able to

hold a charge if they are very close together. In mutual capacitive sensors, a capacitor is inherently

formed by the row trace and column trace at each intersection of the grid. A 16-by-14 array, for example,

would have 224 independent capacitors. A voltage is applied to the rows or columns. Bringing a finger or

conductive stylus close to the surface of the sensor changes the local electrostatic field which reduces the

mutual capacitance. The capacitance change at every individual point on the grid can be measured to

accurately determine the touch location by measuring the voltage in the other axis. Mutual capacitance

allows multi-touch operation where multiple fingers, palms or styli can be accurately tracked at the same

time.

Self-capacitance

Self-capacitance sensors can have the same X-Y grid as mutual capacitance sensors, but the columns and

rows operate independently. With self-capacitance, the

capacitive load of a finger is measured on each column or

row electrode by a current meter. This method produces a

stronger signal than mutual capacitance, but it is unable to

resolve accurately more than one finger, which results in

"ghosting", or misplaced location sensing.

Use of styli on capacitive screens

Capacitive touchscreens don't necessarily need to be operated

by a finger, but until recently the special styli required could

be quite expensive to purchase. The cost of this technology

has fallen greatly in recent years and capacitative styli are

now widely available for a nominal charge, and often given

away free with mobile accessories.

Infrared grid

Infrared sensors mounted around the display watch for a

user's touchscreen input on this PLATO V terminal in 1981. The monochromatic plasma display's

characteristic orange glow is illustrated.

An infrared touchscreen uses an array of X-Y infrared LED and photodetector pairs around the edges of

the screen to detect a disruption in the pattern of LED beams. These LED beams cross each other in

vertical and horizontal patterns. This helps the sensors pick up the exact location of the touch. A major

benefit of such a system is that it can detect

essentially any input including a finger,

gloved finger, stylus or pen. It is generally

used in outdoor applications and point of sale

systems which can not rely on a conductor

(such as a bare finger) to activate the

touchscreen. Unlike capacitive touchscreens,

infrared touchscreens do not require any

patterning on the glass which increases

durability and optical clarity of the overall

Schema of projected-capacitive

touchscreen

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system. Infrared touchscreens are sensitive to dirt/dust that can interfere with the IR beams, and suffer

from parallax in curved surfaces and accidental press when the user hovers his/her finger over the screen

while searching for the item to be selected.

Infrared acrylic projection

A translucent acrylic sheet is used as a rear projection screen to display information. The edges of the

acrylic sheet are illuminated by infrared LEDs, and infrared cameras are focused on the back of the sheet.

Objects placed on the sheet are detectable by the cameras. When the sheet is touched by the user the

deformation results in leakage of infrared light, which peaks at the points of maximum pressure indicating

the user's touch location. Microsoft's PixelSense tables use this technology.

Optical imaging

Optical touchscreens are a relatively modern development in touchscreen technology, in which two or

more image sensors are placed around the edges (mostly the corners) of the screen. Infrared back lights

are placed in the camera's field of view on the other side of the screen. A touch shows up as a shadow and

each pair of cameras can then be pinpointed to locate the touch or even measure the size of the touching

object (see visual hull). This

technology is growing in

popularity, due to its

scalability, versatility, and

affordability, especially for

bigger units.

Dispersive signal technology

Introduced in 2002, by 3M, this

system uses sensors to detect

the piezoelectricity in the glass

that occurs due to a touch.

Complex algorithms then interpret this information and provide the actual location of the touch. The

technology claims to be unaffected by dust and other outside elements, including scratches. Since there is

no need for additional elements on screen, it also claims to provide excellent optical clarity. Also, since

mechanical vibrations are used to detect a touch event, any object can be used to generate these events,

including fingers and stylus. A downside is that after the initial touch the system cannot detect a

motionless finger.

Acoustic pulse recognition

The key to this technology is that a touch at any one position on the surface generates a sound wave in the

substrate which then produces a unique combined sound after being picked up by three or more tiny

transducers attached to the edges of the touchscreen. The sound is then digitized by the controller and to a

list of pre-recorded sounds for every position on the surface. The cursor position is instantly updated to

the touch location. A moving touch is tracked by rapid repetition of this process. Extraneous and ambient

sounds are ignored since they do not match any stored sound profile. The technology differs from other

attempts to recognize the position of touch with transducers or microphones in using a simple table look-

up method, rather than requiring powerful and expensive signal processing hardware to attempt to

calculate the touch location without any references. As with the dispersive signal technology system, a

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motionless finger cannot be detected after the initial touch. However, for the same reason, the touch

recognition is not disrupted by any resting objects. The technology was created by SoundTouch Ltd in the

early 2000s, as described by the patent family EP1852772, and introduced to the market by Tyco

International's Elo division in 2006 as Acoustic Pulse Recognition. The touchscreen used by Elo is made

of ordinary glass, giving good durability and optical clarity. APR is usually able to function with

scratches and dust on the screen with good accuracy. The technology is also well suited to displays that

are physically larger.

Ergonomics and usage

Touchscreen accuracy

Users must be able to accurately select targets on touchscreens, and avoid accidental selection of adjacent

targets, to effectively use a touchscreen input device. The design of touchscreen interfaces must reflect

both technical capabilities of the system, ergonomics, cognitive psychology and human physiology.

Guidelines for touchscreen designs were first developed in the 1990s, based on early research and actual

use of older systems, so assume the use of contemporary sensing technology such as infrared grids. These

types of touchscreens are highly dependent on the size of the user's fingers, so their guidelines are less

relevant for the bulk of modern devices, using capacitive or resistive touch technology. From the mid-

2000s onward, makers of operating systems for smartphones have promulgated standards, but these vary

between manufacturers, and allow for significant variation in size based on technology changes, so are

unsuitable from a human factors perspective.

Much more important is the accuracy humans have in selecting targets with their finger or a pen stylus.

The accuracy of user selection varies by position on the screen. Users are most accurate at the center, less

so at the left and right edges, and much less accurate at the top and especially bottom edges. The R95

accuracy varies from 7 mm in the center, to 12 mm in the lower corners.Users are subconsciously aware

of this, and are also slightly slower, taking more time to select smaller targets, and any at the edges and

corners.

This inaccuracy is a result of parallax, visual acuity and the speed of the feedback loop between the eyes

and fingers. The precision of the human finger alone is much, much higher than this, so when assistive

technologies are provided such as on-screen magnifiers, users can move their finger (once in contact with

the screen) with precision as small as 0.1 mm.

Hand position, digit used and switching

Users of handheld and portable touchscreen devices hold them in a variety of ways, and routinely change

their method of holding and selection to suit the position and type of input. There are four basic types of

handheld interaction:

Holding at least in part with both hands, tapping with a single thumb

Holding with one hand, tapping with the finger (or rarely, thumb) of another hand

Holding the device in one hand, and tapping with the thumb from that hand

Holding with two hands and tapping with both thumbs

Use rates vary widely. While two-thumb tapping is encountered rarely (1-3%) for many general

interactions, it is used for 41% of typing interaction.

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In addition, devices are often placed on surfaces (desks or tables) and tablets especially are used in stands.

The user may point, select or gesture in these cases with their finger or thumb, and also varies the use.

Combined with haptics

Touchscreens are often used with haptic response systems. A common example of this technology is the

vibratory feedback provided when a button on the touchscreen is tapped. Haptics are used to improve the

user's experience with touchscreens by providing simulated tactile feedback, and can be designed to react

immediately, partly countering on-screen response latency. Research from the University of Glasgow

Scotland [Brewster, Chohan, and Brown 2007 and more recently Hogan] demonstrates that sample users

reduce input errors (20%), increase input speed (20%), and lower their cognitive load (40%) when

touchscreens are combined with haptics or tactile feedback [vs. non-haptic touchscreens].

"Gorilla arm"

Extended use of gestural interfaces without the ability of the user to rest their arm is referred to as "gorilla

arm." It can result in fatigue, and even repetitive stress injury when routinely used in a work setting.

Certain early pen-based interfaces required the operator to work in this position for much of the work day.

Allowing the user to rest their hand or arm on the input device or a frame around it is a solution for this in

many contexts. This phenomenon is often cited as a prima facie example of what not to do in ergonomics.

Unsupported touchscreens are still fairly common in applications such as ATMs and data kiosks, but are

not an issue as the typical user only engages for brief and widely spaced periods.

Fingerprints

Fingerprints and smudges on a tablet computer touchscreen

Touchscreens can suffer from the problem of fingerprints on

the display. This can be mitigated by the use of materials with

optical coatings designed to reduce the visible effects of

fingerprint oils, or oleophobic coatings as most of the modern

smartphones, which lessen the actual amount of oil residue

(which includes alcohol), or by installing a matte-finish anti-

glare screen protector, which creates a slightly roughened

surface that does not easily retain smudges.

References

http://baanto.com/types-of-touch-screen-technologies

https://plnetworking.wordpress.com/advantages-disadvantages-of-touchscreen-technology/

http://baanto.com/touch-screen-technology-history

http://www.engineersgarage.com/articles/touchscreen-technology-working

https://en.wikipedia.org/wiki/Touchscreen#History

Fingerprints and smudges on a tablet

computer touchscreen

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―VIRTUAL LAN TECHNOLOGY‖

Nayanika Saha

CSE – 4th

year

A Local Area Network (LAN) was originally defined as a network of computers located within the same

area. Today, Local Area Networks are defined as a single broadcast domain. This means that if a user

broadcasts information on his/her LAN, the broadcast will be received by every other user on the LAN.

Broadcasts are prevented from leaving a LAN by using a router. The disadvantage of this method is

routers usually take more time to process incoming data compared to a bridge or a switch. More

importantly, the formation of broadcast domains depends on the physical connection of the devices in the

network. Virtual Local Area Networks (VLAN's) were developed as an alternative solution to using

routers to contain broadcast traffic.VLAN's allow a network manager to logically segment a LAN into

different broadcast domains (see Figure2). Since this is a logical segmentation and not a physical one,

workstations do not have to be physically located together. Users on different floors of the same building,

or even in different buildings can now belong to the same LAN.

This two figures stands for physical view and logical view:

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Types of VLAN

1) Layer 1 VLAN: Membership by Port Membership in a VLAN can be defined based on the

ports that belong to the VLAN. For example, in a bridge with four ports, ports 1, 2, and 4 belong

to VLAN 1 and port 3 belongs to VLAN 2

2) Higher Layer VLAN's

It is also possible to define VLAN membership based on applications or service, or any

combination thereof. For example, file transfer protocol (FTP) applications can be executed on one

VLAN and telnet applications on another VLAN.

Types of connection

1) Trunk Link

All the devices connected to a trunk link, including workstations, must be VLAN-aware. All

frames on a trunk link must have a special header attached. These special frames are called

tagged frames

2) Access Link

An access link connects a VLAN-unaware device to the port of a VLAN-aware bridge. All

frames on access links must be implicitly tagged (untagged) (see Figure8). The VLAN-unaware

device can be a LAN segment with VLAN-unaware workstations or it can be a number of LAN

segments containing VLAN-unaware devices (legacy LAN).

3) Hybrid Link

This is a combination of the previous two links. This is a link where both VLAN-aware and

VLAN-unaware devices are attached (see Figure9). A hybrid link can have both tagged and

untagged frames, but allthe frames for a specific VLAN must be either tagged or untagged.

Main advantages of VLAN are listed below.

• Broadcast Control: Broadcasts are required for the normal function of a network. Many protocols and

applications depend on broadcast

communication to function properly. A layer 2

switched network is in a single broadcast

domain and the broadcasts can reach the

network segments which are so far where a

particular broadcast has no scope and

consume available network bandwidth. A

layer 3 device (typically a Router) is used to

segment a broadcast domain.

If we segment a large LAN to smaller

VLANs we can reduce broadcast traffic as

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each broadcast will be sent on to the relevant VLAN only.

• Security: VLANs provide enhanced network security. In a VLAN network environment, with multiple

broadcast domains, network administrators have control over each port and user. A malicious user can no

longer just plug their workstation into any switch port and sniff the network traffic using a packet sniffer.

The network administrator controls each port and whatever resources it is allowed to use. VLANs help to

restrict sensitive traffic originating from an enterprise department within itself.

• Cost: Segmenting a large VLAN to smaller VLANs is cheaper than creating a routed network with

routers because normally routers costlier than switches.

• Physical Layer Transparency: VLANs are transparent on the physical topology and medium over

which the network is connected.

Disadvantages of VLAN

I think, managment is a little more complex, nothing

out of this world, but, you need to make sure with

ports do you configured like access, and vlans

permitted on trunk ports. This one is only done on the

firs time, the you only need to permits vlans and

configure the access for machines who needs to

communicate.

The other thing is when you need to add a new vlan,

you need to configured on all the switches on your

networks, or configure VTP, a little more complex

too.

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―GSM SECURITY AND ENCRYPTION‖

Neha Chowdhury

CSE – 4th year

What is GSM:-

If you are in Europe or Asia and using a mobile phone, then most probably you are using GSM technology in

your mobile phone.

GSM stands for Global System for mobile Communication. It is a digital cellular technology used for

transmitting mobile voice and data services.

The concept of GSM emerged from a cell-based mobile radi3o system at Bell Laboratories in the early

1970s.

GSM is the name of a standardization group established in 1982 to create a common European mobile

telephone standard.

GSM is the most widely accepted standard in telecommunications and it is implemented globally.

Why GSM:-

Listed below are the features of GSM that account for its popularity and wide acceptance.

Improved spectrum efficiency

International roaming

Low-cost mobile sets and base stations (BSs)

High-quality speech

Compatibility with Integrated Services Digital Network (ISDN) and other telephone company services

GSM – Architecture:-

GSM is the most secured cellular telecommunications system available today. GSM has its security methods

standardized. GSM maintains end-to-end security by retaining the confidentiality of calls and anonymity of

the GSM subscriber. Temporary identification numbers are assigned to the subscriber‘s number to maintain

the privacy of the user. The privacy of the communication is maintained by applying encryption algorithms

and frequency hopping that can be enabled using digital systems and signaling. This chapter gives an outline

of the security measures implemented for GSM subscribers. A GSM network comprises of many functional

units. These functions and interfaces are explained in this chapter. The GSM network can be broadly divided

into:

The Mobile Station (MS)

The Base Station Subsystem (BSS)

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The Network Switching Subsystem (NSS)

The Operation Support Subsystem (OSS)

Given below is a simple pictorial view of the GSM architecture.The additional components of the GSM

architecture comprise of databases and messaging systems functions:

The following diagram shows the GSM network along with the added elements:

The MS and the BSS communicate across the Um interface. It is also known as the air interface or

the radio link. The BSS communicates with the Network Service Switching (NSS) center across

the A interface.

GSM Network Areas:-

In a GSM network, the following areas are defined:

Home Location Register (HLR) Visitor Location Register (VLR)

Equipment Identity Register (EIR)

Authentication Center (AuC)

SMS Serving Center (SMS SC)

Gateway MSC (GMSC)

Chargeback Center (CBC)

Transcoder and Adaptation Unit (TRAU)

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GSM – Specification:

The requirements for different Personal Communication Services (PCS) systems differ for each PCS network.

Vital characteristics of the GSM specification are listed below:

Modulation:

Modulation is the process of transforming the input data into a suitable format for the transmission medium.

The transmitted data is demodulated back to its original form at the receiving end. The GSM uses Gaussian

Minimum Shift Keying (GMSK) modulation method.

Access Methods:

Radio spectrum being a limited resource that is consumed and divided among all the users, GSM devised a

combination of TDMA/FDMA as the method to divide the bandwidth among the users. In this process, the

FDMA part divides the frequency of the total 25 MHz bandwidth into 124 carrier frequencies of 200 kHz

bandwidth.

Transmission Rate: The total symbol rate for GSM at 1 bit per symbol in GMSK produces 270.833 K

symbols/second. The gross transmission rate of a timeslot is 22.8 Kbps.GSM is a digital system with an over-

the-air bit rate of 270 kbps.

Frequency Band: The uplink frequency range specified for GSM is 933 - 960 MHz (basic 900 MHz band only).

The downlink frequency band 890 - 915 MHz (basic 900 MHz band only).

Channel Spacing: Channel spacing indicates the spacing between adjacent carrier frequencies. For GSM, it is 200

kHz.

GSM - Addresses and Identifiers: GSM treats the users and the equipment in different ways. Phone numbers,

subscribers, and equipment identifiers are some of the known ones. There are many other identifiers that have

been well-defined, which are required for the subscriber‘s mobility management and for addressing the

remaining network elements. Vital addresses and identifiers that are used in GSM are addressed below.

International Mobile Station Equipment Identity (IMEI):-The International Mobile Station Equipment Identity (IMEI)

looks more like a serial number which distinctively identifies a mobile station internationally. This is allocated

by the equipment manufacturer and registered by the network operator, who stores it in the Entrepreneurs-in-

Residence (EIR). By means of IMEI, one recognizes obsolete, stolen, or non-functional equipment.Following

are the parts of IMEI:

Type Approval Code (TAC):- 6 decimal places, centrally assigned.

Final Assembly Code (FAC):- 6 decimal places, assigned by the manufacturer.

Serial Number (SNR):- 6 decimal places, assigned by the manufacturer.

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Spare (SP):- 1 decimal place

International Mobile Subscriber Identity (IMSI): Every registered user has an original International Mobile

Subscriber Identity (IMSI) with a valid IMEI stored in their Subscriber Identity Module (SIM).IMSI

comprises of the following parts:

Mobile Country Code (MCC): 3 decimal places, internationally standardized.

Mobile Network Code (MNC): 2 decimal places, for unique identification of mobile network within the

country.

Mobile Subscriber ISDN Number (MSISDN):

The authentic telephone number of a mobile station is the Mobile Subscriber ISDN Number (MSISDN).

Based on the SIM, a mobile station can have many MSISDNs, as each subscriber is assigned with a

separate MSISDN to their SIM respectively.

Listed below is the structure followed by MSISDN categories, as they are defined based on international

ISDN number plan:

Country Code (CC) : Up to 3 decimal places.

National Destination Code (NDC):- Typically 2-3 decimal places.

Subscriber Number (SN):- Maximum 10 decimal places.

Mobile Station Roaming Number (MSRN): Mobile Station Roaming Number (MSRN) is an interim location

dependent ISDN number, assigned to a mobile station by a regionally responsible Visitor Location

Register (VLA). Using MSRN, the incoming calls are channelled to the MS. The MSRN has the same

structure as the MSISDN.

Country Code (CC): of the visited network.

National Destination Code (NDC): of the visited network.

Location Area Identity (LAI):

Within a PLMN, a Location Area identifies its own authentic Location Area Identity (LAI). The LAI

hierarchy is based on international standard and structured in a unique format as mentioned below:

Location Area Code (LAC): maximum 5 decimal places or maximum twice 8 bits coded in hexadecimal

(LAC < FFFF).

Temporary Mobile Subscriber Identity (TMSI):

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Temporary Mobile Subscriber Identity (TMSI) can be assigned by the VLR, which is responsible for the

current location of a subscriber. The TMSI needs to have only local significance in the area handled by

the VLR. This is stored on the network side only in the VLR and is not passed to the Home Location

Register (HLR).Together with the current location area; the TMSI identifies a subscriber uniquely. It can

contain up to 4 × 8 bits.

Local Mobile Subscriber Identity (LMSI):

Each mobile station can be assigned with a Local Mobile Subscriber Identity (LMSI), which is an

original key, by the VLR. This key can be used as the auxiliary searching key for each mobile station

within its region. It can also help accelerate the database access.

Cell Identifier (CI):

Using Cell Identifier (CI) (maximum 2 × 8) bits, the individual cells that are within an LA can be

recognized. When the Global Cell Identity (LAI + CI) calls are combined, then it is uniquely defined.

Mobile Station Authentication:

The GSM network authenticates the identity of the subscriber through the use of a challenge-response

mechanism. A 128-bit Random Number (RAND) is sent to the MS. The MS computes the 32-bit Signed

Response (SRES) based on the encryption of the RAND with the authentication algorithm (A3) using

the individual subscriber authentication key (Ki). Upon receiving the SRES from the subscriber, the

GSM network repeats the calculation to verify the identity of the subscriber.

The individual subscriber authentication key (Ki) is never transmitted over the radio channel, as it is

present in the subscriber's SIM, as well as the AUC, HLR, and VLR databases. If the received SRES

agrees with the calculated value, the MS has been successfully authenticated and may continue. If the

values do not match, the connection is terminated and an authentication failure is indicated to the MS.

Signaling and Data Confidentiality: The SIM contains the ciphering key generating algorithm (A8) that is used

to produce the 64-bit ciphering key (Kc). This key is computed by applying the same random number

(RAND) used in the authentication process to ciphering key generating algorithm (A8) with the

individual subscriber authentication key (Ki).

Subscriber Identity Confidentiality: To ensure subscriber identity confidentiality, the Temporary Mobile

Subscriber Identity (TMSI) is used. Once the authentication and encryption procedures are done, the

TMSI is sent to the mobile station. After the receipt, the mobile station responds. The TMSI is valid in

the location area in which it was issued.

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Telephony Service: These services can be charged on per call basis. The call initiator has to pay the charges,

and the incoming calls are nowadays free. A customer can be charged based on different parameters

such as:

International call or long distance call.

Local call.

Call made during peak hours.

Call made during night time.

SMS Service:

Most of the service providers charge their customer's SMS services based on the number of text

messages sent. There are other prime SMS services available where service providers charge more than

normal SMS charge. These services are being availed in collaboration of Television Networks or Radio

Networks to demand SMS from the audiences.

Most of the time, the charges are paid by the SMS sender but for some services like stocks and share

prices, mobile banking facilities, and leisure booking services, etc. the recipient of the SMS has to pay

for the service

GPRS Services: Using GPRS service, you can browse, play games on the Internet, and download movies.

So a service provider will charge you based on the data uploaded as well as data downloaded on your

mobile phone. These charges will be based on per Kilo Byte data downloaded/uploaded.

Additional parameter could be a QoS provided to you. If you want to watch a movie, then a low QoS

may work because some data loss may be acceptable, but if you are downloading a zip file, then a single

byte loss will corrupt your complete downloaded file. Another parameter could be peak and off peak

time to download a data file or to browse the Internet.

Supplementary Services:

Most of the supplementary services are being provided based on monthly rental or absolutely free. For

example, call waiting, call forwarding, calling number identification, and call on hold are available at

zero cost.Call barring is a service, which service providers use just to recover their dues, etc., otherwise

this service is not being used by any subscriber.Call conferencing service is a form of simple telephone

call where the customers are charged for multiple calls made at a time.

GSM – Operations: Once a Mobile Station initiates a call, a series of events takes place. Analyzing these

events can give an insight into the operation of the GSM system.

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Mobile Phone to Public Switched Telephone Network (PSTN):

When a mobile subscriber makes a call to a PSTN telephone subscriber, the following sequence of

events takes place:

The MSC/VLR receives the message of a call request.

The MSC/VLR checks if the mobile station is authorized to access the network. If so, the mobile

station is activated. If the mobile station is not authorized, then the service will be denied.

MSC/VLR analyzes the number and initiates a call setup with the PSTN.

MSC/VLR asks the corresponding BSC to allocate a traffic channel (a radio channel and a time

slot).

PSTN to Mobile Phone:

When a PSTN subscriber calls a mobile station, the following sequence of events takes place:

The Gateway MSC receives the call and queries the HLR for the information needed to route the

call to the serving MSC/VLR.

The GMSC routes the call to the MSC/VLR.

The MSC checks the VLR for the location area of the MS.

The MSC contacts the MS via the BSC through a broadcast message, that is, through a paging

request.

GSM - Protocol Stack: GSM

architecture is a layered

model that is designed to

allow communications

between two different

systems. The lower layers

assure the services of the

upper-layer protocols. Each

layer passes suitable

notifications to ensure the

transmitted data has been

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formatted, transmitted, and received accurately.The GMS protocol stacks diagram is shown below:

MS Protocols

Based on the interface, the GSM signaling protocol is assembled into three general layers:

Layer 1: The physical layer. It uses the channel structures over the air interface.

Layer 2: The data-link layer. Across the Um interface, the data-link layer is a modified version

of the Link access protocol for the D channel (LAP-D) protocol used in ISDN, called Link

access protocol on the Dm channel (LAP-Dm). Across the A interface, the Message Transfer

Part (MTP), Layer 2 of SS7 is used.

Layer 3 : GSM signalling protocol‘s third layer is divided into three sub layers:

Happy Solving!!

1. Atom Egoyan will be honoured with the lifetime achievement award at the International Film

Festival of India (IFFI 2017). He hails from which country?

[A] Canada

[B] Morocco

[C] New Zealand

[D] China

2. Who will be honoured with the 2017 Indira Gandhi Prize for Peace, Disarmament and

Development?

[A] RaghuramRajan

[B] MamataBanerjee

[C] ManmohanSingh

[D] Pranab Mukherjee

3. Which city is hosting the 2017 Women‘s Youth World Boxing Championship (YWBC)?

[A] New Delhi

[B] Pune

[C] Kochi

[D] Guwahati

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―Digital Watermarking Applications‖

Parasmita Gupta

CSE – 4th

year

The advancement of the Internet has resulted in many new opportunities for the creation and delivery of

content indigital form. Applications include electronic advertising, real-time video and audio delivery,

digital repositories and libraries, and Web publishing. But the important question that arises in these

applications is the data security. It has been observed that current copyright laws are not sufficient for

dealing with digital data. Hence the protection and enforcement of intellectual property rights for digital

media has become a crucial issue. This has led to an interest towards developing new copy deterrence and

protection mechanisms. One such effort that has been attracting increasing interest is based on digital

watermarking techniques.

Digital Watermarking is an adaptation of the commonly used and well known paper watermarks to the

digital world.

What is digital watermarking?

Digital Watermarking describes methods and technologies that hide information, for example a number or

text, in digital media, such as images, video or audio. The embedding takes place by manipulating the

content of the digital data, which means the information is not embedded in the frame around the data.

The hiding process has to be

such that the modifications

of the media are

imperceptible. For images,

this means that the

modifications of the pixel

values have to be invisible.

Furthermore, the watermark

must be either robust or

fragile, depending on the

application. By "robust", we mean the capability of the watermark to resist manipulations of the media,

such as lossy compression (where compressing data and then decompressing it retrieves data that may

well be different from the original, but is close enough to be useful in some way), scaling, and cropping,

among others. In some cases, the watermark may need to be fragile. "Fragile" means that the watermark

should not resist tampering, or would resist only up to a certain, predetermined extent.

What is digital video watermarking?

Digital video watermarking can be achieved by either applying still image technology to each film

frame or using dedicated methods that exploit inherent features of the video sequence.

What is watermarking used for?

The first applications that came to mind were related to copyright protection of digital media. In the

past, duplicating artwork was quite complicated and required a high level of expertise for the counterfeit

to look like the original. However, in the digital world, this is not true. Today, it is possible for almost

anyone to duplicate or manipulate digital data, while not losing data quality. Similar to a painter's

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signature or monogram, today's artists can copyright their work by hiding their name within the image.

Hence, the embedded watermark allows identification of the owner of the work. It is clear that this

concept is also applicable to other media, such as digital video and audio. Currently, the unauthorized

distribution of digital audio and video over the Internet is a big problem. In this scenario, digital

watermarking may be useful to set up controlled audio distribution and to provide efficient means for

copyright protection, usually in collaboration with international registration bodies.

Are there any other applications where watermarking may be used?

There are a number of possible applications for digital watermarking

technologies and this number is increasing rapidly. For example, in

the field of data security, watermarks may be used for certification,

authentication, and conditional access. Certification is an important

issue for official documents, such as identity cards or passports.

On the left is an example of a protected identity card. The identity

number "123456789" is written in clear text on the card and hidden as

a digital watermark in the identity photo. Therefore, switching or

manipulating the identity photo will be detected.

Digital watermarking also allows to link information on documents.

That means that key information is written twice on the document.

For instance, the name of a passport owner is normally printed in

clear text. But it would also be hidden as an invisible watermark in

the passport photo. If anyone tries to tamper with the passport by

replacing the photo, it would be possible to detect the change by

scanning the passport and verifying the name hidden in the photo.

The picture on the left shows a printing machine from Intercard for

various types of plastic cards (Courtesy of Intercard, Switzerland).

Tampering with images

Another application is the

authentication of image

content. The goal of this

application is to detect any

alterations and modifications

made to an image.

The three pictures below

illustrate this application.

Image (a) shows an original

photo of a car that has been

protected with a

watermarking technology. In photo (b), the same picture is shown, but with a small modification: the

numbers on the license plate have been changed. Image (c) shows the photo after running the digital

watermark detection program on the tampered photo. The tampered areas are indicated in white. We can

clearly see that the detected area corresponds to the modifications applied to the original photo.

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Invisible marking on blank paper

Digital watermarks can also be adapted to mark white paper with the

goal of authenticating the originator, verify the authenticity of the

document content, and date the document. Such applications are

especially of interest for official documents, such as contracts. For

example, the digital watermark can be used to embed the name of the

lawyer or other key monetary amounts. In the event of a dispute, the

digital watermark is then read, allowing authentication of key

information in the contract. The genuine processes to invisibly mark

white blank paper using regular visible ink. This patented technology

is now known as Cryptoglyph.

Digital Media Management

Besides applications in the fields of copyright protection, authentication and security, digital

watermarks can also serve as invisible labels and content links. For example, photo development

laboratories may insert a watermark into the picture to link the print to its negative. To find the negative

for a given print, simply scan the print and extract the information about the negative. In another

scenario, digital watermarks may also be used as a geometrical reference, which may be useful for

programs such as optical character recognition (OCR) software. The embedded calibration watermark

may improve the detection reliability of the OCR software since it allows the determination of

translation, rotation, and scaling.

Where is the technology headed next?

An exhaustive list of digital watermarking applications is of course impossible. However, it is

interesting to note the increasing interest in fragile watermarking technologies. Especially promising are

applications related to copy protection of printed media. Examples here include the protection of bills

with digital watermarks. Various companies have projects in this direction and it is very likely that fully

functioning solutions will soon be available.

Protecting digital media data

The media security group of Fraunhofer SIT with numerous technologies for protecting digital media

data. Digital watermarking being the main focus of the group. Digital Watermarking embeds arbitrary

information in digital media such as audio, video, images and eBooks. This is achieved through

imperceptible, systematic changes to the media data. Security and confidentiality of the embedded data

are thereby guaranteed by a secret key. Watermarks can be configured in such a way that they are robust

against alterations of their carrier medium. Such changes could encompass (and are not limited to) format

changes, analogue-digital-conversion, scaling or cropping.

The major advantage of watermarking is that a watermark medium is still a medium o the same type and

that can do everything with a watermark medium that one could do with an unwatermarked one: They are

still playable and copy able. Digital watermarking thus does not restrict usage - only abuse becomes

detectable and traceable.

An incentive to stay honest

With the Internet protection of copy rights and prevention of illegal distribution becomes ever more

important. The holds true for detection manipulated or forged digital media. Digital watermarking can be

used for example be used to protect copyrights by embedding information about the author or copyright

holder into the medium. Images can thus carry hidden information about the photographer or the photo

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agency. But also every single copy of the same music file can be watermarked to distinguish and trace

individual users. This traceability is what protects from illegal distribution and gives users an incentive to

stay honest.

Tracing manipulations

Significant changes to a medium can destroy or damage an embedded watermarks. Integrity watermarks

use this property to detect (unwanted) changes to a medium. They have been developed in such a way that

they survive allowed changes (like format conversions) and still can signal manipulations of the medium's

content.

Broad media security competence

Multimedia security can only be guaranteed with a holistic security concept. Therefore our security

competence pairs digital watermarking with supporting IT-security-technologies like encryption, digital

signatures and DRM standards.

Types of watermark

Visible watermarks: Visible watermarks are an extension of the concept of logos. Such watermarks

are applicable to images only. These logos are inlaid into the image but they are transparent. Such

watermarks cannot be removed by cropping the center part of the image. Further, such watermarks are

protected against attacks such as statistical

analysis.

The drawbacks of visible watermarks are

degrading the quality of image and detection

by visual means only. Thus, it is not possible

to detect them by dedicated programs or

devices. Such watermarks have applications

in maps, graphics and software user interface.

Invisible watermark: Invisible watermark is

hidden in the content. It can be detected by an

authorized agency only. Such watermarks are used for content and/or author authentication and for

detecting unauthorized copier.

Public watermark: Such a watermark can be read or retrieved by anyone using the specialized

algorithm. In this sense, public watermarks are not secure. However, public watermarks are useful for

carrying IPR information. They are good alternatives to labels.

Fragile watermark: Fragile watermarks are also known as tamper-proof watermarks. Such watermarks

are destroyed by data manipulation.

Private Watermark: Private watermarks are also known as secure watermarks. To read or retrieve such

a watermark, it is necessary to have the secret key.

Perceptual watermarks: A perceptual watermark exploits the aspects of human sensory system to

provide invisible yet robust watermark. Such watermarks are also known as transparent watermarks that

provide extremely high quality contents.

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Bit-stream watermarking: The term is sometimes used for watermarking of compressed data such as

video.

Text document watermarking

Text document is a discrete information source. In discrete sources, contents cannot be modified. Thus,

generic watermarking schemes are not applicable. The approaches for text watermarking are hiding

watermark information in semantics and hiding watermark in text format.

In semantic-based watermarking, the text is designed around the message to be hidden. Thus, misleading

information covers watermark information. Such techniques defy scientific approach.

By text format, we mean layout and appearance. Commonly used techniques to hide watermark

information are line shift coding, word shift coding and feature coding.

In line shift coding, single lines of the document are shifted upward or downward in very small amounts.

The watermark information is encoded in the way lines are shifted upward or downward. Watermark

recovery is simple because a line space in normal text is uniform. In word shift coding, words are shifted

horizontally in order to modify

the spacing between consecutive

words. While detecting the

watermark, the original word

spacing data is required because

normally word spacing is

variable.

In feature coding, feature of some

characters are modified. In a

typical case, the length of end

lines to characters like b, d, h are

modified. While detecting the

watermark, the original lengths

are known.

The formatted text method of

watermarking can be defeated easily by retyping the whole text using a new character font. The retyping

can be done manually or using automated 'optical character recognition' (OCR) unit. The OCR-based

techniques are not perfect and require human supervision.

In general, such watermark removal methods are expensive. For text watermarking, the goal is to make

watermark removal expensive and encourage copyrighted text. Thus, the above methods are robust

enough to resist printing and consecutive photocopying of up to 10th generation.

Software protection

Software is a discrete information source. It is not allowed either to add or delete even a single bit to

software. Thus, watermarking technique is not suitable for copyright protection.

The basic objective of a software protection system is to ensure that the software can be distributed

openly in protected (encrypted) form but can only be used within a trusted hardware system. Such a

system has provision to process owner's license restrictions and protect software as well.

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A user has to first obtain the license that contains information about accessing the software

and decrypting key. A user may be allowed access to certain portion of software for a defined period only.

After seeking a license, a user can download the encrypted software over the Internet. Alternatively, the

distributor can also send the software.

A trusted hardware is a secure hardware. It contains embedded authentication software. Thus, a user is

required to present secret key before access is granted. A simple low cost solution is to use smart card in

which the secret key may be stored.

A trusted hardware must also ensure that the licensed software is also protected against tampering/piracy.

Executable software is aware of access control mechanism. Such software can interrogate the mechanism

to determine whether a particular feature is allowed by the license controlling the software.

To ensure a long period of protection, it is essential that the secret information should be minimal. System

security depends on storing the private decryption key in a special hardware.

Watermarking: Watermarking is also a sub-discipline of information hiding. Watermarking is the

process of embedding secret and robust identifiers inside audio-visual content. Thus, the watermarking

process is generally applicable to waveform type of information sources.

The purpose of watermarking is to establish the copyright of the content creator. In this sense, watermarks

are also known as hidden copyright messages.

Watermarking secures the content. Thus, any attempt to modify the content can be easily detected.

Watermarking can trace the path followed by content in a distribution chain. This helps in tracing

malicious users.

By detecting watermarks embedded in the content, it is possible to authenticate genuineness.

Label: This is readable public information added to content for IPR protection. It conveys ownership of

content, indexing and authenticity. A label does not modify the content. Digital signature is an example of

a label.

A label along with valid certification and cryptographic keys allows verification of the origin and the

integrity of the content.

It is impossible to prevent removing or replacing the label from the content because they are separated

from the content. However, label generally, offers the following functionality:

Authentication of origin of content.

Strict integrity of the bit stream.

Integrity of identification numbers and IPR data.

Integrity of the meaning of the content.

Finger printing:

It is a hidden serial number embedded in content. It helps in identifying copyright violators.

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Conclusion

Legitimate businesses and webmasters have nothing to fear from copyright law or the new wave of on-

line enforcement technology found in digital watermarks and tracking services. By using audio files and

images only when they have obtained permission of the copyright owner or the appropriate licensing

agency, webmasters should be free to continue making their sites audio visually appealing.

Scrupulous webmasters, however, should not be lulled into a false sense of security in the age of digital

watermarks. While a webmaster would be wise to examine images and sound files for watermarks before

incorporating them on any web site, the absence of a watermark does not necessarily mean that a file is

unprotected by copyright and is therefore available for use without liability. Not only might a digital

watermark have disappeared through editing or been stripped before it arrives on a webmaster's desktop,

but the technology is too new to apply to a significant number of pre-existing images and audio files. Just

as an author is not required to affix a copyright notice on the hard copies of his work in order to gain

protection from the copyright laws, use of a digital watermark surely is a voluntary act -- and those who

do not use it will not forfeit their intellectual property rights.

In addition, webmasters should remain aware that a significant portion of content on the World Wide

Web -- plain old text -- may be protected by copyright even though it cannot be imbedded with a digital

watermark. Copying magazine articles without permission of the copyright owner can be just as

significant a copyright violation as copying photographs from the same magazine.

If anything, law-abiding webmasters should welcome digital watermarks and tracking. While Internet

scofflaws have been stealing copyrighted works by scanning images, right-clicking on icons and lifting

music from commercial CDs, webmasters who did not want to risk their businesses always have ensured

that they used royalty-free or works in the public domain or obtained permission of the copyright owner.

If nothing else, digital watermarks will deter illegal copying, leveling the playing field for all webmasters.

"Egg"stacy...

There is a building of 100 floors

-If an egg drops from the Nth floor or above it will break.

-If it’s dropped from any floor below, it will not break.

You’re given 2 eggs.

Find N..

How many drops you need to make?

What strategy should you adopt to minimize

the number egg drops it takes to find the

solution?

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―iOS-Mobile operating system by Apple‖ Puja Mishra

CSE - 4th

year

iOS (previously named iPhone OS) is an operating system for mobile devices, made and sold by Apple

Inc. It is the mobile operating system of the iPhone , the iPod Touch, the iPad, Apple TV and similar

devices. iOS was originally called the iPhone OS but was renamed in 2010 to reflect the operating

system‘s evolving support for additional Apple devices.

History

iOS was released in 2007 simply known as running a version of OS X for the first generation iPhone .

Apple said on January 9, 2007 at a conference that there will be a new product, the

iPhone , and it would have a "revolutionary" operation system.

On March 6, 2008, Apple renamed OS X to iPhone OS

following the release of the iPhone software development

kit.

On July 11, 2008, along with the release of the iPhone

3G , Apple released iPhone OS 2.0, which introduced the

App Store.

In June 2009, Apple released iPhone OS 3.0, which was

released along with the iPhone 3GS . It was a minor

upgrade to iPhone OS 2.0 except it could do a few new

things. iPhone OS 3.0 was available for the first iPhone

and iPod Touch, but not all features were supported on those devices. The last version to support the first

iPhone and iPod Touch was 3.1.3. It was later available for the iPad when it was released (as version 3.2).

In September 2009, Apple renamed "iPhone OS" to "iOS". The trademark "IOS" has been used by the

tech company Cisco, so Apple licensed the trademark in order to avoid conflicts.

In mid-2010, Apple also released a significant update, iOS 4.0 , which added the ability of multitasking,

the option to have a wallpaper for the home screen and gives the user the ability to run several apps at the

same time, while the amount of apps are affected by the device's RAM. Not only that, but it also had a

more polished design and was the first version of iOS to be available for the iPod Touch for free.

Unfortunately, the iPhone 3G and iPod Touch (2nd generation) have limited features, meaning that they

can't multitask or have a wallpaper for the home screen.

In October 2011, Apple released iOS 5 , which introduced many new features such as the notifications

pull-down bar, a free messaging service called iMessage, iCloud , and more. A voice assistant named Siri

was also released to the iPhone 4S .

iOS 6 was released on September 19, 2012 with even more features. Siri was released to the iPad (3rd

generation) ,iPod Touch (5th generation) , and the iPhone 5 . YouTube was removed and a YouTube app

was added to the App Store. Google Maps was also removed and replaced with Apple Maps.

On September 18, 2013, iOS 7 was released with a new look and many features, and a new feature called

"Control Center" where you can control basic settings, music, AirPlay, brightness, flashlight, and more.

On June 2, 2014, Apple announced iOS 8 at their annual Worldwide Developers Conference . It has

several new features, such as a new app called Health, a feature called QuickType, which predicts which

words you will type, and several other features.[10] It was officially released to everyone on September

17, 2014. One of the most important software (app) in iOS is the App Store. The App Store is an

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electronic market which gives you the ability to buy "apps", small user interface applications. By January

2013, Apple confirmed to have more than 800,000 applications in the app store.

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―DIGITAL SIGNATURE‖

Rohit Shaw

CSE - 4th

year

Signature has been used to establish identity and authenticate messages . A valid digital signature gives a

recipient reason to believe that the message was created by a known sender (authentication), that the

sender cannot deny having sent the message (non-repudiation), and that the message was not altered in

transit (integrity). Digital signatures are commonly used for software distribution, financial

transactions, contract management software, and in other cases where it is important to detect forgery or

tampering.

How Digital Signature Works ?

Digital signature is an application of cryptography it is based on three Algorithms.

* A key generation algorithm that selects a private key uniformly at random from a set of possible private

keys. Each private key has its corresponding public key.

* A signing algorithm that, given a message and a private key, produces a signature.

* A signature verifying algorithm that, given the message, public key and signature, either accepts or

rejects the message's claim to authenticity.

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Working process

G (key-generator) generates a public key, pk, and a corresponding private key, sk.

S (signing) returns a tag, t, on the inputs: the private key, sk, and a string, x.

V (verifying) outputs accepted or rejected on the inputs: the public key, pk, a string, x, and a tag, t.

Reasons for applying digital signature to communication:

AUTHENTICATION

Although messages may often include information about the entity sending a message, that information

may not be accurate. Digital signatures can be used to authenticate the source of messages. When

ownership of a digital signature secret key is bound to a specific user, a valid signature shows that the

message was sent by that user.

INTEGRITY

In many scenarios, the sender and receiver of a message may have a need for confidence that the message

has not been altered during transmission. Although encryption hides the contents of a message,

NON-REPUDIATION

By this property, an entity that has signed some information cannot at a later time deny having signed it.

Similarly, access to the public key only does not enable a fraudulent party to fake a valid signature.

ADVANTAGES OF DIGITAL SIGNATURE OVER INK ON PAPER‘S SIGNATURE

An ink signature could be replicated from one document to another by copying the image manually or

digitally, but to have credible signature copies that can resist some scrutiny is a significant manual or

technical skill, and to produce ink signature copies that resist professional scrutiny is very difficult.

The word calligraphy comes from two Greek words stuck together, kallos, meaning

"beauty," and graphein, meaning "to write" — literally "beautiful writing." In

the days before printing was invented, all books and documents were written by

hand using calligraphy, the most famous examples being the

bibles written by medieval monks.

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―FINGERPRINT RECOGNITION TECHNOLOGY‖

Sagnik Sen

CSE - 4th year

What is fingerprint recognition technology?

Fingerprint identification is one of the most well-

known and publicized biometrics. Because of their

uniqueness and consistency over time, fingerprints

have been used for identification for over a century,

more recently becoming automated (i.e. a biometric)

due to advancements in computing capabilities.

Fingerprint identification is popular because of the

inherent ease in acquisition, the numerous sources (ten

fingers) available for collection, and their established

use and collections by law enforcement and

immigration.

Methods involved in fingerprint recognition technology

Histogram equalization

Histogram equalization is a general process used to

enhance the contrast of images by transforming its

intensity values . As a secondary result, it can amplify the

noise producing worse results than the original image for

certain fingerprints. Therefore, instead of using the

histogram equalization which affects the whole image,

CLAHE is applied to enhance the contrast of small tiles

and to combine the neighboring tiles in an image by using

bilinear interpolation, which eliminates the artificially

induced boundaries.

Binarization

The operation that converts a grayscale image into binary image is known as binarization by computing

the mean value of each 32-by-32 input block matrix and transferring the pixel value to 1 if larger than the

mean or to 0 if smaller. We carried out the binarization process using the following an adaptive threshold.

Thinning

During this stage, the characterization of each feature is carried out by determining the value of each

pixel. Some techniques exist based on thinning the pixel neighborhood having a maximum value initially

and filtered in the final step in order to eliminate the false lonely points and breaks; an algorithm is

presented which eliminates the false information by slide neighborhood processing in a first step followed

by thinning without any additional filtering. Then, the fingerprint image is separated from the background

and local minutiae is located on the binary thinned image.

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Applications of fingerprint recognition technology

Biometric security

Biometric Security As connectivity continues to spread

across the globe, it is clear that old security methods are

simply not strong enough to protect what‘s most

important. Thankfully, biometric technology is more

accessible than ever before, ready to bring enhanced

security and greater convenience to whatever needs

protection

Mobile biometrics

Mobile Biometrics –Click here to see the mobile biometrics solutions directory– What is mobile

biometric technology? Mobile biometrics solutions live at the intersection of connectivity and identity.

They incorporate either one or many biometric modalities for authentication or identification purposes,

and take advantage of smartphones, tablets, other types of handhelds, wearable technology, and Internet

of Things.

Time and attendance

Biometric Time and Attendance –Click here to see the biometric time

and attendance solutions directory– What is biometric time and

attendance? Biometric time and attendance solutions exist to keep track

of who is where and when they‘re there. In its most basic form, time

and attendance tracking is a schedule, of workers, volunteers.

Advantages of fingerprint recognition technology

It requires low maintenance cost

It saves time of the individual. This electronic procedure

completes in seconds therefore prevents the formation of

long queues and wastage of unnecessary time.

Users get fastest and easiest security using this device.

No other software is required other than original fingerprint

device.

This device ensures privacy more than traditional security

methods of PIN codes or swipe cards.

This is a portable and affordable device that can be placed

anywhere.

Disadvantages of fingerprint recognition technology

Distortion

Fingerprints may be distorted and unreadable or unidentifiable if the person's fingertip has dirt on it, or if

the finger is twisted during the process of fingerprinting. In an ink fingerprint, twisting could cause the

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ink to blur, distorting the shape of the fingerprint and potentially making it unreadable. If there is dirt on a

person's fingertip, this can mar an ink fingerprint or the image captured by a digital fingerprint scanner.

Hygiene

Diseases and germs are commonly spread by the hands and fingertips. In order to prevent germs and

viruses transferring from one person's fingers to another, it is important to practice good hand washing

and hygiene techniques. Digital fingerprint scanners typically use a glass surface upon which each

successive individual presses a fingertip or fingertips. In busy places such as airport border control, use of

the same glass surface by many individuals every day may constitute a hygiene hazard.

Damaged prints

Although fingerprints do not naturally change over the course of a person's lifetime, it is possible for

fingerprints to become damaged to the point where they are not useful for identification. Injuries, trauma,

burns or deliberate injury to the fingertips can all cause a person's fingerprints to become different,

unreadable or even eliminated.

Conclusion

A new method has been proposed for the estimation of a high resolution directional field of fingerprints.

This method computes the local ridge orientation in each pixel location, and the associated coherence,

which provides a measure of its reliability. By decoupling the size and shape of the smoothing window

from the block size that defines the resolution of the estimate, the proposed method combines an

improved quality of directional field estimates, better noise suppression, and low computational

complexity. Furthermore, a very efficient algorithm has been proposed to consistently extract all singular

points and their orientations from this high-resolution directional field. The algorithm provides a binary

decision without using thresholds, and is implemented efficiently in small 2-dimensional filters.

1. No Two Fingerprints Are Alike

2. They Develop Early In Life

3. Some Materials Don’t Accept Fingerprints

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―GAIT RECOGNITION‖

Saket Kumar

CSE - 4th

year

Introduction:

People often feel that they can identify a familiar person from afar simply by recognizing the way the

person walks. This common experience, combined with recent interest biometrics, has lead to the

development of gait recognition as a form of biometric identification.

As a biometric, gait has several attractive properties. Acquisition of images portraying an individual‘s

gait can be done easily in public areas, with simple instrumentation, and does not require the cooperation

or even awareness of the individual under observation . In fact, it seems that it is possibility that a subject

may not be aware of the surveillance and identification that raises public concerns about gait biometrics

There are also several confounding properties of gait as a biometric. Unlike finger prints, we do not

know the extent to which an individual‘s that cause variations in gait, including footwear, terrain , fatigue,

and injury.

Gait and Gait Recognition:

Gait can be defined to be the coordinated , cyclic combination of movements that result in human

locomotion. The movements are coordinated in the sense that they must occur with a specific temporal

pattern for the gait to occur. The movements ina a gait repeat as a walker cycles between steps with

alternating feet. It is both the coordinated and cyclic nature of the motion that makes gait a unique

phenomenon.

Human perception of gait:

There are three important properties in the human perception of gaits.

(i) Frequency entrainment- the various components of the gait must share a common frequency.

(ii) Phase locking- the phase relationship among the components of the gait remain approximately

constant. The lock varies for different types of locomotion such a walking versus running.

(iii) Physical plausibility-the motion must be physically plausible human motion.

Gait simulation and analysis figure

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As shown in the figure above there are motions at different frequencies within a gait. However, the gait

has a fundamental frequency that corresponds to the complete cycle. Other frequencies are multiples of

the fundamental. This is frequency entrainment. It is not possible to walk with component motions at

arbitrary frequencies.

The figure shows the stylized body and legs showing sources of different frequencies in a synthesized

gait: (a) the oscillation of swinging limb repeats periodically, e.g., left foot fall to left fall, (b) the

silhouette of a body repeats at twice that frequency ,i.e., step to step, and (c) the pendulum motion of

limbs has vertical motion at twice of the limbs horizontal motion.

Potential for gait as a biometric

The use of gait as a biometric for human identification is still young when compared to methods

that use voice, finger prints, or faces. Thus, it is not yet clear how useful gait is for biometrics.

The figure above shows the typical system for testing performance of gait recognition and other

biometric systems.

Two broad approaches to evaluation have emerged. The first is to estimate the rate of correct

recognition, while the second is to compare the variations in a population versus the variations in

measurements. Neither method is entirely satisfactory, but they both provide insights into

performance.

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Data in gait recognition

The types of data used in gait and motion analysis systems.

(a) Background subtraction

Background subtraction is a method for identifying moving objects against a static

background. Although there are many variations on the theme, the basic idea is to

1. Estimate the pixel properties of the static background.

2. Subtract actual pixel values from the background estimates, and

3. Assume that if the differences exceeds a given threshold that the pixel must be part of a

moving object.

Normally one follows the last step by forming connected components, or blobs, of moving pixels that

corresponds to the moving objects. Factors that confound background subtractions include background

motion, moving objects that are similar in appearance to the background, background variations over long

periods of time, and objects in close proximity merging together. In general, the variations on the theme

of background subtractions involve selecting pixel properties to compare, background models, and

innovations to address any number of confounding factors.

Examples of background subtraction (a) original image, and (b) segmented image.

(b)Silhouettes

Background subtraction provides a set of pixels within the region of a moving object. Alternatively, one

may only be interested in the outline of that region. It is known as silhouette.

Conclusion

Interest in gait-based biometric has lead to a stream of recent results. Clearly, the performance of gait

recognition systems is below what is required for use in biometrics. When one considers that gait is best

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suited to recognition or surveillance scenarios where the databases are likely to be very large, one would

expect high false alarm rates that will render a system useless. Furthermore, tests to date do not fully

consider variation in gait measurement over long time spans, and under with different imaging conditions.

Nevertheless, researches are making progress and understanding more about gait with each new

development. Areas that further investigation include studies on variability with terrain, footwear, long

time spans, and other confounding factors, in an effort to find gait features that vary only with the

individual.

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―Hyper-threading: A New Era for Processor Speed-Up‖ Amitava Halder, Assistant Professor, CSE Dept., SKFGI.

Introduction: Hyper-threading or HT technology is simultaneous multithreading (SMT) implementation from the house

of Intel Corporation. The aim of this technology is to improve parallelization of computation tasks based

on ×86 architecture. SMT technique is used as it provides thread level parallelism. In SMT, instructions

from more than one thread can be executed in a pipelined fashion. As pipelining is one of the most

powerful and oldest techniques for concurrent processing so with little modification of hardware we can

implement SMT inside the microprocessor. HT technology is implemented with the concept of logical

processor. Each physical processor core is logically split into two logical processor and they can be

individually execute a specified thread, halted and even interrupted independently from the other logical

processor sharing the same physical core. So, each logical processor in a hyper-threaded core shares the

execution resources like execution engine, caches and system bus interface unit. Hyper-threading works

by duplicating certain sections of the processor, which is called architectural state.

History: [Ref:Wiki]

Denelcor, Inc. introduced multi-threading with the Heterogeneous Element Processor (HEP) in 1982. The

HEP pipeline could not hold multiple instructions that belong to the same process. Only one instruction

from a given process was allowed to be present in the pipeline at any point in time. Should an instruction

from a given process block in the pipe, instructions from the other processes would continue after the

pipeline drained.

US patent for the technology behind hyper-threading was granted to Kenneth Okin at Sun

Microsystems in November 1994. Back at the time, CMOS process technology was not advanced enough

to allow for a cost-effective implementation.

Intel implemented hyper-threading on an x86 architecture processor in 2002 with the Foster MP-

based Xeon. It was also included on the 3.06 GHz Northwood-based Pentium 4 in the same year, and then

remained as a feature in every Pentium 4 HT, Pentium 4 Extreme Edition and Pentium Extreme Edition

processor since. Previous generations of Intel's processors based on the Core microarchitecture do not

have Hyper-Threading, because the Core microarchitecture is a descendant of the P6 microarchitecture

used in iterations of Pentium since the Pentium Pro through the Pentium III and the Celeron (Covington,

Mendocino, Coppermine and Tualatin-based) and the Pentium II Xeon and Pentium III Xeon models.

Intel released the Nehalem (Core i7) in November 2008 in which hyper-threading made a return. The first

generation Nehalem contained four cores and effectively scaled eight threads. Since then, both two- and

six-core models have been released, scaling four and twelve threads respectively. Earlier Intel Atom cores

were in-order processors, sometimes with hyper-threading ability, for low power mobile PCs and low-

price desktop PCs. The Itanium 9300 launched with eight threads per processor (two threads per core)

through enhanced hyper-threading technology. The next model, the Itanium 9500 (Poulson), features a

12-wide issue architecture, with eight CPU cores with support for eight more virtual cores via hyper-

threading. The Intel Xeon 5500 server chips also utilize two-way hyper-threading.

Architectural Perspective: [Ref: Intel Corporation]

Hyper-Threading Technology does not deliver multiprocessor scaling. Typically, applications make use

of about 35 percent of the internal processor execution resources. The idea behind Hyper-Threading

Technology is to enable better processor usage and to achieve about 50 percent utilization of resources.

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A processor with Hyper-Threading Technology may provide a performance gain of 30 percent when

executing multi-threaded operating system and application code over that of a comparable Intel

architecture processor without Hyper-Threading Technology. When placed in a multiprocessor-based

system, the increase in computing power generally scales linearly as the number of physical processors in

a system is increased; although as in any multiprocessor system, the scalability of performance is highly

dependent on the nature of the application.

Each logical processor

Has its own architecture state

Executes its own code stream concurrently

Can be interrupted and halted independently

The two logical processors share the same

Execution engine and the caches

Firmware and system bus interface

Hyper-threading works by duplicating certain sections of the processor, which is called architectural state.

It is the part of CPU which holds the state of a processor and includes the following registers [Source:

Wiki]

Control registers:

Instruction Flag Registers

Interrupt Mask Registers

Memory management unit Registers

Status registers

General purpose registers (GPUs):

Adder Registers

Address Registers

Counter Registers

Index Register

Architecture of processor with Hyper-Threading Technology

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Stack Registers

String Registers

So, it is seen that the above mention resources can be shared among each logical processor

On a non hyper-threaded core, only one thread can be executed on a core at a given time, but in Hyper-

threading multiple threads can be executed simultaneously on one processor core and a 4-core hyper-

threaded processor looks like 8 cores to the system, and in general it‘s multiply by a factor of two, e.g.

An 8 core CUP can handle 16 streams, a 4core can handle 8 streams, and a dual -core can handle

4 streams. It enables us a single CPU, to be appear as multiple CPU.

It is seen from the above figure that how the architectural state is shared in a single-core, Multi-processor

and Multi-Core environment.

Here are the few lists of latest processors which support Hyper-threading

A simple comparison of Single-Core, Multi-Processor, and Multi-Core Architectures

Model Core i3

Core i5

Core i7

Number of cores

2 2/4 4/6/8/10

Hyper-threading Yes Applicable for

Dual Core Yes

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It is noted that Intel-Corei5 handling four streams by either using four real cores or two cores with Hyper-

Threading but Core i3 and Core i7 both are fully hyper-threaded processor

Logical vs. Physical Processors:

Programmers need to know which logical processors share the same physical processor for the purposes

of load balancing and application licensing strategy.

The following sections tell how to:

Detect a Hyper-Threading Technology-enabled processor.

Identify the number of logical processors per physical processor package.

Associate logical processors with the individual physical processors.

Note that all physical processors present on the platform must support the same number of logical

processors.

The cpuid instruction is used to perform these tasks. It is not necessary to make a separate call to the

cpuid instruction for each task.

Each logical processor has a unique APIC identification (ID). The APIC ID is initially assigned by the

hardware at system reset and can be reprogrammed later by the BIOS or the operating system. The cpuid

instruction also provides the initial APIC ID for a logical processor prior to any changes by the BIOS or

operating system.

An example of the APIC ID numbers using a Hyper-Threading Technology

Logical Processor-1

Logical Processor-0

00000001

[APIC ID]

00000000

[APIC ID]

Physical Processor-0

Logical Processor-0

Logical Processor-1

00000111

[APIC ID]

00000110

[APIC ID]

Physical Processor-1

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The initial APIC ID is composed of the physical processor‘s ID and the logical processor‘s ID within the

physical processor.

The least significant bits of the APIC ID are used to identify the logical processor within a given physical

processor. The number of logical processors per physical processor package determines the number of

least significant bits needed.

The most significant bits identify the physical processor ID.

Note that APIC ID numbers are not necessarily consecutive numbers starting from 0.

In addition to non-consecutive initial APIC ID numbers, the operating-system processor ID numbers are

also not guaranteed to be consecutive in value.

Initial APIC ID helps software sort out the relationship between logical processors and physical

processors.

Check Your System for hyper-threading:

To determine if your Windows system is using hyper-threading, you will be able to with access to the

command line. Windows Management Instrumentation (WMI) is a management infrastructure that

provides access to control over a system. This control provides an API to assist in the system‘s

management. wmic is a command line interface to WMI.

With the command line open, you can type:

wmic

to enter the interactive wmic interface.

Then, you can type:

CPU Get NumberOfCores,NumberOfLogicalProcessors /Format:List

to view the amount of physical and logical processors.

The output will be something such as:

NumberOfCores=2

NumberOfLogicalProcessors=2

This shows that hyper-threading is not being used by the system. The amount of (physical) cores will not

be the same as the number of logical processors. If the number of logical processors is greater than

physical processors (cores), then hyper-threading is enabled.

Conclusions:

Hyper-Threading is not same as the multi core processor or doubling the number of cores in a processor.

It can enhance the CPU performance by at most 30%, actually Hyper-Threading is the alternative

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technique which use concurrent processing by simultaneous multithreading and it is always better to use

Hyper-Threading instead of increasing CPU clock frequency or main memory capacity. Hyper-Threading

is a cool feature, and it‘s worth having. It‘s particularly good if someone like to edit media often or use

computer as a workstation for professional program like Photoshop or Maya.

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Departmental Achievements

Toppers shining bright this year!!

Rank NAME

YGPA

1 NAMAN AGARWAL 9.13

2 SAMPITA NEOGI 8.73

3 NAVIN GUPTA 8.2

3 AKASH SHARMA 8.2

Rank NAME

YGPA

1 INDRAJIT MONDAL 8.89

1 RAKIBULLAH

SARKAR 8.89

2 SOUVIK MONDAL 8.64

3 SHALU KUMARI

YADAV 8.45

Rank NAME

YGPA

1 SRESTHA SADHU 9.12

2 PUJA MISHRA 8.85

3 SUKANYA BOSE 8.75

Rank NAME

DGPA

1 SOUMILI RAKSHIT 9.05

2 SHEELA SINGH 8.94

3 TIRNA ROY 8.89

PART – B

First Year

Third

Year

Second

Year

Fourth

Year

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STORIES THROUGH PHOTOS!!

Poster and Slogan competition celebrating

"Vigilance Awareness Week" at the college

campus

Padma Shri awardee Dr. Deepak B. Phatak

interacting with the students for "College to

Corporate" program organised by IIT, Bombay

Dr. Rajib Bag, HOD, CSE felicitating Trisha Dey,

(2012-2016) , who coined "I-Brook" for the

departmental magazine

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Supreme Knowledge Foundation Group Of Institutions 1, Khan Road, Mankundu, Hooghly – 712139.

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