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In verteilten und offenen Systemen wollen Kommunikationspartner beim Electronic Commerce Dokumente vertraulich, integer und rechtsverbindlich sowie zuordnungsbar authentisch und nachweisbar senden und empfangen. Für die an der Kommunikation beteiligten Kommunikationspartner muß dazu nachvollziehbar sein, wer wann mit wem welche Dokumente ausgetauscht hat. Zur Erreichung des Sachziels 'Vertraulichkeit' werden Dokumente bei der Speicherung auf einem Server und bei der Übertragung (über lokale Netzte, Intranets, Extranets und im Internet) vom Endanwender verschlüsselt. Dazu müssen die benutzten Schlüssel gegen unberechtigte Kenntnisnahme geschützt werden. Gleichzeitig muß auch die Verfügbarkeit der Schlüssel sichergestellt werden: Verschlüsselte Dokumente können nämlich nur dann wieder benutzbar gemacht werden, wenn sie bei berechtigtem Bedarf wieder entschlüsselt werden können. Im Unternehmen ist es deshalb erforderlich, Verfahren einzuführen, die die Verfügbarkeit gespeicherter Dokumente sicherstellen - auch wenn der originäre Inhaber dieser Dokumente nicht verfügbar ist (Reise, Urlaub, Krankheit, Ausscheiden). Schlüssel-Archive - sog. Enterprise Key Recovery Server - bieten die Möglichkeit, verschlüsselt gespeicherte Konzelationsschlüssel Berechtigten wieder zu Verfügung zu stellen. Damit können verschlüsselt gespeicherte Dokumente gespeichert werden. Enterprise Key Recovery Server werden im Rahmen des Projekts SECFORS - Secure Electronic Commerce an der Fachhochschule Rhein-Sieg zusammen mit Studierenden installiert und unter einer Reihe von Aspekten im Rahmen des vom Bundeswirtschaftsministerium geförderten Kompetenzzentrums Electronic Commerce Bonn Rhein-Sieg (KompEC) evaluiert; dazu werden Anforderungen an vertrauenswürdige Enterprise Key Recovery Server formuliert. Der Einsatz von Enterprise Key Recovery Servern ist in den USA Stand der Technik; in deutschen Unternehmen wird der Bedarf insbesondere deswegen differenziert gesehen, weil eine Verschlüsselung gespeicherter und übertragener Daten noch nicht flächendeckend durchgeführt wird.
In this paper we present a new storytelling approach, called Hypermedia Novel (HYMN), that extends the classical narration concept of a story. We develop an underlying modular concept – the narration module – that facilitates a new manner of reception as well as creation of a story. The HYMN focuses on the recipient and his role of consuming a story and a heterogeneous group of creative authors by providing narration modules and their interfaces without defining the granularity of the modules. Using several kinds ofmultimedia elements and a hyperlink structure, we present a first demonstrator that implements this new concept. We also discuss improvements, e.g. MPEG-4/7, that support both reception by the audience, and the process of creating the story by a dispersed team of authors.
Clusters of commodity PCs are widely considered as the way to go to improve rendering performance and quality in many real-time rendering applications. We describe the design and implementation of our parallel rendering system for real-time rendering applications. Major design objectives for our system are: usage of commodity hardware for all system components, ease of integration into existing Virtual Environments software, and flexibility in applying different rendering techniques, e.g. using ray tracing to render distinct objects with a particularly high quality.
In der Informationsgesellschaft nehmen auch in Deutschland aggressive und kriminelle Handlungen (Computermißbrauch) ausweislich der jährlichen Kriminalstatistik [BMI02] zu. Weniger Bedeutung wird in Deutschland bisher politisch-motivierten Aktionen beigemessen. Weltweit werden klassische Verfahren wie ziviler Ungehorsam, innere Unruhen und Bürgerkrieg zunehmend durch IT-gestützte Verfahren ergänzt und ersetzt (Transformation). Durch die weltweite Verfügbarkeit der IT-gestützten Verfahren und des Internet muß der - auf einen Staat begrenzte - Begriff des zivilen Ungehorsams genauso wie der der inneren Unruhen und der des klassischen Bürgerkriegs transformiert werden in den ubiquitären Cyberspace. Angesichts zunehmender gewalttätiger Aktivitäten unterhalb der Kriegsschwelle im Cyberspace muß die Sensibilität für die Auswirkungen dieser Aktivitäten dringend geschaffen werden und angemessene Reaktionen müssen auf allen Ebenen (Private, Unternehmen und Behörden) erarbeitet werden.
Befunde und Reflexion zur Studie: Internetnutzung in den Unternehmen der Region Bonn/Rhein-Sieg
(2002)
As from the beginning of the late 70's an impressive number of innovative electronic payment systems have been developed and tested commercially. However, the resulting variety and complexity of the systems have turned out to be one of the obstacles for the broad acceptance of electronic payment. In this paper we propose a process and service oriented framework, which offers a structural and conceptual orientation in the field of electronic payment. It renders possible an integral view on electronic payment that goes beyond the frame of an individual system. To do this, we have generalized the systems-oriented approaches to a phase-oriented payment model. Using this model, requirements and supporting services for electronic payment can be sorted systematically and described from both the customers' and the merchants' viewpoint. Providing integrated payment processes and services is proving to be a difficult task. With this paper we would like to outline the necessity for a Payment Service Provider to act as a mediator for suppliers and users of electronic payment systems.
The MoMoSat service will enable mobile end-users to view, manage, annotate, and communicate mapbased information in the field. The handled information exists of a huge volume of raster (satellite or aerial images) and vector data (i.e. street networks, cadastral maps or points of interest), as well as text-specific geo-referenced textual notes (the so-called 'GeoNotes') and real-time voice.
A New Approach of Using Two Wireless Tracking Systems in Mobile Augmented Reality Applications
(2003)
Augmented Perception - AuPer
(2004)
In interactive graphics it is often necessary to introduce large changes in the image in response to updated information about the state of the system. Updating the local state immediately would lead to a sudden transient change in the image, which could be perceptually disruptive. However, introducing the correction gradually using smoothing operations increases latency and degrades precision. It would be beneficial to be able to introduce graphic updates immediately if they were not perceptible. In the paper the use of saccade-contingent updates is exploited to hide graphic updates during the period of visual suppression that accompanies a rapid, or saccadic, eye movement. Sensitivity to many visual stimuli is known to be reduced during a change in fixation compared to when the eye is still. For example, motion of a small object is harder to detect during a rapid eye movement (saccade) than during a fixation. To evaluate if these findings generalize to large scene changes in a virtual environment, gaze behavior in a 180 degree hemispherical display was recorded and analyzed. This data was used to develop a saccade detection algorithm adapted to virtual environments. The detectability of trans-saccadic scene changes was evaluated using images of high resolution real world scenes. The images were translated by 0.4, 0.8 or 1.2 degrees of visual angle during horizontal saccades. The scene updates were rarely noticeable for saccades with a duration greater than 58 ms. The detection rate for the smallest translation was just 6.25%. Qualitatively, even when trans-saccadic scene changes were detectible, they were much less disturbing than equivalent changes in the absence of a saccade.
Interactive rendering of complex models has many applications in the Virtual Reality Continuum. The oil&gas industry uses interactive visualizations of huge seismic data sets to evaluate and plan drilling operations. The automotive industry evaluates designs based on very detailed models. Unfortunately, many of these very complex geometric models cannot be displayed with interactive frame rates on graphics workstations. This is due to the limited scalability of their graphics performance. Recently there is a trend to use networked standard PCs to solve this problem. Care must be taken however, because of nonexistent shared memory with clustered PCs. All data and commands have to be sent across the network. It turns out that the removal of the network bottleneck is a challenging problem to solve in this context.In this article we present some approaches for network aware parallel rendering on commodity hardware. These strategies are technological as well as algorithmic solutions.
Most VE-frameworks try to support many different input and output devices. They do not concentrate so much on the rendering because this is tradi- tionally done by graphics workstation. In this short paper we present a modern VE framework that has a small kernel and is able to use different renderers. This includes sound renderers, physics renderers and software based graphics renderers. While our VE framework, named basho is still under development we have an alpha version running under Linux and MacOS X.