The popularity of distributed file systems continues to grow. Reasons they are preferred over traditional centralized file systems include fault tolerance, availability, scalability and performance. In addition, Peer-to-Peer (P2P) system concepts and scalable functions are being incorporated into the domain of file systems. This survey paper explores the design paradigms and important issues that relate to such systems and discusses the various research activities in the field of Distributed Peer-to-Peer file systems.
Logs are one of the most fundamental resources to any security professional. It is widely recognized by the government and industry that it is both beneficial and desirable to share logs for the purpose of security research. However, the sharing is not happening or not to the degree or magnitude that is desired. Organizations are reluctant to share logs because of the risk of exposing sensitive information to potential attackers. We believe this reluctance remains high because current anonymization techniques are weak and one-size-fits-all-or better put, one size tries to fit all. We must develop standards and make anonymization available at varying levels, striking a balance between privacy and utility. Organizations have different needs and trust other organizations to different degrees. They must be able to map multiple anonymization levels with defined risks to the trust levels they share with (would-be) receivers. It is not until there are industry standards for multiple levels of anonymization that we will be able to move forward and achieve the goal of widespread sharing of logs for security researchers.
Tele-immersive systems can improve productivity and aid communication by allowing distributed parties to exchange information via a shared immersive experience. The TEEVE research project at the University of Illinois at Urbana-Champaign and the University of California at Berkeley seeks to foster the development and use of tele-immersive environments by a holistic integration of existing components that capture, transmit, and render three-dimensional (3D) scenes in real time to convey a sense of immersive space. However, the transmission of 3D video poses significant challenges. First, it is bandwidth-intensive, as it requires the transmission of multiple large-volume 3D video streams. Second, existing schemes for 2D color video compression such as MPEG, JPEG, and H.263 cannot be applied directly because the 3D video data contains depth as well as color information. Our goal is to explore from a different angle of the 3D compression space with factors including complexity, compression ratio, quality, and real-time performance. To investigate these trade-offs, we present and evaluate two simple 3D compression schemes. For the first scheme, we use color reduction to compress the color information, which we then compress along with the depth information using zlib. For the second scheme, we use motion JPEG to compress the color information and run-length encoding followed by Huffman coding to compress the depth information. We apply both schemes to 3D videos captured from a real tele-immersive environment. Our experimental results show that: (1) the compressed data preserves enough information to communicate the 3D images effectively (min. PSNR > 40) and (2) even without inter-frame motion estimation, very high compression ratios (avg. > 15) are achievable at speeds sufficient to allow real-time communication (avg. ≈ 13 ms per 3D video frame).
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