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DIGITAL WATER MARKING

Objective:

A digital watermark is a digital signal or pattern inserted into a digital image. Since this signal
or pattern is present in each unaltered copy of the original image, the digital watermark may also serve as a
digital signature for the copies. A given watermark may be unique to each copy (e.g., to identify the
intended recipient), or be common to multiple copies (e.g., to identify the document source). In either case,
the watermarking of the document involves the transformation of the original into another form. This
distinguishes digital watermarking from digital fingerprinting where the original file remains intact, but
another file is created that "describes" the original file's content. As a simple example, the checksum field
for a disk sector would be a fingerprint of the preceding block of data. Similarly, hash algorithms produce
fingerprint files.

Description:

Digital watermarking is also to be contrasted with public-key encryption, which also transform
original files into another form. It is a common practice nowadays to encrypt digital documents so that they
become un-viewable without the decryption key. Unlike encryption, however, digital watermarking leaves
the original digital data (image or file) basically intact and recognizable. In addition, digital watermarks, as
signatures, may not be validated without special software. Digital watermarks are designed to be persistent
in viewing, printing, or subsequent re-transmission or dissemination.

Thus, watermarking does not prevent copying, but it deters illegal copying by providing a means
for establishing the original ownership of a redistributed copy.

Digital Watermarking

Watermarking is not a new technique. It is descendent of a technique known as Steganography


which had been in existence for at least a few hundred years.
Steganography is a technique for concealed communication. In contrast to cryptography where the content
of a communicated message is secret, in Steganography the very existence of the message that is
communicated is a secret and its presence is known only by parties involved in the communication.
Steganography is technique where a secret message is hidden within another unrelated message and then
communicated to the other party. Some of the techniques of Steganography like use of invisible ink, word
spacing patterns in printed documents, coding messages in music compositions, etc., have been used by
military intelligence since the times of ancient Greek civilization
Watermarking can be considered as a special technique of Steganography where one message is
embedded in another and the two messages are related to each other in some way. The most common
examples of watermarking are the presence of specific patterns in currency notes which are visible only
when the note is held to light and logos in the background of printed text documents. The watermarking
techniques prevent forgery and unauthorized replication of physical objects.

Digital watermarking is similar to watermarking physical objects except that the watermarking
technique is used for digital content instead of physical objects. In digital watermarking a low-energy signal
is imperceptibly embedded in another signal. The low-energy signal is called watermark and it depicts some
metadata, like security or rights information about the main signal. The main signal in which the watermark
is embedded is referred to as cover signal since it covers the watermark. The cover signal is generally a still
image, audio clip, video sequence or a text document in digital format.

HARDWARE REQUIREMENTS

Processors : Pentium, Celeron, Athol on etc.

Hard Disk : Minimum 10 GB & maximum 40GB

Key Board : Logitech (Multimedia – compatible)

Mouse : Logitech (Scroll or Optical)

SOFTWARE REQUIREMENTS

Operating System : Windows 95 / 98 / 2000 XP

Language : Java 2 Standard edition 1.5

Memory : Virtual Memory

Data Base : ORACLE 8i or later versions


Secure Data Transmission
Objective:
Objective:

The system deals with security during transmission of data. Commonly used technology is
cryptography. This system deals with implementing security-using Steganography.

Description:
Description:
In this technology, the end user identifies an image which is going to act as the carrier of data.
The data file is also selected and then to achieve greater speed of transmission the data file and image file
are compressed and sent. Prior to this the data is embedded into the image and then sent. The image if
hacked or interpreted by a third party user will open up in any image previewer but not displaying the data.
This protects the data from being invisible and hence be secure during transmission. The user in the
receiving end uses another piece of code to retrieve the data from the image.

Steganography is the art and science of hiding that communication is happening. Classical
Steganography systems depend on keeping the encoding system secret, but modern steganography is
detectable only if secret information is known, e.g. a secret key. Because of their invasive nature,
steganography systems leave detectable traces within a medium's characteristics. This allows an
eavesdropper to detect media that has been modified, revealing that secret communication is taking place.
Although the secrecy of the information is not degraded, its hidden nature is revealed, defeating the main
purpose of Steganography.

For JPEG images, Outguess preserves statistics based on frequency counts. As a result, statistical
tests based on frequency counts are unable to detect the presence of steganographic content. Before
embedding data into an image, Outguess can determine the maximum message size that can be hidden while
still being able to maintain statistics based on frequency counts.

Outguess uses generic iterators object to select which bits in the data should be modified. A seed
can be used to modify the behavior of the iterator. It is embedded in the data along with the rest of the
message. By altering the seed, Outguess tries to find a sequence of bits that minimizes the number of
changes in the data that have to be made.

Compression reduces the average code length used to represent the symbols of an alphabet. Symbols
of the source alphabet which occur frequently are assigned with short length codes. The general strategy is
to allow the code length to vary from character to character and to ensure that the frequently occurring
character have shorter codes. In Radix64 compression technique, maps arbitrary input into printable
character output. The form of encoding has the following relevant characteristics.
The range of the function is a character set that is universally re-presentable at all sites, not a
specific binary encoding of that character set. Thus, the characters themselves can be encoded into whatever
form is needed by a specific system. For instance, the character 'E' is represented in ASCII system as a
hexadecimal 45 and in EDCDIC- based system as hexadecimal- c5.

The character set consists of 65 printable characters, one of which is used for padding. With
2^6 = 64 available characters, each character can be used to represent 6 bits of input. No control characters
are included in the set. Thus, the message encoded in Radix-64 can traverse mail-handling system. That
scans the data stream for control characters. The hyphen character "-” is not included.

CRCSET is an anti-virus utility. Its purpose is to protect programs from third parties
manipulation .CRC set is the most effective weapons against computer viruses. This the Cyclic Redundancy
Check, or CRC, is an error-checking algorithm used in many types of computer operations, especially in
data transfer.

Before transmitting the data, the utility want to calculate the CRC value and attach with data.
In receiving end, the CRC recalculated and based on that calculated value, it will specify the acceptation or
rejection.

Module Description:
Description:

This project contains five modules. They are


 Graphical User Interface
 Data Embed and Retrieve
 Compression and Decompression
 CRC generation.
 CRC Verification

Software
Software Requirements:
Operating System : window 2000 or XP
Software : jdk 1.4 or above
Intrusion Detection System

Objective:
The project titled Intrusion Detection System in Networking Using Genetic Algorithm (IDS) is
for Global Techno Solutions. The main objective of this system shows how real time network connection
behavior can be modeled as chromosomes and how the parameters in genetic algorithm can be defined in
this respect.

Description:

The project titled Intrusion Detection System in Networking Using Genetic Algorithm (IDS) is
to identify the intruder and block the data from the intruder to avoid the system attack by the virus. This new
system is a replacement of the existing system. In existing system, at run time it will not create a set of rules.
The major components of the system are creating new set of rules during run time.

Interest and knowledge about computer and network security is growing along with the need
for it. This interest is, no doubt, due to the continued expansion of the Internet and the increase in the
number of businesses that are migrating their sales and information channels to the Internet. The growth in
the use of networked computers in business, especially for e-mail, has also fueled this interest. Many people
are also presented with the post-mortems of security breaches in high-profile companies in the nightly news
and are given the impression that some bastion of defense had failed to prevent some intrusion. One result of
these influences is that that many people feel that Internet security and Internet firewalls are synonymous.
Although we should know that no single mechanism or method will provide for the entire computer and
network security needs of an enterprise, many still put all their network security eggs in one firewall basket.

Modules:
Modules here designed are
 Server
 Client
 New Entry
 Anomaly User
 Normal User
Hardware:

Processor : Intel Pentium II or above

Memory : 128 MB or above

• Hard Disk Drive : 10 GB or above

• Keyboard : 108 Keys

Software:

• OS Platform : Windows 2000 or More

Software : Java1.4 or above


SNOWBOARDS
Objective:

Now a days company lunching there products and there are giving information is not sufficient
to the costumer. Costumer facing the problems and company cant able to give aver problems solution to ever
bid. By forums they well get solution.
Member can interact with each other by sending massages. Member can post news.
Unlimited members, categories, forums, posts etc. Powerful and extensive authorization system,
strong encryption to keep user information safe and designed with security as a priority. Support thousands
of online with database pool. Controlled forum interface with CSS styling template easy and quick.
Description:
A cost-effective, user-friendly, easy to use, efficient, stable, secure and flexible JSP FORUM
application solution.

Key Features:

1. Unlimited members
Personal profile creation
Post counting and administrator-definable ranks for users
Email-like private messaging system

2. Unlimited Forums & Categories


Unlimited forums can be organized into as many categories as you like
Private forums and those only for specified user groups
Powerful search facility

3. Security
Designed with security as a priority
Powerful and extensive authorization system
Strong encryption to keep passwords safe in the database

4. Posting Messages
Message formatting with various font styles and sizes as well as allowing quoting, code display,
image posting.
Support of standard and extended Code tags and controlled HTML tags
Polls can be simply added to posts
Topic editing
5. Easy to Use Administration Centre
General configuration
Forum & category setup
Easy database backup and restore
User authorization
IP tracking of posts and posters
Control forum access to specified user groups
Mass delete/move/lock/unlock/stick/recommend of posts
Complete control of fonts and colors with cascading style sheets (CSS)

Hardware Requirements:

Processor : Intel P-III based system


Processor Speed : 250 MHz to 833MHz
RAM : 64MB to 256MB
Hard Disk : 2GB to 30GB

Software Requirements:

Language : Java
Web Components : Html, Jsp
Control Components : Servlets
Scripting Language : JavaScript
Web Server : Tomcat
Database (Back End) : Mysql
TTAANNRRO
OXX W
WOORRKK FFO
ORRCCEE
Objectives:
Tanrox work force is time collection software that is streamlined for billing and invoicing
purposes. Tanrox work force allows time tracking for customer and project related tasks. After being
collected the data can then be exported for invoice generation.
Description:
This guide describes how to execute these activities using Tanrox work force interfaces.
In addition, section Getting started describes initial data setup up to the point when you are ready to start
registering working time with Tanrox work force.
Section contents:

• Overview
• Submit time-track for the current week
• Submit and modify time-track for the selected date/week
• View time-track for a selected month
• Delete reported time-track
• Remove tasks from the Submit Time-Track interface

Overview
Registration of time expenses consists of the following activities related to registering and managing
your personal time expenses:

• Submitting time-track
• Viewing personal time-track
• Modifying personal time-track
• Deleting personal time-track
Time-track is Tanrox work force's term used to refer to working time submitted and stored in the system.

To access the interfaces for submission of time-track use the top-level menu option 'Submit Time-track'.
To access the interfaces for browsing the submitted time-track use the top-level menu option 'My Time-
track'.

Users shall have the 'Submit Time-Track' access right to access interfaces for submission and browsing
of time-track. Note that the users who do not have this right as well as user 'root' will not see these interfaces
at all.
The interfaces for submission and management of personal time-track always show and store time
tracked by the user who is currently logged in. To browse the time-track submitted by other users use the
Staff output report (see section Generate staff output report).

To access the interfaces for Tasks, Projects, and Customers Management use top-level menu option 'Projects
& Tasks'.

Each of the access rights regulates user access to the corresponding subset of system interfaces. System
users may have any combination of these access rights. For example:

• A user who has only 'Manage Tasks' access right will be able to create new tasks to track time
expenses for, but will not be allowed to create new projects and customers.
• A user who has only 'Manage Customers' access right will be able to create and modify customers
but will not be able to create projects and tasks.
Grant these access rights to users according their responsibilities in everyday work. If you do not need to

introduce subordination between users and responsibilities, just grant all three access rights to those users

who are responsible for project/task management in your organization. For example, you can grant them to

project managers.

Note that users who do not have some access right will not see the interfaces associated with this right at all.

See section User management about information on how to grant access rights to system users.

Hardware Requirements:

Processor : Intel P-III based system


Processor Speed : 250 MHz to 833MHz
RAM : 64MB to 256MB
Hard Disk : 2GB to 30GB

Software Requirements:
Language : Java
Web Components : Html, Jsp
Control Components : Servlets
Framework : Struts
Scripting Language : JavaScript
Web Server : Tomcat
Database (Back End) : Oracle8i
M-banking

Objective:
The improvement in technologies, lot of traditional works are been done using internet. The
systems like reservations, banking and other things wear done using internet.

The main advantage of this was person need not be present at the place and was done quickly
which saved the time. The main draw back of this was, it compulsorily required the costly pc.
Now the things had changed, the scenario is changing i.e. using of simple and cheaper hardware such as
mobiles and handheld devices. Which provides much better mobility than PCs. Technology is moving
towards mobiles which has wide spread usage and acceptability. Lot of protocols and software’s are been
developed to server the concept. Here we just are trying to be with the scenario. We are connecting the
mobile to bank database using wml scripts and java technology.

Software Requirements:

Platform - Windows (NT/XP)

Languages - JSP,XML, wml, usebean, servlet &java script

Database - My SQL 4.0

Software - web logic server 7.0


Nokia tool kit
J2SDK 1.4

Hardware Specification:

Processor : Intel P-III based system


Processor Speed : 250 MHz to 833MHz
RAM : 64MB to 256MB
Hard Disk : 2GB to 30GB
Description:

In today’s age of new opportunism and emerging technologies, there is a new communications
infrastructure on offer to transform the way business is done. This opportunity is mobile commerce, and it
will drive new levels of intense competition in the finance industry. Mobile commerce achieves this by
removing the traditional restrictions of geographical location and high entry costs. This time the assult on
the finance industry will be led by a new weapon, the mobile phone.
We are providing a wise range of mobile banking for individual clients, including balance
checking, amount transfer, stop payment, request check book, mini statement, etc.

1. Check Balance: users may check the balance of account and the latest transactions.
2. Transfer Funds: User may transfer the amount to the required customer of his choice.
3. Stop Payment: user is allowed to stop payment of cheques based on his request.
4. Request Cheque Book: user may request the cheque books according to his requirements (10 leaves,
50 leaves, 100 leaves).
5. Mini statement: user is also allowed to view the transactions made.
6. Configuration: User configures the functions concerning account payment and code. Etc.

One report also suggested that this trend might grow as the number of mobile device users continues
to grow, and also those users show more wiling to consider using new applications such as mobile cash
and payments.
Mobile Gadgeteer

Objectives:
This application is designed to provide the user Access a PC from his mobile device.
This project is to enable the mobile users to control his PC information at their finger tips.
The application must consider the limitations of mobile devices.
This project involves flow of data on the Wireless Application Protocol.
The application must work properly without problems on all targeted devices, power supply and network
support.

Environment:

• J2ME 2.0 TOOL KIT


• J2SDK 1.4.1
• MIDP 2.0
• XML
• Java / Java servlets / Java Server Pages
• Windows NT/200X

Scope & Limitations:

The proposed software targets resource constrained and more specifically wireless computing devices.
Deployment requires formatting the display in a generic way so that it works for all different types of
devices.
Special attention is needed regarding complexities of network limitations.

Introduction:

The Mobile Information Device Profile (MIDP) is the first and most mature J2ME profile. MIDP is based on
the CLDC and is currently supported by major device manufacturers such as Motorola, Nokia, Ericsson, and
RIM, and by carriers like SprintPCS, Nextel, and NTT DoCoMo. Many independent software vendors also
support MIDP. Table summarizes the target devices for MIDP 2.0.
Table Device Requirements for Mobile Information Device Profile 2.0

Requirement Description
Display Screen- size: 96x54,. Display depth: 1- bit. Pixel shape (aspect ratio): approximately 1:1.
Input One or more of the following user-input mechanisms: one-handed keyboard, two-handed
keyboard, or touch screen.
Memory 256 kilobytes of non-volatile memory for the MIDP implementation, beyond what’s required
for CLDC. 8 kilobytes of non-volatile memory for application-created persistent data. 128
kilobytes of volatile memory for the Java runtime.
Networking Two-way, wireless, possibly intermittent, with limited bandwidth.
Power Limited power, typically battery-operated.

MIDP, led by Motorola, was initially defined by JSR 37, which produced the MIDP 1.0 specification, and
then by JSR 118, which defined the MIDP 2.0 specification. MIDP2.0 enhanced version 1.0 quite a bit.
Even though the MIDP specification indicates the use of CLDC 1.0, nothing would preclude MIDP 2.0 (or
1.0) using CLDC 1.1 as its base.

In addition to the MIDP 1.0 APIs for networking, user interfaces, local persistence, and MIDlet life-cycle,
MIDP 2.0 adds APIs for networking, including socket (TCP) streams, UDP datagrams, serial, push-initiated,
and secure connections, as well as a robust security API and policy, and APIs for sound and even gaming.
MIDP 2.0 also formally includes in the profile specification an update of the MIDP 1.0 Over the Air (OTA)
User Initiated Provisioning recommendation (originally defined as an addendum to the MIDP 1.0
specification), which describes how applications are to be discovered and downloaded over wireless
networks. Table summarizes the packages available in MIDP 1.0 and MIDP 2.0.
VAS for Hand Held Device

Objectives:
This specification proposes an implementation of MMS Gateway. The prevalent of system of

handling MMS content is proprietary and non interoperable and hence implementation of MMS solution is

cumbersome in real time environment, which is full of devices of multimedia manufactures .The scenario

being as such, an MMS Gateway provides a perfect solution. This Gateway handles the following tasks:

1. Reception of MMS messages from mobile phones for forwarding to MMSC (Multimedia Messaging
Service Center).
2. Encoding of received MMS messages in MM7 protocol.

3. Forwarding the encoded message to MMSC for delivery to respective end User device.

To demonstrate the functioning of MMS Gateway we need some more modules. They are

Sender, Receiver, MMSC and content server. MMSC is useful for buffering the message if the receiver is

not available.

J2ME Multimedia Messaging Service (JMMS) is an application designed to provide

Multimedia Messages from handheld devices. The application has also considered the limitations of the

wireless network connections. It has been designed in such a way that it can resolve the possible data loss

during transmission and can cope up with the limitations/constraints of all proposed target devices

irrespective of differences in their sizes, display capabilities, power supply and network support.

Environment:

• Sun Java 1.4.2

• J2ME 2.0

• J2METK

• MMS API

• MMSTK

• MM7 API

• MM7 Gateway
• WEB Server

• MMSC

• Windows 98 and above.

Scope & Limitations:

1. The proposed software targets resource constrained and more specifically wireless computing devices.

2. Deployment requires formatting the display in an generic way so that it work for all different types of

devices.

3. Special attention is needed regarding complexities of network limitations.


Mobile Invoice

Objective:
This project deals with paying the bill through the mobile. It provides the features of paying the
bill for Telephone, EB bill, Water bill through the mobile
this project uses J2ME and J2EE technology. An added benefit is time consumption.
Description:
Java™ Platform, Micro Edition (Java ME) is the most ubiquitous application platform for
mobile devices across the globe. It provides a robust, flexible environment for applications running on a
broad range of other embedded devices, such as mobile phones, PDAs , TV set-top boxes, and printers. The
Java ME platform is deployed on millions of devices, supported by leading tool vendors, and used by
companies worldwide. In short, it is the platform of choice for today's consumer and embedded devices.

Modules:

 Authentication Module
 Communication Module
 Service Module
 Billing Module
 Checking Module

Language Used:

 Java,J2ee,J2me

Scope & Limitations:


The proposed software targets resource constrained and more specifically wireless computing devices.
Deployment requires formatting the display in a generic way so that it works for all different types of
devices.
Special attention is needed regarding complexities of network limitations
DCE - DTE INTERFACE IN CDMA

Objective:

The WAVE DM is an interface between the wireless CDMA mobile and the PC. The WAVE
DM is used to extract the information from the mobile by using the USB cable.
By using this interface the use will get all the information regarding CDMA mobile to his PC. The user can
get the information about the mobile settings and service information and network information. By using
this application we can make a call from the system and we can send messages and even fax.

Description:

The use of fax service in a wireless CDMA network comprises of two different types. Digital
PC Fax and Analog Fax. Both categories of services employ digital fax technology for encoding/decoding
the fax image, known as Group 3 Fax. The International Telecommunications Union (ITU) standard T4
specifies the Group 3 digital image encoding. Group1 and Group2 Fax services employ analog image
encoding and are rarely used in; modern fax equipment.

For Digital PC Fax, a Data Terminal Equipment (DTE), normally a laptop or PC running fax
application software, is connected via an USB to a CDMA mobile. The DTE’s Fax software is responsible
for the encoding/decoding the fax images using the T.4 standard. The Data Circuit Terminating Equipment
(DCE), which comprises the CDMA mobile and the IWF fax modem, is responsible for the digital-to-analog
modem interface to the PSTN and fax protocol communication and negotiation with the remote fax machine
using the ITU T.30 standard. A fax modem with such responsibilities in a DTE – DCE fax setup is known
as a Class 2.0 fax modem. In a Class 1 fax modem, the modem has minimal responsibilities except for V-
series modem functions.

For this application development we are using Java Swings and USB Based communication to the
mobile.
Hardware Requirements:

Processor : Intel P-III based system


Processor Speed : 250 MHz to 833MHz
RAM : 64MB to 256MB
Hard Disk : 2GB to 30GB
CDMA Mobile : Any CDMA Mobile
USB CABLE : CDMA Mobile Supported USB Cable

Software Requirements:

Language : Java Swings


Mobile USB Driver Software: Compatible CDMA Mobile Driver Software
Additional Plug in : Comm. jar and win32com.dll

Future Enhancements:

1. Location Map generation.


2. Signal Graph, PN Graph, and Finger Graph generation.
3. Mobile Call processing.
FINGER GRAPH GENERATION
(COMMUNICATING 6 BTS AND BRINGING SIGNAL STRENGTH)

Description:
The capacity of a CDMA forward – link sector can be doubled if all the handsets in that sector
use dual – antenna receivers. Capacity increase comes about because the average signal sensitivity of the
phone receiver is effectively doubled through adaptively combining the two antenna-receiver chains. With
twice the sensitivity, average base station transmit power per phone can be cut in half. Thus twice as many
forward – link calls can be served.
The forward – link capacity is increased incrementally in proportion to the penetration of dual –
antenna phones into the system. These phones could be pushed only into areas where forward – link
capacity is tight, allowing the deferral of expensive system – wide upgrades. These phones could be
selectively subsidized to customers who are identified as high – volume users in crowded sectors in the
network.
The capacity increase can be used in three ways. First, where capacity is limited by the forward
link, dual – antenna phones will raise total network capacity. Second, dual – antenna phones free up
capacity for new forward – link intensive data services. Finally, the forward link capacity increase can be
matched by a reverse link capacity increase.
The primary mechanisms by which the sensitivity is improved are Aperture Gain, Interference
Rejection, and Diversity Gain. Aperture Gain results from the fact that two antennas absorb more signal
power than one. Interference Rejection results from combining the antennas with weights chosen so that
interfering signals picked up on both antennas tend to cancel each other. Diversity Gain arises from the fact
that when one antenna is in a fade, the other is probably not.
Qualcomm may soon have available MSM chips in which two antennas can be combined using
the Maximal Ratio Combining (MRC) algorithm in a 4-finger RAKE receiver. This configuration should
produce forward –link capacity increases of about 50% over a single – antenna handset.
Future Mobile Station Modem (MSM) chips for dual – antenna receivers should 1) implement an Optimum
Combining (OC) algorithm and 2) Provide a 6-finger RAKE receiver. This configuration will increase
forward –link system capacity by more than 100%.
Dual – Antennas handsets have a primary antenna that is used for both transmit and receive. A
secondary antenna, used for receive only, occupies much less volume than the primary antenna. The
secondary antenna’s small volume allows it to be put inside the plastics of even very small phones.
The secondary antenna will typically have a lower Mean Effective Gain (MEG) than the primary antenna,
because the internal antenna suffers more blockages by the head and the hand of the user. The lower MEG
of the secondary antenna does not have a serious impact on capacity increase from antenna combining.
Fading correlation between the two antennas does not degrade the performance of any of the
handsets we have tested. The highest correlations we have measured for all handsets considered is about
40%, even when we put the two antennas as close together as we could physically manage. This is well
bellow the 70% correlation required to degrade performance.
We report on the design, realization, lab testing, field testing, analysis and performance of two –
antenna – receiver handsets in CDMA system. These handsets can receive more that twice the data rate as
single-antenna handsets for a given load on the CDMA system. Alternatively, more than twice the number
of voice channels can be supported if two-antenna phones replace all single-antenna phones. This excess
capacity can be used in conjunction with 4-antenna-receivers at the base-station to nearly double the
capacity of CDMA systems. Alternatively, the extra capacity can be used to provide data services without
reducing voice capacity of the system. We present two different two antenna handsets, one for Cellular
(~800 MHz) and the other for PCS (~1900 MHz). We present antenna range tests as well as field tests from
which capacity increases are derived. We present performance improvement for various receiver
architectures, considering the combining of from 4 to 8 fingers in a RAKE receiver, and considering 4
different combining algorithms. We discuss the effect of differences in the Mean Effective Gain (MEG) of
the handset antennas. The field tests have been done using two commercial CDMA networks in San Diego
as signal sources, one for Cellular frequencies and the other for PCS frequencies.
By using our WAVE DM application we are going to generate Finger Graph which will extract near
by 6 BTS signal strengths.
For this application development we are using Java Swings and USB Based communication to the mobile.

Hardware Requirements:
Processor : Intel P-III based system
Processor Speed : 250 MHz to 833MHz
RAM : 64MB to 256MB
Hard Disk : 2GB to 30GB
GPRS Mobile : Any GPRS Mobile
USB CABLE : GPRS Mobile Supported USB Cable

Software Requirements:
Language : Java Swings
Mobile USB Driver Software: Compatible GPRS Mobile Driver Software
Additional Plug in : Comm. jar and win32com.dll

Future Enhancements:

1. Location Map generation.


2. Mobile Call processing.
SIP – Session Initiation Protocol
Objectives:
• SIP (Session Initiation Protocol) is a protocol developed to assist in providing advanced telephony
services across the Internet.
• Internet telephony is evolving from its use as a “cheap” (but low quality) way to make international
phone calls to a serious business telephony capability.
• SIP is one of a group of protocols required to ensure that this evolution can occur.

Environment:
• Sun Java 1.4.2
• J2ME 2.0
• J2METK
• SIP API
• SIP TK
• WEB Server
• Windows 98 and above.

Scope & Limitations:


The proposed software targets resource constrained and more specifically wireless computing
devices.
Deployment requires formatting the display in a generic way so that it works for all different types of
devices.

Special attention is needed regarding complexities of network limitations.

Introduction:
“The Session Initiation Protocol (SIP) is an application-layer control protocol for creating,
modifying and terminating sessions with one or more participants. These sessions include Internet
multimedia conferences, Internet telephone calls and multimedia distribution. Members in a session can
communicate via multicast or via a mesh of unicast relations, o r a combination of these. SIP invitations
used top create sessions carry session descriptions which allow participants to agree on a set of compatible
media types. SIP supports user mobility by proxying and redirecting requests to the user’s current location.
Users can register their current location. SIP is not tied to any particular conference control protocol. SIP is
designed to be independent of the lower-layer transport protocol and can be extended with additional
capabilities.” [RFC 2543]
Session Initiation Protocol (SIP) is an application-layer control protocol that can establish, modify and
terminate multimedia sessions or calls.

Java 2 Platform Micro Edition (J2ME) supports layered software for the development of applications,
targeted to run on small devices such as mobile phones, pagers etc. The J2ME Wireless toolkit provides
development environment for the same specifically targeting MIDP devices.

Objective and Scope

The application called “JMSIP” Java Micro Edition SIP Stack for the J2ME phone completely compliant
with the RFC 2543. The Project claims to be one of the very few of its kind which is fully functional. Its
development tool makes it backward compatible with J2SE and is platform independent.

The SIP stack can be used to building applications such as:


• SIP user agents
• SIP proxies
• SIP redirect servers

The User Agent can be used to make


• Basic SIP call between two User Agents
• Conferencing
• Call return
• Call transfer
A Bidirectional Routing Abstraction for Asymmetric Mobile Ad Hoc Networks
Abstract:

Wireless links are often asymmetric due to heterogeneity in the transmission power of devices,
non-uniform environmental noise, and other signal propagation phenomenon. Unfortunately, routing
protocols for mobile ad hoc networks typically work well only in bidirectional networks. This paper first
presents a simulation study quantifying the impact of asymmetric links on network connectivity and routing
performance. It then presents a framework called BRA that provides a bidirectional abstraction of the
asymmetric network to routing protocols. BRA works by maintaining multi-hop reverse routes for
unidirectional links and provides three new abilities: improved connectivity by taking advantage of the
unidirectional links, reverse route forwarding of control packets to enable off-the-shelf routing protocols,
and detection packet loss on unidirectional links. Extensive simulations of AODV layered on BRA show
that packet delivery increases substantially (two-fold in some instances) in asymmetric networks compared
to regular AODV, which only routes on bidirectional links.
Existing System:
AODV avoids any unidirectional links in its paths. It achieves this by tracking the unidirectional links in a
black list. Nodes discover unidirectional links and add them to the black list. Once added, a unidirectional
link is retained in the black list. Nodes do not forward RREPs to any node in their black list. While the
black-list mechanism enables AODV to approximately identify unidirectional links.
Proposed System:
• It improves connectivity between nodes by finding new or better routes through unidirectional
links.
• It provides reverse-route forwarding for unidirectional links, which makes them appear as
bidirectional links. This abstraction enables routing protocols to send control packets (such as
notifications about discovered routes and detected errors) in the reverse direction as it would on
symmetric networks.
Hardware Requirements:
Hard disk : 40 GB
RAM : 512MB
Processor : Pentium IV

Software Requirements:
JDK1.5
Swing Builder
SQL Server
Continuous Delivery Message Dissemination Problems under the
Multicasting Communication Mode
Abstract:
Parallel and distributed systems were introduced to accelerate the execution of programs by a factor
proportional to the number of processing elements. To accomplish this goal, a program must be partitioned
into tasks, and the communications that must take place between these tasks must be identified to ensure
correct execution of the program. To achieve high performance, one must assign each task to a processing
unit (statically or dynamically) and develop communication programs to efficiently perform all the intertask
communications. Efficiency depends on the algorithms used to route messages to their destinations, which is
a function of the underlying communication network, its primitive operations, and the communication
model. In general terms, a message dissemination problem consists of a network with a communication
model, a set of communication primitives, and a set of messages that need to be exchanged. A message
dissemination problem consists of a network with a communication model, a set of communication
primitives, and a set of messages that need to be exchanged. The objective is to find a schedule to transmit
all the messages in the least total number of communication rounds.

Proposed System

We consider the CDMD problem. We present an efficient approximation algorithm to construct a


message-routing schedule with a total communication time of at most 3:5d, where d is the total length of the
messages that each processor may send. The algorithm takes time, where n is the number of processors and
q is the total number of messages that the processors receive. The communication network is the n-processor
complete static (all links are present and are bidirectional) network N. The communication model is the
single-port model where every processor sends at most one message and receives at most one message
during each communication round. The communication primitive is called multicasting, which means that
the message a processor sends at time t may be concurrently sent to a set of processors. All the messages
take one communication round to reach their destination, regardless of the source or destination processor.

SYSTEM REQUIREMENTS

Hardware Requirements

Processor : Pentium III / IV


Hard Disk : 40 GB
Ram : 256 MB
Monitor : 15VGA Color
Mouse : Ball / Optical
Keyboard : 102 Keys

Software Requirements

Operating System : Windows XP professional


Front End : Microsoft Visual Studio .Net 2005
Language : Visual C#.Net
Back End : SQL Server 2000
Digital Image Tracing by Sequential Multiple Watermarking
Abstract

The possibility of adding several watermarks to the same image would enable many interesting
applications such as multimedia document tracing, data usage monitoring, multiple property management. In
this paper, we present a novel watermarking scheme, which allows inserting and reliably detecting multiple
watermarks sequentially embedded into a digital image. The proposed method, based on elementary linear
algebra, is asymmetric, secure under projection attack and robust against distortion due to basic operations
such as storage, transmission, and format conversion.

Proposed system

The proposed method, based on elementary linear algebra, is asymmetric, involving a private key for

embedding and a public key for detection. Its robustness against standard image degradation operations has

been extensively tested and its security under projection attack has also been proven even though the

envisaged applications refer to a collaborative environment, in which malicious attacks are not a critical

aspect.

Existing System

The existing method, only done by a single water marking. That will not give that much security to image.

Although some researchers focused on the viability of existing watermarking approaches for the insertion of

multiple signatures, the development of specific techniques can provide much more effective results. The

general problem of multiple digital watermarking has been the object of several investigations since the

pioneering contribution. It is suggested that the insertion of multiple watermarks can be exploited to convey

multiple sets of information. More recently, a multiple watermark-embedding procedure was proposed,

which allows simultaneous insertions without requiring the key sets to be orthogonal to each other. Specific

applications such as the already mentioned medical image management may even require the insertion of

two different types of watermark, namely, a robust one for authentication purposes, and a fragile one for

data integrity control. This paradigm is often referred to as multipurpose watermarking.


Hardware Requirements
• SYSTEM : Pentium IV 2.4 GHz
• HARD DISK : 40 GB
• FLOPPY DRIVE : 1.44 MB
• MONITOR : 15 VGA colour
• MOUSE : Logitech.
• RAM : 256 MB
• KEYBOARD : 110 keys enhanced.

Software Requirements
• Operating system :- Windows XP Professional
• Front End :- Microsoft Visual Studio .Net 2003
• Coding Language :- Visual C# .Net
Efficient key Agreement for Large and Dynamic Multicast Groups

Secure multicast represents the core component of many web and multimedia applications such as pay-TV,
teleconferencing, real-time distribution of stock market price and etc. The main challenges for secure
multicast is scalability, efficiency and authenticity. In this project, we propose a scalable, efficient,
authenticated group key agreement scheme for large and dynamic multicast systems. The proposed key
agreement scheme is identity-based which uses the bilinear map over the elliptic curves. Compared with the
previously published schemes, our scheme provides group member authenticity without imposing extra
mechanism. Furthermore, we give a scalability solution based on the subgroups, which has advantages over
the existing schemes. Security analysis shows that our scheme satisfies both forward secrecy and backward
secrecy.

Project Objective:

The objectives of the project are as follows:

 Design the single multicast group.


 Generation of session keys and unique private keys of users.
 Encoding and decoding of text message
 Secure transmission of session key by using encryption algorithm data encryption standard (DES).
 Design the multi group with multiple data stream in such a way that reduced overhead of key server.
 Implementing and testing the techniques in a simulation environment.
Existing System:

In the Existing system we use Iolus approach proposed the notion of hierarchy subgroup for scalable and
secure multicast. In this method, a large communication group is divided into smaller subgroups. Each
subgroup is treated almost like a separate multicast group and is managed by a trusted group security
intermediary (GSI). GSI connect between the subgroups and share the subgroup key with each of their
subgroup members. GSIs act as message relays and key translators between the subgroups by receiving the
multicast messages from one subgroup, decrypting them and then re multicasting them to the next subgroup
after encrypting them by the subgroup key of the next subgroup. The GSIs are also grouped in a top-level
group that is managed by a group security controller (GSC),

When a group member join or leave only affect subgroup only while the other subgroup will not be affected.
It has the drawback of affecting data path. This occurs in the sense that there is a need for translating the
data that goes from one subgroup, and thereby one key, to another. This becomes even more problematic
when it takes into account that the GSI has to manage the subgroup and perform the translation needed. The
GSI may thus becomes the bottleneck.
Proposed System :
The advantages over the existing system are, we use an identity tree instead of key tree in our scheme. Each
node in the identity tree is associated with an identity. The leaf node’s identity is corresponding to the user’s
identity and the intermediate node’s identity is generated by its children’s identity. Hence, in an identity tree,
an intermediate node represents a set users in the sub tree rooted at this node.
In our scheme, even though a subgroup controller fails, it does not affect its subgroup. Because every
user in the subgroup can act as the subgroup group controller.
The keys used in each subgroup can be generated by a group of key generation centers (KGCs) in parallel.
All the members in the same subgroup can compute the same subgroup key though the keys for them are
generated by different KGCs. This is a desirable feature especially for the large-scale network systems,
because it minimizes the the problem of concentrating the workload on a single entity.
System Requirement Specification
1. User Interface
 Java Swing
Swing is a set of classes that provides more powerful and flexible components that are possible with AWT.
In addition to the familiar components, such as button checkboxes and labels, swing supplies several
exciting additions, including tabbed panes, scroll panes, trees and tables.
 Applet - Applet is a dynamic and interactive program that can run inside a web page displayed by a
java capable browser such as hot java.
Hardware Interface
 Hard disk : 40 GB
 RAM : 512 MB
 Processor Speed : 3.00GHz
 Processor : Pentium IV Processor
Software Interface
 JDK 1.5
 Java Swing
 SQL Server
Conclusion :
The Proposed system is an efficient, authenticated, scalable key agreement for large and dynamic multicast
systems, which is based on the bilinear map. Compared with the Existing system, we use an identity tree to
achieve the authentication of the group member. Further, it solve the scalability problem in multicast
communications. Since a large group is divided into many small groups. Each subgroup is treated almost
like a separate multicast group with its own subgroup key. All the keys used in each subgroup can be
generated by a group of KGC’s in parallel. The intuitively surprising aspect of this scheme is that, even the
subgroup controller aborts, it does not affect the users in this subgroup. Because every user in the subgroup
can act as a subgroup controller. This is a significant feature especially for the mobile and ad hoc networks.
From the security analysis we can see that our scheme satisfies both forward and backward secrecy.
Enhancing Search Performance in Unstructured P2P Networks Based on Users’ Common Interest

Abstract:

Peer-to-peer (P2P) networks establish loosely coupled application-level overlays on top of the
Internet to facilitate efficient sharing of resources. They can be roughly classified as either structured or
unstructured networks. Without stringent constraints over the network topology, unstructured P2P networks
can be constructed very efficiently and are therefore considered suitable to the Internet environment.
However, the random search strategies adopted by these networks usually perform poorly with a large
network Size. In this paper, we seek to enhance the search performance in unstructured P2P networks
through exploiting users’ common interest patterns captured within a probability-theoretic framework
termed the user interest model (UIM). A search protocol and a routing table updating protocol are further
proposed in order to expedite the search process through self organizing the P2P network into a small world.
Both theoretical and experimental analyses are conducted and demonstrated the effectiveness and efficiency
of our approach.

Existing System:

Peers in unstructured P2P networks to choose their neighbors and locally shared files, using Flooding
techniques.
In purely unstructured P2P networks such as blind search through flooding mechanisms is usually explored
for resource discovery. To find a file, a peer sends out a query to its neighbors on the overlay, until the query
has traveled a certain radius. Despite its simplicity and robustness, flooding techniques, in general, do not
scale. In large networks, the probability of a successful search may decrease dramatically without
significantly enlarging the flooding radius.

Disadvantages:

• Blind Search.
• Future reference is not present in routing table.
• Delay due to absence of Routing Updating table.

Proposed System:

In order to improve search performance, guided search. The key problem is what information is
actually eligible to guide the search. Used interest-based locality as the general search guidance. The basic
assumption is that if a peer p0 has a particular file required by another peer p, and then p0 is likely to have
other files to be requested by p in the future. According to previous successful queries, shortcuts from peer p
to several peers p0 are established in order to expedite subsequent search processes.

Advantages:
• Guided Search.
• Routing updating table.
• Fast Search Technique based on UIM.

System Requirement

SOFTWARE REQUIREMENTS:-

 Java1.3 or More
 Java Swing – front end
 SQL-back end
 Windows 98 or more.

HARDWARE REQUIREMENTS:-

 Hard disk : 40 GB
 RAM : 128mb
 Processor : Pentium
Extracting Actionable Knowledge from Decision Trees

Most data mining algorithms and tools stop at discovered customer models, producing distribution
information on customer profiles. Such techniques, when applied to industrial problems such as customer
relationship management (CRM), are useful in pointing out customers who are likely attritors and customers
who are loyal, but they require human experts to postprocess the discovered knowledge manually. Most of
the postprocessing techniques have been limited to producing visualization results and interestingness
ranking, but they do not directly suggest actions that would lead to an increase in the objective function such
as profit. In this paper, we present novel algorithms that suggest actions to change customers from an
undesired status (such as attritors) to a desired one (such as loyal) while maximizing an objective function:
the expected net profit. These algorithms can discover costeffective actions to transform customers from
undesirable classes to desirable ones. The approach we take integrates data mining and decision making
tightly by formulating the decision making problems directly on top of the data mining results in a
postprocessing step. To improve the effectiveness of the approach, we also present an ensemble of decision
trees which is shown to be more robust when
the training data changes. Empirical tests are conducted on both a realistic insurance application domain
and UCI benchmark data.

System Requirements
Software Specification
 Operating System : Windows
 Front End : HTML
 Middle Ware : Java Servlets, Jsp, Struts
 Back End : SQL Server
Hardware Specification:
 Processor : Intel Pentium IV
 Clock Speed : 700 MHZ
 RAM : 128 MB
 Monitor : 14” SVGA Digital Color Monitor
 Keyboard : 107 Keys Keyboard
 Floppy Drive : 1.44MB
 Compact Disk Drive : 700MB
 Hard Disk : 20GB
 Mouse : Logitech Mouse
Existing System :
When data mining techniques are applied to customer relationship management it
resulted in finding out customer models and behaviors as graphical representations

Problem Findings
Using graphical representations the exact optimal knowledge could not be found

PROPOSED SYSTEM:
Enhanced Decision Tree Algorithm implementation provides the easy way to find out
exact optimal actions that can change the customer from undesired status to desired status while maximizing
the net profit.

Modules:

Main modules:

1. Customer
2. Supporting Team
3. Admin

Sub Modules:

1.Customer:

a. Customer Registration
b. Customer Login
c. View products
d. Purchasing products
e. Apply feedback

2. Supporting Team

a. View Customer Details


b.View Feedback Information
c.Build Customer Profile
d.Profit Calculation
e.Listing Action Sets

3. Admin

a.View Customer Feedback


b.View Support team Suggestions
c.View Action Set
d.Selecting Action Set
e.Apply Actions

Data Flow Diagram


CUSTOMER FEED CUSTOMER
BACK INFORMATION

BUILD CUS BUILD


SUPPORTING TOMER DECISION
CUSTOMERS PROFILE TREE
TEAM

NET PROFIT CALCULATION NET PROFIT FOR


FOR CUSTOMER GROUP SINGLE CUSTOMER

Customer Input
ACTION
SELECT SET
BEST
ACTIONS
Loyal Probability
of Customer

Decision Tree
Implementation

Post Processing
Steps

Exact Actions
Conclusion
 Most data mining algorithms and tools produce only the segments and ranked lists of customers or
products in the outputs.
 In this project, we present a novel technique to take these results as input and produce a set of actions
that can
be applied to transform customers from undesirable classes to desirable ones.
High Resolution Animated Scenes from Stills
Abstract

Current techniques for generating animated scenes involve either videos (whose resolution is limited) or
a single image (which requires a significant amount of user interaction). In this project, we describe a
system that allows the user to quickly and easily produce a compelling-looking animation from a small
collection of high resolution stills. Our system has two unique features. First, it applies an automatic
partial temporal order recovery algorithm to the stills in order to approximate the original scene
dynamics. The output sequence is subsequently extracted using a second-order Markov Chain model.
Second, a region with large motion variation can be automatically decomposed into semiautonomous
regions such that their temporal orderings are softly constrained. This is to ensure motion smoothness
throughout the original region. The final animation is obtained by frame interpolation and feathering.
Our system also provides a simple-to-use interface to help the user to fine-tune the motion of the
animated scene. Using our system, an animated scene can be generated in minutes. We show results for a
variety of scenes.

Implementation

single picture conveys a lot of information about the scene, but it rarely conveys the scene’s true
dynamic nature. A video effectively does both but is limited in resolution. Off-the-shelf camcorders can
capture videos with a resolution of 720 _ 480 at 30 fps, but this resolution pales in comparison to those for
consumer digital cameras, whose resolution can be as high as 16 MPixels. What if we wish to produce a
high resolution animated scene that reasonably reflects the true dynamic nature of the scene? Video textures
is the perfect solution for producing arbitrarily long video sequences—if only very high resolution
camcorders exist. Chuang et al.’s system is capable of generating compelling-looking animated scenes, but
there is a major drawback: Their system requires a considerable amount of manual input. Furthermore, since
the animation is specified completely manually, it might not reflect the true scene dynamics. We use a
different tack that bridges video textures and Chuang et al.’s system:

We use as input a small collection of high resolution stills that (under-)samples the dynamic scene. This

collection has both the benefit of the high resolution and some indication of the dynamic nature of the

scene (assuming that the scene has some degree of regularity in motion). We are also motivated by a

need for a more practical solution that allows the user to easily generate the animated scene.
In this paper, we describe a scene animation system that can easily generate a video or video texture
from a small collection of stills (typically, 10 to 20 stills are captured within 1 to 2 minutes, depending on
the complexity of the scene motion). Our system first builds a graph that links similar images. It then
recovers partial temporal orders among the input images and uses a second-order Markov Chain model to
generate an image sequence of the video or video texture (Fig. 1). Our system is designed to allow the user
to easily fine-tune the animation. For example, the user has the option to manually specify regions where
animation occurs independently (which we term independent animated regions (IAR)) so that different time
instances of each IAR can be used independently. An IAR with large motion variation can further be
automatically decomposed into semi-independent animated regions (SIARs) in order to make the motion
appear more natural. The user also has the option to modify the dynamics (e.g., speed up or slow down the
motion, or choose different motion parameters) through a simple interface. Finally, all regions are frame
interpolated and feathered at their boundaries to produce the final animation.

The user needs only a few minutes of interaction to finish the whole process. In our work, we limit
our scope to quasi-periodic motion, i.e., dynamic textures. There are two key features of our system. One is
the automatic partial temporal order recovery. This recovery algorithm is critical because the original
capture order typically does not reflect the true dynamics due to temporal undersampling. As a result, the
input images would typically have to be sorted. The recovery algorithm automatically suggests orders for
subsets of stills. These recovered partial orders provide reference dynamics to the animation. The other
feature is its ability to automatically decompose an IAR into SIARs when the user requests and treat the
interdependence among the SIARs. IAR decomposition can greatly reduce the dependence among the
temporal orderings of local samples if the IAR has significant motion variation that results in unsatisfactory
animation. Our system then finds the optimal processing order among the SIARs and imposes soft
constraints to maintain motion smoothness among the SIARs.

Fig. 1. Outline of our system.


All these steps are automatic;
user specified
operations (A), (B), and (C) may be added to improve the visual quality of the video.
Technologies Used :
• Operating system :- Windows XP Professional
• Front End :- Microsoft Visual Studio .NET 2003
• Coding Language :- Visual C# .NET with GDI+ Components.
Location-Based Spatial Query Processing in Wireless Broadcast Environments

Abstract

Location-based spatial queries refer to spatial queries whose answers rely on the location of the
inquirer. Efficient processing of LBSQs is of critical importance with the ever-increasing deployment and
use of mobile technologies. We show that LBSQs have certain unique characteristics that the traditional
spatial query processing in centralized databases does not address. For example, a significant challenge is
presented by wireless broadcasting environments, which have excellent scalability but often exhibit high
latency database access. We present a novel query processing technique that, though maintaining high
scalability and accuracy, manages to reduce the latency considerably in answering LBSQs. Our approach is
based on peer-to-peer sharing, which enables us to process queries without delay at a mobile host by using
query results cached in its neighboring mobile peers. We demonstrate the feasibility of our approach through
a probabilistic analysis, and we illustrate the appeal of our technique through extensive simulation results.

EXISTING SYSTEM

In this Existing System spatial query processing is becoming an integral part of many new mobile
applications. The database resides in a centralized server, which typically serves a large mobile user
community through wireless communication. So this process cause to single-point-of-failure and high
workload. In this system a user establishes a point-to-point communication with the server so that queries
can be answered on demand. However, this approach suffers from several drawbacks. First, it may not scale
to very large user populations.

PROPOSED SYSTEM

In this proposed system paper presented a novel approach for reducing the spatial query access
latency by leveraging results from nearby peers in wireless broadcast environments. Significantly, our
scheme allows a mobile client to locally verify whether candidate objects received from peers are indeed
part of its own spatial query result set. The Experiment results indicate that our method can reduce the
access to the wireless broadcast channel by a significant amount; this is achieved with minimal caching at
the peers. By virtue of its P2P architecture, the method exhibits great scalability: the higher the mobile peer
density, the more the queries answered by peers. Therefore, the query access latency can be markedly
decreased with the increase in clients.

SYSTEM REQUIREMENTS

Hardware Requirements
Processor : Pentium III / IV
Hard Disk : 40 GB
Ram : 256 MB
Monitor : 15VGA Color
Mouse : Ball / Optical
Keyboard : 102 Keys

Software Requirements

Operating System : Windows XP professional


Front End : Microsoft Visual Studio .Net 2005
Language : Visual C#.Net
Back End : SQL Server 2000
Long-Term Cross-Session Relevance Feedback Using Virtual Features

ABSTRACT

Relevance feedback is an iterative process, which refines the retrievals by utilizing the user’s
feedback on previously retrieved results. Traditional RF techniques solely use the short-term learning
experience and do not exploit the knowledge created during cross sessions with multiple users. RF
framework, which facilitates the combination of short term and long-term learning processes by integrating
the traditional methods with a new technique called the virtual feature. The feedback history with all the
users is digested by the system and is represented in a very efficient form as a virtual feature of the images.
The dissimilarity measure can dynamically be adapted, depending on the estimate of the semantic relevance
derived from the virtual features. In addition, with a dynamic database, the user’s subject concepts may
transit from one to another. By monitoring the changes in retrieval performance, the proposed system can
automatically adapt the concepts according to the new subject concepts. The experiments are conducted on a
real image database. The results manifest that the proposed framework outperforms the traditional within-
session and log-based long-term RF techniques.

EXISTING SYSTEM:

The existing RF techniques deal with a single query in a single retrieval session only.
• There are no virtual features for session modification and maintenance
• They are using short term cross session
• Relevant information is collected online via the users’ feedback, and this information is very limited
• The system cannot output the retrieval results to a given query based on a sufficiently large set of
training data
• The system has no knowledge about which database images are relevant and which are no relevant to
a set of known labels, since we do not know the user’s intention until the user starts the feedback
iteration.

PROPOSED SYSTEM:

CBIR(Content Based Image retrieval) System modern image databases are queried by image content.
Relevance feedback is an interactive process, which fulfills the requirements of the query formulation.

• The user initializes a query session by submitting an image.


• The system then compares the query image to each image in the database and returns the r images
that are the nearest neighbors to the query.

• If the user is not satisfied with the retrieved result, the user can activate an RF process by identifying
which retrieved images are relevant and which are non relevant.

• Based on the retrieved result users can give notification to the system which is relevant and which is
non relevant this will store in virtual feature

• Virtual feature can adapt that reference with that image category for future effective retrievals

SYSTEM REQUIREMENTS

Hardware Requirements

Processor : Pentium III / IV


Hard Disk : 40 GB
Ram : 256 MB
Monitor : 15VGA Color
Mouse : Ball / Optical
Keyboard : 102 Keys

Software Requirements

Operating System : Windows XP professional


Front End : Microsoft Visual Studio .Net 2005
Language : Visual C#.Net
Back End : SQL Server 2000
Provably Secure Three-Party Authenticated Quantum Key Distribution Protocols

Abstract

This work presents quantum key distribution protocols (QKDPs) to safeguard security in large
networks, ushering in new directions in classical cryptography and quantum cryptography. Two three-party
QKDPs, one with implicit user authentication and the other with explicit mutual authentication, are proposed
to demonstrate the merits of the new combination, which include the following:
1) Security against such attacks as man-in-the-middle, eavesdropping and replay.
2) Efficiency is improved as the proposed protocols contain the fewest number of communication
rounds among existing QKDPs.
3) Two parties can share and use a long-term secret (repeatedly). To prove the security of the
proposed schemes, this work also presents a new primitive called the Unbiased-Chosen Basis (UCB)
assumption.

Existing system
In classical cryptography, three-party key distribution protocols utilize challenge response mechanisms or
timestamps to prevent replay attacks. However, challenge response mechanisms require at least two
communication rounds between the TC and participants, and the timestamp approach needs the assumption
of clock synchronization which is not practical in distributed systems (due to the unpredictable nature of
network delays and potential hostile attacks) . Furthermore, classical cryptography cannot detect the
existence of passive attacks such as eavesdropping.

Proposed system
In quantum cryptography, quantum key distribution protocols (QKDPs) employ quantum mechanisms to
distribute session keys and public discussions to check for eavesdroppers and verify the crrectness of a
session key. However, public discussions require additional communication rounds between a sender and
receiver and cost precious qubits. By contrast, classical cryptography provides convenient techniques that
enable efficient key verification and user authentication.
Hardware Requirements

• SYSTEM : Pentium IV 2.4 GHz


• HARD DISK : 40 GB
• FLOPPY DRIVE : 1.44 MB
• MONITOR : 15 VGA colour
• MOUSE : Logitech.
• RAM : 256 MB
• KEYBOARD : 110 keys enhanced.
Software Requirements
• Operating system :- Windows XP Professional
• Front End :- Microsoft Visual Studio .Net 2003
• Coding Language :- Visual C# .Net
Randomized Protocols for Duplicate Elimination in Peer-to-Peer Storage Systems

ABSTRACT
Distributed peer-to-peer systems rely on voluntary participation of peers to effectively manage a
storage pool. In such systems, data is generally replicated for performance and availability. If the storage
associated with replication is not monitored and provisioned, the underlying benefits may not be realized.
Resource constraints, performance scalability, and availability present diverse considerations. Availability
and performance scalability, in terms of response time, are improved by aggressive replication, whereas
resource constraints limit total storage in the network. Identification and elimination of redundant data pose
fundamental problems for such systems. In this paper, we present a novel and efficient solution that
addresses availability and scalability with respect to management of redundant data. Specifically, we address
the problem of duplicate elimination in the context of systems connected over an unstructured peer-to-peer
network in which there is no a priori binding between an object and its location. We
propose two randomized protocols to solve this problem in a scalable and decentralized fashion that does not
compromise the availability requirements of the application. Performance results using both large-scale
simulations and a prototype built on Planet Lab demonstrate that our protocols provide high probabilistic
guarantees while incurring minimal administrative overheads.

EXISTING SYSTEM
PEER-TO-PEER systems have emerged as cost-effective alternatives for scalable data sharing,
backup, and archival storage. Peers contribute data and storage and, in return, gain access to data at other
peers. Effective storage management is an important issue in the deployment of such systems. Data
replication and caching are key enabling techniques for scalability, performance, and availability.
In the Existing System, an important problem relates to pruning unwanted copies of data efficiently
and safely. Attempts at aggressive replication may lead to significant overheads associated with thrashing in
resource constrained environments. Even if eplication at peers is controlled, as in systems such as Samsara,
the network as a whole must provide mechanisms for eliminating replicas that are not accessed, while
leaving a minimum number of replicas in the network to satisfy availability constraints.

More Duplicates
Administrative Overhead
Need More Amount of Memory space
Transaction Time is high

PROPOSED SYSTEM
In the proposed system, we investigate the problem of eliminating duplicate data items in peer-to-
peer systems. We examine this issue in the context of unstructured networks, where no assumptions can be
made about the relationship between an object and the peers at which it resides. Unstructured networks
differ from their structured counterparts in several important respects. Structured networks provide a simple
primitive for locating an object which relies on a distributed hash table (DHT) abstraction. The associated
lookup techniques provide bounds on the number of hops as a function of the number of peers. These
bounds are achieved by establishing and maintaining a well-defined overlay topology. In networks with a
high transient population, the overhead associated with this may be significant. In contrast to structured
peer-to-peer networks, unstructured networks are resilient to node failures and incur low overhead on node
arrivals and departures. These characteristics make unstructured networks attractive for use in highly
transient networks, where peers do not have significant resources. Unfortunately, the issue of object
location, which is central to the problem of identifying redundant copies, is significantly more complex in
this environment.
The primary focus of this paper is on systems where peers are cooperative and non malicious. Peers
divide their storage into two spaces: a private and a public space. The private space contains the peer’s data
and is not subject to duplicate elimination. The public space holds data from other peers and is subject to
duplicate elimination. We can view the public space as backup storage or a cache to facilitate availability
and performance, respectively.
Reduced Duplicates
Solve Administrative Overhead
Less Memory is Needed
Easy Transaction

CONCLUSION
This paper addresses the problem of duplicate elimination in storage systems in the context of
unstructured peer-to-peer networks in which there is no a priori binding between an object and its location.
We abstract the problem of retaining a copy of a data item to one of electing leaders in a distributed system.
We show analytically, as well as using simulation and a prototype implementation in PlanetLab, that our
protocols are scalable with respect to message complexity and to node resource utilization. The experimental
results show that RE performs better than PQ when the number of duplicates in the network is high and the
content is similar among the nodes. When the number of different objects in the network is high (nodes have
unique objects), PQ performs better than RE. The reason for this behavior is that the first phase of RE is not
able to prune the number of contenders and, therefore, becomes an extra overhead. To the best of our
knowledge, our work is the first to address the duplicate elimination problem in unstructured networks.
System Requirements:
SOFTWARE REQUIREMENTS:-
 Java1.3 or More
 Java Swing – front end
 Windows 98 or more.
 SQL Server – Back End

HARDWARE REQUIREMENTS:-
 Hard disk :40 GB
 RAM :128MB
 Processor :Pentium IV
Toward Broadcast Reliability in Mobile Ad Hoc Networks with Double Coverage

Abstract:

The broadcast operation, as a fundamental service in mobile ad hoc networks (Mantes), is prone
to the broadcast storm problem if forwarding nodes are not carefully designated. The objective of reducing
broadcast redundancy while still providing high delivery ratio under high transmission error rate is a major
challenge in MANETs. In this paper, we propose a simple broadcast algorithm, called double-covered
broadcast (DCB), which takes advantage of broadcast redundancy to improve the delivery ratio in an
environment that has rather high transmission error rate The retransmissions of the forwarding nodes are
received by the sender as the confirmation of their reception of the packet. If the sender does not detect all
its forwarding nodes’ retransmissions, it will resend the packet .as a result the proposed broadcast algorithm
provides good performance under a high transmission error rate environment.

Existing System
In the exiting system they were used so many types of algorithms to broadcast the packets to the
destination.they are
1).Dynamic Neighbor-Designating broadcast algorithm(DNDBA)
2).Forwarding Node Set Selection Process(FNSSP)
3).Adhoc Broadcast algorithm(AHBP).
4).Partial dominant Pruning algotithm(PDP)

1).Dynamic Neighbor-Designating broadcast algorithm(DNDBA)


In this algorithm we can send the packets to the destination through the neighboring node.but the 2-
hop neighbor coverage is higher.so the chances to miss the packet or to loss the packet is higher.so that the
end-end delay time is more.this is the only drawback of this algorithm.but we can send the packet by
designating the neighboring node as the forwarding node.it will forward the packets to the corresponding
node to the destination.MPR-Multi Point Relay is used for selecting the neighboring node to forward the
packet

2).Forwarding Node Set SelectionProcess(FNSSP)

Dominant pruning algorithm(DP) is used to select the forwarding node to relay the packets.in which
the total number of forwarding node to broadcast the message is less than the above mentioned
algorithm.Only drawback of this algorithm is that if the DP does not properly terminate .it will not cover the
full network
3).Adhoc Broadcast algorithm(AHBP).

Broadcast Relay Gateway(BRG) is used to select the number of forwarding nodes to relay the
packets.this algorithm is also prominently suppressing the number of 2-hop neighbors to relay the packet.in
which BRG acting intelligently if any of the node is not present in the covered node set,it will automatically
select another node to relay the packet immediately without any delay.its performance is better than the
previous one.

4).Partial dominant Pruning algorithm(PDP):

It is further reducing the coverage of 2-hop neighbors to be covered by 1-hop neighbor.in which a
common neighbor is selected to relay the messages.
But in all the exiting algorithm is till used is does not perform the reliable communication.it does not
get any acknowledgement from the receiver node.in the above mentioned all the algorithm the forwarded
node is only waiting for some amount of time I mean the node is waiting for the timer’s predefined time for
acknowledge.unless otherwise it did not get any reply from the forwarding node it will resend the packets
for the maximum number of retries.so that latency will be increased.so that the performance will
automatically reduce.for that reason I go for DCB-Double Coverage Broadcast algorithm.

Proposed system:
DCB-Double Covered Algorithm is used to select the minimum number of nodes to relay the maesages as
well as the confirmation from the forwarding also.so that we can’t wait unnecessarily for the timers
predefined time to be expired.we will retransmit the packet immediately without any delay.as a result the
performance as well as the delivery ratio also increased.number of forwarding node also reduced.so that we
can achieve our ultimate aim.forwarding nodes send the ACK to the forwared node in the error free
transmission environment and also the nonforwarding node also send the NACK to the forwarded node in
case of any packet loss.in our proposed system also the packets are sent in 64-byte length in a constant
packet rate.so the chances for transmission collision,transmission error is very less

System Requirements

• SOFTWARE REQUIREMENTS:-
• Java1.3 or More
• Java Swing – front end
• Windows 98 or more.
• Sql Server – Back End

• HARDWARE REQUIREMENTS:-
• Hard disk : 40 GB
• RAM : 128mb
• Processor : Pentium IV or more

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