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Page 1: Project Synopsis

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

Page 2: Project Synopsis

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

Page 3: Project Synopsis

Secure Data TransmissionSecure Data TransmissionSecure Data TransmissionSecure Data Transmission

ObjectiveObjectiveObjectiveObjective::::

The system deals with security during transmission of data. Commonly used technology is

cryptography. This system deals with implementing security-using Steganography.

DescriptionDescriptionDescriptionDescription::::

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

Page 4: Project Synopsis

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 DescriptionModule DescriptionModule DescriptionModule Description::::

This project contains five modules. They are

� Graphical User Interface

� Data Embed and Retrieve

� Compression and Decompression

� CRC generation.

� CRC Verification

SoftwarSoftwarSoftwarSoftware Requirements:e Requirements:e Requirements:e Requirements:

Operating System : window 2000 or XP

Software : jdk 1.4 or above

Page 5: Project Synopsis

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

Page 6: Project Synopsis

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

Page 7: Project Synopsis

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

Page 8: Project Synopsis

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

Page 9: Project Synopsis

TTTAAANNNRRROOOXXX WWWOOORRRKKK FFFOOORRRCCCEEE

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.

Page 10: Project Synopsis

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

Page 11: Project Synopsis

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

Page 12: Project Synopsis

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.

Page 13: Project Synopsis

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.

Page 14: Project Synopsis

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.

Page 15: Project Synopsis

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

Page 16: Project Synopsis

• 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.

Page 17: Project Synopsis

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

Page 18: Project Synopsis

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.

Page 19: Project Synopsis

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.

Page 20: Project Synopsis

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.

Page 21: Project Synopsis

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.

Page 22: Project Synopsis

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]

Page 23: Project Synopsis

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

Page 24: Project Synopsis

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

Page 25: Project Synopsis

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

Page 26: Project Synopsis

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

Page 27: Project Synopsis

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.

Page 28: Project Synopsis

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

Page 29: Project Synopsis

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 :

Page 30: Project Synopsis

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

Page 31: Project Synopsis

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.

Page 32: Project Synopsis

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:

Page 33: Project Synopsis

• 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

Page 34: Project Synopsis

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

Page 35: Project Synopsis

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

Page 36: Project Synopsis

Conclusion

Customer Input

Loyal Probability of Customer

Decision Tree Implementation

Post Processing Steps

Exact Actions

CUSTOMERS

CUSTOMER FEED BACK

CUSTOMER INFORMATION

SUPPORTING TEAM

BUILD DECISION TREE

BUILD CUS TOMER PROFILE

SELECT BEST ACTIONS

NET PROFIT CALCULATION FOR CUSTOMER GROUP

NET PROFIT FOR SINGLE CUSTOMER

ACTION SET

Page 37: Project Synopsis

� 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.

Page 38: Project Synopsis

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.

Page 39: Project Synopsis

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.

Page 40: Project Synopsis

Technologies Used :

• Operating system :- Windows XP Professional

• Front End :- Microsoft Visual Studio .NET 2003

• Coding Language :- Visual C# .NET with GDI+ Components.

Page 41: Project Synopsis

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

Page 42: Project Synopsis

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

Page 43: Project Synopsis

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.

Page 44: Project Synopsis

• 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

Page 45: Project Synopsis

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.

Page 46: Project Synopsis

Software Requirements

• Operating system :- Windows XP Professional

• Front End :- Microsoft Visual Studio .Net 2003

• Coding Language :- Visual C# .Net

Page 47: Project Synopsis

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

Page 48: Project Synopsis

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.

Page 49: Project Synopsis

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

Page 50: Project Synopsis

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

Page 51: Project Synopsis

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

Page 52: Project Synopsis

• 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