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Michael W. Farb

dblp:305/5916 · DBLP profile ↗
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3ranked-venue papers
1as first author
2since 2021 · last 2023
0000-0002-4675-8242ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Computer networks · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer networks
2 papers
Edge and fog computing · 78% Content delivery and video streaming · 22%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Network and information security
2 papers
Cryptographic protocols and secure computation · 59% Authentication and access control · 41%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Distributed systems · 100%

Topics — the 4 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Cryptographic protocols and secure computation
key exchange
0.212013
SafeSlinger: easy-to-use and secure public-key exchange · MobiCom 2013
Authentication and access control › user authentication
token-based authentication
0.112021
ARENA: The Augmented Reality Edge Networking Architecture · ISMAR 2021
Distributed systems
publish/subscribe systems
0.112021
ARENA: The Augmented Reality Edge Networking Architecture · ISMAR 2021
Cryptographic protocols and secure computation
secure messaging
0.012013
SafeSlinger: easy-to-use and secure public-key exchange · MobiCom 2013

Methods — techniques the papers use, named apart from their topics

pubsub scene graph · 1.5WebXR · 1.5server allocation · 1.3qos prioritization · 1.3public-key cryptography · 0.2
YearPublicationVenuePosition
2023 Scaling VR Video Conferencing
abstract
Virtual Reality (VR) telepresence platforms are being challenged to support live performances, sporting events, and conferences with thousands of users across seamless virtual worlds. Current systems have struggled to meet these demands which has led to high-profile performance events with groups of users isolated in parallel sessions. The core difference in scaling VR environments compared to classic 2D video content delivery comes from the dynamic peer-to-peer spatial dependence on communication. Users have many pair-wise interactions that grow and shrink as they explore spaces. In this paper, we discuss the challenges of VR scaling and present an architecture that supports hundreds of users with spatial audio and video in a single virtual environment. We leverage the property of spatial locality with two key optimizations: (1) a Quality of Service (QoS) scheme to prioritize audio and video traffic based on users' locality, and (2) a resource manager that allocates client connections across multiple servers based on user proximity within the virtual world. Through real-world deployments and extensive evaluations under real and simulated environments, we demonstrate the scalability of our platform while showing improved QoS compared with existing approaches.
Mallesham Dasari, Edward Lu, Michael W. Farb, Nuno Pereira 0001, Ivan Liang, Anthony Rowe 0001
VR3
2021 ARENA: The Augmented Reality Edge Networking Architecture
abstract
Many have predicted the future of the Web to be the integration of Web content with the real-world through technologies such as Augmented Reality (AR). This has led to the rise of Extended Reality (XR) Web Browsers used to shorten the long AR application development and deployment cycle of native applications especially across different platforms. As XR Browsers mature, we face new challenges related to collaborative and multi-user applications that span users, devices, and machines. These collaborative XR applications require: (1) networking support for scaling to many users, (2) mechanisms for content access control and application isolation, and (3) the ability to host application logic near clients or data sources to reduce application latency. In this paper, we present the design and evaluation of the AR Edge Networking Architecture (ARENA) which is a platform that simplifies building and hosting collaborative XR applications on WebXR capable browsers. ARENA provides a number of critical components including: a hierarchical geospatial directory service that connects users to nearby servers and content, a token-based authentication system for controlling user access to content, and an application/service runtime supervisor that can dispatch programs across any network connected device. All of the content within ARENA exists as endpoints in a PubSub scene graph model that is synchronized across all users. We evaluate ARENA in terms of client performance as well as benchmark end-to-end response-time as load on the system scales. We show the ability to horizontally scale the system to Internet-scale with scenes containing hundreds of users and latencies on the order of tens of milliseconds. Finally, we highlight projects built using ARENA and showcase how our approach dramatically simplifies collaborative multi-user XR development compared to monolithic approaches.
Nuno Pereira 0001, Anthony Rowe 0001, Michael W. Farb, Ivan Liang, Edward Lu, Eric Riebling
ISMAR3
2013 SafeSlinger: easy-to-use and secure public-key exchange
abstract
Users regularly experience a crisis of confidence on the Internet. Is that email or instant message truly originating from the claimed individual? Such doubts are commonly resolved through a leap of faith, expressing the desperation and helplessness of users. To establish a secure basis for online communication, we propose SafeSlinger, a system leveraging the proliferation of smartphones to enable people to securely and privately exchange their public keys. Through the exchanged authentic public keys, SafeSlinger establishes a secure channel offering secrecy and authenticity, which we use to support secure messaging and file exchange. SafeSlinger also provides an API for importing applications' public keys into a user's contact information. By slinging entire contact entries to others, we propose secure introductions, as the contact entry includes the SafeSlinger public keys as well as other public keys that were imported. We present the design and implementation of SafeSlinger for Android and iOS, which is available from the respective app stores. An overview video of SafeSlinger is available at: http://www.youtube.com/watch?v=IFXL8fUqNKY
Michael W. Farb, Yue-Hsun Lin, Tiffany Hyun-Jin Kim, Jonathan M. McCune, Adrian Perrig
MobiCom1