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A Technical Seminar Report on

SERVERLESS COMPUTING-A COMPELLING


OPPORTUNITY FOR TODAY’S DIGITAL ENTERPRISE

Submitted to

Jawaharlal Nehru Technological University, Hyderabad


in partial fulfillment of the requirements for the award of the degree

BACHELOR OF TECHNOLOGY

IN
COMPUTER SCIENCE & ENGINEERING

BY
KADIYALA BHARATHI (16831A0563)

DEPARTMENT OF COMPUTER SCIENCE & ENGINEERING


GURU NANAK INSTITUTE OF TECHNOLOGY
(Affiliated to JNTUH-Hyderabad)
Ranga Reddy District -501506
DEPARTMENT OF COMPUTER SCIENCE & ENGINEERING

GURU NANAK INSTITUTE OF TECHNOLOGY


(Affiliated to JNTUH-Hyderabad)

Ranga Reddy District -501506

CERTIFICATE

This is to certify that the Technical Seminar entitled “SERVERLESS COMPUTING-A


COMPELLING OPPORTUNITY FOR TODAY’S DIGITAL ENTERPRISE” is being
submitted by KADIYALA BHARATHI (16831A0579) in partial fulfillment of the
requirements for the Degree of Bachelor of Technology in Computer Science and
Engineering, by Jawaharlal Nehru Technological University, Hyderabad is the record of
bonafide work carried out by her under my guidance and supervision.

The results embodied in this Technical Seminar report have not been submitted to any other
University or Institute for award of any Degree or Diploma

(Mr. A. BHARATH) (Dr. S. DEEPAJOTHI)

TECHNICAL SEMINAR IN-CHARGE HEAD OF THE DEPARTMENT


Declaration

I hereby declare that Technical Seminar report entitled “SERVERLESS


COMPUTING-A COMPELLING OPPORTUNITY FOR TODAY’S DIGITAL
ENTERPRISE” is the work done by KADIYALA BHARATHI bearing the roll
no.16831A0563 towards the fulfillment of the requirement for the award of the
Degree of Bachelor of Technology in Computer Science and Engineering, to
Jawaharlal Nehru Technological University, Hyderabad A.Y:2019-2020,is the
result of the work carried out under the guidance of Technical Seminar In-charge, Mr.
A. BHARATH Guru Nanak Institute of Technology, Hyderabad.

I further declare that this Technical Seminar report has not been previously
submitted before either in part or full for the award of any degree or any diploma by
any organization or any universities.

KADIYALA BHARATHI
(16831A0563)
Acknowledgement

"Task successful" makes everyone happy. But the happiness will be gold without
glitter if we didn't state the persons who have supported us to make it a success.

We would like to express our sincere thanks and gratitude to our Principal, Dr.
SREENATHA REDDY and Head of the Department Dr. S. DEEPAJOTHI, Department of
Computer Science and Engineering, Guru Nanak Institute of Technology for having guided
us in developing the requisite capabilities for taking up this project.

I thank Seminar Coordinator Mr. A. BHARATH CSE, GNIT for providing


seamless support and right suggestions that are given in the development of the seminar.

On a more personal note we thank our beloved parents and friends for their moral
support during the course of my seminar. .
ABSTRACT

Cloud computing has enabled organizations to focus less on their IT


infrastructure and more on their core products and services. In fact, the cloud is
no longer viewed as an alternative to hosting infrastructure. In today’s world, all
kinds of businesses are using cloud services without having to worry about any
underlying infrastructure issues. This new consumption model has evolved to
server less architecture. By adopting server less architectures, customers can re-
imagine their next generation products from ideation to production, without
waiting for or worrying about infrastructure. The benefits are significant,
generating efficiencies, lowering costs, and speeding time to market.
Table of Contents

CERTIFICATE ............................................................................................................................. 2
DECLARATION........................................................................................................................... 3
ACKNOWLEDGEMENT ............................................................................................................ 4
ABSTRACT ................................................................................................................................... 5
LIST OF FIGURES .........................................................................Error! Bookmark not defined.
INTRODUCTION............................................................................Error! Bookmark not defined.
THE BENEFITS OF GOING SERVER LESS .............................Error! Bookmark not defined.
THE RISKS OF GOING SERVER LESS .....................................Error! Bookmark not defined.
ADVANTAGES................................................................................Error! Bookmark not defined.
DISADVANTAGES .........................................................................Error! Bookmark not defined.
CONCLUSION ................................................................................Error! Bookmark not defined.
Chapter 1

VICs Interaction Model


The promise of computer vision for human-computer interaction (HCI) is
great.Visionbased interfaces would allow unencumbered, large-scale spatial
motion.They could make use of hand gestures, movements or other similar
input means and video itself is passive, (now) cheap, and (soon) nearly
universally available.In the simplest case, tracked hand motion and gesture
recognition could replace the mouse in traditional applications. This Video
based human interaction system is based on Visual Interaction Cue(VIC)
paradigm. The visual interaction cues (VICs) paradigm uses a shared perceptual
space between the user and the computer. In the shared space, the computer
monitors the environment for sequences of expected user activity at locations
corresponding to interface components.User can give the input in the form of
gestures in this perceptual space which is governed by its interaction model[2].
VICs Interaction model is a set of principles, rules, and properties guiding an
interfaces design based on vision. The model has following features and
principles[1].

1.1 Interface Component


The basic interface component in the VIC framework is the VICon. A VICon is
bound to a specic region in the interface and is restricted to a local region-of-
interest (ROI). Additionally, the VIC paradigm recognizes two classes of
interface components (VICon):

1. Direct Objects Direct objects should be continuously viewable to the user and
functionally rendered. They should have a real-world counterpart, and their use
in the interface should mimic their real-world use. A simple push button is a
good example of a direct object: In the real world and the interface, buttons are
visually similar and are activated (pushed) in the same way.

2. Indirect Objects Indirect objects, or interface tools and components, might or


might not have a real-world counterpart. Indirect objects should be obvious to
the user, and a standard interaction language should govern their use. An
example of such an interface tool is a corner tab that a user can grab and use to
resize the window. The corner tab has no real world counterpart.

1.2 Principle of Interaction


Every interaction model has got certain principle of manipulation. VIC
paradigm also has the following principles:

1. Interface Components VIC model recognizes 2 class of interface


components: direct and indirect which is discussed above.

2. Sited Interaction The second principle is sited interaction. All physical


interaction with the system should be localized tospecific areas (or volumes) in
the interface to reduce the ambiguity of the users intention. Generally, sited
interaction implies that all interaction involves the interface elements, and the
system can monitor the local volume around each element for user gestures. For
the button example, the system need not visually track the users hand around the
entire environment. Instead, it can monitor only the local volume around the
button, waiting for user’s hand to enter and press.

3. Feedback-Reinforced Interaction The third principle is feedback-reinforced


interaction. Because the interaction is essentially a dialog between the user and
the computer system (with little or no mediation), the system must supply
continuous feedback to the user throughout the interaction and immediately
thereafter. For the button example, the system could highlight the button
whenever it notices activity on it. This gives the user immediate feedback about
the computers state, and indicates that the user might need to adjust a gesture
for successful recognition.

3.3 VIC Examples


Various interaction technique has been developed using the VIC paradigm.
Some of them are:

• PFinder PFinder[1] uses a statistics-based technique to detect and track a


human user as a set of connected ”blobs”.

• Nose Mapping In nose mapping the face[1] (the nose) is tracked and map its
motion to the cursor.

• Finger Finding A simple, real-time finger-finding, tracking, and hand posture


recognition.

• 4D Touchpad Touchpad that can recognize user’s intuitive gestures. 4D


Touchpad is discussed in detail in coming chapters.
Chapter 2

VICs Framework for HCI

VIC provide a framework which include modeling of interaction and dynamics


for the human computer interaction(HCI). The basic interface component in the
VIC framework is the VICon. A VICon is bound to a specic region in the
interface and is restricted to process the image-stream[2] in this local region; it
has no knowledge of any information outside of its local region-of-interest
(ROI). Additionally, each VICon denes a function-specic set of image
processing components. VIC provides the following as a framework for
interaction[2]:

2.1 The VICon

A VICs-based interface component (VICon) to be composed of three parts.


First, it contains a visual processing engine. This engine is the core of the
VICon as it denes the set of possible interaction behaviors associated with this
VICon. Second, it has the ability to display itself to the user, and last, it
generates some output triggers which are passed to higher level applications that
use this interface. The VICon does not rely on global tracking algorithms to
monitor the user and detect actions. Instead, the VICon watches a region-of-
interest (ROI)[1] in the video stream and waits for recognizable user-input; i.e.
interaction is sitecentric. For instance, if a simple pushbutton is modeled, the
VICon might watch for the sequence of cues the precede a button-push: motion,
color-blob, and shape verication. This sequence of cues, ordered from simple-
to-complex, is used to facilitate efcient, accurate user-input detection. Selector
is defined to be a vision component that computes some measure on a local
region of an image, and returns either nothing, indicating the absence of a cue or
feature, or values describing a detected feature. For example, a motion selector
might return nothing if there is no apparent image motion or a description of the
size and magnitude of a region of detected motion.
There also exist a parser specication to be a sequence of selector actions.
Multiple parsers may exist for similar user-actions, but each may operate
optimally under different circumstances: for example, in the presence of
abundant lighting, a button-press parser may be defined as above: motion, color-
blob, and shape verification. Yet, if the lighting is inadequate, a second button-
press parser may be defined as motion, coarse edges, and shape verification.
Thus, these two parsers provide similar functionality under different conditions
thereby increasing the overall robustness of the system.

Figure 4.1: The state model for a VICs-based interface component.

2.2 Parser Modelling

Parser in the VIC framework is modeled by a stateParser machine with the


following structure (Figure 5.1):

1. A finite set of discrete states s1,s2,...sn.

2. A distinguished initial state s1 representing the idle condition.

3. Associated with each state si , a function fi comprised of a bank of selectors


bi that defines a state variable x.

4. For each state si , a set of transition rules that associate an event ei,j , j = 1 . . .
m n (informally, the output of one or more selectors in the bank bi ) with either
a state of a different index, or si (the null transition). By convention, the first
transition event to fire defines the transition for that state.

The parser modeling is explained with the example of a button press VICon
from above. Possible sequence of selectors are :

1. A simple motion selector defines the trigger condition to switch from the
distinguished initial state s1 ,

2. A coarse color and motion selector,

3. A selector for color and cessation of motion,

4. Gesture recognition.
It is easy to see that processing under this framework is efficient because of the
selector ordering from simple-to-complex wherein parsing halts as soon as one
selector in the sequence is not satisfied.

2.3 Modelling of Dynamics in VICons

The intent of the framework is that a parser will not only accept certain input,
but it may return other relevant information: duration, location, etc. A VICon
history is defined as a set h0...hm , where the set length m implicitly represents
the duration of the current interaction and hj1...m is a snapshot of the behaviors
current state and any additional relevant information. When a behavior enters its
distinguished initial state, its history is reset: m 0. The history begins to track
users actions when the behavior leaves its initial state. A snapshot is created for
every subsequent frame and concatenated into the history thereby adding
another dimension that can be employed by the VICon during parsing. The key
factor differentiating the VICs paradigm from traditional interfaces is that there
may be multiple exit conditions for a given VICon determined by different
parsing streams each triggering a different output signal[1].
Chapter 3

4D Touchpad

3.1 Introduction to 4D

We live in a world of three dimensions. Well, we only perceive three


dimensions. We can hypothesize many more dimensions. But, they are difficult
to imagine.2D and 3D are very familiar to all which contais only the spatial
dimension. But the concept of 4D is new.The fourth dimension can be:

• Fragnance

• Sense of touch

• Time

Out of these the time as the fourth dimensionis most common. Here the concept
of 4D combines space and time within a single coordinate system, typically
with three spatial dimensions: length, width, height, and one temporal
dimension: time[9]. Dimensions are components of a coordinate grid typically
used to locate a point in a certain defined ”space” as, for example, on the globe
by latitude and longitude. In spacetime, a coordinate grid that spans the 3+1
dimensions locates events (rather than just points in space), so time is added as
another dimension to the grid, and another axis. This way, you have where and
when something is. Consider figure 6.1 which illustrates a 4D example, here if
the inner cube becomes the outer one and vice-versa instantaneously, ie co-
ordinates can be represented only with the help of a fourth dimention, time. As a
simple example consider an ant at a point (1,1,1) which is anexample for 3D.
But the presence of an ant at (1,1,1) at 9am ie (1,1,1,9) is an illustration for 4D.

Figure 5.1: 4D illustration


3.2 What is 4D Touchpad?

A touch pad is a device for pointing (controlling input positioning) on a


computer display screen. It is an alternative to the mouse. Originally
incorporated in laptop computers, touch pads are also being made for use with
desktop computers. A touch pad works by sensing the user’s finger movement
and downward pressure. 4D Touchpad (4DT) is a type of touchpad where the
intuitive gestures[1] of users can be used to give the input. It contains a platform
for humanmachine interfaces that provides functionality for robust,
unencumbered interaction. The goal is direct interaction with interface
components through intuitive actions and gestures. Here for flipping a coin in
the screen user have to just imitate the action of flipping in the Region Of
Interface(ROI) of the 4DT. The 4DT is based on the 3D-2D Projection-based
mode of the VICs framework. The fundamental idea behind VICs is that
expensive global image processing with user modeling and tracking is not
necessary in general vision-based HCI. Instead, interface components operating
under simple-to- complex rules in local image regions provide more robust and
less costly functionality with 3 spatial dimensions and 1 temporal dimension. A
prototype realization of the 4DT platform is presented below; it operates
through a set of planar homographies with uncalibrated cameras which is
discussed in next chapter.

3.3 Structure of 4D Touchpad

As shown in figure 6.2, 4DT contains a pair of cameras with a wide-baseline


and a projector that are directed at a table. The projector is placed underneath
the table while the cameras are positioned above to remove user-occlusion in
the projected images. The region above the surface of the table between the two
cameras is the

ROI of the 4DT. Since any projection of the disturbance onto a camera plane
results in the loss of one dimension which is discussed in the next chapter, we
use two cameras to verify the contact of the object with the surface of the
table[1,2].
Figure 5.2: Schematics of 4DT

The image of the screen to be displayed to the user is projected on to the table
from the projector through the mirror. Mirror is mounted such that screen is
shown clearly in the table. Special adjustment is done in caliberating the camera
so as to obtain the correct sequenceof actions by the user.
Chapter 4

Working of 4D Touchpad

The 4DT is based on the 3D-2D Projection-based mode of the VICs framework.
The fundamental idea behind VICs is that expensive global image processing
with user modeling and tracking is not necessary in general vision-based HCI.
Instead, interface components operating under simple-to-complex rules in local
image regions provide more robust and less costly functionality with 3 spatial
dimensions and 1 temporal dimension. VIC provide a framework which include
the VICon, parsermodeling, dynamic modelling discussed in chapter 5, for the
4DT based on which it works[2]. As seen in the previous chapter 4DT
comprises of a pair of cameras with a wide-baseline and a projector that are
directed at a table.The projector is placed underneath the table while the
cameras are positioned above to remove user-occlusion in the projected images.
Now whenever a disturbance enter into the ROI of the VIC framework for the
4DT, following steps are performed to identify user’s intention:

4.1 3D-2D Projection

At first the 3D view of the projected camera is projected on to the plane using
perspective projection. This is achieved by representing the user’s pint of view
by a point in this 3D space. From this point, the user has a certain ”view” on our
3D world. This view is drawn below as the pyramid. All ray of lights that pass
this ”pyramid” will originate from objects that the user sees. When they pass
this pyramid, they also pass the front plane. In the end, the whole 3D to 2D
projection will be about projection the entire 3D world on that plane in front of
the pyramid[3] (coloured grey in the figures). Imagine we want to project a cube
on a plane. If we want to draw the situation, it would look somewhat like this
(note that the base we use has been rotated a bit):

Figure 6.1: Percpective Projection of a Point


4.2 Image Rectification

The projected image is then rectified by the use of well-defined homography


that maps point on the plane to their image.

4.2.1 Homography

Homography is a concept in the mathematical science of geometry. A


homography is an invertible transformation[3] from the real projective plane to
the projective plane that maps corresponding points.Homography has got
mainly 2 properties: For a stationary camera with its fixed centre of projection,
it does not depend on the scene structure (i.e., depth of the scene points) and it
applies even if the camera pans and zooms, which means to change the focal
length of the camera while it is rotating about its centre. With these properties, a
homography is applied under the circumstance which the camera pans, tilts,
rotates, and zooms about its centre[4].

4.2.2 Computing a homography between 2D scene and image

Consider the problem of determining the homography[4] that maps points in


one image to the corresponding points in a second image(figure 6.2). Consider
the homography Hl mapping points on a plane to image points on the left side
image:

x~l,i = αHl.q~i,α > 0 (6.1)

Where qi = (u,v,1)T is a point on some plane π , and x~l,i = (ul,vl,1)T its


projection onto the left image. In a similar fashion, consider the homography Hr
that maps points on π to image points on the right side image:

Figure 6.2: 2D Homography

xr,i = βHr.qi,β > 0 (6.2)

solving,

x~l,i =
αβ

Hl.H−1 r .x~r,i = γHx~r,i (6.3)

Where H = HlHr is the homography that maps points on the right side image to
points on the left side image.

4.2.3 Homography in 4DT

In 4D touchpad the projection of the camera and the actual figure(Figure 6.3) is
homographycally analysed using the above equations.

4.3 Analysis of Stereo Properties

4.3.1 stereo analysis

The vision system is responsible for the correct detection of press actions on the
table and other gestures related to the VICons. Since the projection onto a
camera plane results in the loss of one dimension, we use two cameras to verify
the contact of the object with the surface of the table. The rectification process
described corrects both camera images in a way that all points in the plane of
the table appear at the same position in both camera images. This can be used
for simple stereo calculation. In practice, a small region above the surface is
considered. Because of the rectification, a simple button press detector can be
built just by segmenting color regions with a color skin detector and subtracting
the resulting color blobs in both cameras from each other. The common
region(Figure 6.4) between the two images represents the part of the object that
has actual contact with the plane of the interface. A graph of the depth
resolution(Figure 6.5) of our system is analysed. The high depth discrimination
is due to the wide baseline of the stereo system[1,2].

Figure 6.4: Disparity of Press Action

Segmentation of objects above the plane is even easier. For both cameras, we
can subtract the current frame from a stored background frame yielding mask of
modified regions. Then, we can take the difference between two modified masks
to find all pixels not on the plane and use it in more intensive
computations like 3D gesture recognition.

Figure 6.5: Depth resolution of a System

4.3.2 Gesture Recognition

The action of a user gesturing over an interface component presents a sequence


of visual cuesa gestures spatiotemporal signature. Consider a standard push
button with a known interface component mapping for a single color camera.
We can decompose the video of the user pushing the button into a set of discrete
stages[1],

1. The user enters the local region. Visually, there is a notable disturbance in the
local regions appearance. A simple thresholded, image-differencing algorithm
could detect the disturbance.

2. The finger moves onto the button, presenting itself as a large color blob in the
local region.

3. The finger pushes the button. From one camera, its difficult to reliably detect
the pushing (nothing physically changes as a result of the user action), but we
can assume the pushing action has a certain, fixed duration.

4. The button is pressed and processing completes.

In practice, manually designing such parsers is tedious and its generally difficult
to guarantee robust recognition. Therefore, we use pattern-recognition
techniques to automatically learn a model for each low level gestures
spatiotemporal signature.Various other ge.sture recognition algorithms can also
be used to model it

4.3.3 A natural Gesture Language

A natural gesture language implements the VICs interaction model on the 4DT
platform. The gesture language comprises a vocabulary of individual gestures
and a gesture grammar that promotes a natural interaction by grouping
individual gesture words into gesture sentences[1]. Table 1 lists the vocabulary
ndividual gesture words. Grouping these individual words together into a
comprehensive gesture language gives the composite gesture sentences in Table
2.

Table 6.1: Individual Gesture Vocabulary Gesture Description Press Finger on


center Press-left Finger on left edge Press-right Finger on right edge Pick
Indexfinger and thumb half closed Drop Indexfinger and thumb open Stop An
open hand Silence No recognizable gestures Twist Clockwise twisting Flips
Mimics flipping a coin over

Table 6.2: An intuitive set of gesture sentences. Gesture Sentence Pushing Push
+ Silence Twisting Press-right + Twist + Silence Dropping Pick + Drop +
Silence Flipping Pick + Flip + Silence Moving Pick + Move + Drop + Silence
Stopping Stop + Silence Resizing Grab + Resize + Stop + Silence
Chapter 5

Future Work

In this report we discussed various aspects of 4D Touchpad and vision based


interaction system. Future Work on the topic involves:

1. A more user-friendly environment based on vision based system which can


identify more user’s intuitive action.

2. 4D Touchpad which is implemented by spatio-temperal gesture recognition.

3. Incresing the Region Of Interface(ROI) of VIC cue so that user has got
enough space for interaction.

4. Using new hardware technology so that the cost of 4DT is reduced and
accuracy of detection can be increased.
Advantages

References

[1] Jason J. Corso, Guangqi Ye, Darius Burschka, and Gregory D. Hager, ”A
Practical Paradigm and Platform for Video-Based Human-Computer
Interaction” ,2008

[2] Jason J. Corso, ”The 4D Touchpad: Unencumbered HCI With VICs”,2005

[3] A.D. Jepson, ”Computing a homography between 2D scene and


image”,2006

[4] F.J. Estrada ,A.D. Jepson, D. Fleet, ”Planar Homographies”,2004

[5] Johnny Bistrom, Alessandro Cogliati, ”Post-WIMP User Interface Model for
3D Web Applications”,2005
[6] Wiki reference, http://en.wikipedia.org/wiki/Human%E2%80%93computer
interaction

[7] Ashley George Taylor, ”WIMP Interfaces”, 2005

[8] Wiki reference, http://en.wikipedia.org/wiki/WIMP (computing)

[9] Wiki reference, http://en.wikipedia.org/wiki/Fourth dimension

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