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Juan Carlos Torres

Publications and source records attributed to Juan Carlos Torres.

2 recordsLinked to original sources

Securing the Sandbox: A Rootless Containerized Framework for Process-Oriented Monitoring in Computer Graphics Education

Computer Science education fundamentally depends on intensive laboratory hours to foster true programming mastery and logical reasoning. However, the widespread adoption of Generative Artificial Intelligence (AI) has made it virtually impossible to distinguish authentic student effort from instant AI code synthesis by evaluating final submissions alone. To preserve pedagogical integrity, educators must enforce authentic coding discipline, guiding students through unassisted, iterative development cycles. While centralized environments like JupyterHub provide instructors with a platform to host and monitor the learning process step-by-step, they introduce severe operational vulnerabilities; because Jupyter environments inherently allow arbitrary shell command execution, they expose the underlying shared host to unauthorized system manipulation and lateral movement. This paper presents VISMATIC, a secure, low-cost framework designed to resolve this tension between process-oriented monitoring and infrastructure security. By pairing robust environment isolation with explicit user-interaction tracking at the API level, VISMATIC captures authentic programming behaviors without exposing the underlying host system. Evaluation from a pilot student cohort demonstrates that our macro-level behavioral metrics successfully flag statistical anomalies indicative of automated or off-platform workflows while preserving student anonymity, offering a scalable blueprint for safeguarding educational discipline in the AI era.

cs.CY↗

An efficient GPU approach for designing 3D cultural heritage information systems

We propose a new architecture for 3D information systems that takes advantage of the inherent parallelism of the GPUs. This new solution structures information as thematic layers, allowing a level of detail independent of the resolution of the meshes. Previous proposals of layer based systems present issues, both in terms of performance and storage, due to the use of octrees to index information. In contrast, our approach employs two-dimensional textures, highly efficient in GPU, to store and index information. In this article we describe this architecture and detail the GPU algorithms required to edit these layers. Finally, we present a performance comparison of our approach against an octree based system.

cs.DC↗