Refinement of Object-Z Specifications Using Morgan-s Refinement Calculus

Morgan-s refinement calculus (MRC) is one of the well-known methods allowing the formality presented in the program specification to be continued all the way to code. On the other hand, Object-Z (OZ) is an extension of Z adding support for classes and objects. There are a number of methods for obtaining code from OZ specifications that can be categorized into refinement and animation methods. As far as we know, only one refinement method exists which refines OZ specifications into code. However, this method does not have fine-grained refinement rules and thus cannot be automated. On the other hand, existing animation methods do not present mapping rules formally and do not support the mapping of several important constructs of OZ, such as all cases of operation expressions and most of constructs in global paragraph. In this paper, with the aim of providing an automatic path from OZ specifications to code, we propose an approach to map OZ specifications into their counterparts in MRC in order to use fine-grained refinement rules of MRC. In this way, having counterparts of our specifications in MRC, we can refine them into code automatically using MRC tools such as RED. Other advantages of our work pertain to proposing mapping rules formally, supporting the mapping of all important constructs of Object-Z, and considering dynamic instantiation of objects while OZ itself does not cover this facility.

Benchmarking: Performance on ALPS and Formosa Clusters

This paper presents the benchmarking results and performance evaluation of differentclustersbuilt atthe National Center for High-Performance Computingin Taiwan. Performance of processor, memory subsystem andinterconnect is a critical factor in the overall performance of high performance computing platforms. The evaluation compares different system architecture and software platforms. Most supercomputer used HPL to benchmark their system performance, in accordance with the requirement of the TOP500 List. In this paper we consider system memory access factors that affect benchmark performance, such as processor and memory performance.We hope these works will provide useful information for future development and construct cluster system.

Minimizing Examinee Collusion with a Latin- Square Treatment Structure

Cheating on standardized tests has been a major concern as it potentially minimizes measurement precision. One major way to reduce cheating by collusion is to administer multiple forms of a test. Even with this approach, potential collusion is still quite large. A Latin-square treatment structure for distributing multiple forms is proposed to further reduce the colluding potential. An index to measure the extent of colluding potential is also proposed. Finally, with a simple algorithm, the various Latin-squares were explored to find the best structure to keep the colluding potential to a minimum.

Application of Biometrics to Obtain High Entropy Cryptographic Keys

In this paper, a two factor scheme is proposed to generate cryptographic keys directly from biometric data, which unlike passwords, are strongly bound to the user. Hash value of the reference iris code is used as a cryptographic key and its length depends only on the hash function, being independent of any other parameter. The entropy of such keys is 94 bits, which is much higher than any other comparable system. The most important and distinct feature of this scheme is that it regenerates the reference iris code by providing a genuine iris sample and the correct user password. Since iris codes obtained from two images of the same eye are not exactly the same, error correcting codes (Hadamard code and Reed-Solomon code) are used to deal with the variability. The scheme proposed here can be used to provide keys for a cryptographic system and/or for user authentication. The performance of this system is evaluated on two publicly available databases for iris biometrics namely CBS and ICE databases. The operating point of the system (values of False Acceptance Rate (FAR) and False Rejection Rate (FRR)) can be set by properly selecting the error correction capacity (ts) of the Reed- Solomon codes, e.g., on the ICE database, at ts = 15, FAR is 0.096% and FRR is 0.76%.

Object Allocation with Replication in Distributed Systems

The design of distributed systems involves dividing the system into partitions (or components) and then allocating these partitions to physical nodes. There have been several techniques proposed for both the partitioning and allocation processes. These existing techniques suffer from a number of limitations including lack of support for replication. Replication is difficult to use effectively but has the potential to greatly improve the performance of a distributed system. This paper presents a new technique technique for allocating objects in order to improve performance in a distributed system that supports replication. The performance of the proposed technique is demonstrated and tested on an example system. The performance of the new technique is compared with the performance of an existing technique in order to demonstrate both the validity and superiority of the new technique when developing a distributed system that can utilise object replication.

Analysis of Effect of Pre-Logic Factoring on Cell Based Combinatorial Logic Synthesis

In this paper, an analysis is presented, which demonstrates the effect pre-logic factoring could have on an automated combinational logic synthesis process succeeding it. The impact of pre-logic factoring for some arbitrary combinatorial circuits synthesized within a FPGA based logic design environment has been analyzed previously. This paper explores a similar effect, but with the non-regenerative logic synthesized using elements of a commercial standard cell library. On an overall basis, the results obtained pertaining to the analysis on a variety of MCNC/IWLS combinational logic benchmark circuits indicate that pre-logic factoring has the potential to facilitate simultaneous power, delay and area optimized synthesis solutions in many cases.

Traceable Watermarking System using SoC for Digital Cinema Delivery

As the development of digital technology is increasing, Digital cinema is getting more spread. However, content copy and attack against the digital cinema becomes a serious problem. To solve the above security problem, we propose “Additional Watermarking" for digital cinema delivery system. With this proposed “Additional watermarking" method, we protect content copyrights at encoder and user side information at decoder. It realizes the traceability of the watermark embedded at encoder. The watermark is embedded into the random-selected frames using Hash function. Using it, the embedding position is distributed by Hash Function so that third parties do not break off the watermarking algorithm. Finally, our experimental results show that proposed method is much better than the convenient watermarking techniques in terms of robustness, image quality and its simple but unbreakable algorithm.

Enabling Remote Desktop in a Virtualized Environment for Cloud Services

Cloud computing is the innovative and leading information technology model for enabling convenient, on-demand network access to a shared pool of configurable computing resources that can be rapidly provisioned and released with minimal management effort. This paper presents our development on enabling an individual user's desktop in a virtualized environment, which is stored on a remote virtual machine rather than locally. We present the initial work on the integration of virtual desktop and application sharing with virtualization technology. Given the development of remote desktop virtualization, this proposed effort has the potential to positively provide an efficient, resilience and elastic environment for online cloud service. Users no longer need to burden the cost of software licenses and platform maintenances. Moreover, this development also helps boost user productivity by promoting a flexible model that lets users access their desktop environments from virtually anywhere.

Mining News Sites to Create Special Domain News Collections

We present a method to create special domain collections from news sites. The method only requires a single sample article as a seed. No prior corpus statistics are needed and the method is applicable to multiple languages. We examine various similarity measures and the creation of document collections for English and Japanese. The main contributions are as follows. First, the algorithm can build special domain collections from as little as one sample document. Second, unlike other algorithms it does not require a second “general" corpus to compute statistics. Third, in our testing the algorithm outperformed others in creating collections made up of highly relevant articles.

Identifying Blind Spots in a Stereo View for Early Decisions in SI for Fusion based DMVC

In DMVC, we have more than one options of sources available for construction of side information. The newer techniques make use of both the techniques simultaneously by constructing a bitmask that determines the source of every block or pixel of the side information. A lot of computation is done to determine each bit in the bitmask. In this paper, we have tried to define areas that can only be well predicted by temporal interpolation and not by multiview interpolation or synthesis. We predict that all such areas that are not covered by two cameras cannot be appropriately predicted by multiview synthesis and if we can identify such areas in the first place, we don-t need to go through the script of computations for all the pixels that lie in those areas. Moreover, this paper also defines a technique based on KLT to mark the above mentioned areas before any other processing is done on the side view.

Propagation Model for a Mass-Mailing Worm with Mailing List

Mass-mail type worms have threatened to become a large problem for the Internet. Although many researchers have analyzed such worms, there are few studies that consider worm propagation via mailing lists. In this paper, we present a mass-mailing type worm propagation model including the mailing list effect on the propagation. We study its propagation by simulation with a real e¬mail social network model. We show that the impact of the mailing list on the mass-mail worm propagation is significant, even if the mailing list is not large.

Fuzzy Voting in Internal Elections of Educational and Party Organizations

This article presents a method for elections between the members of a group that is founded by fuzzy logic. Linguistic variables are objects for decision on election cards and deduction is based on t-norms and s-norms. In this election-s method election cards are questionnaire. The questionnaires are comprised of some questions with some choices. The choices are words from natural language. Presented method is accompanied by center of gravity (COG) defuzzification added up to a computer program by MATLAB. Finally the method is illustrated by solving two examples; choose a head for a research group-s members and a representative for students.

Load Balancing in Genetic Zone Routing Protocol for MANETs

Genetic Zone Routing Protocol (GZRP) is a new hybrid routing protocol for MANETs which is an extension of ZRP by using Genetic Algorithm (GA). GZRP uses GA on IERP and BRP parts of ZRP to provide a limited set of alternative routes to the destination in order to load balance the network and robustness during node/link failure during the route discovery process. GZRP is studied for its performance compared to ZRP in many folds like scalability for packet delivery and proved with improved results. This paper presents the results of the effect of load balancing on GZRP. The results show that GZRP outperforms ZRP while balancing the load.

Recognition Machine (RM) for On-line and Isolated Flight Deck Officer (FDO) Gestures

The paper presents an on-line recognition machine (RM) for continuous/isolated, dynamic and static gestures that arise in Flight Deck Officer (FDO) training. RM is based on generic pattern recognition framework. Gestures are represented as templates using summary statistics. The proposed recognition algorithm exploits temporal and spatial characteristics of gestures via dynamic programming and Markovian process. The algorithm predicts corresponding index of incremental input data in the templates in an on-line mode. Accumulated consistency in the sequence of prediction provides a similarity measurement (Score) between input data and the templates. The algorithm provides an intuitive mechanism for automatic detection of start/end frames of continuous gestures. In the present paper, we consider isolated gestures. The performance of RM is evaluated using four datasets - artificial (W TTest), hand motion (Yang) and FDO (tracker, vision-based ). RM achieves comparable results which are in agreement with other on-line and off-line algorithms such as hidden Markov model (HMM) and dynamic time warping (DTW). The proposed algorithm has the additional advantage of providing timely feedback for training purposes.

Estimating an Optimal Neighborhood Size in the Spherical Self-Organizing Feature Map

This article presents a short discussion on optimum neighborhood size selection in a spherical selforganizing feature map (SOFM). A majority of the literature on the SOFMs have addressed the issue of selecting optimal learning parameters in the case of Cartesian topology SOFMs. However, the use of a Spherical SOFM suggested that the learning aspects of Cartesian topology SOFM are not directly translated. This article presents an approach on how to estimate the neighborhood size of a spherical SOFM based on the data. It adopts the L-curve criterion, previously suggested for choosing the regularization parameter on problems of linear equations where their right-hand-side is contaminated with noise. Simulation results are presented on two artificial 4D data sets of the coupled Hénon-Ikeda map.

A Real-Time Tracking System Developed for an Interactive Stage Performance

A real-time tracking system was built to track performers on an interactive stage. Using an ordinary, up to date, desktop workstation, the performers- silhouette was segmented from the background and parameterized by calculating the normalized central image moments. In the stage system, the silhouette moments were then sent to a parallel workstation, which used them to generate corresponding 3D virtual geometry and projected the generated graphic back onto the stage.

Image Mapping with Cumulative Distribution Function for Quick Convergence of Counter Propagation Neural Networks in Image Compression

In general the images used for compression are of different types like dark image, high intensity image etc. When these images are compressed using Counter Propagation Neural Network, it takes longer time to converge. The reason for this is that the given image may contain a number of distinct gray levels with narrow difference with their neighborhood pixels. If the gray levels of the pixels in an image and their neighbors are mapped in such a way that the difference in the gray levels of the neighbor with the pixel is minimum, then compression ratio as well as the convergence of the network can be improved. To achieve this, a Cumulative Distribution Function is estimated for the image and it is used to map the image pixels. When the mapped image pixels are used the Counter Propagation Neural Network yield high compression ratio as well as it converges quickly.

Generalized Morphological 3D Shape Decomposition Grayscale Interframe Interpolation Method

One of the main image representations in Mathematical Morphology is the 3D Shape Decomposition Representation, useful for Image Compression and Representation,and Pattern Recognition. The 3D Morphological Shape Decomposition representation can be generalized a number of times,to extend the scope of its algebraic characteristics as much as possible. With these generalizations, the Morphological Shape Decomposition 's role to serve as an efficient image decomposition tool is extended to grayscale images.This work follows the above line, and further develops it. Anew evolutionary branch is added to the 3D Morphological Shape Decomposition's development, by the introduction of a 3D Multi Structuring Element Morphological Shape Decomposition, which permits 3D Morphological Shape Decomposition of 3D binary images (grayscale images) into "multiparameter" families of elements. At the beginning, 3D Morphological Shape Decomposition representations are based only on "1 parameter" families of elements for image decomposition.This paper addresses the gray scale inter frame interpolation by means of mathematical morphology. The new interframe interpolation method is based on generalized morphological 3D Shape Decomposition. This article will present the theoretical background of the morphological interframe interpolation, deduce the new representation and show some application examples.Computer simulations could illustrate results.

Implementation of Sprite Animation for Multimedia Application

Animation is simply defined as the sequencing of a series of static images to generate the illusion of movement. Most people believe that actual drawings or creation of the individual images is the animation, when in actuality it is the arrangement of those static images that conveys the motion. To become an animator, it is often assumed that needed the ability to quickly design masterpiece after masterpiece. Although some semblance of artistic skill is a necessity for the job, the real key to becoming a great animator is in the comprehension of timing. This paper will use a combination of sprite animation, frame animation, and some other techniques to cause a group of multi-colored static images to slither around in the bounded area. In addition to slithering, the images will also change the color of different parts of their body, much like the real world creatures that have this amazing ability to change the colors on their bodies do. This paper was implemented by using Java 2 Standard Edition (J2SE). It is both time-consuming and expensive to create animations, regardless if they are created by hand or by using motion-capture equipment. If the animators could reuse old animations and even blend different animations together, a lot of work would be saved in the process. The main objective of this paper is to examine a method for blending several animations together in real time. This paper presents and analyses a solution using Weighted Skeleton Animation (WSA) resulting in limited CPU time and memory waste as well as saving time for the animators. The idea presented is described in detail and implemented. In this paper, text animation, vertex animation, sprite part animation and whole sprite animation were tested. In this research paper, the resolution, smoothness and movement of animated images will be carried out from the parameters, which will be obtained from the experimental research of implementing this paper.