Opportunistic Routing with Secure Coded Wireless Multicast Using MAS Approach

Many Wireless Sensor Network (WSN) applications necessitate secure multicast services for the purpose of broadcasting delay sensitive data like video files and live telecast at fixed time-slot. This work provides a novel method to deal with end-to-end delay and drop rate of packets. Opportunistic Routing chooses a link based on the maximum probability of packet delivery ratio. Null Key Generation helps in authenticating packets to the receiver. Markov Decision Process based Adaptive Scheduling algorithm determines the time slot for packet transmission. Both theoretical analysis and simulation results show that the proposed protocol ensures better performance in terms of packet delivery ratio, average end-to-end delay and normalized routing overhead.

An Efficient Graph Query Algorithm Based on Important Vertices and Decision Features

Graph has become increasingly important in modeling complicated structures and schemaless data such as proteins, chemical compounds, and XML documents. Given a graph query, it is desirable to retrieve graphs quickly from a large database via graph-based indices. Different from the existing methods, our approach, called VFM (Vertex to Frequent Feature Mapping), makes use of vertices and decision features as the basic indexing feature. VFM constructs two mappings between vertices and frequent features to answer graph queries. The VFM approach not only provides an elegant solution to the graph indexing problem, but also demonstrates how database indexing and query processing can benefit from data mining, especially frequent pattern mining. The results show that the proposed method not only avoids the enumeration method of getting subgraphs of query graph, but also effectively reduces the subgraph isomorphism tests between the query graph and graphs in candidate answer set in verification stage.

A Hybrid Heuristic for the Team Orienteering Problem

In this work, we propose a hybrid heuristic in order to solve the Team Orienteering Problem (TOP). Given a set of points (or customers), each with associated score (profit or benefit), and a team that has a fixed number of members, the problem to solve is to visit a subset of points in order to maximize the total collected score. Each member performs a tour starting at the start point, visiting distinct customers and the tour terminates at the arrival point. In addition, each point is visited at most once, and the total time in each tour cannot be greater than a given value. The proposed heuristic combines beam search and a local optimization strategy. The algorithm was tested on several sets of instances and encouraging results were obtained.

Using a Trust-Based Environment Key for Mobile Agent Code Protection

Human activities are increasingly based on the use of remote resources and services, and on the interaction between remotely located parties that may know little about each other. Mobile agents must be prepared to execute on different hosts with various environmental security conditions. The aim of this paper is to propose a trust based mechanism to improve the security of mobile agents and allow their execution in various environments. Thus, an adaptive trust mechanism is proposed. It is based on the dynamic interaction between the agent and the environment. Information collected during the interaction enables generation of an environment key. This key informs on the host-s trust degree and permits the mobile agent to adapt its execution. Trust estimation is based on concrete parameters values. Thus, in case of distrust, the source of problem can be located and a mobile agent appropriate behavior can be selected.

Visualization of Searching and Sorting Algorithms

Sequences of execution of algorithms in an interactive manner using multimedia tools are employed in this paper. It helps to realize the concept of fundamentals of algorithms such as searching and sorting method in a simple manner. Visualization gains more attention than theoretical study and it is an easy way of learning process. We propose methods for finding runtime sequence of each algorithm in an interactive way and aims to overcome the drawbacks of the existing character systems. System illustrates each and every step clearly using text and animation. Comparisons of its time complexity have been carried out and results show that our approach provides better perceptive of algorithms.

Fuzzy Based Problem-Solution Data Structureas a Data Oriented Model for ABS Controlling

The anti-lock braking systems installed on vehicles for safe and effective braking, are high-order nonlinear and timevariant. Using fuzzy logic controllers increase efficiency of such systems, but impose a high computational complexity as well. The main concept introduced by this paper is reducing computational complexity of fuzzy controllers by deploying problem-solution data structure. Unlike conventional methods that are based on calculations, this approach is based on data oriented modeling.

Revised PLWAP Tree with Non-frequent Items for Mining Sequential Pattern

Sequential pattern mining is a challenging task in data mining area with large applications. One among those applications is mining patterns from weblog. Recent times, weblog is highly dynamic and some of them may become absolute over time. In addition, users may frequently change the threshold value during the data mining process until acquiring required output or mining interesting rules. Some of the recently proposed algorithms for mining weblog, build the tree with two scans and always consume large time and space. In this paper, we build Revised PLWAP with Non-frequent Items (RePLNI-tree) with single scan for all items. While mining sequential patterns, the links related to the nonfrequent items are not considered. Hence, it is not required to delete or maintain the information of nodes while revising the tree for mining updated transactions. The algorithm supports both incremental and interactive mining. It is not required to re-compute the patterns each time, while weblog is updated or minimum support changed. The performance of the proposed tree is better, even the size of incremental database is more than 50% of existing one. For evaluation purpose, we have used the benchmark weblog dataset and found that the performance of proposed tree is encouraging compared to some of the recently proposed approaches.

CASTE: a Cloud-Based Automatic Software Test Environment

This paper presents the design and implementation of CASTE, a Cloud-based automatic software test environment. We first present the architecture of CASTE, then the main packages and classes of it are described in detail. CASTE is built upon a private Infrastructure as a Service platform. Through concentrated resource management of virtualized testing environment and automatic execution control of test scripts, we get a better solution to the testing resource utilization and test automation problem. Experiments on CASTE give very appealing results.

Learning User Keystroke Patterns for Authentication

Keystroke authentication is a new access control system to identify legitimate users via their typing behavior. In this paper, machine learning techniques are adapted for keystroke authentication. Seven learning methods are used to build models to differentiate user keystroke patterns. The selected classification methods are Decision Tree, Naive Bayesian, Instance Based Learning, Decision Table, One Rule, Random Tree and K-star. Among these methods, three of them are studied in more details. The results show that machine learning is a feasible alternative for keystroke authentication. Compared to the conventional Nearest Neighbour method in the recent research, learning methods especially Decision Tree can be more accurate. In addition, the experiment results reveal that 3-Grams is more accurate than 2-Grams and 4-Grams for feature extraction. Also, combination of attributes tend to result higher accuracy.

A Classification Scheme for Game Input and Output

Computer game industry has experienced exponential growth in recent years. A game is a recreational activity involving one or more players. Game input is information such as data, commands, etc., which is passed to the game system at run time from an external source. Conversely, game outputs are information which are generated by the game system and passed to an external target, but which is not used internally by the game. This paper identifies a new classification scheme for game input and output, which is based on player-s input and output. Using this, relationship table for game input classifier and output classifier is developed.

Induction of Expressive Rules using the Binary Coding Method

In most rule-induction algorithms, the only operator used against nominal attributes is the equality operator =. In this paper, we first propose the use of the inequality operator, ≠, in addition to the equality operator, to increase the expressiveness of induced rules. Then, we present a new method, Binary Coding, which can be used along with an arbitrary rule-induction algorithm to make use of the inequality operator without any need to change the algorithm. Experimental results suggest that the Binary Coding method is promising enough for further investigation, especially in cases where the minimum number of rules is desirable.

An Intelligent Human-Computer Interaction System for Decision Support

This paper proposes a novel architecture for developing decision support systems. Unlike conventional decision support systems, the proposed architecture endeavors to reveal the decision-making process such that humans' subjectivity can be incorporated into a computerized system and, at the same time, to preserve the capability of the computerized system in processing information objectively. A number of techniques used in developing the decision support system are elaborated to make the decisionmarking process transparent. These include procedures for high dimensional data visualization, pattern classification, prediction, and evolutionary computational search. An artificial data set is first employed to compare the proposed approach with other methods. A simulated handwritten data set and a real data set on liver disease diagnosis are then employed to evaluate the efficacy of the proposed approach. The results are analyzed and discussed. The potentials of the proposed architecture as a useful decision support system are demonstrated.

Relation between Significance of Attribute Set and Single Attribute

In the research field of Rough Set, few papers concern the significance of attribute set. However, there is important relation between the significance of single attribute and that of attribute set, which should not be ignored. In this paper, we draw conclusions by case analysis that (1) the attribute set including single attributes with high significance is certainly significant, while, (2)the attribute set which consists of single attributes with low significance possibly has high significance. We validate the conclusions on discernibility matrix and the results demonstrate the contribution of our conclusions.

Hi-Fi Traffic Clearance Technique for Life Saving Vehicles using Differential GPS System

This paper may be considered as combination of both pervasive computing and Differential GPS (global positioning satellite) which relates to control automatic traffic signals in such a way as to pre-empt normal signal operation and permit lifesaving vehicles. Before knowing the arrival of the lifesaving vehicles from the signal there is a chance of clearing the traffic. Traffic signal preemption system includes a vehicle equipped with onboard computer system capable of capturing diagnostic information and estimated location of the lifesaving vehicle using the information provided by GPS receiver connected to the onboard computer system and transmitting the information-s using a wireless transmitter via a wireless network. The fleet management system connected to a wireless receiver is capable of receiving the information transmitted by the lifesaving vehicle .A computer is also located at the intersection uses corrected vehicle position, speed & direction measurements, in conjunction with previously recorded data defining approach routes to the intersection, to determine the optimum time to switch a traffic light controller to preemption mode so that lifesaving vehicles can pass safely. In case when the ambulance need to take a “U" turn in a heavy traffic area we suggest a solution. Now we are going to make use of computerized median which uses LINKED BLOCKS (removable) to solve the above problem.

Spatial Query Localization Method in Limited Reference Point Environment

Task of object localization is one of the major challenges in creating intelligent transportation. Unfortunately, in densely built-up urban areas, localization based on GPS only produces a large error, or simply becomes impossible. New opportunities arise for the localization due to the rapidly emerging concept of a wireless ad-hoc network. Such network, allows estimating potential distance between these objects measuring received signal level and construct a graph of distances in which nodes are the localization objects, and edges - estimates of the distances between pairs of nodes. Due to the known coordinates of individual nodes (anchors), it is possible to determine the location of all (or part) of the remaining nodes of the graph. Moreover, road map, available in digital format can provide localization routines with valuable additional information to narrow node location search. However, despite abundance of well-known algorithms for solving the problem of localization and significant research efforts, there are still many issues that currently are addressed only partially. In this paper, we propose localization approach based on the graph mapped distances on the digital road map data basis. In fact, problem is reduced to distance graph embedding into the graph representing area geo location data. It makes possible to localize objects, in some cases even if only one reference point is available. We propose simple embedding algorithm and sample implementation as spatial queries over sensor network data stored in spatial database, allowing employing effectively spatial indexing, optimized spatial search routines and geometry functions.

Non-destructive Watermelon Ripeness Determination Using Image Processing and Artificial Neural Network (ANN)

Agriculture products are being more demanding in market today. To increase its productivity, automation to produce these products will be very helpful. The purpose of this work is to measure and determine the ripeness and quality of watermelon. The textures on watermelon skin will be captured using digital camera. These images will be filtered using image processing technique. All these information gathered will be trained using ANN to determine the watermelon ripeness accuracy. Initial results showed that the best model has produced percentage accuracy of 86.51%, when measured at 32 hidden units with a balanced percentage rate of training dataset.

Development of Online Islamic Medication Expert System (OIMES)

This paper presents an overview of the design and implementation of an online rule-based Expert Systems for Islamic medication. T his Online Islamic Medication Expert System (OIMES) focuses on physical illnesses only. Knowledge base of this Expert System contains exhaustively the types of illness together with their related cures or treatments/therapies, obtained exclusively from the Quran and Hadith. Extensive research and study are conducted to ensure that the Expert System is able to provide the most suitable treatment with reference to the relevant verses cited in Quran or Hadith. These verses come together with their related 'actions' (bodily actions/gestures or some acts) to be performed by the patient to treat a particular illness/sickness. These verses and the instructions for the 'actions' are to be displayed unambiguously on the computer screen. The online platform provides the advantage for patient getting treatment practically anytime and anywhere as long as the computer and Internet facility exist. Patient does not need to make appointment to see an expert for a therapy.

Access Policy Specification for SCADA Networks

Efforts to secure supervisory control and data acquisition (SCADA) systems must be supported under the guidance of sound security policies and mechanisms to enforce them. Critical elements of the policy must be systematically translated into a format that can be used by policy enforcement components. Ideally, the goal is to ensure that the enforced policy is a close reflection of the specified policy. However, security controls commonly used to enforce policies in the IT environment were not designed to satisfy the specific needs of the SCADA environment. This paper presents a language, based on the well-known XACML framework, for the expression of authorization policies for SCADA systems.

Optimization for Reducing Handoff Latency and Utilization of Bandwidth in ATM Networks

To support mobility in ATM networks, a number of technical challenges need to be resolved. The impact of handoff schemes in terms of service disruption, handoff latency, cost implications and excess resources required during handoffs needs to be addressed. In this paper, a one phase handoff and route optimization solution using reserved PVCs between adjacent ATM switches to reroute connections during inter-switch handoff is studied. In the second phase, a distributed optimization process is initiated to optimally reroute handoff connections. The main objective is to find the optimal operating point at which to perform optimization subject to cost constraint with the purpose of reducing blocking probability of inter-switch handoff calls for delay tolerant traffic. We examine the relation between the required bandwidth resources and optimization rate. Also we calculate and study the handoff blocking probability due to lack of bandwidth for resources reserved to facilitate the rapid rerouting.

A Study on the Cloud Simulation with a Network Topology Generator

CloudSim is a useful tool to simulate the cloud environment. It shows the service availability, the power consumption, and the network traffic of services on the cloud environment. Moreover, it supports to calculate a network communication delay through a network topology data easily. CloudSim allows inputting a file of topology data, but it does not provide any generating process. Thus, it needs the file of topology data generated from some other tools. The BRITE is typical network topology generator. Also, it supports various type of topology generating algorithms. If CloudSim can include the BRITE, network simulation for clouds is easier than existing version. This paper shows the potential of connection between BRITE and CloudSim. Also, it proposes the direction to link between them.