An Improved Greedy Routing Algorithm for Grid using Pheromone-Based Landmarks

This paper objects to extend Jon Kleinberg-s research. He introduced the structure of small-world in a grid and shows with a greedy algorithm using only local information able to find route between source and target in delivery time O(log2n). His fundamental model for distributed system uses a two-dimensional grid with longrange random links added between any two node u and v with a probability proportional to distance d(u,v)-2. We propose with an additional information of the long link nearby, we can find the shorter path. We apply the ant colony system as a messenger distributed their pheromone, the long-link details, in surrounding area. The subsequence forwarding decision has more option to move to, select among local neighbors or send to node has long link closer to its target. Our experiment results sustain our approach, the average routing time by Color Pheromone faster than greedy method.

Unsupervised Feature Selection Using Feature Density Functions

Since dealing with high dimensional data is computationally complex and sometimes even intractable, recently several feature reductions methods have been developed to reduce the dimensionality of the data in order to simplify the calculation analysis in various applications such as text categorization, signal processing, image retrieval, gene expressions and etc. Among feature reduction techniques, feature selection is one the most popular methods due to the preservation of the original features. In this paper, we propose a new unsupervised feature selection method which will remove redundant features from the original feature space by the use of probability density functions of various features. To show the effectiveness of the proposed method, popular feature selection methods have been implemented and compared. Experimental results on the several datasets derived from UCI repository database, illustrate the effectiveness of our proposed methods in comparison with the other compared methods in terms of both classification accuracy and the number of selected features.

Toward An Agreement on Semantic Web Architecture

There are many problems associated with the World Wide Web: getting lost in the hyperspace; the web content is still accessible only to humans and difficulties of web administration. The solution to these problems is the Semantic Web which is considered to be the extension for the current web presents information in both human readable and machine processable form. The aim of this study is to reach new generic foundation architecture for the Semantic Web because there is no clear architecture for it, there are four versions, but still up to now there is no agreement for one of these versions nor is there a clear picture for the relation between different layers and technologies inside this architecture. This can be done depending on the idea of previous versions as well as Gerber-s evaluation method as a step toward an agreement for one Semantic Web architecture.

Emotion Recognition Using Neural Network: A Comparative Study

Emotion recognition is an important research field that finds lots of applications nowadays. This work emphasizes on recognizing different emotions from speech signal. The extracted features are related to statistics of pitch, formants, and energy contours, as well as spectral, perceptual and temporal features, jitter, and shimmer. The Artificial Neural Networks (ANN) was chosen as the classifier. Working on finding a robust and fast ANN classifier suitable for different real life application is our concern. Several experiments were carried out on different ANN to investigate the different factors that impact the classification success rate. Using a database containing 7 different emotions, it will be shown that with a proper and careful adjustment of features format, training data sorting, number of features selected and even the ANN type and architecture used, a success rate of 85% or even more can be achieved without increasing the system complicity and the computation time

A Distinguish Attack on COSvd Cipher

The COSvd Ciphers has been proposed by Filiol and others (2004). It is a strengthened version of COS stream cipher family denoted COSvd that has been adopted for at least one commercial standard. We propose a distinguish attack on this version, and prove that, it is distinguishable from a random stream. In the COSvd Cipher used one S-Box (10×8) on the final part of cipher. We focus on S-Box and use weakness this S-Box for distinguish attack. In addition, found a leak on HNLL that the sub s-boxes don-t select uniformly. We use this property for an Improve distinguish attack.

Generalized Exploratory Model of Human Category Learning

One problem in evaluating recent computational models of human category learning is that there is no standardized method for systematically comparing the models' assumptions or hypotheses. In the present study, a flexible general model (called GECLE) is introduced that can be used as a framework to systematically manipulate and compare the effects and descriptive validities of a limited number of assumptions at a time. Two example simulation studies are presented to show how the GECLE framework can be useful in the field of human high-order cognition research.

IKEv1 and IKEv2: A Quantitative Analyses

Key management is a vital component in any modern security protocol. Due to scalability and practical implementation considerations automatic key management seems a natural choice in significantly large virtual private networks (VPNs). In this context IETF Internet Key Exchange (IKE) is the most promising protocol under permanent review. We have made a humble effort to pinpoint IKEv2 net gain over IKEv1 due to recent modifications in its original structure, along with a brief overview of salient improvements between the two versions. We have used US National Institute of Technology NIIST VPN simulator to get some comparisons of important performance metrics.

Wavelet - Based Classification of Outdoor Natural Scenes by Resilient Neural Network

Natural outdoor scene classification is active and promising research area around the globe. In this study, the classification is carried out in two phases. In the first phase, the features are extracted from the images by wavelet decomposition method and stored in a database as feature vectors. In the second phase, the neural classifiers such as back-propagation neural network (BPNN) and resilient back-propagation neural network (RPNN) are employed for the classification of scenes. Four hundred color images are considered from MIT database of two classes as forest and street. A comparative study has been carried out on the performance of the two neural classifiers BPNN and RPNN on the increasing number of test samples. RPNN showed better classification results compared to BPNN on the large test samples.

Strategic Information in the Game of Go

We introduce a novel approach to measuring how humans learn based on techniques from information theory and apply it to the oriental game of Go. We show that the total amount of information observable in human strategies, called the strategic information, remains constant for populations of players of differing skill levels for well studied patterns of play. This is despite the very large amount of knowledge required to progress from the recreational players at one end of our spectrum to the very best and most experienced players in the world at the other and is in contrast to the idea that having more knowledge might imply more 'certainty' in what move to play next. We show this is true for very local up to medium sized board patterns, across a variety of different moves using 80,000 game records. Consequences for theoretical and practical AI are outlined.

Performance Analysis of Flooding Attack Prevention Algorithm in MANETs

The lack of any centralized infrastructure in mobile ad hoc networks (MANET) is one of the greatest security concerns in the deployment of wireless networks. Thus communication in MANET functions properly only if the participating nodes cooperate in routing without any malicious intention. However, some of the nodes may be malicious in their behavior, by indulging in flooding attacks on their neighbors. Some others may act malicious by launching active security attacks like denial of service. This paper addresses few related works done on trust evaluation and establishment in ad hoc networks. Related works on flooding attack prevention are reviewed. A new trust approach based on the extent of friendship between the nodes is proposed which makes the nodes to co-operate and prevent flooding attacks in an ad hoc environment. The performance of the trust algorithm is tested in an ad hoc network implementing the Ad hoc On-demand Distance Vector (AODV) protocol.

Equivalence Class Subset Algorithm

The equivalence class subset algorithm is a powerful tool for solving a wide variety of constraint satisfaction problems and is based on the use of a decision function which has a very high but not perfect accuracy. Perfect accuracy is not required in the decision function as even a suboptimal solution contains valuable information that can be used to help find an optimal solution. In the hardest problems, the decision function can break down leading to a suboptimal solution where there are more equivalence classes than are necessary and which can be viewed as a mixture of good decision and bad decisions. By choosing a subset of the decisions made in reaching a suboptimal solution an iterative technique can lead to an optimal solution, using series of steadily improved suboptimal solutions. The goal is to reach an optimal solution as quickly as possible. Various techniques for choosing the decision subset are evaluated.

Lattice Boltzmann Simulation of Binary Mixture Diffusion Using Modern Graphics Processors

A highly optimized implementation of binary mixture diffusion with no initial bulk velocity on graphics processors is presented. The lattice Boltzmann model is employed for simulating the binary diffusion of oxygen and nitrogen into each other with different initial concentration distributions. Simulations have been performed using the latest proposed lattice Boltzmann model that satisfies both the indifferentiability principle and the H-theorem for multi-component gas mixtures. Contemporary numerical optimization techniques such as memory alignment and increasing the multiprocessor occupancy are exploited along with some novel optimization strategies to enhance the computational performance on graphics processors using the C for CUDA programming language. Speedup of more than two orders of magnitude over single-core processors is achieved on a variety of Graphical Processing Unit (GPU) devices ranging from conventional graphics cards to advanced, high-end GPUs, while the numerical results are in excellent agreement with the available analytical and numerical data in the literature.

Suitability of Requirements Abstraction Model (RAM) Requirements for High-Level System Testing

The Requirements Abstraction Model (RAM) helps in managing abstraction in requirements by organizing them at four levels (product, feature, function and component). The RAM is adaptable and can be tailored to meet the needs of the various organizations. Because software requirements are an important source of information for developing high-level tests, organizations willing to adopt the RAM model need to know the suitability of the RAM requirements for developing high-level tests. To investigate this suitability, test cases from twenty randomly selected requirements were developed, analyzed and graded. Requirements were selected from the requirements document of a Course Management System, a web based software system that supports teachers and students in performing course related tasks. This paper describes the results of the requirements document analysis. The results show that requirements at lower levels in the RAM are suitable for developing executable tests whereas it is hard to develop from requirements at higher levels.

RBF modeling of Incipient Motion of Plane Sand Bed Channels

To define or predict incipient motion in an alluvial channel, most of the investigators use a standard or modified form of Shields- diagram. Shields- diagram does give a process to determine the incipient motion parameters but an iterative one. To design properly (without iteration), one should have another equation for resistance. Absence of a universal resistance equation also magnifies the difficulties in defining the model. Neural network technique, which is particularly useful in modeling a complex processes, is presented as a tool complimentary to modeling incipient motion. Present work develops a neural network model employing the RBF network to predict the average velocity u and water depth y based on the experimental data on incipient condition. Based on the model, design curves have been presented for the field application.

A Markov Chain Model for Load-Balancing Based and Service Based RAT Selection Algorithms in Heterogeneous Networks

Next Generation Wireless Network (NGWN) is expected to be a heterogeneous network which integrates all different Radio Access Technologies (RATs) through a common platform. A major challenge is how to allocate users to the most suitable RAT for them. An optimized solution can lead to maximize the efficient use of radio resources, achieve better performance for service providers and provide Quality of Service (QoS) with low costs to users. Currently, Radio Resource Management (RRM) is implemented efficiently for the RAT that it was developed. However, it is not suitable for a heterogeneous network. Common RRM (CRRM) was proposed to manage radio resource utilization in the heterogeneous network. This paper presents a user level Markov model for a three co-located RAT networks. The load-balancing based and service based CRRM algorithms have been studied using the presented Markov model. A comparison for the performance of load-balancing based and service based CRRM algorithms is studied in terms of traffic distribution, new call blocking probability, vertical handover (VHO) call dropping probability and throughput.

3D Rendering of American Sign Language Finger-Spelling: A Comparative Study of Two Animation Techniques

In this paper we report a study aimed at determining the most effective animation technique for representing ASL (American Sign Language) finger-spelling. Specifically, in the study we compare two commonly used 3D computer animation methods (keyframe animation and motion capture) in order to ascertain which technique produces the most 'accurate', 'readable', and 'close to actual signing' (i.e. realistic) rendering of ASL finger-spelling. To accomplish this goal we have developed 20 animated clips of fingerspelled words and we have designed an experiment consisting of a web survey with rating questions. 71 subjects ages 19-45 participated in the study. Results showed that recognition of the words was correlated with the method used to animate the signs. In particular, keyframe technique produced the most accurate representation of the signs (i.e., participants were more likely to identify the words correctly in keyframed sequences rather than in motion captured ones). Further, findings showed that the animation method had an effect on the reported scores for readability and closeness to actual signing; the estimated marginal mean readability and closeness was greater for keyframed signs than for motion captured signs. To our knowledge, this is the first study aimed at measuring and comparing accuracy, readability and realism of ASL animations produced with different techniques.

Block Cipher Based on Randomly Generated Quasigroups

Quasigroups are algebraic structures closely related to Latin squares which have many different applications. The construction of block cipher is based on quasigroup string transformation. This article describes a block cipher based Quasigroup of order 256, suitable for fast software encryption of messages written down in universal ASCII code. The novelty of this cipher lies on the fact that every time the cipher is invoked a new set of two randomly generated quasigroups are used which in turn is used to create a pair of quasigroup of dual operations. The cryptographic strength of the block cipher is examined by calculation of the xor-distribution tables. In this approach some algebraic operations allows quasigroups of huge order to be used without any requisite to be stored.

Investigation on Novel Based Metaheuristic Algorithms for Combinatorial Optimization Problems in Ad Hoc Networks

Routing in MANET is extremely challenging because of MANETs dynamic features, its limited bandwidth, frequent topology changes caused by node mobility and power energy consumption. In order to efficiently transmit data to destinations, the applicable routing algorithms must be implemented in mobile ad-hoc networks. Thus we can increase the efficiency of the routing by satisfying the Quality of Service (QoS) parameters by developing routing algorithms for MANETs. The algorithms that are inspired by the principles of natural biological evolution and distributed collective behavior of social colonies have shown excellence in dealing with complex optimization problems and are becoming more popular. This paper presents a survey on few meta-heuristic algorithms and naturally-inspired algorithms.

Practical Issues for Real-Time Video Tracking

In this paper we present the algorithm which allows us to have an object tracking close to real time in Full HD videos. The frame rate (FR) of a video stream is considered to be between 5 and 30 frames per second. The real time track building will be achieved if the algorithm can follow 5 or more frames per second. The principle idea is to use fast algorithms when doing preprocessing to obtain the key points and track them after. The procedure of matching points during assignment is hardly dependent on the number of points. Because of this we have to limit pointed number of points using the most informative of them.

Automating the Testing of Object Behaviour: A Statechart-Driven Approach

The evolution of current modeling specifications gives rise to the problem of generating automated test cases from a variety of application tools. Past endeavours on behavioural testing of UML statecharts have not systematically leveraged the potential of existing graph theory for testing of objects. Therefore there exists a need for a simple, tool-independent, and effective method for automatic test generation. An architecture, codenamed ACUTE-J (Automated stateChart Unit Testing Engine for Java), for automating the unit test generation process is presented. A sequential approach for converting UML statechart diagrams to JUnit test classes is described, with the application of existing graph theory. Research byproducts such as a universal XML Schema and API for statechart-driven testing are also proposed. The result from a Java implementation of ACUTE-J is discussed in brief. The Chinese Postman algorithm is utilised as an illustration for a run-through of the ACUTE-J architecture.