Abstract: The next generation wireless systems, especially the
cognitive radio networks aim at utilizing network resources more
efficiently. They share a wide range of available spectrum in an
opportunistic manner. In this paper, we propose a quality
management model for short-term sub-lease of unutilized spectrum
bands to different service providers. We built our model on
competitive secondary market architecture. To establish the
necessary conditions for convergent behavior, we utilize techniques
from game theory. Our proposed model is based on potential game
approach that is suitable for systems with dynamic decision making.
The Nash equilibrium point tells the spectrum holders the ideal price
values where profit is maximized at the highest level of customer
satisfaction. Our numerical results show that the price decisions of
the network providers depend on the price and QoS of their own
bands as well as the prices and QoS levels of their opponents- bands.
Abstract: Imitation learning is considered to be an effective way of teaching humanoid robots and action recognition is the key step to imitation learning. In this paper an online algorithm to recognize
parametric actions with object context is presented. Objects are key instruments in understanding an action when there is uncertainty.
Ambiguities arising in similar actions can be resolved with objectn context. We classify actions according to the changes they make to
the object space. Actions that produce the same state change in the object movement space are classified to belong to the same class. This allow us to define several classes of actions where members of
each class are connected with a semantic interpretation.
Abstract: The abnormal increase in the number of applications available for download in Android markets is a good indication that they are being reused. However, little is known about their real reusability potential. A considerable amount of these applications is reported as having a poor quality or being malicious. Hence, in this paper, an approach to measure the reusability potential of classes in Android applications is proposed. The approach is not meant specifically for this particular type of applications. Rather, it is intended for Object-Oriented (OO) software systems in general and aims also to provide means to discard the classes of low quality and defect prone applications from being reused directly through inheritance and instantiation. An empirical investigation is conducted to measure and rank the reusability potential of the classes of randomly selected Android applications. The results obtained are thoroughly analyzed in order to understand the extent of this potential and the factors influencing it.
Abstract: By utilizing the system of the recurrence equations, containing two parameters, the dynamics of two antagonistically interconnected populations is studied. The following areas of the system behavior are detected: the area of the stable solutions, the area of cyclic solutions occurrence, the area of the accidental change of trajectories of solutions, and the area of chaos and fractal phenomena. The new two-dimensional diagram of the dynamics of the solutions change (the fractal cabbage) has been obtained. In the cross-section of this diagram for one of the equations the well-known Feigenbaum tree of doubling has been noted.Keywordsbifurcation, chaos, dynamics of populations, fractals
Abstract: Face recognition in the infrared spectrum has attracted a lot of interest in recent years. Many of the techniques used in infrared are based on their visible counterpart, especially linear techniques like PCA and LDA. In this work, we introduce a probabilistic Bayesian framework for face recognition in the infrared spectrum. In the infrared spectrum, variations can occur between face images of the same individual due to pose, metabolic, time changes, etc. Bayesian approaches permit to reduce intrapersonal variation, thus making them very interesting for infrared face recognition. This framework is compared with classical linear techniques. Non linear techniques we developed recently for infrared face recognition are also presented and compared to the Bayesian face recognition framework. A new approach for infrared face extraction based on SVM is introduced. Experimental results show that the Bayesian technique is promising and lead to interesting results in the infrared spectrum when a sufficient number of face images is used in an intrapersonal learning process.
Abstract: In many applications there is a broad variety of
information relevant to a focal “object" of interest, and the fusion of such heterogeneous data types is desirable for classification and
categorization. While these various data types can sometimes be treated as orthogonal (such as the hull number, superstructure color,
and speed of an oil tanker), there are instances where the inference and the correlation between quantities can provide improved fusion
capabilities (such as the height, weight, and gender of a person). A
service-oriented architecture has been designed and prototyped to
support the fusion of information for such “object-centric" situations.
It is modular, scalable, and flexible, and designed to support new data sources, fusion algorithms, and computational resources without affecting existing services. The architecture is designed to simplify
the incorporation of legacy systems, support exact and probabilistic entity disambiguation, recognize and utilize multiple types of
uncertainties, and minimize network bandwidth requirements.
Abstract: This paper shows possibility of extraction Social,
Group and Individual Mind from Multiple Agents Rule Bases. Types
those Rule bases are selected as two fuzzy systems, namely
Mambdani and Takagi-Sugeno fuzzy system. Their rule bases are
describing (modeling) agent behavior. Modifying of agent behavior
in the time varying environment will be provided by learning fuzzyneural
networks and optimization of their parameters with using
genetic algorithms in development system FUZNET. Finally,
extraction Social, Group and Individual Mind from Multiple Agents
Rule Bases are provided by Cognitive analysis and Matching
criterion.
Abstract: Functionalities and control behavior are both primary
requirements in design of a complex system. Automata theory plays
an important role in modeling behavior of a system. Z is an ideal
notation which is used for describing state space of a system and then
defining operations over it. Consequently, an integration of automata
and Z will be an effective tool for increasing modeling power for a
complex system. Further, nondeterministic finite automata (NFA)
may have different implementations and therefore it is needed to
verify the transformation from diagrams to a code. If we describe
formal specification of an NFA before implementing it, then
confidence over transformation can be increased. In this paper, we
have given a procedure for integrating NFA and Z. Complement of a
special type of NFA is defined. Then union of two NFAs is
formalized after defining their complements. Finally, formal
construction of intersection of NFAs is described. The specification
of this relationship is analyzed and validated using Z/EVES tool.
Abstract: Phase locked loops in 10 Gb/s and faster data links are
low phase noise devices. Characterization of their phase jitter
transfer functions is difficult because the intrinsic noise of the PLLs
is comparable to the phase noise of the reference clock signal. The
problem is solved by using a linear model to account for the intrinsic
noise. This study also introduces a novel technique for measuring the
transfer function. It involves the use of the reference clock as a
source of wideband excitation, in contrast to the commonly used
sinusoidal excitations at discrete frequencies. The data reported here
include the intrinsic noise of a PLL for 10 Gb/s links and the jitter
transfer function of a PLL for 12.8 Gb/s links. The measured transfer
function suggests that the PLL responded like a second order linear
system to a low noise reference clock.
Abstract: The purpose of this research aims to discover the
knowledge for analysis student motivation behavior on e-Learning
based on Data Mining Techniques, in case of the Information
Technology for Communication and Learning Course at Suan
Sunandha Rajabhat University. The data mining techniques was
applied in this research including association rules, classification
techniques. The results showed that using data mining technique can
indicate the important variables that influence the student motivation
behavior on e-Learning.
Abstract: The growing interest on national heritage
preservation has led to intensive efforts on digital documentation of
cultural heritage knowledge. Encapsulated within this effort is the
focus on ontology development that will help facilitate the
organization and retrieval of the knowledge. Ontologies surrounding
cultural heritage domain are related to archives, museum and library
information such as archaeology, artifacts, paintings, etc. The growth
in number and size of ontologies indicates the well acceptance of its
semantic enrichment in many emerging applications. Nowadays,
there are many heritage information systems available for access.
Among others is community-based e-museum designed to support the
digital cultural heritage preservation. This work extends previous
effort of developing the Traditional Malay Textile (TMT) Knowledge
Model where the model is designed with the intention of auxiliary
mapping with CIDOC CRM. Due to its internal constraints, the
model needs to be transformed in advance. This paper addresses the
issue by reviewing the previous harmonization works with CIDOC
CRM as exemplars in refining the facets in the model particularly
involving TMT-Artifact class. The result is an extensible model
which could lead to a common view for automated mapping with
CIDOC CRM. Hence, it promotes integration and exchange of
textile information especially batik-related between communities in
e-museum applications.
Abstract: Over the past several years, there has been a
considerable amount of research within the field of Quality of
Service (QoS) support for distributed multimedia systems. One of the
key issues in providing end-to-end QoS guarantees in packet
networks is determining a feasible path that satisfies a number of
QoS constraints. The problem of finding a feasible path is NPComplete
if number of constraints is more than two and cannot be
exactly solved in polynomial time. We proposed Feasible Path
Selection Algorithm (FPSA) that addresses issues with pertain to
finding a feasible path subject to delay and cost constraints and it
offers higher success rate in finding feasible paths.
Abstract: Data clustering is an important data exploration
technique with many applications in data mining. The k-means
algorithm is well known for its efficiency in clustering large data
sets. However, this algorithm is suitable for spherical shaped clusters
of similar sizes and densities. The quality of the resulting clusters
decreases when the data set contains spherical shaped with large
variance in sizes. In this paper, we introduce a competent procedure
to overcome this problem. The proposed method is based on shifting
the center of the large cluster toward the small cluster, and recomputing
the membership of small cluster points, the experimental
results reveal that the proposed algorithm produces satisfactory
results.
Abstract: We develop a new interface for Bus-Net which is
optimized for a smartphone. We are continuing to develop the shortest
path planning system of public transportation called "Bus-Net" in
Tottori prefecture as web application to improve the usability of
public transportation. Recent trend of computing platform, however
has shifted to an advanced mobile device called a smartphone such as
iPhone and Android in Japan. A smartphone has different characters
with existing feature phone in terms of OS, large touche panel, and
several other features. We derive a guideline to design the new interface
for a smartphone to full use of the functionality. The guideline is
about simplicity of user-s operation, location awareness and usability.
We developed the new interface for “Bus-Net" on iPhone referring
to the guideline. Due to the evaluation, the application interface we
developed is better than the existing web-based interface in terms of
the usability.
Abstract: This paper aims to propose a novel, robust, and simple method for obtaining a human 3D face model and camera pose (position and orientation) from a video sequence. Given a video sequence of a face recorded from an off-the-shelf digital camera, feature points used to define facial parts are tracked using the Active- Appearance Model (AAM). Then, the face-s 3D structure and camera pose of each video frame can be simultaneously calculated from the obtained point correspondences. This proposed method is primarily based on the combined approaches of Gradient Descent and Powell-s Multidimensional Minimization. Using this proposed method, temporarily occluded point including the case of self-occlusion does not pose a problem. As long as the point correspondences displayed in the video sequence have enough parallax, these missing points can still be reconstructed.
Abstract: This paper presents the analysis of similarity between local decisions, in the process of alphanumeric hand-prints classification. From the analysis of local characteristics of handprinted numerals and characters, extracted by a zoning method, the set of classification decisions is obtained and the similarity among them is investigated. For this purpose the Similarity Index is used, which is an estimator of similarity between classifiers, based on the analysis of agreements between their decisions. The experimental tests, carried out using numerals and characters from the CEDAR and ETL database, respectively, show to what extent different parts of the patterns provide similar classification decisions.
Abstract: The rapid development of the BlackBerry games industry and its development goals were not just for entertainment, but also used for educational of students interactively. Unfortunately the development of adaptive educational games on BlackBerry in Indonesian language that interesting and entertaining for learning process is very limited. This paper shows the research of development of novel adaptive educational games for students who can adjust the difficulty level of games based on the ability of the user, so that it can motivate students to continue to play these games. We propose a method where these games can adjust the level of difficulty, based on the assessment of the results of previous problems using neural networks with three inputs in the form of percentage correct, the speed of answer and interest mode of games (animation / lessons) and 1 output. The experimental results are presented and show the adaptive games are running well on mobile devices based on BlackBerry platform
Abstract: Avionics software is safe-critical embedded software
and its architecture is evolving from traditional federated architectures
to Integrated Modular Avionics (IMA) to improve resource usability.
ARINC 653 (Avionics Application Standard Software Interface) is a
software specification for space and time partitioning in Safety-critical
avionics Real-time operating systems. Arinc653 uses two-level
scheduling strategies, but current modeling tools only apply to simple
problems of Arinc653 two-level scheduling, which only contain time
property. In avionics industry, we are always manually allocating
tasks and calculating the timing table of a real-time system to ensure
it-s running as we design. In this paper we represent an automatically
generating strategy which applies to the two scheduling problems with
dependent constraints in Arinc653 partition run-time environment. It
provides the functionality of automatic generation from the task and partition models to scheduling policy through allocating the tasks to the partitions while following the constraints, and then we design a simulating mechanism to check whether our policy is schedulable or
not
Abstract: The automatic construction of large, high-resolution
image vistas (mosaics) is an active area of research in the fields of
photogrammetry [1,2], computer vision [1,4], medical image
processing [4], computer graphics [3] and biometrics [8]. Image
stitching is one of the possible options to get image mosaics. Vista
Creation in image processing is used to construct an image with a
large field of view than that could be obtained with a single
photograph. It refers to transforming and stitching multiple images
into a new aggregate image without any visible seam or distortion in
the overlapping areas. Vista creation process aligns two partial
images over each other and blends them together. Image mosaics
allow one to compensate for differences in viewing geometry. Thus
they can be used to simplify tasks by simulating the condition in
which the scene is viewed from a fixed position with single camera.
While obtaining partial images the geometric anomalies like rotation,
scaling are bound to happen. To nullify effect of rotation of partial
images on process of vista creation, we are proposing rotation
invariant vista creation algorithm in this paper. Rotation of partial
image parts in the proposed method of vista creation may introduce
some missing region in the vista. To correct this error, that is to fill
the missing region further we have used image inpainting method on
the created vista. This missing view regeneration method also
overcomes the problem of missing view [31] in vista due to cropping,
irregular boundaries of partial image parts and errors in digitization
[35]. The method of missing view regeneration generates the missing
view of vista using the information present in vista itself.
Abstract: In order to answer the general question: “What does a simple agent with a limited life-time require for constructing a useful representation of the environment?" we propose a robot platform including the simplest probabilistic sensory and motor layers. Then we use the platform as a test-bed for evaluation of the navigational capabilities of the robot with different “brains". We claim that a protocognitive behavior is not a consequence of highly sophisticated sensory–motor organs but instead emerges through an increment of the internal complexity and reutilization of the minimal sensory information. We show that the most fundamental robot element, the short-time memory, is essential in obstacle avoidance. However, in the simplest conditions of no obstacles the straightforward memoryless robot is usually superior. We also demonstrate how a low level action planning, involving essentially nonlinear dynamics, provides a considerable gain to the robot performance dynamically changing the robot strategy. Still, however, for very short life time the brainless robot is superior. Accordingly we suggest that small organisms (or agents) with short life-time does not require complex brains and even can benefit from simple brain-like (reflex) structures. To some extend this may mean that controlling blocks of modern robots are too complicated comparative to their life-time and mechanical abilities.