Abstract: Reliability is one of the most important quality attributes of software. Based on the approach of Reussner and the approach of Cheung, we proposed the reliability prediction model of component-based software architectures. Also, the value of the model is shown through the experimental evaluation on a web server system.
Abstract: In a particular case of behavioural model reduction by ANNs, a validity domain shortening has been found. In mechanics, as in other domains, the notion of validity domain allows the engineer to choose a valid model for a particular analysis or simulation. In the study of mechanical behaviour for a cantilever beam (using linear and non-linear models), Multi-Layer Perceptron (MLP) Backpropagation (BP) networks have been applied as model reduction technique. This reduced model is constructed to be more efficient than the non-reduced model. Within a less extended domain, the ANN reduced model estimates correctly the non-linear response, with a lower computational cost. It has been found that the neural network model is not able to approximate the linear behaviour while it does approximate the non-linear behaviour very well. The details of the case are provided with an example of the cantilever beam behaviour modelling.
Abstract: The evaluation of residual reliability of large sized
parallel computer interconnection systems is not practicable with
the existing methods. Under such conditions, one must go for
approximation techniques which provide the upper bound and lower
bound on this reliability. In this context, a new approximation method
for providing bounds on residual reliability is proposed here. The
proposed method is well supported by two algorithms for simulation
purpose. The bounds on residual reliability of three different categories
of interconnection topologies are efficiently found by using
the proposed method
Abstract: A major requirement for Grid application developers is ensuring performance and scalability of their applications. Predicting the performance of an application demands understanding its specific features. This paper discusses performance modeling and prediction of multi-agent based simulation (MABS) applications on the Grid. An experiment conducted using a synthetic MABS workload explains the key features to be included in the performance model. The results obtained from the experiment show that the prediction model developed for the synthetic workload can be used as a guideline to understand to estimate the performance characteristics of real world simulation applications.
Abstract: Using neural network we try to model the unknown function f for given input-output data pairs. The connection strength of each neuron is updated through learning. Repeated simulations of crisp neural network produce different values of weight factors that are directly affected by the change of different parameters. We propose the idea that for each neuron in the network, we can obtain quasi-fuzzy weight sets (QFWS) using repeated simulation of the crisp neural network. Such type of fuzzy weight functions may be applied where we have multivariate crisp input that needs to be adjusted after iterative learning, like claim amount distribution analysis. As real data is subjected to noise and uncertainty, therefore, QFWS may be helpful in the simplification of such complex problems. Secondly, these QFWS provide good initial solution for training of fuzzy neural networks with reduced computational complexity.
Abstract: The main objective of this paper is applying a
comparison between the Wolf Pack Search (WPS) as a newly
introduced intelligent algorithm with several other known algorithms
including Particle Swarm Optimization (PSO), Shuffled Frog
Leaping (SFL), Binary and Continues Genetic algorithms. All
algorithms are applied on two benchmark cost functions. The aim is
to identify the best algorithm in terms of more speed and accuracy in
finding the solution, where speed is measured in terms of function
evaluations. The simulation results show that the SFL algorithm with
less function evaluations becomes first if the simulation time is
important, while if accuracy is the significant issue, WPS and PSO
would have a better performance.
Abstract: augmented reality is a technique used to insert virtual objects in real scenes. One of the most used libraries in the area is the ARToolkit library. It is based on the recognition of the markers that are in the form of squares with a pattern inside. This pattern which is mostly textual is source of confusing. In this paper, we present the results of a classification of Latin characters as a pattern on the ARToolkit markers to know the most distinguishable among them.
Abstract: Generally, administrative systems in an academic
environment are disjoint and support independent queries. The
objective in this work is to semantically connect these independent
systems to provide support to queries run on the integrated platform.
The proposed framework, by enriching educational material in the
legacy systems, provides a value-added semantics layer where
activities such as annotation, query and reasoning can be carried out
to support management requirements. We discuss the development of
this ontology framework with a case study of UAE University
program administration to show how semantic web technologies can
be used by administration to develop student profiles for better
academic program management.
Abstract: This paper proposes a “soft systems" approach to
domain-driven design of computer-based information systems. We
propose a systemic framework combining techniques from Soft
Systems Methodology (SSM), the Unified Modelling Language
(UML), and an implementation pattern known as “Naked Objects".
We have used this framework in action research projects that have
involved the investigation and modelling of business processes using
object-oriented domain models and the implementation of software
systems based on those domain models. Within the proposed
framework, Soft Systems Methodology (SSM) is used as a guiding
methodology to explore the problem situation and to generate a
ubiquitous language (soft language) which can be used as the basis
for developing an object-oriented domain model. The domain model
is further developed using techniques based on the UML and is
implemented in software following the “Naked Objects"
implementation pattern. We argue that there are advantages from
combining and using techniques from different methodologies in this
way.
The proposed systemic framework is overviewed and justified as
multimethodologyusing Mingers multimethodology ideas.
This multimethodology approach is being evaluated through a
series of action research projects based on real-world case studies. A
Peer-Tutoring case study is presented here as a sample of the
framework evaluation process
Abstract: Since Cloud environment has appeared as the most powerful
keyword in the computing industry, the growth in VDI (Virtual Desktop
Infrastructure) became remarkable in domestic market. In recent years, with the trend
that mobile devices such as smartphones and pads spread so rapidly, the strengths of
VDI that allows people to access and perform business on the move along with
companies' office needs expedite more rapid spread of VDI.
In this paper, mobile OTP (One-Time Password) authentication method is proposed
to secure mobile device portability through rapid and secure authentication using
mobile devices such as mobile phones or pads, which does not require additional
purchase or possession of OTP tokens of users. To facilitate diverse and wide use of
Services in the future, service should be continuous and stable, and above all, security
should be considered the most important to meet advanced portability and user
accessibility, the strengths of VDI.
Abstract: Internet computer games turn to be more and more
attractive within the context of technology enhanced learning.
Educational games as quizzes and quests have gained significant
success in appealing and motivating learners to study in a different
way and provoke steadily increasing interest in new methods of
application. Board games are specific group of games where figures
are manipulated in competitive play mode with race conditions on a
surface according predefined rules. The article represents a new,
formalized model of traditional quizzes, puzzles and quests shown as
multimedia board games which facilitates the construction process of
such games. Authors provide different examples of quizzes and their
models in order to demonstrate the model is quite general and does
support not only quizzes, mazes and quests but also any set of
teaching activities. The execution process of such models is
explained and, as well, how they can be useful for creation and
delivery of adaptive e-learning courseware.
Abstract: In this paper we present an adaptive method for image
compression that is based on complexity level of the image. The
basic compressor/de-compressor structure of this method is a multilayer
perceptron artificial neural network. In adaptive approach
different Back-Propagation artificial neural networks are used as
compressor and de-compressor and this is done by dividing the
image into blocks, computing the complexity of each block and then
selecting one network for each block according to its complexity
value. Three complexity measure methods, called Entropy, Activity
and Pattern-based are used to determine the level of complexity in
image blocks and their ability in complexity estimation are evaluated
and compared. In training and evaluation, each image block is
assigned to a network based on its complexity value. Best-SNR is
another alternative in selecting compressor network for image blocks
in evolution phase which chooses one of the trained networks such
that results best SNR in compressing the input image block. In our
evaluations, best results are obtained when overlapping the blocks is
allowed and choosing the networks in compressor is based on the
Best-SNR. In this case, the results demonstrate superiority of this
method comparing with previous similar works and JPEG standard
coding.
Abstract: A new conceptual architecture for low-level neural
pattern recognition is presented. The key ideas are that the brain
implements support vector machines and that support vectors are
represented as memory patterns in competitive queuing memories. A
binary classifier is built from two competitive queuing memories
holding positive and negative valence training examples respectively.
The support vector machine classification function is calculated in
synchronized evaluation cycles. The kernel is computed by bisymmetric
feed-forward networks feed by sensory input and by
competitive queuing memories traversing the complete sequence of
support vectors. Temporary summation generates the output
classification. It is speculated that perception apparatus in the brain
reuses structures that have evolved for enabling fluent execution of
prepared action sequences so that pattern recognition is built on
internalized motor programmes.
Abstract: Games can be classified as games of skill, games of chance or otherwise be classified as mixed. This paper deals with the topic of scientifically classifying mixed games as more reliant on elements of chance or elements of skill and ways to scientifically measure the amount of skill involved. This is predominantly useful for classification of games as legal or illegal in deferent jurisdictions based on the local gaming laws. We propose a novel measure of skill to chance ratio called the Game Skill Measure (GSM) and utilize it to calculate the skill component of a popular variant of Poker.
Abstract: In this paper, we present a new and effective image indexing technique that extracts features directly from DCT domain. Our proposed approach is an object-based image indexing. For each block of size 8*8 in DCT domain a feature vector is extracted. Then, feature vectors of all blocks of image using a k-means algorithm is clustered into groups. Each cluster represents a special object of the image. Then we select some clusters that have largest members after clustering. The centroids of the selected clusters are taken as image feature vectors and indexed into the database. Also, we propose an approach for using of proposed image indexing method in automatic image classification. Experimental results on a database of 800 images from 8 semantic groups in automatic image classification are reported.
Abstract: This paper describes a novel projection algorithm, the Projection Onto Span Algorithm (POSA) for wavelet-based superresolution and removing speckle (in wavelet domain) of unknown variance from Synthetic Aperture Radar (SAR) images. Although the POSA is good as a new superresolution algorithm for image enhancement, image metrology and biometric identification, here one will use it like a tool of despeckling, being the first time that an algorithm of super-resolution is used for despeckling of SAR images. Specifically, the speckled SAR image is decomposed into wavelet subbands; POSA is applied to the high subbands, and reconstruct a SAR image from the modified detail coefficients. Experimental results demonstrate that the new method compares favorably to several other despeckling methods on test SAR images.
Abstract: Our study proposes an alternative method in building
Fuzzy Rule-Based System (FRB) from Support Vector Machine
(SVM). The first set of fuzzy IF-THEN rules is obtained through
an equivalence of the SVM decision network and the zero-ordered
Sugeno FRB type of the Adaptive Network Fuzzy Inference System
(ANFIS). The second set of rules is generated by combining the
first set based on strength of firing signals of support vectors using
Gaussian kernel. The final set of rules is then obtained from the
second set through input scatter partitioning. A distinctive advantage
of our method is the guarantee that the number of final fuzzy IFTHEN
rules is not more than the number of support vectors in the
trained SVM. The final FRB system obtained is capable of performing
classification with results comparable to its SVM counterpart, but it
has an advantage over the black-boxed SVM in that it may reveal
human comprehensible patterns.
Abstract: Ontology Matching is a task needed in various applica-tions, for example for comparison or merging purposes. In literature,many algorithms solving the matching problem can be found, butmost of them do not consider instances at all. Mappings are deter-mined by calculating the string-similarity of labels, by recognizinglinguistic word relations (synonyms, subsumptions etc.) or by ana-lyzing the (graph) structure. Due to the facts that instances are oftenmodeled within the ontology and that the set of instances describesthe meaning of the concepts better than their meta information,instances should definitely be incorporated into the matching process.In this paper several novel instance-based matching algorithms arepresented which enhance the quality of matching results obtainedwith common concept-based methods. Different kinds of formalismsare use to classify concepts on account of their instances and finallyto compare the concepts directly.KeywordsInstances, Ontology Matching, Semantic Web
Abstract: This work presents a new phonetic transcription system based on a tree of hierarchical pronunciation rules expressed as context-specific grapheme-phoneme correspondences. The tree is automatically inferred from a phonetic dictionary by incrementally analyzing deeper context levels, eventually representing a minimum set of exhaustive rules that pronounce without errors all the words in the training dictionary and that can be applied to out-of-vocabulary words. The proposed approach improves upon existing rule-tree-based techniques in that it makes use of graphemes, rather than letters, as elementary orthographic units. A new linear algorithm for the segmentation of a word in graphemes is introduced to enable outof- vocabulary grapheme-based phonetic transcription. Exhaustive rule trees provide a canonical representation of the pronunciation rules of a language that can be used not only to pronounce out-of-vocabulary words, but also to analyze and compare the pronunciation rules inferred from different dictionaries. The proposed approach has been implemented in C and tested on Oxford British English and Basic English. Experimental results show that grapheme-based rule trees represent phonetically sound rules and provide better performance than letter-based rule trees.
Abstract: The objective of the presented work is to implement the Kalman Filter into an application that reduces the influence of the environmental changes over the robot expected to navigate over a terrain of varying friction properties. The Discrete Kalman Filter is used to estimate the robot position, project the estimated current state ahead at time through time update and adjust the projected estimated state by an actual measurement at that time via the measurement update using the data coming from the infrared sensors, ultrasonic sensors and the visual sensor respectively. The navigation test has been performed in a real world environment and has been found to be robust.