Abstract: Several recent studies have shown that the
transparency of financial reporting have a significant influence on investor-s decisions. Thus, regulation authorities and professional
organizations (IFAC) have emphasized the role of XBRL (eXtensible Business Reporting Language) and interactive data as a means of
promoting transparency and monitoring corporate reporting. In this
context, this paper has as objective the analysis of interactive reporting through XBRL and its use as a support in the process of
taking decisions in corporate governance, namely the potential of interactive reports in XBRL to increase the transparency and
monitoring process of corporate governance.
Abstract: We present here the results for a comparative study of
some techniques, available in the literature, related to the relevance
feedback mechanism in the case of a short-term learning. Only one
method among those considered here is belonging to the data mining
field which is the K-nearest neighbors algorithm (KNN) while the
rest of the methods is related purely to the information retrieval field
and they fall under the purview of the following three major axes:
Shifting query, Feature Weighting and the optimization of the
parameters of similarity metric. As a contribution, and in addition to
the comparative purpose, we propose a new version of the KNN
algorithm referred to as an incremental KNN which is distinct from
the original version in the sense that besides the influence of the
seeds, the rate of the actual target image is influenced also by the
images already rated. The results presented here have been obtained
after experiments conducted on the Wang database for one iteration
and utilizing color moments on the RGB space. This compact
descriptor, Color Moments, is adequate for the efficiency purposes
needed in the case of interactive systems. The results obtained allow
us to claim that the proposed algorithm proves good results; it even
outperforms a wide range of techniques available in the literature.
Abstract: This paper presents the development of a software
application for Off-line robot task programming and simulation. Such
application is designed to assist in robot task planning and to direct
manipulator motion on sensor based programmed motion. The
concept of the designed programming application is to use the power
of the knowledge base for task accumulation. In support of the
programming means, an interactive graphical simulation for
manipulator kinematics was also developed and integrated into the
application as the complimentary factor to the robot programming
media. The simulation provides the designer with useful,
inexpensive, off-line tools for retain and testing robotics work cells
and automated assembly lines for various industrial applications.
Abstract: This paper describes a proposed support system which
enables applications designers to effectively create VR applications
using multiple haptic APIs. When the VR designers create
applications, it is often difficult to handle and understand many
parameters and functions that have to be set in the application program
using documentation manuals only. This complication may disrupt
creative imagination and result in inefficient coding. So, we proposed
the support application which improved the efficiency of VR
applications development and provided the interactive components of
confirmation of operations with haptic sense previously.
In this paper, we describe improvements of our former proposed
support application, which was applicable to multiple APIs and haptic
devices, and evaluate the new application by having participants
complete VR program. Results from a preliminary experiment suggest
that our application facilitates creation of VR applications.
Abstract: 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.
Abstract: 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.
Abstract: 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.
Abstract: The purpose of this study is two-fold. First, it attempts to explore potential opportunities for utilizing visual interactive simulations along with Business Intelligence (BI) as a decision support tool for strategic decision making. Second, it tries to figure out the essential top-level managerial requirements that would transform strategic decision simulation into an integral component of BI systems. The domain of particular interest was the application of visual interactive simulation capabilities in the field of supply chains. A qualitative exploratory method was applied, through the use of interviews with two leading companies. The collected data was then analysed to demonstrate the difference between the literature perspective and the practical managerial perspective on the issue. The results of the study suggest that although the use of simulation particularly in managing supply chains is very evident in literature, yet, in practice such utilization is still in its infancy, particularly regarding strategic decisions. Based on the insights a prototype of a simulation based BI-solution-extension was developed and evaluated.
Abstract: Reinforced concrete has good durability and excellent structural performance. But there are cases of early deterioration due to a number of factors, one prominent factor being corrosion of steel reinforcement. The process of corrosion sets in due to ingress of moisture, oxygen and other ingredients into the body of concrete, which is unsound, permeable and absorbent. Cracks due to structural and other causes such as creep, shrinkage, etc also allow ingress of moisture and other harmful ingredients and thus accelerate the rate of corrosion. There are several interactive factors both external and internal, which lead to corrosion of reinforcement and ultimately failure of structures. Suitable addition of mineral admixture like silica fume (SF) in concrete improves the strength and durability of concrete due to considerable improvement in the microstructure of concrete composites, especially at the transition zone. Secondary reinforcement in the form of fibre is added to concrete, which provides three dimensional random reinforcement in the entire mass of concrete. Reinforced concrete beams of size 0.1 m X 0.15 m and length 1m have been cast using M 35 grade of concrete. The beams after curing process were subjected to corrosion process by impressing an external Direct Current (Galvanostatic Method) for a period of 15 days under stressed and unstressed conditions. The corroded beams were tested by applying two point loads to determine the ultimate load carrying capacity and cracking pattern and the results of specimens were compared with that of the companion specimens. Gravimetric method is used to quantify corrosion that has occurred.
Abstract: Existing image-based virtual reality applications
allow users to view image-based 3D virtual environment in a more
interactive manner. User could “walkthrough"; looks left, right, up
and down and even zoom into objects in these virtual worlds of
images. However what the user sees during a “zoom in" is just a
close-up view of the same image which was taken from a distant.
Thus, this does not give the user an accurate view of the object from
the actual distance. In this paper, a simple technique for zooming in
an object in a virtual scene is presented. The technique is based on
the 'hotspot' concept in existing application. Instead of navigation
between two different locations, the hotspots are used to focus into
an object in the scene. For each object, several hotspots are created.
A different picture is taken for each hotspot. Each consecutive
hotspot created will take the user closer to the object. This will
provide the user with a correct of view of the object based on his
proximity to the object. Implementation issues and the relevance of
this technique in potential application areas are highlighted.
Abstract: This paper presents work characterizing finite element
performance boundaries within which live, interactive finite element
modeling is feasible on current and emerging systems. These results
are based on wide-ranging tests performed using a prototype finite
element program implemented specifically for this study, thereby enabling
the unified investigation of numerous direct and iterative solver
strategies and implementations in a variety of modeling contexts.
The results are intended to be useful for researchers interested in
interactive analysis by providing baseline performance estimates, to
give guidance in matching solution strategies to problem domains,
and to spur further work addressing the challenge of extending the
present boundaries.
Abstract: In recent years, the development of e-learning is very
rapid. E-learning is an attractive and efficient way for computer
education. Student interaction and collaboration also plays an
important role in e-learning. In this paper, a collaborative web-based
e-learning environment is presented. A wide range of interactive and
collaborative methods are integrated into a web-based environment.
This e-learning environment is designed for information security
curriculum.
Abstract: This paper describes the NEAR (Navigating Exhibitions, Annotations and Resources) panel, a novel interactive visualization technique designed to help people navigate and interpret groups of resources, exhibitions and annotations by revealing hidden relations such as similarities and references. NEAR is implemented on A•VI•RE, an extended online information repository. A•VI•RE supports a semi-structured collection of exhibitions containing various resources and annotations. Users are encouraged to contribute, share, annotate and interpret resources in the system by building their own exhibitions and annotations. However, it is hard to navigate smoothly and efficiently in A•VI•RE because of its high capacity and complexity. We present a visual panel that implements new navigation and communication approaches that support discovery of implied relations. By quickly scanning and interacting with NEAR, users can see not only implied relations but also potential connections among different data elements. NEAR was tested by several users in the A•VI•RE system and shown to be a supportive navigation tool. In the paper, we further analyze the design, report the evaluation and consider its usage in other applications.
Abstract: This research proposes an Interactive 3D Experience to
enhance customer value in the fantasy era. As products reach maturity,
they become more similar in the range of functions that they provide.
This leads to competition via reduced retail price and ultimately
reduced profitability. A competitive design method is therefore
needed that can produce higher value products. An Enhanced Value
Experience has been identified that can assist designers to provide
quality products and to give them a unique positioning. On the basis of
this value opportunity, the method of Interactive 3D Experience has
been formulated and applied to the domain of retail furniture. Through
this, customers can create their own personalized styling via the
interactive 3D platform.
Abstract: This paper presents the approach to design the Auto-
Tuning PID controller for interactive Water Level Process using
integral step response. The Integral Step Response (ISR) is the
method to model a dynamic process which can be done easily,
conveniently and very efficiently. Therefore this method is advantage
for design the auto tune PID controller. Our scheme uses the root
locus technique to design PID controller. In this paper MATLAB is
used for modeling and testing of the control system. The
experimental results of the interacting water level process can be
satisfyingly illustrated the transient response and the steady state
response.
Abstract: This paper presents anapproach of hybridizing two or more artificial intelligence (AI) techniques which arebeing used to
fuzzify the workstress level ranking and categorize the rating accordingly. The use of two or more techniques (hybrid approach)
has been considered in this case, as combining different techniques may lead to neutralizing each other-s weaknesses generating a
superior hybrid solution. Recent researches have shown that there is a
need for a more valid and reliable tools, for assessing work stress. Thus artificial intelligence techniques have been applied in this
instance to provide a solution to a psychological application. An overview about the novel and autonomous interactive model for analysing work-stress that has been developedusing multi-agent
systems is also presented in this paper. The establishment of the intelligent multi-agent decision analyser (IMADA) using hybridized technique of neural networks and fuzzy logic within the multi-agent based framework is also described.
Abstract: With the approaching of digital era, various interactive
service platforms and systems support human beings- needs in lives by
different contents and measures. Design strategies have gradually
turned from function-based to user-oriented, and are often customized.
In other words, how designers include users- value reaction in creation
becomes the goal. Creative design service of interior design requires
positive interaction and communication to allow users to obtain full
design information, recognize the style and process of personal needs,
develop creative service design, lower communication time and cost
and satisfy users- sense of achievement. Thus, by constructing a
co-design method, based on the communication between interior
designers and users, this study recognizes users- real needs and
provides the measure of co-design for designers and users.
Abstract: The purpose of this study is to research on thoughts transmitted from virtual fitting-room and to deduce discussion in an auxiliary narrative way. The research structure is based on 3D virtual fitting-room as the research subject. Initially, we will discuss the principles of narrate study, User Demand and so on by using a narrative design pattern to transmit their objective indications of “people-situation-reason-object", etc, and then to analyze the virtual fitting-room examples that are able to provide a new thinking for designers who engaged in clothing related industry – which comes in “story telling" and “user-centered design" forms. Clothing designs are not just to cover up the body to keep warm but to draw closer to people-s demand physiologically and psychologically through interactive designs so as to achieve cognition between people and environment. In the “outside" goal of clothing-s functional designs, we use tribal group-s behavior characteristics to “transform" the existing personal cultural stories, and “reform" them to design appropriate interactive products. Synthesizing the above matters, apart from being able to regard “narrate" as a kind of functional thinking process, we are also able to regard it as a kind of choice, arrangement and an activity of story expression, allowing interactive design-s spirit, product characteristics and experience ideas be transmitted to target tribal group in a visual image performance method. It is a far more confident and innovative attempt, and meanwhile, able to achieve entertainment, joyful and so forth fundamental interactive transmissions. Therefore, this study takes “user-centered design" thinking as a basis to establish a set of clothing designs with interactive experience patterns and to assist designers to examine the five sensual feeling of interactive demands in order to initiate a new value in textile industry.
Abstract: The aim of this study was to evaluate the sensitivity
of a range of EEG indices to time-on-task effects and to a workload
manipulation (cueing), during performance of a resource-limited
vigilance task. Effects of task period and cueing on performance and
subjective state response were consistent with previous vigilance
studies and with resource theory. Two EEG indices – the Task Load
Index (TLI) and global lower frequency (LF) alpha power – showed
effects of task period and cueing similar to those seen with correct
detections. Across four successive task periods, the TLI declined and
LF alpha power increased. Cueing increased TLI and decreased LF
alpha. Other indices – the Engagement Index (EI), frontal theta and
upper frequency (UF) alpha failed to show these effects. However, EI
and frontal theta were sensitive to interactive effects of task period
and cueing, which may correspond to a stronger anxiety response to
the uncued task.
Abstract: An IEC technique is described for a multi-objective
search of conceptual solutions. The survivability of solutions is
influenced by both model-based fitness and subjective human
preferences. The concepts- preferences are articulated via a hierarchy
of sub-concepts. The suggested method produces an objectivesubjective
front. Academic example is employed to demonstrate the
proposed approach.