Abstract: At present time, competition, unpredictable fluctuations have made communication engineering education in the global sphere really difficult. Confront with new situation in the engineering education sector. Communication engineering education has to be reformed and ready to use more advanced technologies. We realized that one of the general problems of student`s education is that after graduating from their universities, they are not prepared to face the real life challenges and full skilled to work in industry. They are prepared only to think like engineers and professionals but they also need to possess some others non-technical skills. In today-s environment, technical competence alone is not sufficient for career success. Employers want employees (graduate engineers) who have good oral and written communication (soft) skills. It does require for team work, business awareness, organization, management skills, responsibility, initiative, problem solving and IT competency. This proposed curriculum brings interactive, creative, interesting, effective learning methods, which includes online education, virtual labs, practical work, problem-based learning (PBL), and lectures given by industry experts. Giving short assignments, presentations, reports, research papers and projects students can significantly improve their non-technical skills. Also, we noticed the importance of using ICT technologies in engineering education which used by students and teachers, and included that into proposed teaching and learning methods. We added collaborative learning between students through team work which builds theirs skills besides course materials. The prospective on this research that we intent to update communication engineering curriculum in order to get fully constructed engineer students to ready for real industry work.
Abstract: This paper presents a digital engineering library – the
Digital Mechanism and Gear Library, DMG-Lib – providing a multimedia collection of e-books, pictures, videos and animations in the domain of mechanisms and machines. The specific characteristic
about DMG-Lib is the enrichment and cross-linking of the different
sources. DMG-Lib e-books not only present pages as pixel images
but also selected figures augmented with interactive animations. The
presentation of animations in e-books increases the clearness of the
information.
To present the multimedia e-books and make them available in the
DMG-Lib internet portal a special e-book reader called StreamBook
was developed for optimal presentation of digitized books and to
enable reading the e-books as well as working efficiently and individually with the enriched information. The objective is to support different user tasks ranging from information retrieval to
development and design of mechanisms.
Abstract: A model of user behaviour based automated planning
is introduced in this work. The behaviour of users of web interactive
systems can be described in term of a planning domain encapsulating
the timed actions patterns representing the intended user profile. The
user behaviour recognition is then posed as a planning problem
where the goal is to parse a given sequence of user logs of the
observed activities while reaching a final state.
A general technique for transforming a timed finite state automata
description of the behaviour into a numerical parameter planning
model is introduced.
Experimental results show that the performance of a planning
based behaviour model is effective and scalable for real world
applications. A major advantage of the planning based approach is to
represent in a single automated reasoning framework problems of
plan recognitions, plan synthesis and plan optimisation.
Abstract: Academia-industry relationship is not like that of
technology donator-acceptor, but is of interactive and collaborative
nature, acknowledging and ensuring mutual respect for each other-s
role and contributions with an eye to attaining the true purpose of
such relationships, namely, bringing about research-outcome
synergy. Indeed, academia-industry interactions are a system that
requires active and collaborative participations of all the
stakeholders.
This paper examines various issues associated with academic
institutions and industry collaboration with special attention to the
nature of resources and potentialities of stakeholders in the context of
knowledge management. This paper also explores the barriers of
academia-industry interaction. It identifies potential areas where
industry-s participation with academia would be most effective for
synergism. Lastly, this paper proposes an integrated model of several
new collaborative approaches that are possible, mainly in the Indian
scenario to strengthen academia-industry interface.
Abstract: The UML modeling of complex distributed systems often is a great challenge due to the large amount of parallel real-time operating components. In this paper the problems of verification of such systems are discussed. ECPN, an Extended Colored Petri Net is defined to formally describe state transitions of components and interactions among components. The relationship between sequence diagrams and Free Choice Petri Nets is investigated. Free Choice Petri Net theory helps verifying the liveness of sequence diagrams. By converting sequence diagrams to ECPNs and then comparing behaviors of sequence diagram ECPNs and statecharts, the consistency among models is analyzed. Finally, a verification process for an example model is demonstrated.
Abstract: The emergence of information technology has
resulted in an ever-increasing demand to use computers for the
efficient management and dissemination of information. Keeping in
view the strong need of farmers to collect important and updated
information for interactive, flexible and quick decision-making, a
model of Decision Support System for Farm Management is
developed. The paper discusses the use of Internet technology for the
farmers to take decisions. A model is developed for the farmers to
access online interactive and flexible information for their farm
management. The workflow of the model is presented highlighting
the information transfer between different modules.
Abstract: Virtual Assembly (VA) is one of the key technologies
in advanced manufacturing field. It is a promising application of
virtual reality in design and manufacturing field. It has drawn much
interest from industries and research institutes in the last two decades.
This paper describes a process for integrating an interactive Virtual
Reality-based assembly simulation of a digital mockup with the
CAD/CAM infrastructure. The necessary hardware and software
preconditions for the process are explained so that it can easily be
adopted by non VR experts. The article outlines how assembly
simulation can improve the CAD/CAM procedures and structures;
how CAD model preparations have to be carried out and which
virtual environment requirements have to be fulfilled. The issue of
data transfer is also explained in the paper. The other challenges and
requirements like anti-aliasing and collision detection have also been
explained. Finally, a VA simulation has been carried out for a ball
valve assembly and a car door assembly with the help of Vizard
virtual reality toolkit in a semi-immersive environment and their
performance analysis has been done on different workstations to
evaluate the importance of graphical processing unit (GPU) in the
field of VA.
Abstract: This research simulates one of the natural phenomena,
the ocean wave. Our goal is to be able to simulate the ocean wave at
real-time rate with the water surface interacting with objects. The
wave in this research is calm and smooth caused by the force of the
wind above the ocean surface. In order to make the simulation of the
wave real-time, the implementation of the GPU and the
multithreading techniques are used here. Based on the fact that the
new generation CPUs, for personal computers, have multi cores, they
are useful for the multithread. This technique utilizes more than one
core at a time. This simulation is programmed by C language with
OpenGL. To make the simulation of the wave look more realistic, we
applied an OpenGL technique called cube mapping (environmental
mapping) to make water surface reflective and more realistic.
Abstract: Purpose of this paper is two-folded. At first it explains
the major problems that are causing stagnation in brownfield
redevelopment. In addition, these problems given the context of the
present multi-actor built environment are becoming more complex to
observe. Therefore, this paper suggests also a prospective decisionmaking
approach that is the most appropriate to observe and react on
the given stagnation problems. Such an approach should be regarded
as prescriptive-interactive decision-making approach, a barely
established branch. This approach should offer models that have
prescriptive as well as an interactive component enabling them to
successfully cope with the multi-actor environment. Overall, this
paper provides up-to-date insight on the brownfield stagnation by
gradually introducing the nowadays major problems and offers a
prospective decision-making approach how these problems could be
tackled.
Abstract: The changing economic climate has made global
manufacturing a growing reality over the last decade, forcing
companies from east and west and all over the world to
collaborate beyond geographic boundaries in the design,
manufacture and assemble of products. The ISO10303 and
ISO14649 Standards (STEP and STEP-NC) have been
developed to introduce interoperability into manufacturing
enterprises so as to meet the challenge of responding to
production on demand. This paper describes and illustrates a
STEP compliant CAD/CAPP/CAM System for the manufacture
of rotational parts on CNC turning centers. The information
models to support the proposed system together with the data
models defined in the ISO14649 standard used to create the NC
programs are also described. A structured view of a STEP
compliant CAD/CAPP/CAM system framework supporting the
next generation of intelligent CNC controllers for turn/mill
component manufacture is provided. Finally a proposed
computational environment for a STEP-NC compliant system
for turning operations (SCSTO) is described. SCSTO is the
experimental part of the research supported by the specification
of information models and constructed using a structured
methodology and object-oriented methods. SCSTO was
developed to generate a Part 21 file based on machining
features to support the interactive generation of process plans
utilizing feature extraction. A case study component has been
developed to prove the concept for using the milling and turning
parts of ISO14649 to provide a turn-mill CAD/CAPP/CAM
environment.
Abstract: Decision Support System (DSS) are interactive
software systems that are built to assist the management of an
organization in the decision making process when faced with nonroutine
problems in a specific application domain. Non-functional
requirements (NFRs) for a DSS deal with the desirable qualities and
restrictions that the DSS functionalities must satisfy. Unlike the
functional requirements, which are tangible functionalities provided
by the DSS, NFRs are often hidden and transparent to DSS users but
affect the quality of the provided functionalities. NFRs are often
overlooked or added later to the system in an ad hoc manner, leading
to a poor overall quality of the system. In this paper, we discuss the
development of NFRs as part of the requirements engineering phase
of the system development life cycle of DSSs. To help eliciting
NFRs, we provide a comprehensive taxonomy of NFRs for DSSs.
Abstract: Delivering streaming video over wireless is an
important component of many interactive multimedia applications
running on personal wireless handset devices. Such personal devices
have to be inexpensive, compact, and lightweight. But wireless
channels have a high channel bit error rate and limited bandwidth.
Delay variation of packets due to network congestion and the high bit
error rate greatly degrades the quality of video at the handheld
device. Therefore, mobile access to multimedia contents requires
video transcoding functionality at the edge of the mobile network for
interworking with heterogeneous networks and services. Therefore,
to guarantee quality of service (QoS) delivered to the mobile user, a
robust and efficient transcoding scheme should be deployed in
mobile multimedia transporting network. Hence, this paper
examines the challenges and limitations that the video transcoding
schemes in mobile multimedia transporting network face. Then
handheld resources, network conditions and content based mobile
and wireless video transcoding is proposed to provide high QoS
applications. Exceptional performance is demonstrated in the
experiment results. These experiments were designed to verify and
prove the robustness of the proposed approach. Extensive
experiments have been conducted, and the results of various video
clips with different bit rate and frame rate have been provided.
Abstract: In line with changes of consumers modern lifestyle has call for the advertising strategy to change. This research is to find out how game with telepresence and product experience embedded in the computer game to affect users- intention to purchase. Game content developers are urging to consider of placing product message as part of game design strategy that can influence the game player-s intention to purchase. Experiment was carried out on two hundred and fifty undergraduate students who volunteered to participate in the Internet game playing activities. A factor analysis and correlation analysis was performed on items designed to measure telepresence, attitudes toward telepresence, and game player intention to purchase the product advertise in the game that respondents experienced. The results indicated that telepresence consist of interactive experience and product experience. The study also found that product experience is positively related to the game players- intention to purchase. The significance of product experience implies the usefulness of an interactive advertising in the game playing to attract players- intention to purchase the advertised product placed in the creative game design.
Abstract: Virtual Reality Modelling Language (VRML) is description language, which belongs to a field Window on World virtual reality system. The file, which is in VRML format, can be interpreted by VRML explorer in three-dimensional scene. VRML was created with aim to represent virtual reality on Internet easier. Development of 3D graphic is connected with Silicon Graphic Corporation. VRML 2.0 is the file format for describing interactive 3D scenes and objects. It can be used in collaboration with www, can be used for 3D complex representations creating of scenes, products or VR applications VRML 2.0 enables represent static and animated objects too. Interesting application of VRML is in area of manufacturing systems presentation.
Abstract: The new programming technologies allow for the
creation of components which can be automatically or manually
assembled to reach a new experience in knowledge understanding
and mastering or in getting skills for a specific knowledge area. The
project proposes an interactive framework that permits the creation,
combination and utilization of components that are specific to
mathematical training in high schools.
The main framework-s objectives are:
• authoring lessons by the teacher or the students; all they need
are simple operating skills for Equation Editor (or something
similar, or Latex); the rest are just drag & drop operations,
inserting data into a grid, or navigating through menus
• allowing sonorous presentations of mathematical texts and
solving hints (easier understood by the students)
• offering graphical representations of a mathematical function
edited in Equation
• storing of learning objects in a database
• storing of predefined lessons (efficient for expressions and
commands, the rest being calculations; allows a high
compression)
• viewing and/or modifying predefined lessons, according to the
curricula
The whole thing is focused on a mathematical expressions minicompiler,
storing the code that will be later used for different
purposes (tables, graphics, and optimisations).
Programming technologies used. A Visual C# .NET
implementation is proposed. New and innovative digital learning
objects for mathematics will be developed; they are capable to
interpret, contextualize and react depending on the architecture
where they are assembled.
Abstract: Ontologies are broadly used in the context of networked home environments. With ontologies it is possible to define and store context information, as well as to model different kinds of physical environments. Ontologies are central to networked home environments as they carry the meaning. However, ontologies and the OWL language is complex. Several ontology visualization approaches have been developed to enhance the understanding of ontologies. The domain of networked home environments sets some special requirements for the ontology visualization approach. The visualization tool presented here, visualizes ontologies in a domain-specific way. It represents effectively the physical structures and spatial relationships of networked home environments. In addition, it provides extensive interaction possibilities for editing and manipulating the visualization. The tool shortens the gap from beginner to intermediate OWL ontology reader by visualizing instances in their actual locations and making OWL ontologies more interesting and concrete, and above all easier to comprehend.
Abstract: This article describes Uruk, the virtual museum of
Iraq that we developed for visual exploration and retrieval of image
collections. The system largely exploits the loosely-structured
hierarchy of XML documents that provides a useful representation
method to store semi-structured or unstructured data, which does not
easily fit into existing database. The system offers users the
capability to mine and manage the XML-based image collections
through a web-based Graphical User Interface (GUI). Typically, at an
interactive session with the system, the user can browse a visual
structural summary of the XML database in order to select interesting
elements. Using this intermediate result, queries combining structure
and textual references can be composed and presented to the system.
After query evaluation, the full set of answers is presented in a visual
and structured way.
Abstract: This work presents a multiple objective linear programming (MOLP) model based on the desirability function approach for solving the aggregate production planning (APP) decision problem upon Masud and Hwang-s model. The proposed model minimises total production costs, carrying or backordering costs and rates of change in labor levels. An industrial case demonstrates the feasibility of applying the proposed model to the APP problems with three scenarios of inventory levels. The proposed model yields an efficient compromise solution and the overall levels of DM satisfaction with the multiple combined response levels. There has been a trend to solve complex planning problems using various metaheuristics. Therefore, in this paper, the multi-objective APP problem is solved by hybrid metaheuristics of the hunting search (HuSIHSA) and firefly (FAIHSA) mechanisms on the improved harmony search algorithm. Results obtained from the solution of are then compared. It is observed that the FAIHSA can be used as a successful alternative solution mechanism for solving APP problems over three scenarios. Furthermore, the FAIHSA provides a systematic framework for facilitating the decision-making process, enabling a decision maker interactively to modify the desirability function approach and related model parameters until a good optimal solution is obtained with proper selection of control parameters when compared.
Abstract: This paper describes a method of modeling to model
shadow play puppet using sophisticated computer graphics techniques
available in OpenGL in order to allow interactive play in real-time
environment as well as producing realistic animation. This paper
proposes a novel real-time method is proposed for modeling of puppet
and its shadow image that allows interactive play of virtual shadow
play using texture mapping and blending techniques. Special effects
such as lighting and blurring effects for virtual shadow play
environment are also developed. Moreover, the use of geometric
transformations and hierarchical modeling facilitates interaction
among the different parts of the puppet during animation. Based on the
experiments and the survey that were carried out, the respondents
involved are very satisfied with the outcomes of these techniques.
Abstract: A learning management system (commonly
abbreviated as LMS) is a software application for the administration,
documentation, tracking, and reporting of training programs,
classroom and online events, e-learning programs, and training
content (Ellis 2009). (Hall 2003) defines an LMS as \"software that
automates the administration of training events. All Learning
Management Systems manage the log-in of registered users, manage
course catalogs, record data from learners, and provide reports to
management\". Evidence of the worldwide spread of e-learning in
recent years is easy to obtain. In April 2003, no fewer than 66,000
fully online courses and 1,200 complete online programs were listed
on the TeleCampus portal from TeleEducation (Paulsen 2003). In the
report \" The US market in the Self-paced eLearning Products and
Services:2010-2015 Forecast and Analysis\" The number of student
taken classes exclusively online will be nearly equal (1% less) to the
number taken classes exclusively in physical campuses. Number of
student taken online course will increase from 1.37 million in 2010 to
3.86 million in 2015 in USA. In another report by The Sloan
Consortium three-quarters of institutions report that the economic
downturn has increased demand for online courses and programs.