Communication Engineering Curriculum (Past, Present and the Future)

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.

Multimedia E-Books for Digital Mechanism and Gear Library

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.

Modeling User Behaviour by Planning

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.

Towards An Integrated Model for Academia- Industry Interface in India

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.

Interactive Model Based On an Extended CPN

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.

Decision Support System for Farm Management

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.

Virtual Assembly in a Semi-Immersive Environment

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.

Real-time Interactive Ocean Wave Simulation using Multithread

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.

Stagnation in Brownfield Redevelopment

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.

Interoperable CNC System for Turning Operations

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.

Development of Non-functional Requirements for Decision Support Systems

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.

Content and Resources based Mobile and Wireless Video Transcoding

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.

Evaluating Telepresence Experience and Game Players' Intention to Purchase Product Advertised in Advergame

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.

Application of the Virtual Reality Modeling Language for Design of Automated Workplaces

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.

Component Based Framework for Authoring and Multimedia Training in Mathematics

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.

An Interactive Ontology Visualization Approach for the Networked Home Environment

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.

Mining and Visual Management of XML-Based Image Collections

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.

Integrated Approaches to Enhance Aggregate Production Planning with Inventory Uncertainty Based On Improved Harmony Search Algorithm

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.

Real-Time Visual Simulation and Interactive Animation of Shadow Play Puppets Using OpenGL

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.

Enhancements in Blended e-Learning Management System

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.