Abstract: At this paper, we will present the development of mobile application Social Guidance and Counseling (GC) that called “m-NingBK: Social GC”. The application is used for GC services that run on mobile devices. The application is designed specifically for Junior High School student. The methods are a combination of interactive multimedia approaches and educational psychology. Therefore, the design process is carried out three processes, which are digitizing of material social GC services, visualizing wisely and making interactive. This method is intended to make students not only hear and see but also "do" the virtual. There are five components used in multimedia applications "m-NingBK: Social GC" i.e. text, images / graphics, audio / sound, animation and video. Four menus provided by this application is the potential self, social, Expert System and about. The application is built using the Java programming language. This application was tested using a Smartphone with Android Operating System. Based on the test, people give rating: 16.7% excellent, 61.1% good, 19.4% adequate, and 2.8% poor.
Abstract: Cloud computing is a style of computing which is formed from the aggregation and development of technologies such as grid computing distributed computing, parallel computing and service-oriented architecture. And its aim is to provide computing, communication and storage resources in a safe environment based on service, as fast as possible, which is virtually provided via Internet platform. Considering that the provided Services in e-government are available via the Internet, thus cloud computing can be used in the implementation of e-government architecture and provide better service with the lowest economic cost using its benefits. In this paper, the Methods of using cloud computing in e-government has been studied and it's been attempted to identify the challenges and benefits of the cloud to get used in the e-government and proposals have been offered to overcome its shortcomings, encourage and partnership of governments and people to use this economical and new technology.
Abstract: The paper describes software for remote control and measuring with new Graphical User Interface for Rohde & Schwarz instruments. Software allows remote control through Ethernet and supports basic and advanced functions for control various type of instruments like network and spectrum analyzers, power meters, signal generators and oscilloscopes. Standard Commands for Programmable Instruments (SCPI) and Virtual Instrument Software Architecture (VISA) are used for remote control and setup of instruments. Developed software is modular with user friendly graphic user interface for each instrument with automatic identification of instruments.
Abstract: This paper presents the design, implementation and evaluation of a micro-network, or Network-on-Chip (NoC), based on a generic pipeline router architecture. The router is designed to efficiently support traffic generated by multimedia applications on embedded multi-core systems. It employs a simplest routing mechanism and implements the round-robin scheduling strategy to resolve output port contentions and minimize latency. A virtual channel flow control is applied to avoid the head-of-line blocking problem and enhance performance in the NoC. The hardware design of the router architecture has been implemented at the register transfer level; its functionality is evaluated in the case of the two dimensional Mesh/Torus topology, and performance results are derived from ModelSim simulator and Xilinx ISE 9.2i synthesis tool. An example of a multi-core image processing system utilizing the NoC structure has been implemented and validated to demonstrate the capability of the proposed micro-network architecture. To reduce complexity of the image compression and decompression architecture, the system use image processing algorithm based on classical discrete cosine transform with an efficient zonal processing approach. The experimental results have confirmed that both the proposed image compression scheme and NoC architecture can achieve a reasonable image quality with lower processing time.
Abstract: Appropriate selection of lifting equipments for a high-rise building construction project is one of the important factors to the project’s success. Proper position of a tower crane on a construction site is so important to be determined by an expert or an experienced construction manager who draws working range of a tower crane and moves it over a 2D (dimensional) site layout plan. But it is not usual to use 3D CAD, BIM or virtual reality for temporary facility planning or selection of a tower crane. This study proposes a method to use augmented reality to select proper position of tower cranes. An augmented reality prototype is implemented on a smart device to verify the practicability of the proposed method.
Abstract: A strategy for the creation of a Virtual Interactive Platform (or Networking Platform) to combine the four web-baseness of expert systems on the transfer and diffusion of low-carbon technologies. It used the concept of “Open Innovation” and “Triple Helix” with regard to theories of “Green Growth” and “Carbon Footprint”. Interpreters expert systems operate on the basis of models of the “Predator-Prey” for the process of transfer and diffusion of technologies, taking into account the features caused by the need to mitigate the effects of climate change.
Abstract: New ways of working- refers to non-traditional work practices, settings and locations with information and communication technologies (ICT) to supplement or replace traditional ways of working. It questions the contemporary work practices and settings still very much used in knowledge-intensive organizations today. In this study new ways of working is seen to consist of two elements: work environment (incl. physical, virtual and social) and work practices. This study aims to gather the scattered information together and deepen the understanding on new ways of working. Moreover, the objective is to provide some evidence of the unclear productivity impacts of new ways of working using case study approach.
Abstract: Fault tolerance is critical in many of today's large computer systems. This paper focuses on improving fault tolerance through testing. Moreover, it concentrates on the memory faults: how to access the editable part of a process memory space and how this part is affected. A special Software Fault Injection Technique (SFIT) is proposed for this purpose. This is done by sequentially scanning the memory of the target process, and trying to edit maximum number of bytes inside that memory. The technique was implemented and tested on a group of programs in software packages such as jet-audio, Notepad, Microsoft Word, Microsoft Excel, and Microsoft Outlook. The results from the test sample process indicate that the size of the scanned area depends on several factors. These factors are: process size, process type, and virtual memory size of the machine under test. The results show that increasing the process size will increase the scanned memory space. They also show that input-output processes have more scanned area size than other processes. Increasing the virtual memory size will also affect the size of the scanned area but to a certain limit.
Abstract: IVE toolkit has been created for facilitating research,education and development in the ?eld of virtual storytelling andcomputer games. Primarily, the toolkit is intended for modellingaction selection mechanisms of virtual humans, investigating level-of-detail AI techniques for large virtual environments, and for exploringjoint behaviour and role-passing technique (Sec. V). Additionally, thetoolkit can be used as an AI middleware without any changes. Themain facility of IVE is that it serves for prototyping both the AI andvirtual worlds themselves. The purpose of this paper is to describeIVE?s features in general and to present our current work - includingan educational game - on this platform.Keywords? AI middleware, simulation, virtual world.
Abstract: Retinal prostheses have been successful in eliciting
visual responses in implanted subjects. As these prostheses progress,
one of their major limitations is the need for increased resolution. As
an alternative to increasing the number of electrodes, virtual
electrodes may be used to increase the effective resolution of current
electrode arrays. This paper presents a virtual electrode technique
based upon time-offsets between stimuli. Two adjacent electrodes are
stimulated with identical pulses with too short of pulse widths to
activate a neuron, but one has a time offset of one pulse width. A
virtual electrode of twice the pulse width was then shown to appear in
the center, with a total width capable of activating a neuron. This can
be used in retinal implants by stimulating electrodes with pulse
widths short enough to not elicit responses in neurons, but with their
combined pulse width adequate to activate a neuron in between them.
Abstract: The paper presents an on-line recognition machine
(RM) for continuous/isolated, dynamic and static gestures that arise
in Flight Deck Officer (FDO) training. RM is based on generic pattern
recognition framework. Gestures are represented as templates using
summary statistics. The proposed recognition algorithm exploits temporal
and spatial characteristics of gestures via dynamic programming
and Markovian process. The algorithm predicts corresponding index
of incremental input data in the templates in an on-line mode.
Accumulated consistency in the sequence of prediction provides a
similarity measurement (Score) between input data and the templates.
The algorithm provides an intuitive mechanism for automatic detection
of start/end frames of continuous gestures. In the present paper,
we consider isolated gestures. The performance of RM is evaluated
using four datasets - artificial (W TTest), hand motion (Yang) and
FDO (tracker, vision-based ). RM achieves comparable results which
are in agreement with other on-line and off-line algorithms such as
hidden Markov model (HMM) and dynamic time warping (DTW).
The proposed algorithm has the additional advantage of providing
timely feedback for training purposes.
Abstract: In this paper we discuss the development of an Augmented Reality (AR) - based scientific visualization system prototype that supports identification, localisation, and 3D visualisation of oil leakages sensors datasets. Sensors generates significant amount of multivariate datasets during normal and leak situations. Therefore we have developed a data model to effectively manage such data and enhance the computational support needed for the effective data explorations. A challenge of this approach is to reduce the data inefficiency powered by the disparate, repeated, inconsistent and missing attributes of most available sensors datasets. To handle this challenge, this paper aim to develop an AR-based scientific visualization interface which automatically identifies, localise and visualizes all necessary data relevant to a particularly selected region of interest (ROI) along the virtual pipeline network. Necessary system architectural supports needed as well as the interface requirements for such visualizations are also discussed in this paper.
Abstract: Current advancements in nanotechnology are dependent
on the capabilities that can enable nano-scientists to extend their eyes
and hands into the nano-world. For this purpose, a haptics (devices
capable of recreating tactile or force sensations) based system for
AFM (Atomic Force Microscope) is proposed. The system enables
the nano-scientists to touch and feel the sample surfaces, viewed
through AFM, in order to provide them with better understanding of
the physical properties of the surface, such as roughness, stiffness and
shape of molecular architecture. At this stage, the proposed work uses
of ine images produced using AFM and perform image analysis to
create virtual surfaces suitable for haptics force analysis. The research
work is in the process of extension from of ine to online process
where interaction will be done directly on the material surface for
realistic analysis.
Abstract: In today-s world, the efficient utilization of wood
resources comes more and more to the mind of forest owners. It is a
very complex challenge to ensure an efficient harvest of the wood
resources. This is one of the scopes the project “Virtual Forest II"
addresses. Its core is a database with data about forests containing
approximately 260 million trees located in North Rhine-Westphalia
(NRW). Based on this data, tree growth simulations and wood
mobilization simulations can be conducted. This paper focuses on the
latter. It describes a discrete-event-simulation with an attached 3-D
real time visualization which simulates timber harvest using trees
from the database with different crop resources. This simulation can
be displayed in 3-D to show the progress of the wood crop. All the
data gathered during the simulation is presented as a detailed
summary afterwards. This summary includes cost-benefit
calculations and can be compared to those of previous runs to
optimize the financial outcome of the timber harvest by exchanging
crop resources or modifying their parameters.
Abstract: Despite the fact that Knowledge Sharing (KS) is very important, we found only little discussion about the reasons why people have the willingness to share knowledge at such platform even though there is no immediate benefit to the persons who contribute knowledge in it. The aim of this study is to develop an integrative understanding of the factors that support or inhibit individuals- knowledge sharing intentions in virtual communities and to find whether habit would generate people-s willingness to be involved. We apply Social Capital Theory (SCT), and we also add two dimensions for discussion: member incentive and habitual domain (HD). This research assembles the questionnaire from individuals who have experienced knowledge sharing in virtual communities, and applies survey and Structural Equation Model (SEM) to analyze the results from the questionnaires. Finally, results confirm that individuals are willing to share knowledge in virtual communities: (1) if they consider reciprocity, centrality, and have longer tenure in their field, and enjoy helping. (2) if they have the habit of sharing knowledge. This study is useful for the developers of virtual communities to insight into knowledge sharing in cyberspace.
Abstract: The strengthening of competitive advantage combined with the transformation of business strategy is necessary for the company to succeed in the time of market changes. And in this sense the innovation activities of the firm are exactly significanting. Virtual firms are a specific form of enterprise in which we can't suppose all regularities obtaining in other forms. The aim of the paper is to evaluate factors influencing the innovation activity of virtual firm with the determination of their importance and influences on the basis of selected metrics.
Abstract: Three-dimensional geometric models have been used
to present architectural and engineering works, showing their final
configuration. When the clarification of a detail or the constitution of
a construction step in needed, these models are not appropriate. They
do not allow the observation of the construction progress of a
building. Models that could present dynamically changes of the
building geometry are a good support to the elaboration of projects.
Techniques of geometric modeling and virtual reality were used to
obtain models that could visually simulate the construction activity.
The applications explain the construction work of a cavity wall and a
bridge. These models allow the visualization of the physical
progression of the work following a planned construction sequence,
the observation of details of the form of every component of the
works and support the study of the type and method of operation of
the equipment applied in the construction. These models presented
distinct advantage as educational aids in first-degree courses in Civil
Engineering. The use of Virtual Reality techniques in the
development of educational applications brings new perspectives to
the teaching of subjects related to the field of civil construction.
Abstract: In the highly competitive and rapidly changing global
marketplace, independent organizations and enterprises often come
together and form a temporary alignment of virtual enterprise in a
supply chain to better provide products or service. As firms adopt the
systems approach implicit in supply chain management, they must
manage the quality from both internal process control and external
control of supplier quality and customer requirements. How to
incorporate quality management of upstream and downstream supply
chain partners into their own quality management system has recently
received a great deal of attention from both academic and practice.
This paper investigate the collaborative feature and the entities-
relationship in a supply chain, and presents an ontology of
collaborative supply chain from an approach of aligning
service-oriented framework with service-dominant logic. This
perspective facilitates the segregation of material flow management
from manufacturing capability management, which provides a
foundation for the coordination and integration of the business process
to measure, analyze, and continually improve the quality of products,
services, and process. Further, this approach characterizes the different
interests of supply chain partners, providing an innovative approach to
analyze the collaborative features of supply chain. Furthermore, this
ontology is the foundation to develop quality management system
which internalizes the quality management in upstream and
downstream supply chain partners and manages the quality in supply
chain systematically.
Abstract: Virtual environments are a hot topic in academia and more importantly in courses offered via distance education. Today-s gaming generation view virtual worlds as strong social and interactive mediums for communicating and socializing. And while institutions of higher education are challenged with increasing enrollment while balancing budget cuts, offering effective courses via distance education become a valid option. Educators can utilize virtual worlds to offer students an enhanced learning environment which has the power to alleviate feelings of isolation through the promotion of communication, interaction, collaboration, teamwork, feedback, engagement and constructivists learning activities. This paper focuses on the use of virtual environments to facilitate interaction in distance education courses so as to produce positive learning outcomes for students. Furthermore, the instructional strategies were reviewed and discussed for use in virtual worlds to enhance learning within a social context.
Abstract: In this paper is being described a possible use of
virtualization technology in teaching computer networks. The
virtualization can be used as a suitable tool for creating virtual
network laboratories, supplementing the real laboratories and
network simulation software in teaching networking concepts. It will
be given a short description of characteristic projects in the area of
virtualization technology usage in network simulation, network
experiments and engineering education. A method for implementing
laboratory has also been explained, together with possible laboratory
usage and design of laboratory exercises. At the end, the laboratory
test results of virtual laboratory are presented as well.