Abstract: A automatic human tracking system using mobile
agent technology is realized because a mobile agent moves in
accordance with a migration of a target person. In this paper, we
propose a method for determining the neighbor node in consideration
of the imaging range of cameras.
Abstract: As the Social network game(SNG) is rising
dramatically worldwide, an interesting aspect has appeared in the
demographic analysis. That is the ratio of the game users by gender.
Although the ratio of male and female users in online game was
60:40% previously, the ratio of male and female users in SNG stood at
47:53% which shows that the ratio of female users is higher than that
of male users. Here, it should be noted that 35% in those 53% female
users are the first-time users of game. This fact suggests that women
who were not interested in game previously has taken an interest in
SNG. Notwithstanding this issue, there have been little studies on the
female users of SNG although there are many studies that analyzed the
tendency of female users- online game play. This study conducted the
analyzed how the game-playing tendency of SNG gamers was
manifested in the game by gender. For that, this study will identify the
tendency of SNG users by gender based on the preceding studies that
analyzed the online game users by gender. The subject of this study
was confined to the farm and urban construction simulation games
which were offered based on the mobile application platform.
Regarding the methodology of study, the first focus group
interview(FGI) was conducted with the male and female users who
had played games on Social network service(SNS) until recently. Later,
the second one-on-one in-depth interview was conducted to gain an
insight into the psychological state of the subjects.
Abstract: The aim of this research is to develop the
understanding of corporate social responsibility (CSR) from
consumers- perspective toward Thai mobile service providers.
Based on the survey from 400 mobile customers, the result
shows that four dimensions of CSR of Thai mobile service
providers consist of economic, legal, ethical and philanthropic
responsibility. These four CSR factors have positive impacts
on enhancing customer satisfaction except one item of
economic responsibility - profitability to shareholders. Ethical
dimension has the strongest impact on customer satisfaction.
Economic, legal, ethical, philanthropic responsibility and
customer satisfaction have major impact on loyalty, whilst
philanthropic component mostly affects loyalty.
Abstract: A new and cost effective robotic device was designed
for remote tele surgery using dual tone multi frequency technology
(DTMF). Tele system with Dual Tone Multiple Frequency has a large
capability in sending and receiving of data in hardware and software.
The robot consists of DC motors for arm movements and it is
controlled manually through a mobile phone through DTMF
Technology. The system enables the surgeon from base station to
send commands through mobile phone to the patient’s robotic system
which includes two robotic arms that translate the input into actual
instrument manipulation. A mobile phone attached to the
microcontroller 8051 which can activate robot through relays. The
Remote robot-assisted tele surgery eliminates geographic constraints
for getting surgical expertise where it is needed and allows an expert
surgeon to teach or proctor the performance of surgical technique by
real-time intervention.
Abstract: This paper takes the actual scene of Aletheia
University campus – the Class 2 national monument, the first
educational institute in northern Taiwan as an example, to present a
3D virtual navigation system which supports user positioning and
pre-download mechanism. The proposed system was designed based
on the principle of Voronoi Diagra) to divide the virtual scenes and
its multimedia information, which combining outdoor GPS
positioning and the indoor RFID location detecting function. When
users carry mobile equipments such as notebook computer, UMPC,
EeePC...etc., walking around the actual scenes of indoor and outdoor
areas of campus, this system can automatically detect the moving
path of users and pre-download the needed data so that users will
have a smooth and seamless navigation without waiting.
Abstract: Developing techniques for mobile robot navigation constitutes one of the major trends in the current
research on mobile robotics. This paper develops a local
model network (LMN) for mobile robot navigation. The
LMN represents the mobile robot by a set of locally valid
submodels that are Multi-Layer Perceptrons (MLPs).
Training these submodels employs Back Propagation (BP) algorithm. The paper proposes the fuzzy C-means (FCM) in this scheme to divide the input space to sub regions, and then a submodel (MLP) is identified to represent a particular
region. The submodels then are combined in a unified
structure. In run time phase, Radial Basis Functions (RBFs) are employed as windows for the activated submodels. This
proposed structure overcomes the problem of changing operating regions of mobile robots. Read data are used in all experiments. Results for mobile robot navigation using the
proposed LMN reflect the soundness of the proposed
scheme.
Abstract: In this paper, a model of self-organizing spiking neural networks is introduced and applied to mobile robot environment representation and path planning problem. A network of spike-response-model neurons with a recurrent architecture is used to create robot-s internal representation from surrounding environment. The overall activity of network simulates a self-organizing system with unsupervised learning. A modified A* algorithm is used to find the best path using this internal representation between starting and goal points. This method can be used with good performance for both known and unknown environments.
Abstract: Mobile Picture Puzzle is a mobile game application where the player use existing images stored in the mobile phone to create a puzzle to be played. This traditional picture puzzle is not so challenging once the player is familiar with the game. The objective of the developed mobile game application is to have a similar mobile game application that can provide the player with more challenging gaming experience. The developed mobile game application is also a mobile picture puzzle game application to create a puzzle to be played but instead of just using existing images that are stored, the personalised capability allows the player to use the built-in camera phone to capture an image and use the newly captured image to create the puzzle. The development of the mobile game application uses Symbian Operating System (OS), Mobile Media API (Application Programming Interface), Record Management System (RMS) storage and TiledLayer class from Game API.
Abstract: Cloud computing is becoming more and more matured over the last few years and consequently the demands for better cloud services is increasing rapidly. One of the research topics to improve cloud services is the desktop computing in virtualized environment. This paper aims at the development of an adaptive virtual desktop service in cloud computing platform based on our previous research on the virtualization technology. We implement cloud virtual desktop and application software streaming technology that make it possible for providing Virtual Desktop as a Service (VDaaS). Given the development of remote desktop virtualization, it allows shifting the user’s desktop from the traditional PC environment to the cloud-enabled environment, which is stored on a remote virtual machine rather than locally. This proposed effort has the potential to positively provide an efficient, resilience and elastic environment for online cloud service. Users no longer need to burden the platform maintenances and drastically reduces the overall cost of hardware and software licenses. Moreover, this flexible remote desktop service represents the next significant step to the mobile workplace, and it lets users access their desktop environments from virtually anywhere.
Abstract: One challenging direction of mobile commerce (mcommerce)
that is getting a great deal of attention globally is mobile
financing. The smart-phone and PDA users all around the world are
facing difficulties to become accustomed and trust in m-commerce.
The main rationale can be the slow variation and lack of trust in
mobile payment systems. Mobile payment systems that are in use
need to be more effective and efficient. This paper proposes: the
interface design is not the only factor affecting the m-commerce
adoption and lack of trust; in fact it is the combined effect of
interface usability and trustworthy mobile payment systems, because
it-s the money that the user has to spend at the end of the day, which
the user requires to get transferred securely. The purpose of this
research is to identify the problems regarding the trust and adaption
of m-commerce applications by mobile users and to provide the best
possible solution with respect to human computer interaction (HCI)
principles.
Abstract: An emotional speech recognition system for the
applications on smart phones was proposed in this study to combine
with 3G mobile communications and social networks to provide users
and their groups with more interaction and care. This study developed
a mechanism using the support vector machines (SVM) to recognize
the emotions of speech such as happiness, anger, sadness and normal.
The mechanism uses a hierarchical classifier to adjust the weights of
acoustic features and divides various parameters into the categories of
energy and frequency for training. In this study, 28 commonly used
acoustic features including pitch and volume were proposed for
training. In addition, a time-frequency parameter obtained by
continuous wavelet transforms was also used to identify the accent and
intonation in a sentence during the recognition process. The Berlin
Database of Emotional Speech was used by dividing the speech into
male and female data sets for training. According to the experimental
results, the accuracies of male and female test sets were increased by
4.6% and 5.2% respectively after using the time-frequency parameter
for classifying happy and angry emotions. For the classification of all
emotions, the average accuracy, including male and female data, was
63.5% for the test set and 90.9% for the whole data set.
Abstract: 'Secure routing in Mobile Ad hoc networks' and
'Internet connectivity to Mobile Ad hoc networks' have been dealt
separately in the past research. This paper proposes a light weight
solution for secure routing in integrated Mobile Ad hoc Network
(MANET)-Internet. The proposed framework ensures mutual
authentication of Mobile Node (MN), Foreign Agent (FA) and Home
Agent (HA) to avoid various attacks on global connectivity and
employs light weight hop-by-hop authentication and end-to-end
integrity to protect the network from most of the potential security
attacks. The framework also uses dynamic security monitoring
mechanism to monitor the misbehavior of internal nodes. Security
and performance analysis show that our proposed framework
achieves good security while keeping the overhead and latency
minimal.
Abstract: This paper presents a novel algorithm for path planning of mobile robots in known 3D environments using Binary Integer Programming (BIP). In this approach the problem of path planning is formulated as a BIP with variables taken from 3D Delaunay Triangulation of the Free Configuration Space and solved to obtain an optimal channel made of connected tetrahedrons. The 3D channel is then partitioned into convex fragments which are used to build safe and short paths within from Start to Goal. The algorithm is simple, complete, does not suffer from local minima, and is applicable to different workspaces with convex and concave polyhedral obstacles. The noticeable feature of this algorithm is that it is simply extendable to n-D Configuration spaces.
Abstract: This research is designed for helping a WAPbased mobile phone-s user in order to analyze of logistics in the traffic area by applying and designing the accessible processes from mobile user to server databases. The research-s design comprises Mysql 4.1.8-nt database system for being the server which there are three sub-databases, traffic light – times of intersections in periods of the day, distances on the road of area-blocks where are divided from the main sample-area and speeds of sample vehicles (motorcycle, personal car and truck) in periods of the day. For interconnections between the server and user, PHP is used to calculate distances and travelling times from the beginning point to destination, meanwhile XHTML applied for receiving, sending and displaying data from PHP to user-s mobile. In this research, the main sample-area is focused at the Huakwang-Ratchada-s area, Bangkok, Thailand where usually the congested point and 6.25 km2 surrounding area which are split into 25 blocks, 0.25 km2 for each. For simulating the results, the designed server-database and all communicating models of this research have been uploaded to www.utccengineering.com/m4tg and used the mobile phone which supports WAP 2.0 XHTML/HTML multimode browser for observing values and displayed pictures. According to simulated results, user can check the route-s pictures from the requiring point to destination along with analyzed consuming times when sample vehicles travel in various periods of the day.
Abstract: Mobile Ad hoc Network (MANET) is a wireless ad hoc self-configuring network of mobile routers (and associated hosts) connected by wireless links, the union of which forms an arbitrary topology, cause of the random mobility of the nodes. In this paper, an attempt has been made to compare these three protocols DSDV, AODV and DSR on the performance basis under different traffic protocols namely CBR and TCP in a large network. The simulation tool is NS2, the scenarios are made to see the effect of pause times. The results presented in this paper clearly indicate that the different protocols behave differently under different pause times. Also, the results show the main characteristics of different traffic protocols operating on MANETs and thus select the best protocol on each scenario.
Abstract: These days wireless local area networks has become
very popular, when the initial IEEE802.11 is the standard for
providing wireless connectivity to automatic machinery, equipment
and stations that require rapid deployment, which may be portable,
handheld or which may be mounted on moving vehicles within a
local area. IEEE802.11 Wireless local area network is a sharedmedium
communication network that transmits information over
wireless links for all IEEE802.11 stations in its transmission range to
receive. When a user is moving from one location to another, how
the other user knows about the required station inside WLAN. For
that we designed and implemented a system to locate a mobile user
inside the wireless local area network based on RSSI with the help of
four specially designed architectures. These architectures are based
on statistical or we can say manual configuration of mapping and
radio map of indoor and outdoor location with the help of available
Sniffer based and cluster based techniques. We found a better
location of a mobile user in WLAN. We tested this work in indoor
and outdoor environments with different locations with the help of
Pamvotis, a simulator for WLAN.
Abstract: A mobile Ad-hoc network consists of wireless nodes
communicating without the need for a centralized administration. A
user can move anytime in an ad hoc scenario and, as a result, such a
network needs to have routing protocols which can adopt
dynamically changing topology. To accomplish this, a number of ad
hoc routing protocols have been proposed and implemented, which
include DSR, OLSR and AODV. This paper presents a study on the
QoS parameters for MANET application traffics in large-scale
scenarios with 50 and 120 nodes. The application traffics analyzed in
this study is File Transfer Protocol (FTP). In large scale networks
(120 nodes) OLSR shows better performance and in smaller scale
networks (50 nodes)AODV shows less packet drop rate and OLSR
shows better throughput.
Abstract: The next stage of the home networking environment is
supposed to be ubiquitous, where each piece of material is equipped
with an RFID (Radio Frequency Identification) tag. To fully support
the ubiquitous environment, home networking middleware should be
able to recommend home services based on a user-s interests and
efficiently manage information on service usage profiles for the users.
Therefore, USN (Ubiquitous Sensor Network) technology, which
recognizes and manages a appliance-s state-information (location,
capabilities, and so on) by connecting RFID tags is considered. The
Intelligent Multi-Agent Middleware (IMAM) architecture was
proposed to intelligently manage the mobile RFID-based home
networking and to automatically supply information about home
services that match a user-s interests. Evaluation results for
personalization services for IMAM using Bayesian-Net and Decision
Trees are presented.
Abstract: In order to derive important parameters concerning
mobile subscriber MS with ongoing calls in Low Earth Orbit Mobile
Satellite Systems LEO MSSs, a positioning system had to be
integrated into MSS in order to localize mobile subscribers MSs and
track them during the connection. Such integration is regarded as a
complex implementation.
We propose in this paper a novel method based on advantages of
mobility model of Low Earth Orbit Mobile Satellite System LEO
MSS called Evaluation Parameters Method EPM which allows for
such systems the evaluation of different information concerning a
MS with a call in progress even if its location is unknown.
Abstract: As computer network technology becomes
increasingly complex, it becomes necessary to place greater
requirements on the validity of developing standards and the
resulting technology. Communication networks are based on large
amounts of protocols. The validity of these protocols have to be
proved either individually or in an integral fashion. One strategy for
achieving this is to apply the growing field of formal methods.
Formal methods research defines systems in high order logic so that
automated reasoning can be applied for verification. In this research
we represent and implement a formerly announced multicast protocol
in Prolog language so that certain properties of the protocol can be
verified. It is shown that by using this approach some minor faults in
the protocol were found and repaired. Describing the protocol as
facts and rules also have other benefits i.e. leads to a process-able
knowledge. This knowledge can be transferred as ontology between
systems in KQML format. Since the Prolog language can increase its
knowledge base every time, this method can also be used to learn an
intelligent network.