Abstract: Digital investigators often have a hard time spotting evidence in digital information. It has become hard to determine which source of proof relates to a specific investigation. A growing concern is that the various processes, technology, and specific procedures used in the digital investigation are not keeping up with criminal developments. Therefore, criminals are taking advantage of these weaknesses to commit further crimes. In digital forensics investigations, artificial intelligence (AI) is invaluable in identifying crime. Providing objective data and conducting an assessment is the goal of digital forensics and digital investigation, which will assist in developing a plausible theory that can be presented as evidence in court. This research paper aims at developing a multiagent framework for digital investigations using specific intelligent software agents (ISAs). The agents communicate to address particular tasks jointly and keep the same objectives in mind during each task. The rules and knowledge contained within each agent are dependent on the investigation type. A criminal investigation is classified quickly and efficiently using the case-based reasoning (CBR) technique. The proposed framework development is implemented using the Java Agent Development Framework, Eclipse, Postgres repository, and a rule engine for agent reasoning. The proposed framework was tested using the Lone Wolf image files and datasets. Experiments were conducted using various sets of ISAs and VMs. There was a significant reduction in the time taken for the Hash Set Agent to execute. As a result of loading the agents, 5% of the time was lost, as the File Path Agent prescribed deleting 1,510, while the Timeline Agent found multiple executable files. In comparison, the integrity check carried out on the Lone Wolf image file using a digital forensic tool kit took approximately 48 minutes (2,880 ms), whereas the MADIK framework accomplished this in 16 minutes (960 ms). The framework is integrated with Python, allowing for further integration of other digital forensic tools, such as AccessData Forensic Toolkit (FTK), Wireshark, Volatility, and Scapy.
Abstract: During the initial phase of cognitive development,
infants exhibit amazing abilities to generate novel behaviors in
unfamiliar situations, and explore actively to learn the best while
lacking extrinsic rewards from the environment. These abilities
set them apart from even the most advanced autonomous robots.
This work seeks to contribute to understand and replicate some of
these abilities. We propose the Bottom-up hiErarchical sequential
Learning algorithm with Constructivist pAradigm (BEL-CA) to
design agents capable of learning autonomously and continuously
through interactions. The algorithm implements no assumption about
the semantics of input and output data. It does not rely upon a
model of the world given a priori in the form of a set of states
and transitions as well. Besides, we propose a toolkit to analyze the
learning process at run time called GAIT (Generating and Analyzing
Interaction Traces). We use GAIT to report and explain the detailed
learning process and the structured behaviors that the agent has
learned on each decision making. We report an experiment in which
the agent learned to successfully interact with its environment and to
avoid unfavorable interactions using regularities discovered through
interaction.
Abstract: Digital Do It Yourself (DIY) is a contemporary socio-technological phenomenon, enabled by technological tools. The nature and potential long-term effects of this phenomenon have been widely studied within the framework of the EU funded project ‘Digital Do It Yourself’, in which the authors have created and experimented a specific Digital Do It Yourself (DiDIY) co-design process. The phenomenon was first studied through a literature research to understand its multiple dimensions and complexity. Therefore, co-design workshops were used to investigate the phenomenon by involving people to achieve a complete understanding of the DiDIY practices and its enabling factors. These analyses allowed the definition of the DiDIY fundamental factors that were then translated into a design tool. The objective of the tool is to shape design concepts by transferring these factors into different environments to achieve innovation. The aim of this paper is to present the ‘DiDIY Factor Stimuli’ tool, describing the research path and the findings behind it.
Abstract: The brain’s functional connectivity while temporally non-stationary does express consistency at a macro spatial level. The study of stable resting state connectivity patterns hence provides opportunities for identification of diseases if such stability is severely perturbed. A mathematical model replicating the brain’s spatial connections will be useful for understanding brain’s representative geometry and complements the empirical model where it falls short. Empirical computations tend to involve large matrices and become infeasible with fine parcellation. However, the proposed analytical model has no such computational problems. To improve replicability, 92 subject data are obtained from two open sources. The proposed methodology, inspired by financial theory, uses multivariate regression to find relationships of every cortical region of interest (ROI) with some pre-identified hubs. These hubs acted as representatives for the entire cortical surface. A variance-covariance framework of all ROIs is then built based on these relationships to link up all the ROIs. The result is a high level of match between model and empirical correlations in the range of 0.59 to 0.66 after adjusting for sample size; an increase of almost forty percent. More significantly, the model framework provides an intuitive way to delineate between systemic drivers and idiosyncratic noise while reducing dimensions by more than 30 folds, hence, providing a way to conduct attribution analysis. Due to its analytical nature and simple structure, the model is useful as a standalone toolkit for network dependency analysis or as a module for other mathematical models.
Abstract: With this contribution, we want to show a successful example of the application of the Design Thinking methodology, in the European project 'Technology transfer of Remotely Piloted Aircraft Systems (RPAS) for the creative industry'. The use of this methodology has allowed us to design and build a drone, based on the real needs of prospective users. It has demonstrated that this is a powerful tool for generating innovative ideas in the field of robotics, by focusing its effectiveness on understanding and solving real user needs. In this way, with the support of an interdisciplinary team, comprised of creatives, engineers and economists, together with the collaboration of prospective users from three European countries, a non-linear work dynamic has been created. This teamwork has generated a sense of appreciation towards the creative industries, through continuously adaptive, inventive, and playful collaboration and communication, which has facilitated the development of prototypes. These have been designed to enable filming and photography in interior spaces, within 13 sectors of European creative industries: Advertising, Architecture, Fashion, Film, Antiques and Museums, Music, Photography, Televison, Performing Arts, Publishing, Arts and Crafts, Design and Software. Furthermore, it has married the real needs of the creative industries, with what is technologically and commercially viable. As a result, a product of great value has been obtained, which offers new business opportunities for small companies across this sector.
Abstract: Speech recognition is of an important contribution in promoting new technologies in human computer interaction. Today, there is a growing need to employ speech technology in daily life and business activities. However, speech recognition is a challenging task that requires different stages before obtaining the desired output. Among automatic speech recognition (ASR) components is the feature extraction process, which parameterizes the speech signal to produce the corresponding feature vectors. Feature extraction process aims at approximating the linguistic content that is conveyed by the input speech signal. In speech processing field, there are several methods to extract speech features, however, Mel Frequency Cepstral Coefficients (MFCC) is the popular technique. It has been long observed that the MFCC is dominantly used in the well-known recognizers such as the Carnegie Mellon University (CMU) Sphinx and the Markov Model Toolkit (HTK). Hence, this paper focuses on the MFCC method as the standard choice to identify the different speech segments in order to obtain the language phonemes for further training and decoding steps. Due to MFCC good performance, the previous studies show that the MFCC dominates the Arabic ASR research. In this paper, we demonstrate MFCC as well as the intermediate steps that are performed to get these coefficients using the HTK toolkit.
Abstract: One of the basic issues of development management is connected with performance measurement as a prerequisite for identifying the achievement of development objectives. The aim of our research is to develop an improved model of assessing a company’s development results. The model should take into account the cyclical nature of development and the high degree of uncertainty in dealing with numerous management tasks. Our hypotheses may be formulated as follows: Hypothesis 1. The cycle of a company’s development may be studied from the standpoint of a project cycle. To do that, methods and tools of project analysis are to be used. Hypothesis 2. The problem of the uncertainty when justifying managerial decisions within the framework of a company’s development cycle can be solved through the use of the mathematical apparatus of fuzzy logic. The reasoned justification of the validity of the hypotheses made is given in the suggested article. The fuzzy logic toolkit applies to the case of technology shift within an enterprise. It is proven that some restrictions in performance measurement that are incurred to conventional methods could be eliminated by implementation of the fuzzy logic apparatus in performance measurement models.
Abstract: Game designers have the challenging task of building games that engage players to spend their time and money on the game. There are an infinite number of game variations and design choices, and it is hard to systematically determine game design choices that will have positive experiences for players. In this work, we demonstrate how multi-arm bandits can be used to automatically explore game design variations to achieve improved player metrics. The advantage of multi-arm bandits is that they allow for continuous experimentation and variation, intrinsically converge to the best solution, and require no special infrastructure to use beyond allowing minor game variations to be deployed to users for evaluation. A user study confirms that applying multi-arm bandits was successful in determining the preferred game variation with highest play time metrics and can be a useful technique in a game designer's toolkit.
Abstract: The learning process needs to be so pervasive to impart the quality in acquiring the knowledge about a subject by making use of the advancement in the field of information and communication systems. However, pervasive learning paradigms designed so far are system automation types and they lack in factual pervasive realm. Providing factual pervasive realm requires subtle ways of teaching and learning with system intelligence. Augmentation of intelligence with pervasive learning necessitates the most efficient way of representing knowledge for the system in order to give the right learning material to the learner. This paper presents a method of representing knowledge for Pervasive Toolroom Maintenance System (PTMS) in which a learner acquires sublime knowledge about the various kinds of tools kept in the toolroom and also helps for effective maintenance of the toolroom. First, we explicate the generic model of knowledge representation for PTMS. Second, we expound the knowledge representation for specific cases of toolkits in PTMS. We have also presented the conceptual view of knowledge representation using ontology for both generic and specific cases. Third, we have devised the relations for pervasive knowledge in PTMS. Finally, events are identified in PTMS which are then linked with pervasive data of toolkits based on relation formulated. The experimental environment and case studies show the accuracy and efficient knowledge representation of toolkits in PTMS.
Abstract: Automatic program generation saves time, human resources, and allows receiving syntactically clear and logically correct modules. The 4-th generation programming languages are related to drawing the data and the processes of the subject area, as well as, to obtain a frame of the respective information system. The application can be separated in interface and business logic. That means, for an interactive generation of the needed system to be used an already existing toolkit or to be created a new one.
Abstract: The concept of economic policy and the practical
economic policy diverge from each other at a certain stage of
development. This is related to the concept of realization of the
underlying problems. It comes with all the problems emerged in the
market oriented economic order due to the political processes based
on social welfare policy. The realization of the concept of economic
policy is impeded by economic and political obstacles. If you want to
fill the appeared between the concept and reality, it is necessary to
identify and avoid these obstacles. It requires the following: increase
of the level of the knowledge of prevention technology in
understanding of economic relations, as well as political aspects of
the formation of ideas; perfection of economic policy toolkit, and
political methods.
It is necessary to realize what is the main precondition of
implementation and further development of the concept of economic
policy, as well as the formation of opinions about economic and
public safety. This is a broad consensus on the basic values of the
content and the scale of action, which the general public wants to be
realized.
Abstract: Grid is an environment with millions of resources
which are dynamic and heterogeneous in nature. A computational
grid is one in which the resources are computing nodes and is meant
for applications that involves larger computations. A scheduling
algorithm is said to be efficient if and only if it performs better
resource allocation even in case of resource failure. Resource
allocation is a tedious issue since it has to consider several
requirements such as system load, processing cost and time, user’s
deadline and resource failure. This work attempts in designing a
resource allocation algorithm which is cost-effective and also targets
at load balancing, fault tolerance and user satisfaction by considering
the above requirements. The proposed Budget Constrained Load
Balancing Fault Tolerant algorithm with user satisfaction (BLBFT)
reduces the schedule makespan, schedule cost and task failure rate
and improves resource utilization. Evaluation of the proposed
BLBFT algorithm is done using Gridsim toolkit and the results are
compared with the algorithms which separately concentrates on all
these factors. The comparison results ensure that the proposed
algorithm works better than its counterparts.
Abstract: In this work, we study the behavior of introducing
atomic size vacancy in a graphene nanoribbon superlattice. Our
investigations are based on the density functional theory (DFT) with
the Local Density Approximation in Atomistix Toolkit (ATK). We
show that, in addition to its shape, the position of vacancy has a
major impact on the electrical properties of a graphene nanoribbon
superlattice. We show that the band gap of an armchair graphene
nanoribbon may be tuned by introducing an appropriate periodic
pattern of vacancies. The band gap changes in a zig-zag manner
similar to the variation of band gap of a graphene nanoribbon by
changing its width.
Abstract: This research proposes a novel reconstruction protocol
for restoring missing surfaces and low-quality edges and shapes in
photos of artifacts at historical sites. The protocol starts with the
extraction of a cloud of points. This extraction process is based on
four subordinate algorithms, which differ in the robustness and
amount of resultant. Moreover, they use different -but
complementary- accuracy to some related features and to the way
they build a quality mesh. The performance of our proposed protocol
is compared with other state-of-the-art algorithms and toolkits. The
statistical analysis shows that our algorithm significantly outperforms
its rivals in the resultant quality of its object files used to reconstruct
the desired model.
Abstract: This paper gives insights into the research project “InnoCyFer” (in the form of an outlook) which is funded by the German Federal Ministry of Economics and Technology. Enabling the integrated customer individual product design as well as flexible manufacturing of these products are the main objectives of the project. To achieve this, a web-based Open Innovation-Platform containing an integrated Toolkit will be developed. This toolkit enables the active integration of the customer’s creativity and potentials of innovation in the product development process. Furthermore, the project will show the chances and possibilities of customer individualized products by building and examining the continuous process from innovation through the customers to the flexible manufacturing of individual products.
Abstract: This paper describes a software approach for modeling inverter fed induction motor drive using Laboratory Virtual Instrument Engineering Workbench (LabVIEW). The reason behind the selection of LabVIEW software is because of its strong graphical interface, flexibility of its programming language combined with built-in tools designed specifically for test, measurement and control. LabVIEW is generally used in most of the applications for data acquisition, test and control. In this paper, inverter and induction motor are modeled using LabVIEW toolkits. Simulation results are presented and are validated.
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: With the popularity of the multi-core and many-core architectures there is a great requirement for software frameworks which can support parallel programming methodologies. In this paper we introduce an Eclipse toolkit, JConqurr which is easy to use and provides robust support for flexible parallel progrmaming. JConqurr is a multi-core and many-core programming toolkit for Java which is capable of providing support for common parallel programming patterns which include task, data, divide and conquer and pipeline parallelism. The toolkit uses an annotation and a directive mechanism to convert the sequential code into parallel code. In addition to that we have proposed a novel mechanism to achieve the parallelism using graphical processing units (GPU). Experiments with common parallelizable algorithms have shown that our toolkit can be easily and efficiently used to convert sequential code to parallel code and significant performance gains can be achieved.
Abstract: In Virtual organization, Knowledge Discovery (KD)
service contains distributed data resources and computing grid nodes.
Computational grid is integrated with data grid to form Knowledge
Grid, which implements Apriori algorithm for mining association
rule on grid network. This paper describes development of parallel
and distributed version of Apriori algorithm on Globus Toolkit using
Message Passing Interface extended with Grid Services (MPICHG2).
The creation of Knowledge Grid on top of data and
computational grid is to support decision making in real time
applications. In this paper, the case study describes design and
implementation of local and global mining of frequent item sets. The
experiments were conducted on different configurations of grid
network and computation time was recorded for each operation. We
analyzed our result with various grid configurations and it shows
speedup of computation time is almost superlinear.
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.