Abstract: Multi-agent system approach has proven to be an effective and appropriate abstraction level to construct whole models of a diversity of biological problems, integrating aspects which can be found both in "micro" and "macro" approaches when modeling this type of phenomena. Taking into account these considerations, this paper presents the important computational characteristics to be gathered into a novel bioinformatics framework built upon a multiagent architecture. The version of the tool presented herein allows studying and exploring complex problems belonging principally to structural biology, such as protein folding. The bioinformatics framework is used as a virtual laboratory to explore a minimalist model of protein folding as a test case. In order to show the laboratory concept of the platform as well as its flexibility and adaptability, we studied the folding of two particular sequences, one of 45-mer and another of 64-mer, both described by an HP model (only hydrophobic and polar residues) and coarse grained 2D-square lattice. According to the discussion section of this piece of work, these two sequences were chosen as breaking points towards the platform, in order to determine the tools to be created or improved in such a way to overcome the needs of a particular computation and analysis of a given tough sequence. The backwards philosophy herein is that the continuous studying of sequences provides itself important points to be added into the platform, to any time improve its efficiency, as is demonstrated herein.
Abstract: We propose that Virtual Learning Environments (VLEs) should be designed by taking into account the characteristics, the special needs and the specific operating rules of the academic institutions in which they are employed. In this context, we describe a VLE module that extends the support of the organization and delivery of course material by including administration activities related to the various stages of teaching. These include the co-ordination, collaboration and monitoring of the course material development process and institution-specific course material delivery modes. Our specialized module, which enhances VLE capabilities by Helping Educators and Learners through a Laboratory Assistance System, is willing to assist the Greek tertiary technological sector, which includes Technological Educational Institutes (T.E.I.).
Abstract: augmented reality is a technique used to insert virtual objects in real scenes. One of the most used libraries in the area is the ARToolkit library. It is based on the recognition of the markers that are in the form of squares with a pattern inside. This pattern which is mostly textual is source of confusing. In this paper, we present the results of a classification of Latin characters as a pattern on the ARToolkit markers to know the most distinguishable among them.
Abstract: Since Cloud environment has appeared as the most powerful
keyword in the computing industry, the growth in VDI (Virtual Desktop
Infrastructure) became remarkable in domestic market. In recent years, with the trend
that mobile devices such as smartphones and pads spread so rapidly, the strengths of
VDI that allows people to access and perform business on the move along with
companies' office needs expedite more rapid spread of VDI.
In this paper, mobile OTP (One-Time Password) authentication method is proposed
to secure mobile device portability through rapid and secure authentication using
mobile devices such as mobile phones or pads, which does not require additional
purchase or possession of OTP tokens of users. To facilitate diverse and wide use of
Services in the future, service should be continuous and stable, and above all, security
should be considered the most important to meet advanced portability and user
accessibility, the strengths of VDI.
Abstract: Delivering course material via a virtual environment
is beneficial to today-s students because it offers the interactivity,
real-time interaction and social presence that students of all ages
have come to accept in our gaming rich community. It is essential
that the Net Generation also known as Generation Why, have
exposure to learning communities that encompass interactivity to
form social and educational connections. As student and professor
become interconnected through collaboration and interaction in a
virtual learning space, relationships develop and students begin to
take on an individual identity. With this in mind the research project
was developed to investigate the use of virtual environments on
student satisfaction and the effectiveness of course delivery.
Furthermore, the project was designed to integrate both interactive
(real-time) classes conducted in the Virtual Reality (VR)
environment while also creating archived VR sessions for student use
in retaining and reviewing course content.
Abstract: Snake bite cases in Malaysia most often involve the
species Naja-naja and Calloselasma rhodostoma. In keeping with the
need for a rapid snake venom detection kit in a clinical setting, plate
and dot-ELISA test for the venoms of Naja-naja sumatrana,
Calloselasma rhodostoma and the cobra venom fraction V antigen
was developed. Polyclonal antibodies were raised and further used to
prepare the reagents for the dot-ELISA test kit which was tested in
mice, rabbit and virtual human models. The newly developed dot-
ELISA kit was able to detect a minimum venom concentration of
244ng/ml with cross reactivity of one antibody type. The dot-ELISA
system was sensitive and specific for all three snake venom types in
all tested animal models. The lowest minimum venom concentration
detectable was in the rabbit model, 244ng/ml of the cobra venom
fraction V antigen. The highest minimum venom concentration was
in mice, 1953ng/ml against a multitude of venoms. The developed
dot-ELISA system for the detection of three snake venom types was
successful with a sensitivity of 95.8% and specificity of 97.9%.
Abstract: Scheduling of diversified service requests in
distributed computing is a critical design issue. Cloud is a type of
parallel and distributed system consisting of a collection of
interconnected and virtual computers. It is not only the clusters and
grid but also it comprises of next generation data centers. The paper
proposes an initial heuristic algorithm to apply modified ant colony
optimization approach for the diversified service allocation and
scheduling mechanism in cloud paradigm. The proposed optimization
method is aimed to minimize the scheduling throughput to service all
the diversified requests according to the different resource allocator
available under cloud computing environment.
Abstract: The main mission of Ezilla is to provide a friendly
interface to access the virtual machine and quickly deploy the high
performance computing environment. Ezilla has been developed by
Pervasive Computing Team at National Center for High-performance
Computing (NCHC). Ezilla integrates the Cloud middleware,
virtualization technology, and Web-based Operating System (WebOS)
to form a virtual computer in distributed computing environment. In
order to upgrade the dataset and speedup, we proposed the sensor
observation system to deal with a huge amount of data in the
Cassandra database. The sensor observation system is based on the
Ezilla to store sensor raw data into distributed database. We adopt the
Ezilla Cloud service to create virtual machines and login into virtual
machine to deploy the sensor observation system. Integrating the
sensor observation system with Ezilla is to quickly deploy experiment
environment and access a huge amount of data with distributed
database that support the replication mechanism to protect the data
security.
Abstract: Lurking behavior is common in information-seeking oriented communities. Transferring users with lurking behavior to be contributors can assist virtual communities to obtain competitive advantages. Based on the ecological cognition framework, this study proposes a model to examine the antecedents of lurking behavior in information-seeking oriented virtual communities. This study argues desire for emotional support, desire for information support, desire for performance-approach, desire for performance -avoidance, desire for mastery-approach, desire for mastery-avoidance, desire for ability trust, desire for benevolence trust, and desire for integrity trust effect on lurking behavior. This study offers an approach to understanding the determinants of lurking behavior in online contexts.
Abstract: This paper proposes view-point insensitive human
pose recognition system using neural network. Recognition system
consists of silhouette image capturing module, data driven database,
and neural network. The advantages of our system are first, it is
possible to capture multiple view-point silhouette images of 3D human
model automatically. This automatic capture module is helpful to
reduce time consuming task of database construction. Second, we
develop huge feature database to offer view-point insensitivity at pose
recognition. Third, we use neural network to recognize human pose
from multiple-view because every pose from each model have similar
feature patterns, even though each model has different appearance and
view-point. To construct database, we need to create 3D human model
using 3D manipulate tools. Contour shape is used to convert silhouette
image to feature vector of 12 degree. This extraction task is processed
semi-automatically, which benefits in that capturing images and
converting to silhouette images from the real capturing environment is
needless. We demonstrate the effectiveness of our approach with
experiments on virtual environment.
Abstract: There are many researches to detect collision between real object and virtual object in 3D space. In general, these techniques are need to huge computing power. So, many research and study are constructed by using cloud computing, network computing, and distribute computing. As a reason of these, this paper proposed a novel fast 3D collision detection algorithm between real and virtual object using 2D intersection area. Proposed algorithm uses 4 multiple cameras and coarse-and-fine method to improve accuracy and speed performance of collision detection. In the coarse step, this system examines the intersection area between real and virtual object silhouettes from all camera views. The result of this step is the index of virtual sensors which has a possibility of collision in 3D space. To decide collision accurately, at the fine step, this system examines the collision detection in 3D space by using the visual hull algorithm. Performance of the algorithm is verified by comparing with existing algorithm. We believe proposed algorithm help many other research, study and application fields such as HCI, augmented reality, intelligent space, and so on.
Abstract: In this paper we present high performance
dynamically allocated multi-queue (DAMQ) buffer schemes for fault
tolerance systems on chip applications that require an interconnection
network. Two virtual channels shared the same buffer space. Fault
tolerant mechanisms for interconnection networks are becoming a
critical design issue for large massively parallel computers. It is also
important to high performance SoCs as the system complexity keeps
increasing rapidly. On the message switching layer, we make
improvement to boost system performance when there are faults
involved in the components communication. The proposed scheme is
when a node or a physical channel is deemed as faulty, the previous
hop node will terminate the buffer occupancy of messages destined
to the failed link. The buffer usage decisions are made at switching
layer without interactions with higher abstract layer, thus buffer
space will be released to messages destined to other healthy nodes
quickly. Therefore, the buffer space will be efficiently used in case
fault occurs at some nodes.
Abstract: The project describes the modeling of various
architectures mechatronics specifically morphologies of robots in an educational environment. Each structure developed by students of
pre-school, primary and secondary was created using the concept of
reverse engineering in a constructivist environment, to later be integrated in educational software that promotes the teaching of
educational Robotics in a virtual and economic environment.
Abstract: This paper presents the outcomes of a qualitative
study which aims to investigate the pedagogical potentials of serious
games in the preparation of future teachers. The authors discuss the
existing problems and barriers associated with the organization of
teaching practices in Bulgaria as part of the pre-service teacher
training, as well as the attitudes and perceptions of the interviewed
academics, teachers and trainees concerning the integration of serious
games in the teaching practicum. The study outcomes strongly
confirm the positive attitudes of the respondents to the introduction
of virtual learning environments for the development of professional
skills of future teachers as a supplement to the traditional forms of
education. Through the inclusion of serious games it is expected to
improve the quality of practical training of pre-service teachers as
they overcome many of the problems identified in the existing
teaching practices. The outcomes of the study will inform the design
of the educational simulation software which is part of the project
SimAula Tomorrow's Teachers Training.
Abstract: The purpose of this study was to investigate the effect
of combining Real Experimentation (RE) With Virtual
Experimentation (VE) on students- conceptual understanding of
photo electric effect. To achieve this, a pre–post comparison study
design was used that involved 46 undergraduate students. Two
groups were set up for this study. Participants in the control group
used RE to learn photo electric effect, whereas, participants in the
experimental group used RE in the first part of the curriculum and
VE in another part. Achievement test was given to the groups
before and after the application as pre-test and post test. The
independent samples t- test, one way Anova and Tukey HSD test
were used for testing the data obtained from the study.
According to the results of analyzes, the experimental group
was found more successful than the control group.
Abstract: Most scientific programs have large input and output
data sets that require out-of-core programming or use virtual memory
management (VMM). Out-of-core programming is very error-prone
and tedious; as a result, it is generally avoided. However, in many
instance, VMM is not an effective approach because it often results
in substantial performance reduction. In contrast, compiler driven I/O
management will allow a program-s data sets to be retrieved in parts,
called blocks or tiles. Comanche (COmpiler MANaged caCHE) is a
compiler combined with a user level runtime system that can be used
to replace standard VMM for out-of-core programs. We describe
Comanche and demonstrate on a number of representative problems
that it substantially out-performs VMM. Significantly our system
does not require any special services from the operating system and
does not require modification of the operating system kernel.
Abstract: Proxy signature helps the proxy signer to sign
messages on behalf of the original signer. It is very useful when
the original signer (e.g. the president of a company) is not
available to sign a specific document. If the original signer can
not forge valid proxy signatures through impersonating the proxy
signer, it will be robust in a virtual environment; thus the original
signer can not shift any illegal action initiated by herself to the
proxy signer. In this paper, we propose a new proxy signature
scheme. The new scheme can prevent the original signer from
impersonating the proxy signer to sign messages. The proposed
scheme is based on the regular ElGamal signature. In addition,
the fair privacy of the proxy signer is maintained. That means,
the privacy of the proxy signer is preserved; and the privacy can
be revealed when it is necessary.
Abstract: The paper presents an investigation into the role of virtual reality and web technologies in the field of distance education. Within this frame, special emphasis is given on the building of web-based virtual learning environments so as to successfully fulfill their educational objectives. In particular, basic pedagogical methods are studied, focusing mainly on the efficient preparation, approach and presentation of learning content, and specific designing rules are presented considering the hypermedia, virtual and educational nature of this kind of applications. The paper also aims to highlight the educational benefits arising from the use of virtual reality technology in medicine and study the emerging area of web-based medical simulations. Finally, an innovative virtual reality environment for distance education in medicine is demonstrated. The proposed environment reproduces conditions of the real learning process and enhances learning through a real-time interactive simulator.
Abstract: Networked schools have become a feature of
education systems in countries that seek to provide learning
opportunities in schools located beyond major centres of population.
The internet and e-learning have facilitated the development of
virtual educational structures that complement traditional schools,
encouraging collaborative teaching and learning to proceed. In rural
New Zealand and in the Atlantic Canadian province of
Newfoundland and Labrador, e-learning is able to provide new ways
of organizing teaching, learning and the management of educational
opportunities. However, the future of e-teaching and e-learning in
networked schools depends on the development of professional
education programs that prepare teachers for collaborative teaching
and learning environments in which both virtual and traditional face
to face instruction co-exist.
Abstract: The cyberspace is an instrument through which
internet users could get new experiences. It could contribute to foster
one-s own growth, widening cognitive, creative and communicative
abilities and promoting relationships. In the cyberspace, in fact, it is
possible to create virtual learning communities where internet users
improve their interpersonal sphere, knowledge and skills. The main
element of e-learning is the establishment of online relationships, that
are often collaborative.