Clustering Approach to Unveiling Relationships between Gene Regulatory Networks

Reverse engineering of genetic regulatory network involves the modeling of the given gene expression data into a form of the network. Computationally it is possible to have the relationships between genes, so called gene regulatory networks (GRNs), that can help to find the genomics and proteomics based diagnostic approach for any disease. In this paper, clustering based method has been used to reconstruct genetic regulatory network from time series gene expression data. Supercoiled data set from Escherichia coli has been taken to demonstrate the proposed method.

Human Interactive E-learning Systems using Head Posture Images

This paper explains a novel approach to human interactive e-learning systems using head posture images. Students- face and hair information are used to identify a human presence and estimate the gaze direction. We then define the human-computer interaction level and test the definition using ten students and seventy different posture images. The experimental results show that head posture images provide adequate information for increasing human-computer interaction in e-learning systems.

Behavioral Signature Generation using Shadow Honeypot

A novel behavioral detection framework is proposed to detect zero day buffer overflow vulnerabilities (based on network behavioral signatures) using zero-day exploits, instead of the signature-based or anomaly-based detection solutions currently available for IDPS techniques. At first we present the detection model that uses shadow honeypot. Our system is used for the online processing of network attacks and generating a behavior detection profile. The detection profile represents the dataset of 112 types of metrics describing the exact behavior of malware in the network. In this paper we present the examples of generating behavioral signatures for two attacks – a buffer overflow exploit on FTP server and well known Conficker worm. We demonstrated the visualization of important aspects by showing the differences between valid behavior and the attacks. Based on these metrics we can detect attacks with a very high probability of success, the process of detection is however very expensive.

File System-Based Data Protection Approach

As data to be stored in storage subsystems tremendously increases, data protection techniques have become more important than ever, to provide data availability and reliability. In this paper, we present the file system-based data protection (WOWSnap) that has been implemented using WORM (Write-Once-Read-Many) scheme. In the WOWSnap, once WORM files have been created, only the privileged read requests to them are allowed to protect data against any intentional/accidental intrusions. Furthermore, all WORM files are related to their protection cycle that is a time period during which WORM files should securely be protected. Once their protection cycle is expired, the WORM files are automatically moved to the general-purpose data section without any user interference. This prevents the WORM data section from being consumed by unnecessary files. We evaluated the performance of WOWSnap on Linux cluster.

Research Trend Analysis – A Sample in the Field of Information Systems

As research performance in academia is treated as one of indices for national competency, many countries devote much attention and resources to increasing their research performance. Understand the research trend is the basic step to improve the research performance. The goal of this research is to design an analysis system to evaluate research trends from analyzing data from different countries. In this paper, information system researches in Taiwan and other countries, including Asian countries and prominent countries represented by the Group of Eight (G8) is used as example. Our research found the trends are varied in different countries. Our research suggested that Taiwan-s scholars can pay more attention to interdisciplinary applications and try to increase their collaboration with other countries, in order to increase Taiwan's competency in the area of information science.

Video Quality Assessment using Visual Attention Approach for Sign Language

Visual information is very important in human perception of surrounding world. Video is one of the most common ways to capture visual information. The video capability has many benefits and can be used in various applications. For the most part, the video information is used to bring entertainment and help to relax, moreover, it can improve the quality of life of deaf people. Visual information is crucial for hearing impaired people, it allows them to communicate personally, using the sign language; some parts of the person being spoken to, are more important than others (e.g. hands, face). Therefore, the information about visually relevant parts of the image, allows us to design objective metric for this specific case. In this paper, we present an example of an objective metric based on human visual attention and detection of salient object in the observed scene.

Active Intra-ONU Scheduling with Cooperative Prediction Mechanism in EPONs

Dynamic bandwidth allocation in EPONs can be generally separated into inter-ONU scheduling and intra-ONU scheduling. In our previous work, the active intra-ONU scheduling (AS) utilizes multiple queue reports (QRs) in each report message to cooperate with the inter-ONU scheduling and makes the granted bandwidth fully utilized without leaving unused slot remainder (USR). This scheme successfully solves the USR problem originating from the inseparability of Ethernet frame. However, without proper setting of threshold value in AS, the number of QRs constrained by the IEEE 802.3ah standard is not enough, especially in the unbalanced traffic environment. This limitation may be solved by enlarging the threshold value. The large threshold implies the large gap between the adjacent QRs, thus resulting in the large difference between the best granted bandwidth and the real granted bandwidth. In this paper, we integrate AS with a cooperative prediction mechanism and distribute multiple QRs to reduce the penalty brought by the prediction error. Furthermore, to improve the QoS and save the usage of queue reports, the highest priority (EF) traffic which comes during the waiting time is granted automatically by OLT and is not considered in the requested bandwidth of ONU. The simulation results show that the proposed scheme has better performance metrics in terms of bandwidth utilization and average delay for different classes of packets.

Analysis of Aiming Performance for Games Using Mapping Method of Corneal Reflections Based on Two Different Light Sources

Fundamental motivation of this paper is how gaze estimation can be utilized effectively regarding an application to games. In games, precise estimation is not always important in aiming targets but an ability to move a cursor to an aiming target accurately is also significant. Incidentally, from a game producing point of view, a separate expression of a head movement and gaze movement sometimes becomes advantageous to expressing sense of presence. A case that panning a background image associated with a head movement and moving a cursor according to gaze movement can be a representative example. On the other hand, widely used technique of POG estimation is based on a relative position between a center of corneal reflection of infrared light sources and a center of pupil. However, a calculation of a center of pupil requires relatively complicated image processing, and therefore, a calculation delay is a concern, since to minimize a delay of inputting data is one of the most significant requirements in games. In this paper, a method to estimate a head movement by only using corneal reflections of two infrared light sources in different locations is proposed. Furthermore, a method to control a cursor using gaze movement as well as a head movement is proposed. By using game-like-applications, proposed methods are evaluated and, as a result, a similar performance to conventional methods is confirmed and an aiming control with lower computation power and stressless intuitive operation is obtained.

Implementation of Security Algorithms for u-Health Monitoring System

Data security in u-Health system can be an important issue because wireless network is vulnerable to hacking. However, it is not easy to implement a proper security algorithm in an embedded u-health monitoring because of hardware constraints such as low performance, power consumption and limited memory size and etc. To secure data that contain personal and biosignal information, we implemented several security algorithms such as Blowfish, data encryption standard (DES), advanced encryption standard (AES) and Rivest Cipher 4 (RC4) for our u-Health monitoring system and the results were successful. Under the same experimental conditions, we compared these algorithms. RC4 had the fastest execution time. Memory usage was the most efficient for DES. However, considering performance and safety capability, however, we concluded that AES was the most appropriate algorithm for a personal u-Health monitoring system.

Auto-Parking System via Intelligent Computation Intelligence

In this paper, an intelligent automatic parking control method is proposed. First, the dynamical equation of the rear parking control is derived. Then a fuzzy logic control is proposed to perform the parking planning process. Further, a rear neural network is proposed for the steering control. Through the simulations and experiments, the intelligent auto-parking mode controllers have been shown to achieve the demanded goals with satisfactory control performance and to guarantee the system robustness under parametric variations and external disturbances. To improve some shortcomings and limitations in conventional parking mode control and further to reduce consumption time and prime cost.

Comparison of Evolutionary Algorithms and their Hybrids Applied to MarioAI

Researchers have been applying artificial/ computational intelligence (AI/CI) methods to computer games. In this research field, further researchesare required to compare AI/CI methods with respect to each game application. In thispaper, we report our experimental result on the comparison of evolution strategy, genetic algorithm and their hybrids, applied to evolving controller agents for MarioAI. GA revealed its advantage in our experiment, whereas the expected ability of ES in exploiting (fine-tuning) solutions was not clearly observed. The blend crossover operator and the mutation operator of GA might contribute well to explore the vast search space.

Towards Cloud Computing Anatomy

Cloud Computing has recently emerged as a compelling paradigm for managing and delivering services over the internet. The rise of Cloud Computing is rapidly changing the landscape of information technology, and ultimately turning the longheld promise of utility computing into a reality. As the development of Cloud Computing paradigm is speedily progressing, concepts, and terminologies are becoming imprecise and ambiguous, as well as different technologies are interfering. Thus, it becomes crucial to clarify the key concepts and definitions. In this paper, we present the anatomy of Cloud Computing, covering its essential concepts, prominent characteristics, its affects, architectural design and key technologies. We differentiate various service and deployment models. Also, significant challenges and risks need are tackled in order to guarantee the long-term success of Cloud Computing. The aim of this paper is to provide a better understanding of the anatomy of Cloud Computing and pave the way for further research in this area.

Development of Decision Support System for House Evaluation and Purchasing

Home is important for Chinese people. Because the information regarding the house attributes and surrounding environments is incomplete in most real estate agency, most house buyers are difficult to consider the overall factors effectively and only can search candidates by sorting-based approach. This study aims to develop a decision support system for housing purchasing, in which surrounding facilities of each house are quantified. Then, all considered house factors and customer preferences are incorporated into Simple Multi-Attribute Ranking Technique (SMART) to support the housing evaluation. To evaluate the validity of proposed approach, an empirical study was conducted from a real estate agency. Based on the customer requirement and preferences, the proposed approach can identify better candidate house with consider the overall house attributes and surrounding facilities.

Adopting Procedural Animation Technology to Generate Locomotion of Quadruped Characters in Dynamic Environments

A procedural-animation-based approach which rapidly synthesize the adaptive locomotion for quadruped characters that they can walk or run in any directions on an uneven terrain within a dynamic environment was proposed. We devise practical motion models of the quadruped animals for adapting to a varied terrain in a real-time manner. While synthesizing locomotion, we choose the corresponding motion models by means of the footstep prediction of the current state in the dynamic environment, adjust the key-frames of the motion models relying on the terrain-s attributes, calculate the collision-free legs- trajectories, and interpolate the key-frames according to the legs- trajectories. Finally, we apply dynamic time warping to each part of motion for seamlessly concatenating all desired transition motions to complete the whole locomotion. We reduce the time cost of producing the locomotion and takes virtual characters to fit in with dynamic environments no matter when the environments are changed by users.

Audio User Interface for Visually Impaired Computer Users: in a Two Dimensional Audio Environment

In this paper we discuss a set of guidelines which could be adapted when designing an audio user interface for the visually impaired. It is based on an audio environment that is focused on audio positioning. Unlike current applications which only interpret Graphical User Interface (GUI) for the visually impaired, this particular audio environment bypasses GUI to provide a direct auditory output. It presents the capability of two dimensional (2D) navigation on audio interfaces. This paper highlights the significance of a 2D audio environment with spatial information in the context of the visually impaired. A thorough usability study has been conducted to prove the applicability of proposed design guidelines for these auditory interfaces. While proving these guidelines, previously unearthed design aspects have been revealed in this study.

A Methodology for Creating a Conceptual Model Under Uncertainty

This article deals with the conceptual modeling under uncertainty. First, the division of information systems with their definition will be described, focusing on those where the construction of a conceptual model is suitable for the design of future information system database. Furthermore, the disadvantages of the traditional approach in creating a conceptual model and database design will be analyzed. A comprehensive methodology for the creation of a conceptual model based on analysis of client requirements and the selection of a suitable domain model is proposed here. This article presents the expert system used for the construction of a conceptual model and is a suitable tool for database designers to create a conceptual model.

A Fast Replica Placement Methodology for Large-scale Distributed Computing Systems

Fine-grained data replication over the Internet allows duplication of frequently accessed data objects, as opposed to entire sites, to certain locations so as to improve the performance of largescale content distribution systems. In a distributed system, agents representing their sites try to maximize their own benefit since they are driven by different goals such as to minimize their communication costs, latency, etc. In this paper, we will use game theoretical techniques and in particular auctions to identify a bidding mechanism that encapsulates the selfishness of the agents, while having a controlling hand over them. In essence, the proposed game theory based mechanism is the study of what happens when independent agents act selfishly and how to control them to maximize the overall performance. A bidding mechanism asks how one can design systems so that agents- selfish behavior results in the desired system-wide goals. Experimental results reveal that this mechanism provides excellent solution quality, while maintaining fast execution time. The comparisons are recorded against some well known techniques such as greedy, branch and bound, game theoretical auctions and genetic algorithms.

Research on Strategy for Automated Scaleless-Map Compilation

As a tool for human spatial cognition and thinking, the map has been playing an important role. Maps are perhaps as fundamental to society as language and the written word. Economic and social development requires extensive and in-depth understanding of their own living environment, from the scope of the overall global to urban housing. This has brought unprecedented opportunities and challenges for traditional cartography . This paper first proposed the concept of scaleless-map and its basic characteristics, through the analysis of the existing multi-scale representation techniques. Then some strategies are presented for automated mapping compilation. Taking into account the demand of automated map compilation, detailed proposed the software - WJ workstation must have four technical features, which are generalization operators, symbol primitives, dynamically annotation and mapping process template. This paper provides a more systematic new idea and solution to improve the intelligence and automation of the scaleless cartography.

Concurrent Access to Complex Entities

In this paper we present a way of controlling the concurrent access to data in a distributed application using the Pessimistic Offline Lock design pattern. In our case, the application processes a complex entity, which contains in a hierarchical structure different other entities (objects). It will be shown how the complex entity and the contained entities must be locked in order to control the concurrent access to data.

Information Quality Evaluation Framework: Extending ISO 25012 Data Quality Model

The world wide web coupled with the ever-increasing sophistication of online technologies and software applications puts greater emphasis on the need of even more sophisticated and consistent quality requirements modeling than traditional software applications. Web sites and Web applications (WebApps) are becoming more information driven and content-oriented raising the concern about their information quality (InQ). The consistent and consolidated modeling of InQ requirements for WebApps at different stages of the life cycle still poses a challenge. This paper proposes an approach to specify InQ requirements for WebApps by reusing and extending the ISO 25012:2008(E) data quality model. We also discuss learnability aspect of information quality for the WebApps. The proposed ISO 25012 based InQ framework is a step towards a standardized approach to evaluate WebApps InQ.