Comparative Study Using Weka for Red Blood Cells Classification

Red blood cells (RBC) are the most common types of blood cells and are the most intensively studied in cell biology. The lack of RBCs is a condition in which the amount of hemoglobin level is lower than normal and is referred to as “anemia”. Abnormalities in RBCs will affect the exchange of oxygen. This paper presents a comparative study for various techniques for classifying the RBCs as normal or abnormal (anemic) using WEKA. WEKA is an open source consists of different machine learning algorithms for data mining applications. The algorithms tested are Radial Basis Function neural network, Support vector machine, and K-Nearest Neighbors algorithm. Two sets of combined features were utilized for classification of blood cells images. The first set, exclusively consist of geometrical features, was used to identify whether the tested blood cell has a spherical shape or non-spherical cells. While the second set, consist mainly of textural features was used to recognize the types of the spherical cells. We have provided an evaluation based on applying these classification methods to our RBCs image dataset which were obtained from Serdang Hospital - Malaysia, and measuring the accuracy of test results. The best achieved classification rates are 97%, 98%, and 79% for Support vector machines, Radial Basis Function neural network, and K-Nearest Neighbors algorithm respectively.

Searching k-Nearest Neighbors to be Appropriate under Gamming Environments

In general, algorithms to find continuous k-nearest neighbors have been researched on the location based services, monitoring periodically the moving objects such as vehicles and mobile phone. Those researches assume the environment that the number of query points is much less than that of moving objects and the query points are not moved but fixed. In gaming environments, this problem is when computing the next movement considering the neighbors such as flocking, crowd and robot simulations. In this case, every moving object becomes a query point so that the number of query point is same to that of moving objects and the query points are also moving. In this paper, we analyze the performance of the existing algorithms focused on location based services how they operate under gaming environments.

Intelligent Swarm-Finding in Formation Control of Multi-Robots to Track a Moving Target

This paper presents a new approach to control robots, which can quickly find their swarm while tracking a moving target through the obstacles of the environment. In this approach, an artificial potential field is generated between each free-robot and the virtual attractive point of the swarm. This artificial potential field will lead free-robots to their swarm. The swarm-finding of these free-robots dose not influence the general motion of their swarm and nor other robots. When one singular robot approaches the swarm then its swarm-search will finish, and it will further participate with its swarm to reach the position of the target. The connections between member-robots with their neighbors are controlled by the artificial attractive/repulsive force field between them to avoid collisions and keep the constant distances between them in ordered formation. The effectiveness of the proposed approach has been verified in simulations.

A Robust Method for Finding Nearest-Neighbor using Hexagon Cells

In pattern clustering, nearest neighborhood point computation is a challenging issue for many applications in the area of research such as Remote Sensing, Computer Vision, Pattern Recognition and Statistical Imaging. Nearest neighborhood computation is an essential computation for providing sufficient classification among the volume of pixels (voxels) in order to localize the active-region-of-interests (AROI). Furthermore, it is needed to compute spatial metric relationships of diverse area of imaging based on the applications of pattern recognition. In this paper, we propose a new methodology for finding the nearest neighbor point, depending on making a virtually grid of a hexagon cells, then locate every point beneath them. An algorithm is suggested for minimizing the computation and increasing the turnaround time of the process. The nearest neighbor query points Φ are fetched by seeking fashion of hexagon holistic. Seeking will be repeated until an AROI Φ is to be expected. If any point Υ is located then searching starts in the nearest hexagons in a circular way. The First hexagon is considered be level 0 (L0) and the surrounded hexagons is level 1 (L1). If Υ is located in L1, then search starts in the next level (L2) to ensure that Υ is the nearest neighbor for Φ. Based on the result and experimental results, we found that the proposed method has an advantage over the traditional methods in terms of minimizing the time complexity required for searching the neighbors, in turn, efficiency of classification will be improved sufficiently.

Active Segment Selection Method in EEG Classification Using Fractal Features

BCI (Brain Computer Interface) is a communication machine that translates brain massages to computer commands. These machines with the help of computer programs can recognize the tasks that are imagined. Feature extraction is an important stage of the process in EEG classification that can effect in accuracy and the computation time of processing the signals. In this study we process the signal in three steps of active segment selection, fractal feature extraction, and classification. One of the great challenges in BCI applications is to improve classification accuracy and computation time together. In this paper, we have used student’s 2D sample t-statistics on continuous wavelet transforms for active segment selection to reduce the computation time. In the next level, the features are extracted from some famous fractal dimension estimation of the signal. These fractal features are Katz and Higuchi. In the classification stage we used ANFIS (Adaptive Neuro-Fuzzy Inference System) classifier, FKNN (Fuzzy K-Nearest Neighbors), LDA (Linear Discriminate Analysis), and SVM (Support Vector Machines). We resulted that active segment selection method would reduce the computation time and Fractal dimension features with ANFIS analysis on selected active segments is the best among investigated methods in EEG classification.

NOHIS-Tree: High-Dimensional Index Structure for Similarity Search

In Content-Based Image Retrieval systems it is important to use an efficient indexing technique in order to perform and accelerate the search in huge databases. The used indexing technique should also support the high dimensions of image features. In this paper we present the hierarchical index NOHIS-tree (Non Overlapping Hierarchical Index Structure) when we scale up to very large databases. We also present a study of the influence of clustering on search time. The performance test results show that NOHIS-tree performs better than SR-tree. Tests also show that NOHIS-tree keeps its performances in high dimensional spaces. We include the performance test that try to determine the number of clusters in NOHIS-tree to have the best search time.

Analysis of Sonogram Images of Thyroid Gland Based on Wavelet Transform

Sonogram images of normal and lymphocyte thyroid tissues have considerable overlap which makes it difficult to interpret and distinguish. Classification from sonogram images of thyroid gland is tackled in semiautomatic way. While making manual diagnosis from images, some relevant information need not to be recognized by human visual system. Quantitative image analysis could be helpful to manual diagnostic process so far done by physician. Two classes are considered: normal tissue and chronic lymphocyte thyroid (Hashimoto's Thyroid). Data structure is analyzed using K-nearest-neighbors classification. This paper is mentioned that unlike the wavelet sub bands' energy, histograms and Haralick features are not appropriate to distinguish between normal tissue and Hashimoto's thyroid.

A New Fast Skin Color Detection Technique

Skin color can provide a useful and robust cue for human-related image analysis, such as face detection, pornographic image filtering, hand detection and tracking, people retrieval in databases and Internet, etc. The major problem of such kinds of skin color detection algorithms is that it is time consuming and hence cannot be applied to a real time system. To overcome this problem, we introduce a new fast technique for skin detection which can be applied in a real time system. In this technique, instead of testing each image pixel to label it as skin or non-skin (as in classic techniques), we skip a set of pixels. The reason of the skipping process is the high probability that neighbors of the skin color pixels are also skin pixels, especially in adult images and vise versa. The proposed method can rapidly detect skin and non-skin color pixels, which in turn dramatically reduce the CPU time required for the protection process. Since many fast detection techniques are based on image resizing, we apply our proposed pixel skipping technique with image resizing to obtain better results. The performance evaluation of the proposed skipping and hybrid techniques in terms of the measured CPU time is presented. Experimental results demonstrate that the proposed methods achieve better result than the relevant classic method.

The Spanning Laceability of k-ary n-cubes when k is Even

Qk n has been shown as an alternative to the hypercube family. For any even integer k ≥ 4 and any integer n ≥ 2, Qk n is a bipartite graph. In this paper, we will prove that given any pair of vertices, w and b, from different partite sets of Qk n, there exist 2n internally disjoint paths between w and b, denoted by {Pi | 0 ≤ i ≤ 2n-1}, such that 2n-1 i=0 Pi covers all vertices of Qk n. The result is optimal since each vertex of Qk n has exactly 2n neighbors.

How Social Network Structure Affects the Dynamics of Evolution of Cooperation?

The existence of many biological systems, especially human societies, is based on cooperative behavior [1, 2]. If natural selection favors selfish individuals, then what mechanism is at work that we see so many cooperative behaviors? One answer is the effect of network structure. On a graph, cooperators can evolve by forming network bunches [2, 3, 4]. In a research, Ohtsuki et al used the idea of iterated prisoners- dilemma on a graph to model an evolutionary game. They showed that the average number of neighbors plays an important role in determining whether cooperation is the ESS of the system or not [3]. In this paper, we are going to study the dynamics of evolution of cooperation in a social network. We show that during evolution, the ratio of cooperators among individuals with fewer neighbors to cooperators among other individuals is greater than unity. The extent to which the fitness function depends on the payoff of the game determines this ratio.

A new Cellular Automata Model of Cardiac Action Potential Propagation based on Summation of Excited Neighbors

The heart tissue is an excitable media. A Cellular Automata is a type of model that can be used to model cardiac action potential propagation. One of the advantages of this approach against the methods based on differential equations is its high speed in large scale simulations. Recent cellular automata models are not able to avoid flat edges in the result patterns or have large neighborhoods. In this paper, we present a new model to eliminate flat edges by minimum number of neighbors.

Cooperative Data Caching in WSN

Wireless sensor networks (WSNs) have gained tremendous attention in recent years due to their numerous applications. Due to the limited energy resource, energy efficient operation of sensor nodes is a key issue in wireless sensor networks. Cooperative caching which ensures sharing of data among various nodes reduces the number of communications over the wireless channels and thus enhances the overall lifetime of a wireless sensor network. In this paper, we propose a cooperative caching scheme called ZCS (Zone Cooperation at Sensors) for wireless sensor networks. In ZCS scheme, one-hop neighbors of a sensor node form a cooperative cache zone and share the cached data with each other. Simulation experiments show that the ZCS caching scheme achieves significant improvements in byte hit ratio and average query latency in comparison with other caching strategies.

Involving Action Potential Morphology on a New Cellular Automata Model of Cardiac Action Potential Propagation

Computer modeling has played a unique role in understanding electrocardiography. Modeling and simulating cardiac action potential propagation is suitable for studying normal and pathological cardiac activation. This paper presents a 2-D Cellular Automata model for simulating action potential propagation in cardiac tissue. We demonstrate a novel algorithm in order to use minimum neighbors. This algorithm uses the summation of the excitability attributes of excited neighboring cells. We try to eliminate flat edges in the result patterns by inserting probability to the model. We also preserve the real shape of action potential by using linear curve fitting of one well known electrophysiological model.

Performance Analysis of Flooding Attack Prevention Algorithm in MANETs

The lack of any centralized infrastructure in mobile ad hoc networks (MANET) is one of the greatest security concerns in the deployment of wireless networks. Thus communication in MANET functions properly only if the participating nodes cooperate in routing without any malicious intention. However, some of the nodes may be malicious in their behavior, by indulging in flooding attacks on their neighbors. Some others may act malicious by launching active security attacks like denial of service. This paper addresses few related works done on trust evaluation and establishment in ad hoc networks. Related works on flooding attack prevention are reviewed. A new trust approach based on the extent of friendship between the nodes is proposed which makes the nodes to co-operate and prevent flooding attacks in an ad hoc environment. The performance of the trust algorithm is tested in an ad hoc network implementing the Ad hoc On-demand Distance Vector (AODV) protocol.

An Improved Greedy Routing Algorithm for Grid using Pheromone-Based Landmarks

This paper objects to extend Jon Kleinberg-s research. He introduced the structure of small-world in a grid and shows with a greedy algorithm using only local information able to find route between source and target in delivery time O(log2n). His fundamental model for distributed system uses a two-dimensional grid with longrange random links added between any two node u and v with a probability proportional to distance d(u,v)-2. We propose with an additional information of the long link nearby, we can find the shorter path. We apply the ant colony system as a messenger distributed their pheromone, the long-link details, in surrounding area. The subsequence forwarding decision has more option to move to, select among local neighbors or send to node has long link closer to its target. Our experiment results sustain our approach, the average routing time by Color Pheromone faster than greedy method.

Relevance Feedback within CBIR Systems

We present here the results for a comparative study of some techniques, available in the literature, related to the relevance feedback mechanism in the case of a short-term learning. Only one method among those considered here is belonging to the data mining field which is the K-nearest neighbors algorithm (KNN) while the rest of the methods is related purely to the information retrieval field and they fall under the purview of the following three major axes: Shifting query, Feature Weighting and the optimization of the parameters of similarity metric. As a contribution, and in addition to the comparative purpose, we propose a new version of the KNN algorithm referred to as an incremental KNN which is distinct from the original version in the sense that besides the influence of the seeds, the rate of the actual target image is influenced also by the images already rated. The results presented here have been obtained after experiments conducted on the Wang database for one iteration and utilizing color moments on the RGB space. This compact descriptor, Color Moments, is adequate for the efficiency purposes needed in the case of interactive systems. The results obtained allow us to claim that the proposed algorithm proves good results; it even outperforms a wide range of techniques available in the literature.

Spreading Dynamics of a Viral Infection in a Complex Network

We report a computational study of the spreading dynamics of a viral infection in a complex (scale-free) network. The final epidemic size distribution (FESD) was found to be unimodal or bimodal depending on the value of the basic reproductive number R0 . The FESDs occurred on time-scales long enough for intermediate-time epidemic size distributions (IESDs) to be important for control measures. The usefulness of R0 for deciding on the timeliness and intensity of control measures was found to be limited by the multimodal nature of the IESDs and by its inability to inform on the speed at which the infection spreads through the population. A reduction of the transmission probability at the hubs of the scale-free network decreased the occurrence of the larger-sized epidemic events of the multimodal distributions. For effective epidemic control, an early reduction in transmission at the index cell and its neighbors was essential.

An Enhanced Key Management Scheme Based on Key Infection in Wireless Sensor Networks

We propose an enhanced key management scheme based on Key Infection, which is lightweight scheme for tiny sensors. The basic scheme, Key Infection, is perfectly secure against node capture and eavesdropping if initial communications after node deployment is secure. If, however, an attacker can eavesdrop on the initial communications, they can take the session key. We use common neighbors for each node to generate the session key. Each node has own secret key and shares it with its neighbor nodes. Then each node can establish the session key using common neighbors- secret keys and a random number. Our scheme needs only a few communications even if it uses neighbor nodes- information. Without losing the lightness of basic scheme, it improves the resistance against eavesdropping on the initial communications more than 30%.

Automatic Lip Contour Tracking and Visual Character Recognition for Computerized Lip Reading

Computerized lip reading has been one of the most actively researched areas of computer vision in recent past because of its crime fighting potential and invariance to acoustic environment. However, several factors like fast speech, bad pronunciation, poor illumination, movement of face, moustaches and beards make lip reading difficult. In present work, we propose a solution for automatic lip contour tracking and recognizing letters of English language spoken by speakers using the information available from lip movements. Level set method is used for tracking lip contour using a contour velocity model and a feature vector of lip movements is then obtained. Character recognition is performed using modified k nearest neighbor algorithm which assigns more weight to nearer neighbors. The proposed system has been found to have accuracy of 73.3% for character recognition with speaker lip movements as the only input and without using any speech recognition system in parallel. The approach used in this work is found to significantly solve the purpose of lip reading when size of database is small.

Non-Overlapping Hierarchical Index Structure for Similarity Search

In order to accelerate the similarity search in highdimensional database, we propose a new hierarchical indexing method. It is composed of offline and online phases. Our contribution concerns both phases. In the offline phase, after gathering the whole of the data in clusters and constructing a hierarchical index, the main originality of our contribution consists to develop a method to construct bounding forms of clusters to avoid overlapping. For the online phase, our idea improves considerably performances of similarity search. However, for this second phase, we have also developed an adapted search algorithm. Our method baptized NOHIS (Non-Overlapping Hierarchical Index Structure) use the Principal Direction Divisive Partitioning (PDDP) as algorithm of clustering. The principle of the PDDP is to divide data recursively into two sub-clusters; division is done by using the hyper-plane orthogonal to the principal direction derived from the covariance matrix and passing through the centroid of the cluster to divide. Data of each two sub-clusters obtained are including by a minimum bounding rectangle (MBR). The two MBRs are directed according to the principal direction. Consequently, the nonoverlapping between the two forms is assured. Experiments use databases containing image descriptors. Results show that the proposed method outperforms sequential scan and SRtree in processing k-nearest neighbors.