Abstract: If price and quantity are the fundamental building
blocks of any theory of market interactions, the importance of trading
volume in understanding the behavior of financial markets is clear.
However, while many economic models of financial markets have
been developed to explain the behavior of prices -predictability,
variability, and information content- far less attention has been
devoted to explaining the behavior of trading volume. In this article,
we hope to expand our understanding of trading volume by
developing a new measure of herding behavior based on a cross
sectional dispersion of volumes betas. We apply our measure to the
Toronto stock exchange using monthly data from January 2000 to
December 2002. Our findings show that the herd phenomenon
consists of three essential components: stationary herding, intentional
herding and the feedback herding.
Abstract: HSDPA is a new feature which is introduced in
Release-5 specifications of the 3GPP WCDMA/UTRA standard to
realize higher speed data rate together with lower round-trip times.
Moreover, the HSDPA concept offers outstanding improvement of
packet throughput and also significantly reduces the packet call
transfer delay as compared to Release -99 DSCH. Till now the
HSDPA system uses turbo coding which is the best coding technique
to achieve the Shannon limit. However, the main drawbacks of turbo
coding are high decoding complexity and high latency which makes
it unsuitable for some applications like satellite communications,
since the transmission distance itself introduces latency due to
limited speed of light. Hence in this paper it is proposed to use LDPC
coding in place of Turbo coding for HSDPA system which decreases
the latency and decoding complexity. But LDPC coding increases the
Encoding complexity. Though the complexity of transmitter
increases at NodeB, the End user is at an advantage in terms of
receiver complexity and Bit- error rate. In this paper LDPC Encoder
is implemented using “sparse parity check matrix" H to generate a
codeword at Encoder and “Belief Propagation algorithm "for LDPC
decoding .Simulation results shows that in LDPC coding the BER
suddenly drops as the number of iterations increase with a small
increase in Eb/No. Which is not possible in Turbo coding. Also same
BER was achieved using less number of iterations and hence the
latency and receiver complexity has decreased for LDPC coding.
HSDPA increases the downlink data rate within a cell to a theoretical
maximum of 14Mbps, with 2Mbps on the uplink. The changes that
HSDPA enables includes better quality, more reliable and more
robust data services. In other words, while realistic data rates are
only a few Mbps, the actual quality and number of users achieved
will improve significantly.
Abstract: The main objective of this paper is applying a
comparison between the Wolf Pack Search (WPS) as a newly
introduced intelligent algorithm with several other known algorithms
including Particle Swarm Optimization (PSO), Shuffled Frog
Leaping (SFL), Binary and Continues Genetic algorithms. All
algorithms are applied on two benchmark cost functions. The aim is
to identify the best algorithm in terms of more speed and accuracy in
finding the solution, where speed is measured in terms of function
evaluations. The simulation results show that the SFL algorithm with
less function evaluations becomes first if the simulation time is
important, while if accuracy is the significant issue, WPS and PSO
would have a better performance.
Abstract: Using data of listed Croatian firms from the Zagreb
Stock Exchange we analyze the relationship between firm ownership
(ownership concentration and type) and performance (ROA).
Empirical research was conducted for the period 2003-2010, yielding
with the total of 1,430 observations. Empirical findings based on
dynamic panel analysis indicate that ownership concentration
variable - CR4 is negatively related with performance, i.e. listed firms
with dispersed ownership perform better than firms with concentrated
ownership. Also, the research indicated that foreign controlled listed
firms perform better than domestically controlled firms. Majority
state owned firms perform worse than privately held firms but
dummy variable for privately controlled firms was not statistically
significant in the estimated panel model.
Abstract: Results are presented from a combined experimental
and modeling study undertaken to understand the effect of fuel spray
angle on soot production in turbulent liquid spray flames. The
experimental work was conducted in a cylindrical laboratory furnace
at fuel spray cone angle of 30º, 45º and 60º. Soot concentrations
inside the combustor are measured by filter paper technique. The soot
concentration is modeled by using the soot particle number density
and the mass density based acetylene concentrations. Soot oxidation
occurred by both hydroxide radicals and oxygen molecules. The
comparison of calculated results against experimental measurements
shows good agreement. Both the numerical and experimental results
show that the peak value of soot and its location in the furnace
depend on fuel spray cone angle. An increase in spray angle enhances
the evaporating rate and peak temperature near the nozzle. Although
peak soot concentration increase with enhance of fuel spray angle but
soot emission from the furnace decreases.
Abstract: Proper orthogonal decomposition (POD) is used to reconstruct spatio-temporal data of a fully developed turbulent channel flow with density variation at Reynolds number of 150, based on the friction velocity and the channel half-width, and Prandtl number of 0.71. To apply POD to the fully developed turbulent channel flow with density variation, the flow field (velocities, density, and temperature) is scaled by the corresponding root mean square values (rms) so that the flow field becomes dimensionless. A five-vector POD problem is solved numerically. The reconstructed second-order moments of velocity, temperature, and density from POD eigenfunctions compare favorably to the original Direct Numerical Simulation (DNS) data.
Abstract: Digital watermarking in medical images can ensure
the authenticity and integrity of the image. This design paper reviews
some existing watermarking schemes and proposes a reversible
tamper detection and recovery watermarking scheme. Watermark
data from ROI (Region Of Interest) are stored in RONI (Region Of
Non Interest). The embedded watermark allows tampering detection
and tampered image recovery. The watermark is also reversible and
data compression technique was used to allow higher embedding
capacity.
Abstract: In this paper, a generalized form of the Banzhaf-Owen value for cooperative fuzzy games with a coalition structure is proposed. Its axiomatic system is given by extending crisp case. In order to better understand the Banzhaf-Owen value for fuzzy games with a coalition structure, we briefly introduce the Banzhaf-Owen values for two special kinds of fuzzy games with a coalition structure, and give their explicit forms.
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: Internet computer games turn to be more and more
attractive within the context of technology enhanced learning.
Educational games as quizzes and quests have gained significant
success in appealing and motivating learners to study in a different
way and provoke steadily increasing interest in new methods of
application. Board games are specific group of games where figures
are manipulated in competitive play mode with race conditions on a
surface according predefined rules. The article represents a new,
formalized model of traditional quizzes, puzzles and quests shown as
multimedia board games which facilitates the construction process of
such games. Authors provide different examples of quizzes and their
models in order to demonstrate the model is quite general and does
support not only quizzes, mazes and quests but also any set of
teaching activities. The execution process of such models is
explained and, as well, how they can be useful for creation and
delivery of adaptive e-learning courseware.
Abstract: With today's fast lifestyles and busy schedule, nuclear
families are becoming popular. Thus, the elderly members of these
families are often neglected. This has lead to the popularity of the
concept of Community living for the aged. The elders reside at a
centre, which is controlled by the MANAGER. The manager takes
responsibility of the functioning of the centre which includes taking
care of 'residents' at the centre along with managing the daily chores
of the centre, which he accomplishes with the help of a number of
staff members and volunteers Often the Manager is not an employee
but a volunteer. In such cases especially, time is an important
constraint. A system, which provides an easy and efficient manner of
managing the working of an old age home in detail, will prove to be
of great benefit. We have developed a P.C. based organizer used to
monitor the various activities of an old age home. It is an effective
and easy-to-use system which will enable the manager to keep an
account of all the residents, their accounts, staff members, volunteers,
the centre-s logistic requirements etc. It is thus, a comprehensive
'Organizer' for Old Age Homes.
Abstract: In image processing and visualization, comparing two
bitmapped images needs to be compared from their pixels by matching
pixel-by-pixel. Consequently, it takes a lot of computational time
while the comparison of two vector-based images is significantly
faster. Sometimes these raster graphics images can be approximately
converted into the vector-based images by various techniques. After
conversion, the problem of comparing two raster graphics images
can be reduced to the problem of comparing vector graphics images.
Hence, the problem of comparing pixel-by-pixel can be reduced to
the problem of polynomial comparisons. In computer aided geometric
design (CAGD), the vector graphics images are the composition of
curves and surfaces. Curves are defined by a sequence of control
points and their polynomials. In this paper, the control points will be
considerably used to compare curves. The same curves after relocated
or rotated are treated to be equivalent while two curves after different
scaled are considered to be similar curves. This paper proposed an
algorithm for comparing the polynomial curves by using the control
points for equivalence and similarity. In addition, the geometric
object-oriented database used to keep the curve information has also
been defined in XML format for further used in curve comparisons.
Abstract: Detection and tracking of the lip contour is an important
issue in speechreading. While there are solutions for lip tracking
once a good contour initialization in the first frame is available,
the problem of finding such a good initialization is not yet solved
automatically, but done manually. We have developed a new tracking
solution for lip contour detection using only few landmarks (15
to 25) and applying the well known Active Shape Models (ASM).
The proposed method is a new LMS-like adaptive scheme based on
an Auto regressive (AR) model that has been fit on the landmark
variations in successive video frames. Moreover, we propose an extra
motion compensation model to address more general cases in lip
tracking. Computer simulations demonstrate a fair match between
the true and the estimated spatial pixels. Significant improvements
related to the well known LMS approach has been obtained via a
defined Frobenius norm index.
Abstract: The effective machine-job assignment of injection
molding machines is very important for industry because it is not
only directly affects the quality of the product but also the
performance and lifetime of the machine as well. The phase of
machine selection was mostly done by professionals or experienced
planners, so the possibility of matching a job with an inappropriate
machine might occur when it was conducted by an inexperienced
person. It could lead to an uneconomical plan and defects. This
research aimed to develop a machine selection system for plastic
injection machines as a tool to help in decision making of the user.
This proposed system could be used both in normal times and in
times of emergency. Fuzzy logic principle is applied to deal with
uncertainty and mechanical factors in the selection of both quantity
and quality criteria. The six criteria were obtained from a plastic
manufacturer's case study to construct a system based on fuzzy logic
theory using MATLAB. The results showed that the system was able
to reduce the defects of Short Shot and Sink Mark to 24.0% and
8.0% and the total defects was reduced around 8.7% per month.
Abstract: In this paper, we propose a novel limited feedback scheme for task planning with service robots. Instead of sending the full service robot state information for the task planning, the proposed scheme send the best-M indices of service robots with a indicator. With the indicator, the proposed scheme significantly reduces the communication overhead for task planning as well as mitigates the system performance degradation in terms of the utility. In addition, we analyze the system performance of the proposed scheme and compare the proposed scheme with the other schemes.
Abstract: Migration in breast cancer cell wound healing assay
had been studied using image fractal dimension analysis. The
migration of MDA-MB-231 cells (highly motile) in a wound healing
assay was captured using time-lapse phase contrast video microscopy
and compared to MDA-MB-468 cell migration (moderately motile).
The Higuchi fractal method was used to compute the fractal
dimension of the image intensity fluctuation along a single pixel
width region parallel to the wound. The near-wound region fractal
dimension was found to decrease three times faster in the MDA-MB-
231 cells initially as compared to the less cancerous MDA-MB-468
cells. The inner region fractal dimension was found to be fairly
constant for both cell types in time and suggests a wound influence
range of about 15 cell layer. The box-counting fractal dimension
method was also used to study region of interest (ROI). The MDAMB-
468 ROI area fractal dimension was found to decrease
continuously up to 7 hours. The MDA-MB-231 ROI area fractal
dimension was found to increase and is consistent with the behavior
of a HGF-treated MDA-MB-231 wound healing assay posted in the
public domain. A fractal dimension based capacity index has been
formulated to quantify the invasiveness of the MDA-MB-231 cells in
the perpendicular-to-wound direction. Our results suggest that image
intensity fluctuation fractal dimension analysis can be used as a tool
to quantify cell migration in terms of cancer severity and treatment
responses.
Abstract: Multifunctional structures are a potentially disruptive
technology that allows for significant mass savings on spacecraft.
The specific concept addressed herein is that of a multifunctional
power structure. In this paper, a parametric optimisation of the
design of such a structure that uses commercially available battery
cells is presented. Using numerical modelling, it was found that there
exists several trade-offs aboutthe conflict between the capacity of the
panel and its mechanical properties. It was found that there is no
universal optimal location for the cells. Placing them close to the
mechanical interfaces increases loading in the mechanically weak
cells whereas placing them at the centre of the panel increases the
stress inthe panel and reduces the stiffness of the structure.
Abstract: A new conceptual architecture for low-level neural
pattern recognition is presented. The key ideas are that the brain
implements support vector machines and that support vectors are
represented as memory patterns in competitive queuing memories. A
binary classifier is built from two competitive queuing memories
holding positive and negative valence training examples respectively.
The support vector machine classification function is calculated in
synchronized evaluation cycles. The kernel is computed by bisymmetric
feed-forward networks feed by sensory input and by
competitive queuing memories traversing the complete sequence of
support vectors. Temporary summation generates the output
classification. It is speculated that perception apparatus in the brain
reuses structures that have evolved for enabling fluent execution of
prepared action sequences so that pattern recognition is built on
internalized motor programmes.
Abstract: Games can be classified as games of skill, games of chance or otherwise be classified as mixed. This paper deals with the topic of scientifically classifying mixed games as more reliant on elements of chance or elements of skill and ways to scientifically measure the amount of skill involved. This is predominantly useful for classification of games as legal or illegal in deferent jurisdictions based on the local gaming laws. We propose a novel measure of skill to chance ratio called the Game Skill Measure (GSM) and utilize it to calculate the skill component of a popular variant of Poker.
Abstract: The major purpose of this study is to use network and multimedia technologies to build a game-based learning system for junior high school students to apply in learning “World Geography" through the “role-playing" game approaches. This study first investigated the motivation and habits of junior high school students to use the Internet and online games, and then designed a game-based learning system according to situated and game-based learning theories. A teaching experiment was conducted to analyze the learning effectiveness of students on the game-based learning system and the major factors affecting their learning. A questionnaire survey was used to understand the students- attitudes towards game-based learning. The results showed that the game-based learning system can enhance students- learning, but the gender of students and their habits in using the Internet have no significant impact on learning. Game experience has a significant impact on students- learning, and the higher the experience value the better the effectiveness of their learning. The results of questionnaire survey also revealed that the system can increase students- motivation and interest in learning "World Geography".