Visual Cryptography by Random Grids with Identifiable Shares

This paper proposes a visual cryptography by random grids scheme with identifiable shares. The method encodes an image O in two shares that exhibits the following features: (1) each generated share has the same scale as O, (2) any share singly has noise-like appearance that reveals no secret information on O, (3) the secrets can be revealed by superimposing the two shares, (4) folding a share up can disclose some identification patterns, and (5) both of the secret information and the designated identification patterns are recognized by naked eye without any computation. The property to show up identification patterns on folded shares establishes a simple and friendly interface for users to manage the numerous shares created by VC schemes.

A Study of the Role of Perceived Risk and User Characteristics in Internet Purchase Intention

This study aims at investigating the empirical relationships between risk preference, internet preference, and internet knowledge which are known as user characteristics, in addition to perceived risk of the customers on the internet purchase intention. In order to test the relationships between the variables of model 174, a questionnaire was collected from the students with previous online experience. For the purpose of data analysis, confirmatory factor analysis (CFA) and structural equation model (SEM) was used. Test results show that the perceived risk affects the internet purchase intention, and increase or decrease of perceived risk influences the purchase intention when the customer does the internet shopping. Other factors such as internet preference, knowledge of the internet, and risk preference affect the internet purchase intention.

Numerical Analysis of a Centrifugal Fan for Improved Performance using Splitter Vanes

The flow field in a centrifugal fan is highly complex with flow reversal taking place on the suction side of impeller and diffuser vanes. Generally performance of the centrifugal fan could be enhanced by judiciously introducing splitter vanes so as to improve the diffusion process. An extensive numerical whole field analysis on the effect of splitter vanes placed in discrete regions of suspected separation points is possible using CFD. This paper examines the effect of splitter vanes corresponding to various geometrical locations on the impeller and diffuser. The analysis shows that the splitter vanes located near the diffuser exit improves the static pressure recovery across the diffusing domain to a larger extent. Also it is found that splitter vanes located at the impeller trailing edge and diffuser leading edge at the mid-span of the circumferential distance between the blades show a marginal improvement in the static pressure recovery across the fan. However, splitters provided near to the suction side of the impeller trailing edge (25% of the circumferential gap between the impeller blades towards the suction side), adversely affect the static pressure recovery of the fan.

A Simple Constellation Precoding Technique over MIMO-OFDM Systems

This paper studies the design of a simple constellation precoding for a multiple-input multiple-output orthogonal frequency division multiplexing (MIMO-OFDM) system over Rayleigh fading channels where OFDM is used to keep the diversity replicas orthogonal and reduce ISI effects. A multi-user environment with K synchronous co-channel users is considered. The proposed scheme provides a bandwidth efficient transmission for individual users by increasing the system throughput. In comparison with the existing coded MIMO-OFDM schemes, the precoding technique is designed under the consideration of its low implementation complexity while providing a comparable error performance to the existing schemes. Analytic and simulation results have been presented to show the distinguished error performance.

Dynamic Inverted Index Maintenance

The majority of today's IR systems base the IR task on two main processes: indexing and searching. There exists a special group of dynamic IR systems where both processes (indexing and searching) happen simultaneously; such a system discards obsolete information, simultaneously dealing with the insertion of new in¬formation, while still answering user queries. In these dynamic, time critical text document databases, it is often important to modify index structures quickly, as documents arrive. This paper presents a method for dynamization which may be used for this task. Experimental results show that the dynamization process is possible and that it guarantees the response time for the query operation and index actualization.

A Usability Testing Approach to Evaluate User-Interfaces in Business Administration

This interdisciplinary study is an investigation to evaluate user-interfaces in business administration. The study is going to be implemented on two computerized business administration systems with two distinctive user-interfaces, so that differences between the two systems can be determined. Both systems, a commercial and a prototype developed for the purpose of this study, deal with ordering of supplies, tendering procedures, issuing purchase orders, controlling the movement of the stocks against their actual balances on the shelves and editing them on their tabulations. In the second suggested system, modern computer graphics and multimedia issues were taken into consideration to cover the drawbacks of the first system. To highlight differences between the two investigated systems regarding some chosen standard quality criteria, the study employs various statistical techniques and methods to evaluate the users- interaction with both systems. The study variables are divided into two divisions: independent representing the interfaces of the two systems, and dependent embracing efficiency, effectiveness, satisfaction, error rate etc.

Application of Motivational Factors for Uploading Films to Websites Ulozto.net and Piratebay.org

This paper studies, maps and explains the interactions between downloaders and uploaders pertaining to the Internet film piracy. This study also covers several motivational factors that influence users to upload or download movies, and thus to engage in film piracy over the Internet. The essay also proposes a model that describes user behavior including their relationships and influences. Moreover, proposed theoretical interactions and motivational factors are applied to the real world scenario, using examples of a data storage webpage server Ulozto.net and webpage Piratebay.org gathering information about downloadable BitTorrents. Moreover, the theory is further supported by description of behavior of real Internet uploaders.

Recovering Artifacts from Legacy Systems Using Pattern Matching

Modernizing legacy applications is the key issue facing IT managers today because there's enormous pressure on organizations to change the way they run their business to meet the new requirements. The importance of software maintenance and reengineering is forever increasing. Understanding the architecture of existing legacy applications is the most critical issue for maintenance and reengineering. The artifacts recovery can be facilitated with different recovery approaches, methods and tools. The existing methods provide static and dynamic set of techniques for extracting architectural information, but are not suitable for all users in different domains. This paper presents a simple and lightweight pattern extraction technique to extract different artifacts from legacy systems using regular expression pattern specifications with multiple language support. We used our custom-built tool DRT to recover artifacts from existing system at different levels of abstractions. In order to evaluate our approach a case study is conducted.

A Frame Work for Query Results Refinement in Multimedia Databases

In the current age, retrieval of relevant information from massive amount of data is a challenging job. Over the years, precise and relevant retrieval of information has attained high significance. There is a growing need in the market to build systems, which can retrieve multimedia information that precisely meets the user's current needs. In this paper, we have introduced a framework for refining query results before showing it to the user, using ambient intelligence, user profile, group profile, user location, time, day, user device type and extracted features. A prototypic tool was also developed to demonstrate the efficiency of the proposed approach.

Developing Online Bookstore to Facilitate Manual Process – UTP Case Study

Knowledge sharing enables the information or knowledge to be transmitted from one source to another. This paper demonstrates the needs of having the online book catalogue which can be used to facilitate disseminating information on textbook used in the university. This project is aimed to give access to the students and lecturers to the list of books in the bookstore and at the same time to allow book reviewing without having to visit the bookstore physically. Research is carried out according to the boundaries which accounts to current process of new book purchasing, current system used by the bookstore and current process the lecturers go through for reviewing textbooks. The questionnaire is used to gather the requirements and it is distributed to 100 students and 40 lecturers. This project has enabled the improvement of a manual process to be carried out automatically, through a web based platform. It is shown based on the user acceptance survey carried out that target groups found that this web service is feasible to be implemented in Universiti Teknologi PETRONAS (UTP), and they have shown positive signs of interest in utilizing it in the future.

MICOSim: A Simulator for Modelling Economic Scheduling in Grid Computing

This paper is concerned with the design and implementation of MICOSim, an event-driven simulator written in Java for evaluating the performance of Grid entities (users, brokers and resources) under different scenarios such as varying the numbers of users, resources and brokers and varying their specifications and employed strategies.

Finite Element Modeling of two-dimensional Nanoscale Structures with Surface Effects

Nanomaterials have attracted considerable attention during the last two decades, due to their unusual electrical, mechanical and other physical properties as compared with their bulky counterparts. The mechanical properties of nanostructured materials show strong size dependency, which has been explained within the framework of continuum mechanics by including the effects of surface stress. The size-dependent deformations of two-dimensional nanosized structures with surface effects are investigated in the paper by the finite element method. Truss element is used to evaluate the contribution of surface stress to the total potential energy and the Gurtin and Murdoch surface stress model is implemented with ANSYS through its user programmable features. The proposed approach is used to investigate size-dependent stress concentration around a nanosized circular hole and the size-dependent effective moduli of nanoporous materials. Numerical results are compared with available analytical results to validate the proposed modeling approach.

Strongly Adequate Software Architecture

Components of a software system may be related in a wide variety of ways. These relationships need to be represented in software architecture in order develop quality software. In practice, software architecture is immensely challenging, strikingly multifaceted, extravagantly domain based, perpetually changing, rarely cost-effective, and deceptively ambiguous. This paper analyses relations among the major components of software systems and argues for using several broad categories for software architecture for assessment purposes: strongly adequate, weakly adequate and functionally adequate software architectures among other categories. These categories are intended for formative assessments of architectural designs.

Public User Assessment of Malaysia's E-Government Applications

The implementation of electronic government started since the initiation of Multimedia Super Corridor (MSC) by the Malaysia government. The introduction of ICT in the public sector especially e-Government initiatives opens up a new book in the government administration throughout the world. The aim or this paper is to discuss the implementation of e-government in Malaysia, covering the result of public user self assessment on Malaysia's electronic government applications. E-services, e-procurement, Generic Office Environment (GOE), Human Resources Management Information System (HRMIS), Project Monitoring System (PMS), Electronic Labor Exchange (ELX) and e-syariah(religion) were the seven flagship application assessed. The study adopted a crosssectional survey research approach and information system literature were used. The analysis was done for 35 responden in pilot test and there was evidence from public user's perspective to suggest that the e-government applications were generally successful.

3D Spatial Interaction with the Wii Remote for Head-Mounted Display Virtual Reality

This research investigates the design of a low-cost 3D spatial interaction approach using the Wii Remote for immersive Head-Mounted Display (HMD) virtual reality. Current virtual reality applications that incorporate the Wii Remote are either desktop virtual reality applications or systems that use large screen displays. However, the requirements for an HMD virtual reality system differ from such systems. This is mainly because in HMD virtual reality, the display screen does not remain at a fixed location. The user views the virtual environment through display screens that are in front of the user-s eyes and when the user moves his/her head, these screens move as well. This means that the display has to be updated in realtime based on where the user is currently looking. Normal usage of the Wii Remote requires the controller to be pointed in a certain direction, typically towards the display. This is too restrictive for HMD virtual reality systems that ideally require the user to be able to turn around in the virtual environment. Previous work proposed a design to achieve this, however it suffered from a number of drawbacks. The aim of this study is to look into a suitable method of using the Wii Remote for 3D interaction in a space around the user for HMD virtual reality. This paper presents an overview of issues that had to be considered, the system design as well as experimental results.

Virtual Environment Design Guidelines for Elderly People in Early Detection of Dementia

Early detection of dementia by testing the spatial memory can be applied using a virtual environment. This paper presents guidelines on how to design a virtual environment specifically for elderly in early detection of dementia. The specific design needs to be considered because the effectiveness of the technology relies on the ability of the end user to use it. The primary goal of these guidelines is to promote accessibility. Based on these guidelines, a virtual simulation was developed and evaluated. The results on usability of acceptance and satisfaction that are tested on young (control group) and elderly participants indicate that these guidelines are reliable and useful for use with elderly people.

Usability and Affordances: Examinations of Object-Naming and Object-Task Performance in Haptic Interfaces

The introduction of haptic elements in a graphic user interfaces are becoming more widespread. Since haptics are being introduced rapidly into computational tools, investigating how these models affect Human-Computer Interaction would help define how to integrate and model new modes of interaction. The interest of this paper is to discuss and investigate the issues surrounding Haptic and Graphic User Interface designs (GUI) as separate systems, as well as understand how these work in tandem. The development of these systems is explored from a psychological perspective, based on how usability is addressed through learning and affordances, defined by J.J. Gibson. Haptic design can be a powerful tool, aiding in intuitive learning. The problems discussed within the text is how can haptic interfaces be integrated within a GUI without the sense of frivolity. Juxtaposing haptics and Graphic user interfaces has issues of motivation; GUI tends to have a performatory process, while Haptic Interfaces use affordances to learn tool use. In a deeper view, it is noted that two modes of perception, foveal and ambient, dictate perception. These two modes were once thought to work in tandem, however it has been discovered that these processes work independently from each other. Foveal modes interpret orientation is space which provide for posture, locomotion, and motor skills with variations of the sensory information, which instructs perceptions of object-task performance. It is contended, here, that object-task performance is a key element in the use of Haptic Interfaces because exploratory learning uses affordances in order to use an object, without meditating an experience cognitively. It is a direct experience that, through iteration, can lead to skill-sets. It is also indicated that object-task performance will not work as efficiently without the use of exploratory or kinesthetic learning practices. Therefore, object-task performance is not as congruently explored in GUI than it is practiced in Haptic interfaces.

Intelligent Speaker Verification based Biometric System for Electronic Commerce Applications

Electronic commerce is growing rapidly with on-line sales already heading for hundreds of billion dollars per year. Due to the huge amount of money transferred everyday, an increased security level is required. In this work we present the architecture of an intelligent speaker verification system, which is able to accurately verify the registered users of an e-commerce service using only their voices as an input. According to the proposed architecture, a transaction-based e-commerce application should be complemented by a biometric server where customer-s unique set of speech models (voiceprint) is stored. The verification procedure requests from the user to pronounce a personalized sequence of digits and after capturing speech and extracting voice features at the client side are sent back to the biometric server. The biometric server uses pattern recognition to decide whether the received features match the stored voiceprint of the customer who claims to be, and accordingly grants verification. The proposed architecture can provide e-commerce applications with a higher degree of certainty regarding the identity of a customer, and prevent impostors to execute fraudulent transactions.

Hybrid Recommender Systems using Social Network Analysis

This study proposes novel hybrid social network analysis and collaborative filtering approach to enhance the performance of recommender systems. The proposed model selects subgroups of users in Internet community through social network analysis (SNA), and then performs clustering analysis using the information about subgroups. Finally, it makes recommendations using cluster-indexing CF based on the clustering results. This study tries to use the cores in subgroups as an initial seed for a conventional clustering algorithm. This model chooses five cores which have the highest value of degree centrality from SNA, and then performs clustering analysis by using the cores as initial centroids (cluster centers). Then, the model amplifies the impact of friends in social network in the process of cluster-indexing CF.

A Study on Multi-Agent Behavior in a Soccer Game Domain

There have been many games developing simulation of soccer games. Many of these games have been designed with highly realistic features to attract more users. Many have also incorporated better artificial intelligent (AI) similar to that in a real soccer game. One of the challenging issues in a soccer game is the cooperation, coordination and negotiation among distributed agents in a multi-agent system. This paper focuses on the incorporation of multi-agent technique in a soccer game domain. The better the cooperation of a multi-agent team, the more intelligent the game will be. Thus, past studies were done on the robotic soccer game because of the better multi-agent system implementation. From this study, a better approach and technique of multi-agent behavior could be select to improve the author-s 2D online soccer game.