Search results for: user acceptance
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 2883

Search results for: user acceptance

2613 Investigating the Factors Affecting on One Time Passwords Technology Acceptance: A Case Study in Banking Environment

Authors: Sajad Shokohuyar, Mahsa Zomorrodi Anbaji, Saghar Pouyan Shad

Abstract:

According to fast technology growth, modern banking tries to decrease going to banks’ branches and increase customers’ consent. One of the problems which banks face is securing customer’s password. The banks’ solution is one time password creation system. In this research by adapting from acceptance of technology model theory, assesses factors that are effective on banking in Iran especially in using one time password machine by one of the private banks of Iran customers. The statistical population is all of this bank’s customers who use electronic banking service and one time password technology and the questionnaires were distributed among members of statistical population in 5 selected groups of north, south, center, east and west of Tehran. Findings show that confidential preservation, education, ease of utilization and advertising and informing has positive relations and distinct hardware and age has negative relations.

Keywords: security, electronic banking, one time password, information technology

Procedia PDF Downloads 424
2612 Integrated Model for Enhancing Data Security Processing Time in Cloud Computing

Authors: Amani A. Saad, Ahmed A. El-Farag, El-Sayed A. Helali

Abstract:

Cloud computing is an important and promising field in the recent decade. Cloud computing allows sharing resources, services and information among the people of the whole world. Although the advantages of using clouds are great, but there are many risks in a cloud. The data security is the most important and critical problem of cloud computing. In this research a new security model for cloud computing is proposed for ensuring secure communication system, hiding information from other users and saving the user's times. In this proposed model Blowfish encryption algorithm is used for exchanging information or data, and SHA-2 cryptographic hash algorithm is used for data integrity. For user authentication process a simple user-name and password is used, the password uses SHA-2 for one way encryption. The proposed system shows an improvement of the processing time of uploading and downloading files on the cloud in secure form.

Keywords: cloud computing, data security, SAAS, PAAS, IAAS, Blowfish

Procedia PDF Downloads 327
2611 Development of Web-Based Remote Desktop to Provide Adaptive User Interfaces in Cloud Platform

Authors: Shuen-Tai Wang, Hsi-Ya Chang

Abstract:

Cloud virtualization technologies are becoming more and more prevalent, cloud users usually encounter the problem of how to access to the virtualized remote desktops easily over the web without requiring the installation of special clients. To resolve this issue, we took advantage of the HTML5 technology and developed web-based remote desktop. It permits users to access the terminal which running in our cloud platform from anywhere. We implemented a sketch of web interface following the cloud computing concept that seeks to enable collaboration and communication among users for high performance computing. Given the development of remote desktop virtualization, it allows to shift the user’s desktop from the traditional PC environment to the cloud platform, which is stored on a remote virtual machine rather than locally. This proposed effort has the potential to positively provide an efficient, resilience and elastic environment for online cloud service. This is also made possible by the low administrative costs as well as relatively inexpensive end-user terminals and reduced energy expenses.

Keywords: virtualization, remote desktop, HTML5, cloud computing

Procedia PDF Downloads 314
2610 Proactive Disk Defragmentation through User's File-Access Patterns

Authors: Gordon Wong

Abstract:

This paper shows how the task of disk defragmentation can be handled by modern operating systems in a transparent, automated, efficient, and confined way through user's file-access patterns. Since files tend to gradually fragment from time to time through file creation, deletion, growth, and shrinking, the problem gets even worse when a disk becomes so fragmented that file accesses cannot be made reasonably efficient without performing the operation of defragmentation for the "entire" disk, which is done manually by the user by launching the disk defragmentation utility program normally bundled with the operating system. In this paper, we argue that the disk defragmentation problem described can be solved without having to manually use the utility program to defragment the entire disk. The argument is based on the observation that system users tend to access certain files in a particular time interval like the way observed for programs exhibiting temporal locality of memory references during their execution. The task of disk defragmentation can be initiated and acted upon for those files contained in the current file-access locality detected and identified by the operating system. The paper also discusses how to use the locality of file references approach to quantitatively measure and determine the locality of user's file access patterns on which the task of disk defragmentation is based.

Keywords: operating systems, disk defragmentation, locality of file accesses, system performance

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2609 Evaluation of Knowledge and Acceptance of Food Irradiated by Individual from Food Bank of Brazil

Authors: Juliana Altavista Sagretti Gallo, Susy Frey Sabato

Abstract:

Despite the poverty in the world, a third of all food produced in the world is wasted. FAO, the United Nations Organization of Agriculture and Food, points out the need to combine actions and new technologies to combat hunger and waste in contrast to the high production of food in the world. The energy of ionizing radiation in food brought many positive results, such as increased validity and insect infestation control. The food banks are organizations that act at various points of the food chain to collect and distribute food to the needy. So, the aim of this study was to initiate a partnership between irradiation and the food bank through the development of a questionnaire to evaluate and disseminate the knowledge and acceptance of individuals in the food bank in Brazil. Also, this study aimed to standardize a basis questionnaire for future research assessment of irradiated foods. For the construction of the questionnaire as a measuring instrument, a comprehensive and rigorous literature review was made. It's covered qualitative research, questionnaires, sensory evaluation, and food irradiated. Three stages of pre - tests were necessary, and related fields of experts were consulted. As a result, the questionnaire has three parts, personal issues, assertive issues and questions of multiple choices and finally an informative question. The questionnaire was applied in Ceagesp food bank in the biggest center of food in Brazil. Conclusions. 30 % of participants of Ceagesp bank had already heard of the Food irradiation but did not know about the mechanism, so they rejected the idea to associate with radioactivity and danger. The video showed in the last question and application of the questionnaire disseminated the idea of security. All individuals declare understand the goal of treatment and accept buy and consume irradiated food after them.

Keywords: bank of food, questionary, irradiated food, acceptance of irradiated food

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2608 Consumer Experience of 3D Body Scanning Technology and Acceptance of Related E-Commerce Market Applications in Saudi Arabia

Authors: Moudi Almousa

Abstract:

This research paper explores Saudi Arabian female consumers’ experiences using 3D body scanning technology and their level of acceptance of possible market applications of this technology to adopt for apparel online shopping. Data was collected for 82 women after being scanned then viewed a short video explaining three possible scenarios of 3D body scanning applications, which include size prediction, customization, and virtual try-on, before completing the survey questionnaire. Although respondents have strong positive responses towards the scanning experience, the majority were concerned about their privacy during the scanning process. The results indicated that size prediction and virtual try on had greater market application potential and a higher chance of crossing the gap based on consumer interest. The results of the study also indicated a strong positive correlation between respondents’ concern with inability to try on apparel products in online environments and their willingness to use the 3D possible market applications.

Keywords: 3D body scanning, market applications, online, apparel fit

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2607 Knowledge-Driven Decision Support System Based on Knowledge Warehouse and Data Mining by Improving Apriori Algorithm with Fuzzy Logic

Authors: Pejman Hosseinioun, Hasan Shakeri, Ghasem Ghorbanirostam

Abstract:

In recent years, we have seen an increasing importance of research and study on knowledge source, decision support systems, data mining and procedure of knowledge discovery in data bases and it is considered that each of these aspects affects the others. In this article, we have merged information source and knowledge source to suggest a knowledge based system within limits of management based on storing and restoring of knowledge to manage information and improve decision making and resources. In this article, we have used method of data mining and Apriori algorithm in procedure of knowledge discovery one of the problems of Apriori algorithm is that, a user should specify the minimum threshold for supporting the regularity. Imagine that a user wants to apply Apriori algorithm for a database with millions of transactions. Definitely, the user does not have necessary knowledge of all existing transactions in that database, and therefore cannot specify a suitable threshold. Our purpose in this article is to improve Apriori algorithm. To achieve our goal, we tried using fuzzy logic to put data in different clusters before applying the Apriori algorithm for existing data in the database and we also try to suggest the most suitable threshold to the user automatically.

Keywords: decision support system, data mining, knowledge discovery, data discovery, fuzzy logic

Procedia PDF Downloads 310
2606 To Design a Full Stack Online Educational Website Using HTML, CSS and Java Script

Authors: Yash Goyal, Manish Korde, Juned Siddiqui

Abstract:

Today online education has gained more popularity so that people can easily complete their curriculum on their own time. Virtual learning has been widely used by many educators, especially in higher education institutions due to its benefits to students and faculty. A good knowledge of teaching theory and instructional design systems is required to experience meaningful learning. However, most educational websites are not designed to adapt to all screen sizes. Making the website accessible on all screen sizes is our main objective, so we have created a website that is readily accessible across all screen sizes and accepts all types of payment methods. And we see generally educational websites interface is simple and unexciting. So, we have made a user interface attractive and user friendly. It is not enough for a website to be user-friendly, but also to be familiar to admins and to reduce the workload of the admin as well. We visited so many popular websites under development that they all had issues like responsiveness, simple interface, security measures, payment methods, etc. To overcome this limitation, we have created a website which has taken care of security issues that is why we have created only one admin id and it can be control from that only. And if the user has successfully done the payment, then the admin can send him a username and password through mail individually so there will no fraud in the payment of the course.

Keywords: responsive, accessible, attractive, interface, objective, security.

Procedia PDF Downloads 73
2605 The Role of Information Technology in the Supply Chain Management

Authors: Azar Alizadeh, Mohammad Reza Naserkhaki

Abstract:

The application of the IT systems for collecting and analyzing the data can have a significant effect on the performance of any company. In recent decade, different advancements and achievements in the field of information technology have changed the industry compared to the previous decade. The adoption and application of the information technology are one of the ways to achieve a distinctive competitive personality to the companies and their supply chain. The acceptance of the IT and its proper implementation cam reinforce and improve the cooperation between different parts of the supply chain by rapid transfer and distribution of the precise information and the application of the informational systems, leading to the increase in the supply chain efficiency. The main objective of this research is to study the effects and applications of the information technology on and in the supply chain management and to introduce the effective factors on the acceptance of information technology in the companies. Moreover, in order to understand the subject, we will investigate the role and importance of the information and electronic commerce in the supply chain and the characteristics of the supply chain based on the information flow approach.

Keywords: electronic commerce, industry, information technology, management, supply chain, system

Procedia PDF Downloads 454
2604 Player Experience: A Research on Cross-Platform Supported Games

Authors: Salih Akkemik

Abstract:

User Experience has a characterized perspective based on two fundamentals: the usage process and the product. Digital games can be considered as a special interactive system. This system has a very specific purpose and this is to make the player feel good while playing. At this point, Player Experience (PX) and User Experience (UX) are similar. UX focuses on the user feels good, PX focuses on the player feels good. The most important difference between the two is the action taken. These are actions of using and playing. In this study, the player experience will be examined primarily. PX may differ on different platforms. Nowadays, companies are releasing the successful and high-income games that they have developed with cross-platform support. Cross-platform is the most common expression that an application can run on different operating systems, in other words, be developed to support different operating systems. In terms of digital games, cross-platform support means that a game can be played on a computer, console or mobile device environment, more specifically, the game developed is designed and programmed to be played in the same way on at least two different platforms, such as Windows, MacOS, Linux, iOS, Android, Orbis OS or Xbox OS. Different platforms also accommodate different player groups, profiles and preferences. This study aims to examine these different player profiles in terms of player experience and to determine the effects of cross-platform support on player experience.

Keywords: cross-platform, digital games, player experience, user experience

Procedia PDF Downloads 186
2603 The Factors Influencing Consumer Intentions to Use Internet Banking and Apps: A Case of Banks in Cambodia

Authors: Tithdanin Chav, Phichhang Ou

Abstract:

The study is about the e-banking consumer behavior of five major banks in Cambodia. This work aims to examine the relationships among job relevance, trust, mobility, perceived ease of use, perceived usefulness, attitude toward using, and intention to use of internet banking and apps. Also, the research develops and tests a conceptual model of intention to use internet banking by integrating the Technology Acceptance Model (TAM) and job relevance, trust, and mobility which were supported by Theory of Reasoned Action (TRA) and Theory of Planned Behavior (TPB). The proposed model was tested using Structural Equation Modeling (SEM), which was processed by using SPSS and AMOS with a sample size of 250 e-banking users. The results showed that there is a significant positive relationship among variables and attitudes toward using internet banking, and apps are the most factor influencing consumers’ intention to use internet banking and apps with the importance level in SEM 0.82 accounted by 82%. Significantly, all six hypotheses were accepted.

Keywords: bank apps, consumer intention, internet banking, technology acceptance model, TAM

Procedia PDF Downloads 118
2602 Meta Root ID Passwordless Authentication Using ZKP Bitcoin Protocol

Authors: Saransh Sharma, Atharv Dekhne

Abstract:

Passwords stored on central services and hashed are prone to cyberattacks and hacks. Hence, given all these nuisances, there’s a need to eliminate character-based authentication protocols, which would ultimately benefit all developers as well as end-users.To replace this conventional but antiquated protocol with a secure alternative would be Passwordless Authentication. The meta root.id system creates a public and private key, of which the user is only able to access the private key. Further, after signing the key, the user sends the information over the API to the server, which checks its validity with the public key and grants access accordingly.

Keywords: passwordless, OAuth, bitcoin, ZKP, SIN, BIP

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2601 Power Allocation in User-Centric Cell-Free Massive Multiple-Input Multiple-Output Systems with Limited Fronthaul Capacity

Authors: Siminfar Samakoush Galougah

Abstract:

In this paper, we study two power allocation problems for an uplink user-centric (UC) cell-free massive multiple-input multiple-output (CF-mMIMO) system. Besides, we assume each access point (AP) is connected to a central processing unit (CPU) via a fronthaul link with limited capacity. To efficiently use the fronthaul capacity, two strategies for transmitting signals from APs to the CPU are employed, namely, compress-forward estimate (CFE), estimate-compress-forward (ECF). The capacity of the aforementioned strategies in user-centric CF-mMIMO is drived. Then, we solved the two power allocation problems with minimum Spectral Efficiency (SE) and sum-SE maximization objectives for ECF and CFE strategies.

Keywords: cell-free massive MIMO, limited capacity fronthaul, spectral efficiency

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2600 Human-Computer Interaction: Strategies for Ensuring the Design of User-Centered Web Interfaces for Smartphones

Authors: Byron Joseph A. Hallar, Annjeannette Alain D. Galang, Maria Visitacion N. Gumabay

Abstract:

The widespread adoption and increasing proliferation of smartphones that started during the first decade of the twenty-first century have enabled their users to communicate and access information in ways that were merely thought of as possibilities in the few years before the smartphone revolution. A product of the convergence of the cellular phone and portable computer, the smartphone provides an additional important function that used to be the exclusive domain of desktop-bound computers and portable computers: Web Browsing. For increasing numbers of users, the smartphone and allied devices such as tablet computers have become their first and often their only means of accessing the World Wide Web. This has led to the development of websites that cater to the needs of the new breed of smartphone-carrying web users. The smaller size of smartphones as compared with conventional computers has provided unique challenges to web interface designers. The smaller screen size and touchscreen interface have made it much more difficult to read and navigate through web pages that were in most part designed for traditional desktop and portable computers. Although increasing numbers of websites now provide an alternate website formatted for smartphones, problems with ease of use, reliability and usability still remain. This study focuses on the identification of the problems associated with smartphone web interfaces, the compliance with accepted standards of user-oriented web interface design, the strategies that could be utilized to ensure the design of user-centric web interfaces for smartphones, and the identification of the current trends and developments related to user-centric web interface design intended for the consumption of smartphone users.

Keywords: human-computer interaction, user-centered design, web interface, mobile, smartphone

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2599 Exploring the Effect of Nursing Students’ Self-Directed Learning and Technology Acceptance through the Use of Digital Game-Based Learning in Medical Terminology Course

Authors: Hsin-Yu Lee, Ming-Zhong Li, Wen-Hsi Chiu, Su-Fen Cheng, Shwu-Wen Lin

Abstract:

Background: The use of medical terminology is essential to professional nurses on clinical practice. However, most nursing students consider traditional lecture-based teaching of medical terminology as boring and overly conceptual and lack motivation to learn. It is thus an issue to be discussed on how to enhance nursing students’ self-directed learning and improve learning outcomes of medical terminology. Digital game-based learning is a learner-centered way of learning. Past literature showed that the most common game-based learning for language education has been immersive games and teaching games. Thus, this study selected role-playing games (RPG) and digital puzzle games for observation and comparison. It is interesting to explore whether digital game-based learning has positive impact on nursing students’ learning of medical terminology and whether students can adapt well on this type of learning. Results can be used to provide references for institutes and teachers on teaching medical terminology. These instructions give you guidelines for preparing papers for the conference. Use this document as a template if you are using Microsoft Word. Otherwise, use this document as an instruction set. The electronic file of your paper will be formatted further at WASET. Define all symbols used in the abstract. Do not cite references in the abstract. Do not delete the blank line immediately above the abstract; it sets the footnote at the bottom of this column. Page margins are 1,78 cm top and down; 1,65 cm left and right. Each column width is 8,89 cm and the separation between the columns is 0,51 cm. Objective: The purpose of this research is to explore respectively the impact of RPG and puzzle game on nursing students’ self-directed learning and technology acceptance. The study further discusses whether different game types bring about different influences on students’ self-directed learning and technology acceptance. Methods: A quasi-experimental design was adopted in this study so that repeated measures between two groups could be conveniently conducted. 103 nursing students from a nursing college in Northern Taiwan participated in the study. For three weeks of experiment, the experiment group (n=52) received “traditional teaching + RPG” while the control group (n=51) received “traditional teaching + puzzle games”. Results: 1. On self-directed learning: For each game type, there were significant differences for the delayed tests of both groups as compared to the pre and post-tests of each group. However, there were no significant differences between the two game types. 2. On technology acceptance: For the experiment group, after the intervention of RPG, there were no significant differences concerning technology acceptance. For the control group, after the intervention of puzzle games, there were significant differences regarding technology acceptance. Pearson-correlation coefficient and path analysis conducted on the results of the two groups revealed that the dimension were highly correlated and reached statistical significance. Yet, the comparison of technology acceptance between the two game types did not reach statistical significance. Conclusion and Recommend: This study found that through using different digital games on learning, nursing students have effectively improved their self-directed learning. Students’ technology acceptances were also high for the two different digital game types and each dimension was significantly correlated. The results of the experimental group showed that through the scenarios of RPG, students had a deeper understanding of medical terminology, which reached the ‘Understand’ dimension of Bloom’s taxonomy. The results of the control group indicated that digital puzzle games could help students memorize and review medical terminology, which reached the ‘Remember’ dimension of Bloom’s taxonomy. The findings suggest that teachers of medical terminology could use digital games to assist their teaching according to their goals on cognitive learning. Adequate use of those games could help improve students’ self-directed learning and further enhance their learning outcome on medical terminology.

Keywords: digital game-based learning, medical terminology, nursing education, self-directed learning, technology acceptance model

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2598 A User Centred Based Approach for Designing Everyday Product: A Case Study of an Alarm Clock

Authors: Obokhai Kess Asikhia

Abstract:

This work explores design concept generation by understanding user needs through observation and interview. The aim is to examine several principles and guidelines in obtaining evidence from observing how users interact with the targeted product and interviewing them to acquire deep insights of their needs. With the help of Quality Function Deployment (QFD), the identified needs of the users while interacting with the product were ranked using the normalised weighting approach. Furthermore, a low fidelity prototype of the alarm clock is developed with a view of addressing the identified needs of the users. Finally, the low fidelity prototype design was evaluated with two design prototypes already existing in the market through a study involving 30 participants. Preliminary results reveal higher performance ratings by the majority of the participants of the new prototype compared to the other existing alarm clocks in the market used in the study.

Keywords: design concept, low fidelity prototype, normalised weighting approach, quality function deployment, user needs

Procedia PDF Downloads 156
2597 Discovering User Behaviour Patterns from Web Log Analysis to Enhance the Accessibility and Usability of Website

Authors: Harpreet Singh

Abstract:

Finding relevant information on the World Wide Web is becoming highly challenging day by day. Web usage mining is used for the extraction of relevant and useful knowledge, such as user behaviour patterns, from web access log records. Web access log records all the requests for individual files that the users have requested from the website. Web usage mining is important for Customer Relationship Management (CRM), as it can ensure customer satisfaction as far as the interaction between the customer and the organization is concerned. Web usage mining is helpful in improving website structure or design as per the user’s requirement by analyzing the access log file of a website through a log analyzer tool. The focus of this paper is to enhance the accessibility and usability of a guitar selling web site by analyzing their access log through Deep Log Analyzer tool. The results show that the maximum number of users is from the United States and that they use Opera 9.8 web browser and the Windows XP operating system.

Keywords: web usage mining, web mining, log file, data mining, deep log analyzer

Procedia PDF Downloads 222
2596 A Review on Stormwater Harvesting and Reuse

Authors: Fatema Akram, Mohammad G. Rasul, M. Masud K. Khan, M. Sharif I. I. Amir

Abstract:

Australia is a country of some 7,700 million square kilometres with a population of about 22.6 million. At present water security is a major challenge for Australia. In some areas the use of water resources is approaching and in some parts it is exceeding the limits of sustainability. A focal point of proposed national water conservation programs is the recycling of both urban storm-water and treated wastewater. But till now it is not widely practiced in Australia, and particularly storm-water is neglected. In Australia, only 4% of storm-water and rainwater is recycled, whereas less than 1% of reclaimed wastewater is reused within urban areas. Therefore, accurately monitoring, assessing and predicting the availability, quality and use of this precious resource are required for better management. As storm-water is usually of better quality than untreated sewage or industrial discharge, it has better public acceptance for recycling and reuse, particularly for non-potable use such as irrigation, watering lawns, gardens, etc. Existing storm-water recycling practice is far behind of research and no robust technologies developed for this purpose. Therefore, there is a clear need for using modern technologies for assessing feasibility of storm-water harvesting and reuse. Numerical modelling has, in recent times, become a popular tool for doing this job. It includes complex hydrological and hydraulic processes of the study area. The hydrologic model computes storm-water quantity to design the system components, and the hydraulic model helps to route the flow through storm-water infrastructures. Nowadays water quality module is incorporated with these models. Integration of Geographic Information System (GIS) with these models provides extra advantage of managing spatial information. However for the overall management of a storm-water harvesting project, Decision Support System (DSS) plays an important role incorporating database with model and GIS for the proper management of temporal information. Additionally DSS includes evaluation tools and Graphical user interface. This research aims to critically review and discuss all the aspects of storm-water harvesting and reuse such as available guidelines of storm-water harvesting and reuse, public acceptance of water reuse, the scopes and recommendation for future studies. In addition to these, this paper identifies, understand and address the importance of modern technologies capable of proper management of storm-water harvesting and reuse.

Keywords: storm-water management, storm-water harvesting and reuse, numerical modelling, geographic information system, decision support system, database

Procedia PDF Downloads 345
2595 Problem of Services Selection in Ubiquitous Systems

Authors: Malika Yaici, Assia Arab, Betitra Yakouben, Samia Zermani

Abstract:

Ubiquitous computing is nowadays a reality through the networking of a growing number of computing devices. It allows providing users with context aware information and services in a heterogeneous environment, anywhere and anytime. Selection of the best context-aware service, between many available services and providers, is a tedious problem. In this paper, a service selection method based on Constraint Satisfaction Problem (CSP) formalism is proposed. The services are considered as variables and domains; and the user context, preferences and providers characteristics are considered as constraints. The Backtrack algorithm is used to solve the problem to find the best service and provider which matches the user requirements. Even though this algorithm has an exponential complexity, but its use guarantees that the service, that best matches the user requirements, will be found. A comparison of the proposed method with the existing solutions finishes the paper.

Keywords: ubiquitous computing, services selection, constraint satisfaction problem, backtrack algorithm

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2594 User Authentication Using Graphical Password with Sound Signature

Authors: Devi Srinivas, K. Sindhuja

Abstract:

This paper presents architecture to improve surveillance applications based on the usage of the service oriented paradigm, with smart phones as user terminals, allowing application dynamic composition and increasing the flexibility of the system. According to the result of moving object detection research on video sequences, the movement of the people is tracked using video surveillance. The moving object is identified using the image subtraction method. The background image is subtracted from the foreground image, from that the moving object is derived. So the Background subtraction algorithm and the threshold value is calculated to find the moving image by using background subtraction algorithm the moving frame is identified. Then, by the threshold value the movement of the frame is identified and tracked. Hence, the movement of the object is identified accurately. This paper deals with low-cost intelligent mobile phone-based wireless video surveillance solution using moving object recognition technology. The proposed solution can be useful in various security systems and environmental surveillance. The fundamental rule of moving object detecting is given in the paper, then, a self-adaptive background representation that can update automatically and timely to adapt to the slow and slight changes of normal surroundings is detailed. While the subtraction of the present captured image and the background reaches a certain threshold, a moving object is measured to be in the current view, and the mobile phone will automatically notify the central control unit or the user through SMS (Short Message System). The main advantage of this system is when an unknown image is captured by the system it will alert the user automatically by sending an SMS to user’s mobile.

Keywords: security, graphical password, persuasive cued click points

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2593 Low Pricing Strategy of Forest Products in Community Forestry Program: Subsidy to the Forest Users or Loss of Economy?

Authors: Laxuman Thakuri

Abstract:

Community-based forest management is often glorified as one of the best forest management alternatives in the developing countries like Nepal. It is also believed that the transfer of forest management authorities to local communities is decisive to take efficient decisions, maximize the forest benefits and improve the people’s livelihood. The community forestry of Nepal also aims to maximize the forest benefits; share them among the user households and improve their livelihood. However, how the local communities fix the price of forest products and local pricing made by the forest user groups affects to equitable forest benefits-sharing among the user households and their livelihood improvement objectives, the answer is largely silent among the researchers and policy-makers alike. This study examines local pricing system of forest products in the lowland community forestry and its effects on equitable benefit-sharing and livelihood improvement objectives. The study discovered that forest user groups fixed the price of forest products based on three criteria: i) costs incur in harvesting, ii) office operation costs, and iii) livelihood improvement costs through community development and income generating activities. Since user households have heterogeneous socio-economic conditions, the forest user groups have been applied low pricing strategy even for high-value forest products that the access of socio-economically worse-off households can be increased. However, the results of forest products distribution showed that as a result of low pricing strategy the access of socio-economically better-off households has been increasing at higher rate than worse-off and an inequality situation has been created. Similarly, the low pricing strategy is also found defective to livelihood improvement objectives. The study suggests for revising the forest products pricing system in community forest management and reforming the community forestry policy as well.

Keywords: community forestry, forest products pricing, equitable benefit-sharing, livelihood improvement, Nepal

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2592 A Pervasive System Architecture for Smart Environments in Internet of Things Context

Authors: Patrick Santos, João Casal, João Santos Luis Varandas, Tiago Alves, Carlos Romeiro, Sérgio Lourenço

Abstract:

Nowadays, technology makes it possible to, in one hand, communicate with various objects of the daily life through the Internet, and in the other, put these objects interacting with each other through this channel. Simultaneously, with the raise of smartphones as the most ubiquitous technology on persons lives, emerge new agents for these devices - Intelligent Personal Assistants. These agents have the goal of helping the user manage and organize his information as well as supporting the user in his/her day-to-day tasks. Moreover, other emergent concept is the Cloud Computing, which allows computation and storage to get out of the users devices, bringing benefits in terms of performance, security, interoperability and others. Connecting these three paradigms, in this work we propose an architecture for an intelligent system which provides an interface that assists the user on smart environments, informing, suggesting actions and allowing to manage the objects of his/her daily life.

Keywords: internet of things, cloud, intelligent personal assistant, architecture

Procedia PDF Downloads 483
2591 Performance Analysis of Heterogeneous Cellular Networks with Multiple Connectivity

Authors: Sungkyung Kim, Jee-Hyeon Na, Dong-Seung Kwon

Abstract:

Future mobile networks following 5th generation will be characterized by one thousand times higher gains in capacity; connections for at least one hundred billion devices; user experience capable of extremely low latency and response times. To be close to the capacity requirements and higher reliability, advanced technologies have been studied, such as multiple connectivity, small cell enhancement, heterogeneous networking, and advanced interference and mobility management. This paper is focused on the multiple connectivity in heterogeneous cellular networks. We investigate the performance of coverage and user throughput in several deployment scenarios. Using the stochastic geometry approach, the SINR distributions and the coverage probabilities are derived in case of dual connection. Also, to compare the user throughput enhancement among the deployment scenarios, we calculate the spectral efficiency and discuss our results.

Keywords: heterogeneous networks, multiple connectivity, small cell enhancement, stochastic geometry

Procedia PDF Downloads 300
2590 Automated Testing to Detect Instance Data Loss in Android Applications

Authors: Anusha Konduru, Zhiyong Shan, Preethi Santhanam, Vinod Namboodiri, Rajiv Bagai

Abstract:

Mobile applications are increasing in a significant amount, each to address the requirements of many users. However, the quick developments and enhancements are resulting in many underlying defects. Android apps create and handle a large variety of 'instance' data that has to persist across runs, such as the current navigation route, workout results, antivirus settings, or game state. Due to the nature of Android, an app can be paused, sent into the background, or killed at any time. If the instance data is not saved and restored between runs, in addition to data loss, partially-saved or corrupted data can crash the app upon resume or restart. However, it is difficult for the programmer to manually test this issue for all the activities. This results in the issue of data loss that the data entered by the user are not saved when there is any interruption. This issue can degrade user experience because the user needs to reenter the information each time there is an interruption. Automated testing to detect such data loss is important to improve the user experience. This research proposes a tool, DroidDL, a data loss detector for Android, which detects the instance data loss from a given android application. We have tested 395 applications and found 12 applications with the issue of data loss. This approach is proved highly accurate and reliable to find the apps with this defect, which can be used by android developers to avoid such errors.

Keywords: Android, automated testing, activity, data loss

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2589 The User Experience Evaluation Study on Gamified Classroom via Prezi

Authors: Wong Seng Yue

Abstract:

Game dynamics and game mechanics are the two main components that used in gamification to engage and encourage students to learn. The advantages of gamified classroom are engaging students, increasing students interest, preserving students focus and remain a positive behaviour. However, the empirical studies on gamification are still at early stage, especially the effectiveness of various gamification components have not been evaluated. Thus, this study is aimed to conduct a user experience (UX) evaluation on gamified classroom through Prezi, which focused on learning experience, gaming experience, adaptivity, and gameplay experience. This study is a further study extended from the previous exploratory study to explore more on UX of gamified classroom via Prezi by interview. A focus group study, which involves 22 students from a foundation course has been conducted for the study. Besides the empirical data from the previous study, this focus group study has significantly found that 90.9% respondents show their positive perceptions on gaming experience via Prezi. They are interested, feel fresh, good, and highly motivated of the contents of Prezi. 95.5% participants have had a positive learning experience from the gamified classroom via Prezi, which can engage them, made them concentrate on learning and easy to remember what they have learned if compared to the traditional classroom slides. The adaptivity of the gamified classroom also high due to its zooming user interface, narrative, rewards and engagement features. This study has uncovered on how far the impact of gamification components in the classroom, especially UX that implemented in gamified classroom.

Keywords: user experience (UX), gamification, gamified classroom, Prezi

Procedia PDF Downloads 187
2588 Proof of Concept Design and Development of a Computer-Aided Medical Evaluation of Symptoms Web App: An Expert System for Medical Diagnosis in General Practice

Authors: Ananda Perera

Abstract:

Computer-Assisted Medical Evaluation of Symptoms (CAMEOS) is a medical expert system designed to help General Practices (GPs) make an accurate diagnosis. CAMEOS comprises a knowledge base, user input, inference engine, reasoning module, and output statement. The knowledge base was developed by the author. User input is an Html file. The physician user collects data in the consultation. Data is sent to the inference engine at servers. CAMEOS uses set theory to simulate diagnostic reasoning. The program output is a list of differential diagnoses, the most probable diagnosis, and the diagnostic reasoning.

Keywords: CDSS, computerized decision support systems, expert systems, general practice, diagnosis, diagnostic systems, primary care diagnostic system, artificial intelligence in medicine

Procedia PDF Downloads 130
2587 Automated Adaptions of Semantic User- and Service Profile Representations by Learning the User Context

Authors: Nicole Merkle, Stefan Zander

Abstract:

Ambient Assisted Living (AAL) describes a technological and methodological stack of (e.g. formal model-theoretic semantics, rule-based reasoning and machine learning), different aspects regarding the behavior, activities and characteristics of humans. Hence, a semantic representation of the user environment and its relevant elements are required in order to allow assistive agents to recognize situations and deduce appropriate actions. Furthermore, the user and his/her characteristics (e.g. physical, cognitive, preferences) need to be represented with a high degree of expressiveness in order to allow software agents a precise evaluation of the users’ context models. The correct interpretation of these context models highly depends on temporal, spatial circumstances as well as individual user preferences. In most AAL approaches, model representations of real world situations represent the current state of a universe of discourse at a given point in time by neglecting transitions between a set of states. However, the AAL domain currently lacks sufficient approaches that contemplate on the dynamic adaptions of context-related representations. Semantic representations of relevant real-world excerpts (e.g. user activities) help cognitive, rule-based agents to reason and make decisions in order to help users in appropriate tasks and situations. Furthermore, rules and reasoning on semantic models are not sufficient for handling uncertainty and fuzzy situations. A certain situation can require different (re-)actions in order to achieve the best results with respect to the user and his/her needs. But what is the best result? To answer this question, we need to consider that every smart agent requires to achieve an objective, but this objective is mostly defined by domain experts who can also fail in their estimation of what is desired by the user and what not. Hence, a smart agent has to be able to learn from context history data and estimate or predict what is most likely in certain contexts. Furthermore, different agents with contrary objectives can cause collisions as their actions influence the user’s context and constituting conditions in unintended or uncontrolled ways. We present an approach for dynamically updating a semantic model with respect to the current user context that allows flexibility of the software agents and enhances their conformance in order to improve the user experience. The presented approach adapts rules by learning sensor evidence and user actions using probabilistic reasoning approaches, based on given expert knowledge. The semantic domain model consists basically of device-, service- and user profile representations. In this paper, we present how this semantic domain model can be used in order to compute the probability of matching rules and actions. We apply this probability estimation to compare the current domain model representation with the computed one in order to adapt the formal semantic representation. Our approach aims at minimizing the likelihood of unintended interferences in order to eliminate conflicts and unpredictable side-effects by updating pre-defined expert knowledge according to the most probable context representation. This enables agents to adapt to dynamic changes in the environment which enhances the provision of adequate assistance and affects positively the user satisfaction.

Keywords: ambient intelligence, machine learning, semantic web, software agents

Procedia PDF Downloads 259
2586 A Method and System for Secure Authentication Using One Time QR Code

Authors: Divyans Mahansaria

Abstract:

User authentication is an important security measure for protecting confidential data and systems. However, the vulnerability while authenticating into a system has significantly increased. Thus, necessary mechanisms must be deployed during the process of authenticating a user to safeguard him/her from the vulnerable attacks. The proposed solution implements a novel authentication mechanism to counter various forms of security breach attacks including phishing, Trojan horse, replay, key logging, Asterisk logging, shoulder surfing, brute force search and others. QR code (Quick Response Code) is a type of matrix barcode or two-dimensional barcode that can be used for storing URLs, text, images and other information. In the proposed solution, during each new authentication request, a QR code is dynamically generated and presented to the user. A piece of generic information is mapped to plurality of elements and stored within the QR code. The mapping of generic information with plurality of elements, randomizes in each new login, and thus the QR code generated for each new authentication request is for one-time use only. In order to authenticate into the system, the user needs to decode the QR code using any QR code decoding software. The QR code decoding software needs to be installed on handheld mobile devices such as smartphones, personal digital assistant (PDA), etc. On decoding the QR code, the user will be presented a mapping between the generic piece of information and plurality of elements using which the user needs to derive cipher secret information corresponding to his/her actual password. Now, in place of the actual password, the user will use this cipher secret information to authenticate into the system. The authentication terminal will receive the cipher secret information and use a validation engine that will decipher the cipher secret information. If the entered secret information is correct, the user will be provided access to the system. Usability study has been carried out on the proposed solution, and the new authentication mechanism was found to be easy to learn and adapt. Mathematical analysis of the time taken to carry out brute force attack on the proposed solution has been carried out. The result of mathematical analysis showed that the solution is almost completely resistant to brute force attack. Today’s standard methods for authentication are subject to a wide variety of software, hardware, and human attacks. The proposed scheme can be very useful in controlling the various types of authentication related attacks especially in a networked computer environment where the use of username and password for authentication is common.

Keywords: authentication, QR code, cipher / decipher text, one time password, secret information

Procedia PDF Downloads 247
2585 Yacht DB Construction Based on Five Essentials of Sailing

Authors: Jae-Neung Lee, Myung-Won Lee, Jung-Su Han, Keun-Chang Kwak

Abstract:

The paper established DB on the basis of five sailing essentials in the real yachting environment. It obtained the yacht condition (tilt, speed and course), surrounding circumstances (wind direction and speed) and user motion. Gopro camera for image processing was used to recognize the user motion and tilt sensor was employed to see the yacht balance. In addition, GPS for course, wind speed and direction sensor and marked suit were employed.

Keywords: DB consturuction, yacht, five essentials of sailing, marker, Gps

Procedia PDF Downloads 437
2584 Factor to Elicit Spatial Presence: Calmness

Authors: Nadia Diyana Mohd Muhaiyuddin, Dayang Rohaya Awang Rambli

Abstract:

The aim of our work is to identify whether user’s calmness can be a factor to elicit user’s spatial presence experience. Hence, a systematic mental model technique called repertory grid was selected to collect data because users can freely give their opinions in this approach. Three image-based virtual reality (IBVR) environments were created to satisfy the requirement of the repertory grid. Different virtual environments were necessary to allow users to compare and give feedback. Result was analyzed by using descriptive analysis through the SPSS software. The result revealed that ‘users feel calm’ is accepted as one of the factors that can elicit spatial presence. Users also highlighted five IBVR characteristics that could elicit spatial presence, namely, calm sound, calm content, calm color, calm story line, and the calm feeling of the user.

Keywords: spatial presence, presence, virtual reality, image-based virtual reality, human-computer interaction

Procedia PDF Downloads 264