Search results for: Ubiquitous game
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 287

Search results for: Ubiquitous game

107 A Combined Neural Network Approach to Soccer Player Prediction

Authors: Wenbin Zhang, Hantian Wu, Jian Tang

Abstract:

An artificial neural network is a mathematical model inspired by biological neural networks. There are several kinds of neural networks and they are widely used in many areas, such as: prediction, detection, and classification. Meanwhile, in day to day life, people always have to make many difficult decisions. For example, the coach of a soccer club has to decide which offensive player to be selected to play in a certain game. This work describes a novel Neural Network using a combination of the General Regression Neural Network and the Probabilistic Neural Networks to help a soccer coach make an informed decision.

Keywords: General Regression Neural Network, Probabilistic Neural Networks, Neural function.

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106 The Core and Shapley Function for Games on Augmenting Systems with a Coalition Structure

Authors: Fan-Yong Meng

Abstract:

In this paper, we first introduce the model of games on augmenting systems with a coalition structure, which can be seen as an extension of games on augmenting systems. The core of games on augmenting systems with a coalition structure is defined, and an equivalent form is discussed. Meantime, the Shapley function for this type of games is given, and two axiomatic systems of the given Shapley function are researched. When the given games are quasi convex, the relationship between the core and the Shapley function is discussed, which does coincide as in classical case. Finally, a numerical example is given.

Keywords: Cooperative game, augmenting system, Shapley function, core.

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105 Finding Equilibrium in Transport Networks by Simulation and Investigation of Behaviors

Authors: Gábor Szűcs, Gyula Sallai

Abstract:

The goal of this paper is to find Wardrop equilibrium in transport networks at case of uncertainty situations, where the uncertainty comes from lack of information. We use simulation tool to find the equilibrium, which gives only approximate solution, but this is sufficient for large networks as well. In order to take the uncertainty into account we have developed an interval-based procedure for finding the paths with minimal cost using the Dempster-Shafer theory. Furthermore we have investigated the users- behaviors using game theory approach, because their path choices influence the costs of the other users- paths.

Keywords: Dempster-Shafer theory, S-O and U-Otransportation network, uncertainty of information, Wardropequilibrium.

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104 Why Do People Abandon Mobile Social Games? Using Candy Crush Saga as an Example

Authors: Pei-Shan Wei, Szu-Ying Lee, Hsi-Peng Lu, Jen-Chuen Tzou, Chien-I Weng

Abstract:

Mobile social games recently become extremely popular, spawning a whole new entertainment culture. However, mobile game players are fickle, quickly and easily picking up and abandoning games. This pilot study seeks to identify factors that influence users to discontinuing playing mobile social games. We identified three sacrifices which can prompt users to abandon games: monetary sacrifice, time sacrifice and privacy sacrifice. The results showed that monetary sacrifice has a greater impact than the other two factors in causing players to discontinue usage intention.

Keywords: Abandon, Mobile devices, Mobile social games, Perceived sacrifice.

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103 Internal Behavior of Biological Nutrient Removal System for Advanced Wastewater Treatment

Authors: J. K. Choi , D. W. Kim, H. S. Shin, H. J. Yeon, B. K. Kim, Yeon. Fan, D. Chang, S. B. Han, J.M. Hur, B. R. Jung, S. M. Park

Abstract:

The purpose of this research was develop a biological nutrient removal (BNR) system which has low energy consumption, sludge production, and land usage. These indicate that BNR system could be a alternative of future wastewater treatment in ubiquitous city(U-city). Organics and nitrogen compounds could be removed by this system so that secondary or tertiary stages of wastewater treatment satisfy their standards. This system was composed of oxic and anoxic filter filed with PVDC and POM media. Anoxic/oxic filter system operated under empty bed contact time of 4 hours by increasing recirculation ratio from 0 to 100 %. The system removals of total nitrogen and COD were 76.3% and 93%, respectively. To be observed internal behavior in this system SCOD, NH3-N, and NO3-N were conducted and removal shows range of 25~100%, 59~99%, and 70~100%, respectively.

Keywords: BNR, nitrification, denitrification, organics removal, anoxic, oxic, advanced treatment.

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102 Stability of Alliances between Service Providers

Authors: Helene Le Cadre

Abstract:

Three service providers in competition, try to optimize their quality of service / content level and their service access price. But, they have to deal with uncertainty on the consumers- preferences. To reduce their uncertainty, they have the opportunity to buy information and to build alliances. We determine the Shapley value which is a fair way to allocate the grand coalition-s revenue between the service providers. Then, we identify the values of β (consumers- sensitivity coefficient to the quality of service / contents) for which allocating the grand coalition-s revenue using the Shapley value guarantees the system stability. For other values of β, we prove that it is possible for the regulator to impose a per-period interest rate maximizing the market coverage under equal allocation rules.

Keywords: Alliance, Shapley value, Stability, Repeated game, Interest rate.

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101 The Use of ICT and e-Learning in Higher Education in Japan

Authors: Kumiko Aoki

Abstract:

Japan is known to be a technological powerhouse, being noted for its automobiles, consumer electronics, laptop computers, portable gaming devices, and more recently healing animal robots. Japan is also noted for its popular culture; manga, anime, novels, films, character goods, game programs, cosplay cafes, karaoke and so on. It may be natural for people outside Japan to assume that e-learning in Japan must be well advanced and innovative. In reality, the application of technologies in education in Japan is far behind of other developed countries. Especially in higher education, apathy of students towards their study prevails and teachers continue ignoring such student attitudes. E-learning, which is supposed to revolutionalize the way people learn as it has potentials to enable more student-centered learning, has not been realized in Japan and mostly used to perpetuate the teachercentered teaching in a different format.

Keywords: e-learning, Higher Education, ICT in Education, Japan

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100 A Development of Personalized Edutainment Contents through Storytelling

Authors: Min Kyeong Cha, Ju Yeon Mun, Seong Baeg Kim

Abstract:

Recently, ‘play of learning’ becomes important and is  emphasized as a useful learning tool. Therefore, interest in  edutainment contents is growing. Storytelling is considered first as a  method that improves the transmission of information and learner's  interest when planning edutainment contents. In this study, we  designed edutainment contents in the form of an adventure game that  applies the storytelling method. This content provides questions and  items constituted dynamically and reorganized learning contents  through analysis of test results. It allows learners to solve various  questions through effective iterative learning. As a result, the learners  can reach mastery learning.

 

Keywords: Storytelling, edutainment, mastery learning, computer operating principle.

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99 Are Lecturers- Ready for Usage of Mobile Technology for Teaching?

Authors: Norazah Mohd Suki, Norbayah Mohd Suki

Abstract:

Descriptive statistics was performed with the aim to achieve research objective of to investigate lecturers- usage of the mobile technology for teaching. A representative sample of 20 lecturers from the Faculty of Industrial Art & Design Technology of Universiti Industri Selangor (UNISEL), Malaysia was selected as the respondents. The result attested that lecturers fully accept the concept of mobility in learning and game play is appealing concept to support classroom learning. Subsequently, analogous experience on small size of keypad, screen resolution, and navigation could be the major problematic factors to students and affect their mobile learning process. Recommendation for future research is also presented.

Keywords: Academics, Mobile e-learning, Mobile technology, Readiness.

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98 Resource Constraint Mobile Agent Framework For Ambient Intelligence

Authors: Yung-Chuan Lee, Shahram Rahimi, Bidyut Gupta

Abstract:

In this paper, we introduce an mobile agent framework with proactive load balancing for ambient intelligence (AmI) environments. One of the main obstacles of AmI is the scalability in which the openness of AmI environment introduces dynamic resource requirements on agencies. To mediate this scalability problem, our framework proposes a load balancing module to proactively analyze the resource consumption of network bandwidth and preferred agencies to suggest the optimal communication method to its user. The framework generally formulates an AmI environment that consists of three main components: (1) mobile devices, (2) hosts or agencies, and (3) directory service center (DSC). A preliminary implementation was conducted with NetLogo and the experimental results show that the proposed approach provides enhanced system performance by minimizing the network utilization to provide users with responsive services.

Keywords: Ambient intelligence, load balancing, multiagent systems, ubiquitous computing.

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97 A Competitive Replica Placement Methodology for Ad Hoc Networks

Authors: Samee Ullah Khan, C. Ardil

Abstract:

In this paper, a mathematical model for data object replication in ad hoc networks is formulated. The derived model is general, flexible and adaptable to cater for various applications in ad hoc networks. We propose a game theoretical technique in which players (mobile hosts) continuously compete in a non-cooperative environment to improve data accessibility by replicating data objects. The technique incorporates the access frequency from mobile hosts to each data object, the status of the network connectivity, and communication costs. The proposed technique is extensively evaluated against four well-known ad hoc network replica allocation methods. The experimental results reveal that the proposed approach outperforms the four techniques in both the execution time and solution quality

Keywords: Data replication, auctions, static allocation.

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96 The Use of a Tactical Simulator as a Learning Resource at the Norwegian Military Academy

Authors: O. Boe, A. Langaard Jensen

Abstract:

The Norwegian Military Academy (Army) has been using a tactical simulator for the last two years. During this time there has been some discussion concerning how to use the simulator most efficiently and what type of learning one achieves by using the simulator. The problem that is addressed in this paper is how simulators can be used as a learning resource for students concerned with developing their military profession. The aim of this article is to create a wider consciousness regarding the use of a simulator while educating officers in a military profession. The article discusses the use of simulators from two different perspectives. The first perspective deals with using the simulator as a computer game, and the second perspective looks at the simulator as a socio-cultural artefact. Furthermore the article discusses four different ways the simulator can be looked upon as a useful learning resource when educating students of a military profession.

Keywords: Learning, military, profession, simulator.

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95 Payment Problems, Cash Flow and Profitability of Construction Project: A System Dynamics Model

Authors: Wenhua Hou, Xing Liu, Deqiang Chen

Abstract:

The ubiquitous payment problems within construction industry of China are notoriously hard to be resolved, thus lead to a series of impacts to the industry chain. Among of them, the most direct result is affecting the normal operation of contractors negatively. A wealth of research has already discussed reasons of the payment problems by introducing a number of possible improvement strategies. But the causalities of these problems are still far from harsh reality. In this paper, the authors propose a model for cash flow system of construction projects by introducing System Dynamics techniques to explore causal facets of the payment problem. The effects of payment arrears on both cash flow and profitability of project are simulated into four scenarios by using data from real projects. Simulating results show visible clues to help contractors quantitatively determining the consequences for the construction project that arise from payment delay.

Keywords: payment problems, cash flow, profitability, system dynamics.

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94 Vision Based Hand Gesture Recognition

Authors: Pragati Garg, Naveen Aggarwal, Sanjeev Sofat

Abstract:

With the development of ubiquitous computing, current user interaction approaches with keyboard, mouse and pen are not sufficient. Due to the limitation of these devices the useable command set is also limited. Direct use of hands as an input device is an attractive method for providing natural Human Computer Interaction which has evolved from text-based interfaces through 2D graphical-based interfaces, multimedia-supported interfaces, to fully fledged multi-participant Virtual Environment (VE) systems. Imagine the human-computer interaction of the future: A 3Dapplication where you can move and rotate objects simply by moving and rotating your hand - all without touching any input device. In this paper a review of vision based hand gesture recognition is presented. The existing approaches are categorized into 3D model based approaches and appearance based approaches, highlighting their advantages and shortcomings and identifying the open issues.

Keywords: Computer Vision, Hand Gesture, Hand Posture, Human Computer Interface.

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93 ANP-based Intra and Inter-industry Analysis for Measuring Spillover Effect of ICT Industries

Authors: Yongyoon Suh, Yongtae Park

Abstract:

The interaction among information and communication technology (ICT) industries is a recently ubiquitous phenomenon through fixed-mobile integration. To monitor the impact of interaction, previous research has mainly focused on measuring spillover effect among ICT industries using various methods. Among others, inter-industry analysis is one of the useful methods for examining spillover effect between industries. However, more complex ICT industries become, more important the impact within an industry is. Inter-industry analysis is limited in mirroring intra-relationships within an industry. Thus, this study applies the analytic network process (ANP) to measure the spillover effect, capturing all of the intra and inter-relationships. Using ANP-based intra and inter-industry analysis, the spillover effect is effectively measured, mirroring the complex structure of ICT industries. A main ICT industry and its linkages are also explored to show the current structure of ICT industries. The proposed approach is expected to allow policy makers to understand interactions of ICT industries and their impact.

Keywords: ANP, intra and inter-industry analysis, spillover effect

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92 Chances and Challenges of Intelligent Technologies in the Production and Retail Sector

Authors: Carsten Röcker

Abstract:

This paper provides an introduction into the evolution of information and communication technology and illustrates its usage in the work domain. The paper is sub-divided into two parts. The first part gives an overview over the different phases of information processing in the work domain. It starts by charting the past and present usage of computers in work environments and shows current technological trends, which are likely to influence future business applications. The second part starts by briefly describing, how the usage of computers changed business processes in the past, and presents first Ambient Intelligence applications based on identification and localization information, which are already used in the production and retail sector. Based on current systems and prototype applications, the paper gives an outlook of how Ambient Intelligence technologies could change business processes in the future.

Keywords: Ambient Intelligence, Ubiquitous Computing, Business Applications, Radio Frequency Identification (RFID).

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91 Ambient Intelligence in the Production and Retail Sector: Emerging Opportunities and Potential Pitfalls

Authors: Carsten Röcker

Abstract:

This paper provides an introduction into the evolution of information and communication technology and illustrates its usage in the work domain. The paper is sub-divided into two parts. The first part gives an overview over the different phases of information processing in the work domain. It starts by charting the past and present usage of computers in work environments and shows current technological trends, which are likely to influence future business applications. The second part starts by briefly describing, how the usage of computers changed business processes in the past, and presents first Ambient Intelligence applications based on identification and localization information, which are already used in the production and retail sector. Based on current systems and prototype applications, the paper gives an outlook of how Ambient Intelligence technologies could change business processes in the future.

Keywords: Ambient Intelligence, Ubiquitous Computing, Business Applications, Radio Frequency Identification (RFID)

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90 Earphone Style Wearable Device for Automatic Guidance Service with Position Sensing

Authors: Dawei Cai

Abstract:

This paper describes a design of earphone style wearable device that may provide an automatic guidance service for visitors. With both position information and orientation information obtained from NFC and terrestrial magnetism sensor, a high level automatic guide service may be realized. To realize the service, a algorithm for position detection using the packet from NFC tags, and developed an algorithm to calculate the device orientation based on the data from acceleration and terrestrial magnetism sensors called as MEMS. If visitors want to know some explanation about an exhibit in front of him, what he has to do is only move to the object and stands for a moment. The identification program will automatically recognize the status based on the information from NFC and MEMS, and start playing explanation content about the exhibit. This service should be useful for improving the understanding of the exhibition items and bring more satisfactory visiting experience without less burden.

Keywords: Wearable device, MEMS sensor, NFC, ubiquitous computing, guide system.

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89 Natural Language Database Interface for Selection of Data Using Grammar and Parsing

Authors: N. D. Karande, G. A. Patil

Abstract:

Databases have become ubiquitous. Almost all IT applications are storing into and retrieving information from databases. Retrieving information from the database requires knowledge of technical languages such as Structured Query Language (SQL). However majority of the users who interact with the databases do not have a technical background and are intimidated by the idea of using languages such as SQL. This has led to the development of a few Natural Language Database Interfaces (NLDBIs). A NLDBI allows the user to query the database in a natural language. This paper highlights on architecture of new NLDBI system, its implementation and discusses on results obtained. In most of the typical NLDBI systems the natural language statement is converted into an internal representation based on the syntactic and semantic knowledge of the natural language. This representation is then converted into queries using a representation converter. A natural language query is translated to an equivalent SQL query after processing through various stages. The work has been experimented on primitive database queries with certain constraints.

Keywords: Natural language database interface, representation converter, syntactic and semantic knowledge

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88 Injury Prediction for Soccer Players Using Machine Learning

Authors: Amiel Satvedi, Richard Pyne

Abstract:

Injuries in professional sports occur on a regular basis. Some may be minor while others can cause huge impact on a player’s career and earning potential. In soccer, there is a high risk of players picking up injuries during game time. This research work seeks to help soccer players reduce the risk of getting injured by predicting the likelihood of injury while playing in the near future and then providing recommendations for intervention. The injury prediction tool will use a soccer player’s number of minutes played on the field, number of appearances, distance covered and performance data for the current and previous seasons as variables to conduct statistical analysis and provide injury predictive results using a machine learning linear regression model.

Keywords: Injury predictor, soccer injury prevention, machine learning in soccer, big data in soccer.

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87 Development Framework Based on Mobile Augmented Reality for Pre-Literacy Kit

Authors: Nazatul Aini Abd Majid, Faridah Yunus, Haslina Arshad, Mohammad Farhan Mohammad Johari

Abstract:

Mobile technology, augmented reality, and game-based learning are some of the key learning technologies that can be fully optimized to promote pre-literacy skills. The problem is how to design an effective pre-literacy kit that utilizes some of the learning technologies. This paper presents a framework based on mobile augmented reality for the development of pre-literacy kit. This pre-literacy kit incorporates three main components which are contents, design, and tools. A prototype of a mobile app based on the three main components was developed for promoting pre-literacy. The results show that the children and teachers gave positive feedbacks after using the mobile app for the pre-literacy.

Keywords: Framework, mobile technology, augmented reality, pre-literacy skills.

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86 Implementation of Geo-Crowdsourcing Mobile Applications in e-Government of V4 Countries: A State-of-the-Art Survey

Authors: Barbora Haltofová

Abstract:

In recent years, citizens have become an important source of geographic information and, therefore, geo-crowdsourcing, often known as volunteered geographic information, has provided an interesting alternative to traditional mapping practices which are becoming expensive, resource-intensive and unable to capture the dynamic nature of urban environments. In order to address a gap in research literature, this paper deals with a survey conducted to assess the current state of geo-crowdsourcing, a recent phenomenon popular with people who collect geographic information using their smartphones. This article points out that there is an increasing body of knowledge of geo-crowdsourcing mobile applications in the Visegrad countries marked by the ubiquitous Internet connection and the current massive proliferation of smartphones. This article shows how geo-crowdsourcing can be used as a complement, or in some cases a replacement, to traditionally generated sources of spatial data and information in public management. It discusses the new spaces of citizen participation constructed by these geo-crowdsourcing practices.

Keywords: Citizen participation, geo-crowdsourcing, e-government, participatory mapping, mobile applications.

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85 Evaluating the Performance of Offensive Lineman in the NFL

Authors: Nikhil Byanna, Abdolghani Ebrahimi, Diego Klabjan

Abstract:

In this paper we objectively measure the performance of an individual offensive lineman in the NFL. The existing literature proposes various measures that rely on subjective assessments of game film, but has yet to develop an objective methodology to evaluate performance. Using a variety of statistics related to an offensive lineman’s performance, we develop a framework to objectively analyze the overall performance of an individual offensive lineman and determine specific linemen who are overvalued or undervalued relative to their salary. We identify eight players across the 2013-2014 and 2014-2015 NFL seasons that are considered to be overvalued or undervalued and corroborate the results with existing metrics that are based on subjective evaluation. To the best of our knowledge, the techniques set forth in this work have not been utilized in previous works to evaluate the performance of NFL players at any position, including offensive linemen.

Keywords: offensive lineman, player performance, NFL, machine learning

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84 A Novel Feedback-Based Integrated FiWi Networks Architecture by Centralized Interlink-ONU Communication

Authors: Noman Khan, B. S. Chowdhry, A.Q.K Rajput

Abstract:

Integrated fiber-wireless (FiWi) access networks are a viable solution that can deliver the high profile quadruple play services. Passive optical networks (PON) networks integrated with wireless access networks provide ubiquitous characteristics for high bandwidth applications. Operation of PON improves by employing a variety of multiplexing techniques. One of it is time division/wavelength division multiplexed (TDM/WDM) architecture that improves the performance of optical-wireless access networks. This paper proposes a novel feedback-based TDM/WDM-PON architecture and introduces a model of integrated PON-FiWi networks. Feedback-based link architecture is an efficient solution to improves the performance of optical-line-terminal (OLT) and interlink optical-network-units (ONUs) communication. Furthermore, the feedback-based WDM/TDM-PON architecture is compared with existing architectures in terms of capacity of network throughput.

Keywords: Fiber-wireless (FiWi), Passive Optical Network (PON), TDM/WDM architecture

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83 Examining How Constraints Influence NCAA Division II Athlete’s Physical Performance

Authors: Timothy Hinchman, Carrie Taylor

Abstract:

This quantitative quasi-experimental research investigated disparities in mean and median performance among millennial soccer players. According to research, the fear of failure causes millennials to struggle with difficult jobs. The application of specified limitations has been found to increase individual productivity. The study utilized the constraint-based model of novelty (C-BMN) framework and the game performance assessment instrument (GPAI) to assess data concerning constraint-type and its impact on the productivity of 18 soccer players. Individual components cooperation and trapping had statistical significance throughout the intervention, while positioning, passing, and dribbling did not. The GPAI was statistically significant between the control and both restriction types. A two-way mixed ANOVA revealed no significant interaction between limitations and temperaments, however only 72% of individuals completed the temperament exam.

Keywords: Constraints, temperament, physical performance, GPAI.

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82 Security Enhanced RFID Middleware System

Authors: Jieun Song, Taesung Kim, Sokjoon Lee, Howon Kim

Abstract:

Recently, the RFID (Radio Frequency Identification) technology attracts the world market attention as essential technology for ubiquitous environment. The RFID market has focused on transponders and reader development. But that concern has shifted to RFID software like as high-valued e-business applications, RFID middleware and related development tools. However, due to the high sensitivity of data and service transaction within the RFID network, security consideration must be addressed. In order to guarantee trusted e-business based on RFID technology, we propose a security enhanced RFID middleware system. Our proposal is compliant with EPCglobal ALE (Application Level Events), which is standard interface for middleware and its clients. We show how to provide strengthened security and trust by protecting transported data between middleware and its client, and stored data in middleware. Moreover, we achieve the identification and service access control against illegal service abuse. Our system enables secure RFID middleware service and trusted e-business service.

Keywords: RFID Middleware, ALE (Application Level Events), Security.

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81 Towards a New Methodology for Developing Web-Based Systems

Authors: Omer Ishag Eldai, Ahmed Hassan M. H. Ali, S. Raviraja

Abstract:

Web-based systems have become increasingly important due to the fact that the Internet and the World Wide Web have become ubiquitous, surpassing all other technological developments in our history. The Internet and especially companies websites has rapidly evolved in their scope and extent of use, from being a little more than fixed advertising material, i.e. a "web presences", which had no particular influence for the company's business, to being one of the most essential parts of the company's core business. Traditional software engineering approaches with process models such as, for example, CMM and Waterfall models, do not work very well since web system development differs from traditional development. The development differs in several ways, for example, there is a large gap between traditional software engineering designs and concepts and the low-level implementation model, many of the web based system development activities are business oriented (for example web application are sales-oriented, web application and intranets are content-oriented) and not engineering-oriented. This paper aims to introduce Increment Iterative extreme Programming (IIXP) methodology for developing web based systems. In difference to the other existence methodologies, this methodology is combination of different traditional and modern software engineering and web engineering principles.

Keywords: Web based systems, Web engineering.

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80 Electronic Transactions: Jurisdictional Issues in the European Union

Authors: Faeze Razmpa

Abstract:

One of the main consequences of the ubiquitous usage of Internet as a means to conduct business has been the progressive internationalization of contracts created to support such transactions. As electronic commerce becomes International commerce, the reality is that commercial disputes will occur creating such questions as: "In which country do I bring proceedings?" and "Which law is to be applied to solve disputes?" The decentralized and global structure of the Internet and its decentralized operation have given e-commerce a transnational element that affects two questions essential to any transaction: applicable law and jurisdiction in the event of dispute. The sharing of applicable law and jurisdiction among States in respect of international transactions traditionally has been based on the use of contact factors generally of a territorial nature (the place where real estate is located, customary residence, principal establishment, place of shipping goods). The characteristics of the Internet as a new space sometimes make it difficult to apply these rules, and may make them inoperative or lead to results that are surprising or totally foreign to the contracting parties and other elements and circumstances of the case.

Keywords: Electronic, European Union, Jurisdiction, Internet

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79 Operations Research Applications in Audit Planning and Scheduling

Authors: Abdel-Aziz M. Mohamed

Abstract:

This paper presents a state-of-the-art survey of the operations research models developed for internal audit planning. Two alternative approaches have been followed in the literature for audit planning: (1) identifying the optimal audit frequency; and (2) determining the optimal audit resource allocation. The first approach identifies the elapsed time between two successive audits, which can be presented as the optimal number of audits in a given planning horizon, or the optimal number of transactions after which an audit should be performed. It also includes the optimal audit schedule. The second approach determines the optimal allocation of audit frequency among all auditable units in the firm. In our review, we discuss both the deterministic and probabilistic models developed for audit planning. In addition, game theory models are reviewed to find the optimal auditing strategy based on the interactions between the auditors and the clients.

Keywords: Operations research applications, audit frequency, audit planning, audit-staff scheduling.

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78 Evaluation of Evolution Strategy, Genetic Algorithm and their Hybrid on Evolving Simulated Car Racing Controllers

Authors: Hidehiko Okada, Jumpei Tokida

Abstract:

Researchers have been applying tional intelligence (AI/CI) methods to computer games. In this research field, further researchesare required to compare AI/CI methods with respect to each game application. In th our experimental result on the comparison of three evolutionary algorithms – evolution strategy, genetic algorithm, and their hybrid applied to evolving controller agents for the CIG 2007 Simulated Car Racing competition. Our experimental result shows that, premature convergence of solutions was observed in the case of ES, and GA outperformed ES in the last half of generations. Besides, a hybrid which uses GA first and ES next evolved the best solution among the whole solutions being generated. This result shows the ability of GA in globally searching promising areas in the early stage and the ability of ES in locally searching the focused area (fine-tuning solutions).

Keywords: Evolutionary algorithm, autonomous agent, neuroevolutions, simulated car racing.

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