Search results for: Deep learning network
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 4721

Search results for: Deep learning network

2651 Net-Trainer-ST: A Swiss Army Knife for Pentesting, Based on Single Board Computer, for Cybersecurity Professionals and Hobbyists

Authors: K. Hołda, D. Śliwa, K. Daniec

Abstract:

This article was created as part of the developed master's thesis. It attempts to present a developed device, which will support the work of specialists dealing with broadly understood cybersecurity terms. The device is contrived to automate security tests. In addition, it simulates potential cyberattacks in the most realistic way possible, without causing permanent damage to the network, in order to maximize the quality of the subsequent corrections to the tested network systems. The proposed solution is a fully operational prototype created from commonly available electronic components and a single board computer. The focus of the article is not only put on the hardware part of the device but also on the theoretical and applicatory way in which implemented cybersecurity tests operate and examples of their results.

Keywords: Raspberry Pi, ethernet, automated cybersecurity tests, ARP, DNS, backdoor, TCP, password sniffing.

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2650 Determination of Water Pollution and Water Quality with Decision Trees

Authors: Çiğdem Bakır, Mecit Yüzkat

Abstract:

With the increasing emphasis on water quality worldwide, the search for and expanding the market for new and intelligent monitoring systems has increased. The current method is the laboratory process, where samples are taken from bodies of water, and tests are carried out in laboratories. This method is time-consuming, a waste of manpower and uneconomical. To solve this problem, we used machine learning methods to detect water pollution in our study. We created decision trees with the Orange3 software used in the study and tried to determine all the factors that cause water pollution. An automatic prediction model based on water quality was developed by taking many model inputs such as water temperature, pH, transparency, conductivity, dissolved oxygen, and ammonia nitrogen with machine learning methods. The proposed approach consists of three stages: Preprocessing of the data used, feature detection and classification. We tried to determine the success of our study with different accuracy metrics and the results were presented comparatively. In addition, we achieved approximately 98% success with the decision tree.

Keywords: Decision tree, water quality, water pollution, machine learning.

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2649 Students’ Willingness to Accept Virtual Lecturing Systems: An Empirical Study by Extending the UTAUT Model

Authors: Ahmed Shuhaiber

Abstract:

The explosion of the World Wide Web and the electronic trend of university teaching have transformed the learning style to become more learner-centered, which has popularized the digital delivery of mediated lectures as an alternative or an adjunct to traditional lectures. Despite its potential and popularity, virtual lectures have not been adopted yet in Jordanian universities. This research aimed to fill this gap by studying the factors that influence students’ willingness to accept virtual lectures in one Jordanian University. A quantitative approach was followed, by obtaining 216 survey responses and statistically applying the UTAUT model with some modifications. Results revealed that performance expectancy, effort expectancy, social influences, and self-efficacy could significantly influence students’ attitudes towards virtual lectures. Additionally, Facilitating conditions and attitudes towards virtual lectures were found with significant influence on students’ intention to take virtual lectures. Research implications and future work were specified afterwards.

Keywords: E-Learning, Student willingness, UTAUT, Virtual Lectures, Web-based learning systems.

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2648 Reflections of Prospective Teachers Toward a Critical Thinking-Based Pedagogical Course: A Case Study

Authors: Ahmet Ok, Banu Yücel Toy

Abstract:

Promoting critical thinking (CT) in an educational setting has been appraised in order to enhance learning and intellectual skills. In this study, a pedagogical course in a vocational teacher education program in Turkey was designed by integrating CT skill-based strategies/activities into the course content and CT skills were means leading to intended course objectives. The purpose of the study was to evaluate the importance of the course objectives, the attainment of the objectives, and the effectiveness of teachinglearning strategies/activities from prospective teachers- points of view. The results revealed that although the students mostly considered the course objectives important, they did not feel competent in the attainment of all objectives especially in those related to the main topic of Learning and those requiring higher order thinking skills. On the other hand, the students considered the course activities effective for learning and for the development of thinking skills, especially, in interpreting, comparing, questioning, contrasting, and forming relationships.

Keywords: Critical thinking, critical thinking-based instruction, higher order thinking skills, teacher education

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2647 Identifying Game Variables from Students’ Surveys for Prototyping Games for Learning

Authors: N. Ismail, O. Thammajinda, U. Thongpanya

Abstract:

Games-based learning (GBL) has become increasingly important in teaching and learning. This paper explains the first two phases (analysis and design) of a GBL development project, ending up with a prototype design based on students’ and teachers’ perceptions. The two phases are part of a full cycle GBL project aiming to help secondary school students in Thailand in their study of Comprehensive Sex Education (CSE). In the course of the study, we invited 1,152 students to complete questionnaires and interviewed 12 secondary school teachers in focus groups. This paper found that GBL can serve students in their learning about CSE, enabling them to gain understanding of their sexuality, develop skills, including critical thinking skills and interact with others (peers, teachers, etc.) in a safe environment. The objectives of this paper are to outline the development of GBL variables from the research question(s) into the developers’ flow chart, to be responsive to the GBL beneficiaries’ preferences and expectations, and to help in answering the research questions. This paper details the steps applied to generate GBL variables that can feed into a game flow chart to develop a GBL prototype. In our approach, we detailed two models: (1) Game Elements Model (GEM) and (2) Game Object Model (GOM). There are three outcomes of this research – first, to achieve the objectives and benefits of GBL in learning, game design has to start with the research question(s) and the challenges to be resolved as research outcomes. Second, aligning the educational aims with engaging GBL end users (students) within the data collection phase to inform the game prototype with the game variables is essential to address the answer/solution to the research question(s). Third, for efficient GBL to bridge the gap between pedagogy and technology and in order to answer the research questions via technology (i.e. GBL) and to minimise the isolation between the pedagogists “P” and technologist “T”, several meetings and discussions need to take place within the team.

Keywords: Games-based learning, design, engagement, pedagogy, preferences, prototype, variables.

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2646 Movie Genre Preference Prediction Using Machine Learning for Customer-Based Information

Authors: Haifeng Wang, Haili Zhang

Abstract:

Most movie recommendation systems have been developed for customers to find items of interest. This work introduces a predictive model usable by small and medium-sized enterprises (SMEs) who are in need of a data-based and analytical approach to stock proper movies for local audiences and retain more customers. We used classification models to extract features from thousands of customers’ demographic, behavioral and social information to predict their movie genre preference. In the implementation, a Gaussian kernel support vector machine (SVM) classification model and a logistic regression model were established to extract features from sample data and their test error-in-sample were compared. Comparison of error-out-sample was also made under different Vapnik–Chervonenkis (VC) dimensions in the machine learning algorithm to find and prevent overfitting. Gaussian kernel SVM prediction model can correctly predict movie genre preferences in 85% of positive cases. The accuracy of the algorithm increased to 93% with a smaller VC dimension and less overfitting. These findings advance our understanding of how to use machine learning approach to predict customers’ preferences with a small data set and design prediction tools for these enterprises.

Keywords: Computational social science, movie preference, machine learning, SVM.

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2645 The Impact of Video Games in Children-s Learning of Mathematics

Authors: Muhammad Ridhuan Tony Lim Abdullah, Zulqarnain Abu Bakar, Razol Mahari Ali, Ibrahima Faye, Hilmi Hasan

Abstract:

This paper describes a research project on Year 3 primary school students in Malaysia in their use of computer-based video game to enhance learning of multiplication facts (tables) in the Mathematics subject. This study attempts to investigate whether video games could actually contribute to positive effect on children-s learning or otherwise. In conducting this study, the researchers assume a neutral stand in the investigation as an unbiased outcome of the study would render reliable response to the impact of video games in education which would contribute to the literature of technology-based education as well as impact to the pedagogical aspect of formal education. In order to conduct the study, a subject (Mathematics) with a specific topic area in the subject (multiplication facts) is chosen. The study adopts a causal-comparative research to investigate the impact of the inclusion of a computer-based video game designed to teach multiplication facts to primary level students. Sample size is 100 students divided into two i.e., A: conventional group and B conventional group aided by video games. The conventional group (A) would be taught multiplication facts (timetables) and skills conventionally. The other group (B) underwent the same lessons but with supplementary activity: a computer-based video game on multiplication which is called Timez-Attack. Analysis of marks accrued from pre-test will be compared to post- test using comparisons of means, t tests, and ANOVA tests to investigate the impact of computer games as an added learning activity. The findings revealed that video games as a supplementary activity to classroom learning brings significant and positive effect on students- retention and mastery of multiplication tables as compared to students who rely only upon formal classroom instructions.

Keywords: Technology for education, Gaming for education, Computer-based video games, Cognitive learning

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2644 Learning Materials of Atmospheric Pressure Plasma Process: Application in Wrinkle-Resistant Finishing of Cotton Fabric

Authors: C. W. Kan

Abstract:

Cotton fibre is a commonly-used natural fibre because of its good fibre strength, high moisture absorption behaviour and minimal static problems. However, one of the main drawbacks of cotton fibre is wrinkling after washing, which is recently overcome by wrinkle-resistant treatment. 1,2,3,4-butanetetracarboxylic acid (BTCA) could improve the wrinkle-resistant properties of cotton fibre. Although the BTCA process is an effective method for wrinkle resistant application of cotton fabrics, reduced fabric strength was observed after treatment. Therefore, this paper would explore the use of atmospheric pressure plasma treatment under different discharge powers as a pretreatment process to enhance the application of BTCA process on cotton fabric without generating adverse effect. The aim of this study is to provide learning information to the users to know how the atmospheric pressure plasma treatment can be incorporated in textile finishing process with positive impact.

Keywords: Learning materials, atmospheric pressure plasma treatment, cotton, wrinkle-resistant, BTCA.

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2643 Choosing Search Algorithms in Bayesian Optimization Algorithm

Authors: Hao Wu, Jonathan L. Shapiro

Abstract:

The Bayesian Optimization Algorithm (BOA) is an algorithm based on the estimation of distributions. It uses techniques from modeling data by Bayesian networks to estimating the joint distribution of promising solutions. To obtain the structure of Bayesian network, different search algorithms can be used. The key point that BOA addresses is whether the constructed Bayesian network could generate new and useful solutions (strings), which could lead the algorithm in the right direction to solve the problem. Undoubtedly, this ability is a crucial factor of the efficiency of BOA. Varied search algorithms can be used in BOA, but their performances are different. For choosing better ones, certain suitable method to present their ability difference is needed. In this paper, a greedy search algorithm and a stochastic search algorithm are used in BOA to solve certain optimization problem. A method using Kullback-Leibler (KL) Divergence to reflect their difference is described.

Keywords: Bayesian optimization algorithm, greedy search, KL divergence, stochastic search.

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2642 Finding Viable Pollution Routes in an Urban Network under a Predefined Cost

Authors: Dimitra Alexiou, Stefanos Katsavounis, Ria Kalfakakou

Abstract:

In an urban area the determination of transportation routes should be planned so as to minimize the provoked pollution taking into account the cost of such routes. In the sequel these routes are cited as pollution routes.

The transportation network is expressed by a weighted graph G=(V,E,D,P) where every vertex represents a location to be served and contains unordered pairs (edges) of elements in V that indicate a simple road. The distances / cost and a weight that depict the provoked air pollution by a vehicle transition at every road are assigned to each road as well. These are the items of set D andrespectively.

Furthermore the investigated pollution routes must not exceed predefined corresponding values concerning the route cost and the route pollution level during the vehicle transition.

In this paper we present an algorithm that generates such routes in order that the decision maker selects the most appropriate one. 

Keywords: bi-criteria, pollution, shortest paths.

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2641 Combining Bagging and Boosting

Authors: S. B. Kotsiantis, P. E. Pintelas

Abstract:

Bagging and boosting are among the most popular resampling ensemble methods that generate and combine a diversity of classifiers using the same learning algorithm for the base-classifiers. Boosting algorithms are considered stronger than bagging on noisefree data. However, there are strong empirical indications that bagging is much more robust than boosting in noisy settings. For this reason, in this work we built an ensemble using a voting methodology of bagging and boosting ensembles with 10 subclassifiers in each one. We performed a comparison with simple bagging and boosting ensembles with 25 sub-classifiers, as well as other well known combining methods, on standard benchmark datasets and the proposed technique was the most accurate.

Keywords: data mining, machine learning, pattern recognition.

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2640 Leveraging xAPI in a Corporate e-Learning Environment to Facilitate the Tracking, Modelling, and Predictive Analysis of Learner Behaviour

Authors: Libor Zachoval, Daire O Broin, Oisin Cawley

Abstract:

E-learning platforms, such as Blackboard have two major shortcomings: limited data capture as a result of the limitations of SCORM (Shareable Content Object Reference Model), and lack of incorporation of Artificial Intelligence (AI) and machine learning algorithms which could lead to better course adaptations. With the recent development of Experience Application Programming Interface (xAPI), a large amount of additional types of data can be captured and that opens a window of possibilities from which online education can benefit. In a corporate setting, where companies invest billions on the learning and development of their employees, some learner behaviours can be troublesome for they can hinder the knowledge development of a learner. Behaviours that hinder the knowledge development also raise ambiguity about learner’s knowledge mastery, specifically those related to gaming the system. Furthermore, a company receives little benefit from their investment if employees are passing courses without possessing the required knowledge and potential compliance risks may arise. Using xAPI and rules derived from a state-of-the-art review, we identified three learner behaviours, primarily related to guessing, in a corporate compliance course. The identified behaviours are: trying each option for a question, specifically for multiple-choice questions; selecting a single option for all the questions on the test; and continuously repeating tests upon failing as opposed to going over the learning material. These behaviours were detected on learners who repeated the test at least 4 times before passing the course. These findings suggest that gauging the mastery of a learner from multiple-choice questions test scores alone is a naive approach. Thus, next steps will consider the incorporation of additional data points, knowledge estimation models to model knowledge mastery of a learner more accurately, and analysis of the data for correlations between knowledge development and identified learner behaviours. Additional work could explore how learner behaviours could be utilised to make changes to a course. For example, course content may require modifications (certain sections of learning material may be shown to not be helpful to many learners to master the learning outcomes aimed at) or course design (such as the type and duration of feedback).

Keywords: Compliance Course, Corporate Training, Learner Behaviours, xAPI.

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2639 Improving Co-integration Trading Rule Profitability with Forecasts from an Artificial Neural Network

Authors: Paul Lajbcygier, Seng Lee

Abstract:

Co-integration models the long-term, equilibrium relationship of two or more related financial variables. Even if cointegration is found, in the short run, there may be deviations from the long run equilibrium relationship. The aim of this work is to forecast these deviations using neural networks and create a trading strategy based on them. A case study is used: co-integration residuals from Australian Bank Bill futures are forecast and traded using various exogenous input variables combined with neural networks. The choice of the optimal exogenous input variables chosen for each neural network, undertaken in previous work [1], is validated by comparing the forecasts and corresponding profitability of each, using a trading strategy.

Keywords: Artificial neural networks, co-integration, forecasting, trading rule.

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2638 On the Learning of Causal Relationships between Banks in Saudi Equities Market Using Ensemble Feature Selection Methods

Authors: Adel Aloraini

Abstract:

Financial forecasting using machine learning techniques has received great efforts in the last decide . In this ongoing work, we show how machine learning of graphical models will be able to infer a visualized causal interactions between different banks in the Saudi equities market. One important discovery from such learned causal graphs is how companies influence each other and to what extend. In this work, a set of graphical models named Gaussian graphical models with developed ensemble penalized feature selection methods that combine ; filtering method, wrapper method and a regularizer will be shown. A comparison between these different developed ensemble combinations will also be shown. The best ensemble method will be used to infer the causal relationships between banks in Saudi equities market.

Keywords: Causal interactions , banks, feature selection, regularizere,

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2637 Marketing Management and Cultural Learning Center: The Case Study of Arts and Cultural Office, Suansunandha Rajabhat University

Authors: Pirada Techaratpong

Abstract:

This qualitative research has 2 objectives: to study marketing management of the cultural learning center in Suansunandha Rajabhat University and to suggest guidelines to improve its marketing management. This research is based on a case study of the Arts and Culture Office in Suansunandha Rajabhat University, Bangkok. This research found the Art and Culture Office has no formal marketing management. However, the marketing management is partly covered in the overall business plan, strategic plan, and action plan. The process can be divided into 5 stages. The marketing concept has long been introduced to its policy but not apparently put into action due to inflexible system. Some gaps are found in the process. The research suggests the Art and Culture Office implement the concept of marketing orientation, meeting the needs and wants of its target customers and adapt to the changing situation. Minor guidelines for improvement are provided.

Keywords: Marketing, management, museum, cultural learning center.

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2636 ANFIS Modeling of the Surface Roughness in Grinding Process

Authors: H. Baseri, G. Alinejad

Abstract:

The objective of this study is to design an adaptive neuro-fuzzy inference system (ANFIS) for estimation of surface roughness in grinding process. The Used data have been generated from experimental observations when the wheel has been dressed using a rotary diamond disc dresser. The input parameters of model are dressing speed ratio, dressing depth and dresser cross-feed rate and output parameter is surface roughness. In the experimental procedure the grinding conditions are constant and only the dressing conditions are varied. The comparison of the predicted values and the experimental data indicates that the ANFIS model has a better performance with respect to back-propagation neural network (BPNN) model which has been presented by the authors in previous work for estimation of the surface roughness.

Keywords: Grinding, ANFIS, Neural network, Disc dressing.

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2635 Real Time Control Learning Game - Speed Race by Learning at the Wheel - Development of Data Acquisition System

Authors: Κonstantinos Kalovrektis, Chryssanthi Palazi

Abstract:

Schools today face ever-increasing demands in their attempts to ensure that students are well equipped to enter the workforce and navigate a complex world. Research indicates that computer technology can help support learning, implementation of various experiments or learning games, and that it is especially useful in developing the higher-order skills of critical thinking, observation, comprehension, implementation, comparison, analysis and active attention to activities such as research, field work, simulations and scientific inquiry. The ICT in education supports the learning procedure by enabling it to be more flexible and effective, create a rich and attractive training environment and equip the students with knowledge and potential useful for the competitive social environment in which they live. This paper presents the design, the development, and the results of the evaluation analysis of an interactive educational game which using real electric vehicles - toys (material) on a toy race track. When the game starts each student selects a specific vehicle toy. Then students are answering questionnaires in the computer. The vehicles' speed is related to the percentage of right answers in a multiple choice questionnaire (software). Every question has its own significant value depending of the different level of questionnaire. Via the developed software, each right or wrong answers in questionnaire increase or decrease the real time speed of their vehicle toys. Moreover the rate of vehicle's speed increase or decrease depends on the difficulty level of each question. The aim of the work is to attract the student’s interest in a learning process and also to improve their scores. The developed real time game was tested using independent populations of students of age groups: 8-10, 11-14, 15-18 years. Standard educational and statistical analysis tools were used for the evaluation analysis of the game. Results reveal that students using the developed real time control game scored much higher (60%) than students using a traditional simulation game on the same questionnaire. Results further indicate that student's interest in repeating the developed real time control gaming was far higher (70%) than the interest of students using a traditional simulation game.

Keywords: Real time game, sensor, learning games, LabVIEW

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2634 A Generalized Sparse Bayesian Learning Algorithm for Near-Field Synthetic Aperture Radar Imaging: By Exploiting Impropriety and Noncircularity

Authors: Pan Long, Bi Dongjie, Li Xifeng, Xie Yongle

Abstract:

The near-field synthetic aperture radar (SAR) imaging is an advanced nondestructive testing and evaluation (NDT&E) technique. This paper investigates the complex-valued signal processing related to the near-field SAR imaging system, where the measurement data turns out to be noncircular and improper, meaning that the complex-valued data is correlated to its complex conjugate. Furthermore, we discover that the degree of impropriety of the measurement data and that of the target image can be highly correlated in near-field SAR imaging. Based on these observations, A modified generalized sparse Bayesian learning algorithm is proposed, taking impropriety and noncircularity into account. Numerical results show that the proposed algorithm provides performance gain, with the help of noncircular assumption on the signals.

Keywords: Complex-valued signal processing, synthetic aperture radar (SAR), 2-D radar imaging, compressive sensing, Sparse Bayesian learning.

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2633 ATC in Competitive Electricity Market Using TCSC

Authors: S. K. Gupta, Richa Bansal

Abstract:

In a deregulated power system structure, power producers and customers share a common transmission network for wheeling power from the point of generation to the point of consumption. All parties in this open access environment may try to purchase the energy from the cheaper source for greater profit margins, which may lead to overloading and congestion of certain corridors of the transmission network. This may result in violation of line flow, voltage and stability limits and thereby undermine the system security. Utilities therefore need to determine adequately their available transfer capability (ATC) to ensure that system reliability is maintained while serving a wide range of bilateral and multilateral transactions. This paper presents power transfer distribution factor based on AC load flow for the determination and enhancement of ATC. The study has been carried out for IEEE 24 bus Reliability Test System.

Keywords: Available Transfer Capability, FACTS devices, Power Transfer Distribution Factors.

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2632 Evaluation of Fuzzy ARTMAP with DBSCAN in VLSI Application

Authors: K. A. Sumithradevi, Vijayalakshmi. M. N., Annamma Abraham., Dr. Vasanta

Abstract:

The various applications of VLSI circuits in highperformance computing, telecommunications, and consumer electronics has been expanding progressively, and at a very hasty pace. This paper describes a new model for partitioning a circuit using DBSCAN and fuzzy ARTMAP neural network. The first step is concerned with feature extraction, where we had make use DBSCAN algorithm. The second step is the classification and is composed of a fuzzy ARTMAP neural network. The performance of both approaches is compared using benchmark data provided by MCNC standard cell placement benchmark netlists. Analysis of the investigational results proved that the fuzzy ARTMAP with DBSCAN model achieves greater performance then only fuzzy ARTMAP in recognizing sub-circuits with lowest amount of interconnections between them The recognition rate using fuzzy ARTMAP with DBSCAN is 97.7% compared to only fuzzy ARTMAP.

Keywords: VLSI, Circuit partitioning, DBSCAN, fuzzyARTMAP.

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2631 A Neural Network Based Facial Expression Analysis using Gabor Wavelets

Authors: Praseeda Lekshmi.V, Dr.M.Sasikumar

Abstract:

Facial expression analysis is rapidly becoming an area of intense interest in computer science and human-computer interaction design communities. The most expressive way humans display emotions is through facial expressions. In this paper we present a method to analyze facial expression from images by applying Gabor wavelet transform (GWT) and Discrete Cosine Transform (DCT) on face images. Radial Basis Function (RBF) Network is used to classify the facial expressions. As a second stage, the images are preprocessed to enhance the edge details and non uniform down sampling is done to reduce the computational complexity and processing time. Our method reliably works even with faces, which carry heavy expressions.

Keywords: Face Expression, Radial Basis Function, GaborWavelet Transform, Human Computer Interaction.

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2630 Agent-based Simulation for Blood Glucose Control in Diabetic Patients

Authors: Sh. Yasini, M. B. Naghibi-Sistani, A. Karimpour

Abstract:

This paper employs a new approach to regulate the blood glucose level of type I diabetic patient under an intensive insulin treatment. The closed-loop control scheme incorporates expert knowledge about treatment by using reinforcement learning theory to maintain the normoglycemic average of 80 mg/dl and the normal condition for free plasma insulin concentration in severe initial state. The insulin delivery rate is obtained off-line by using Qlearning algorithm, without requiring an explicit model of the environment dynamics. The implementation of the insulin delivery rate, therefore, requires simple function evaluation and minimal online computations. Controller performance is assessed in terms of its ability to reject the effect of meal disturbance and to overcome the variability in the glucose-insulin dynamics from patient to patient. Computer simulations are used to evaluate the effectiveness of the proposed technique and to show its superiority in controlling hyperglycemia over other existing algorithms

Keywords: Insulin Delivery rate, Q-learning algorithm, Reinforcement learning, Type I diabetes.

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2629 The Integration of Environmental Educational Outcomes within Higher Education to Nurture Environmental Consciousness amongst Engineering Undergraduates

Authors: Sivapalan, S., Subramaniam, G., Clifford, M.J., Balbir Singh, M.S., Abdullah, A

Abstract:

Higher education has an important role to play in advocating environmentalism. Given this responsibility, the goal of higher education should therefore be to develop graduates with the knowledge, skills and values related to environmentalism. However, research indicates that there is a lack of consciousness amongst graduates on the need to be more environmentally aware, especially when it comes to applying the appropriate knowledge and skills related to environmentalism. Although institutions of higher learning do include environmental parameters within their undergraduate and postgraduate academic programme structures, the environmental boundaries are usually confined to specific engineering majors within an engineering programme. This makes environmental knowledge, skills and values exclusive to certain quarters of the higher education system. The incorporation of environmental literacy within higher education institutions as a whole is of utmost pertinence if a nation-s human capital is to be nurtured to become change agents for the preservation of environment. This paper discusses approaches that can be adapted by institutions of higher learning to include environmental literacy within the graduate-s higher learning experience.

Keywords: Higher education, engineering education, environmental literacy, Malaysia.

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2628 Assamese Numeral Speech Recognition using Multiple Features and Cooperative LVQ -Architectures

Authors: Manash Pratim Sarma, Kandarpa Kumar Sarma

Abstract:

A set of Artificial Neural Network (ANN) based methods for the design of an effective system of speech recognition of numerals of Assamese language captured under varied recording conditions and moods is presented here. The work is related to the formulation of several ANN models configured to use Linear Predictive Code (LPC), Principal Component Analysis (PCA) and other features to tackle mood and gender variations uttering numbers as part of an Automatic Speech Recognition (ASR) system in Assamese. The ANN models are designed using a combination of Self Organizing Map (SOM) and Multi Layer Perceptron (MLP) constituting a Learning Vector Quantization (LVQ) block trained in a cooperative environment to handle male and female speech samples of numerals of Assamese- a language spoken by a sizable population in the North-Eastern part of India. The work provides a comparative evaluation of several such combinations while subjected to handle speech samples with gender based differences captured by a microphone in four different conditions viz. noiseless, noise mixed, stressed and stress-free.

Keywords: Assamese, Recognition, LPC, Spectral, ANN.

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2627 A New Group Key Management Protocol for Wireless Ad-Hoc Networks

Authors: Rony H. Rahman, Lutfar Rahman

Abstract:

Ad hoc networks are characterized by multi-hop wireless connectivity and frequently changing network topology. Forming security association among a group of nodes in ad-hoc networks is more challenging than in conventional networks due to the lack of central authority, i.e. fixed infrastructure. With that view in mind, group key management plays an important building block of any secure group communication. The main contribution of this paper is a low complexity key management scheme that is suitable for fully self-organized ad-hoc networks. The protocol is also password authenticated, making it resilient against active attacks. Unlike other existing key agreement protocols, ours make no assumption about the structure of the underlying wireless network, making it suitable for “truly ad-hoc" networks. Finally, we will analyze our protocol to show the computation and communication burden on individual nodes for key establishment.

Keywords: Ad-hoc Networks, Group Key Management, Key Management Protocols, Password Authentication

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2626 The Knowledge Representation of the Genetic Regulatory Networks Based on Ontology

Authors: Ines Hamdi, Mohamed Ben Ahmed

Abstract:

The understanding of the system level of biological behavior and phenomenon variously needs some elements such as gene sequence, protein structure, gene functions and metabolic pathways. Challenging problems are representing, learning and reasoning about these biochemical reactions, gene and protein structure, genotype and relation between the phenotype, and expression system on those interactions. The goal of our work is to understand the behaviors of the interactions networks and to model their evolution in time and in space. We propose in this study an ontological meta-model for the knowledge representation of the genetic regulatory networks. Ontology in artificial intelligence means the fundamental categories and relations that provide a framework for knowledge models. Domain ontology's are now commonly used to enable heterogeneous information resources, such as knowledge-based systems, to communicate with each other. The interest of our model is to represent the spatial, temporal and spatio-temporal knowledge. We validated our propositions in the genetic regulatory network of the Aarbidosis thaliana flower

Keywords: Ontological model, spatio-temporal modeling, Genetic Regulatory Networks (GRNs), knowledge representation.

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2625 An Analysis of Compression Methods and Implementation of Medical Images in Wireless Network

Authors: C. Rajan, K. Geetha, S. Geetha

Abstract:

The motivation of image compression technique is to reduce the irrelevance and redundancy of the image data in order to store or pass data in an efficient way from one place to another place. There are several types of compression methods available. Without the help of compression technique, the file size is knowingly larger, usually several megabytes, but by doing the compression technique, it is possible to reduce file size up to 10% as of the original without noticeable loss in quality. Image compression can be lossless or lossy. The compression technique can be applied to images, audio, video and text data. This research work mainly concentrates on methods of encoding, DCT, compression methods, security, etc. Different methodologies and network simulations have been analyzed here. Various methods of compression methodologies and its performance metrics has been investigated and presented in a table manner.

Keywords: Image compression techniques, encoding, DCT, lossy compression, lossless compression, JPEG.

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2624 Internet Governance based on Multiple-Stakeholders: Opportunities, Issues and Developments

Authors: Martin Hans Knahl

Abstract:

The Internet is the global data communications infrastructure based on the interconnection of both public and private networks using protocols that implement Internetworking on a global scale. Hence the control of protocol and infrastructure development, resource allocation and network operation are crucial and interlinked aspects. Internet Governance is the hotly debated and contentious subject that refers to the global control and operation of key Internet infrastructure such as domain name servers and resources such as domain names. It is impossible to separate technical and political positions as they are interlinked. Furthermore the existence of a global market, transparency and competition impact upon Internet Governance and related topics such as network neutrality and security. Current trends and developments regarding Internet governance with a focus on the policy-making process, security and control have been observed to evaluate current and future implications on the Internet. The multi stakeholder approach to Internet Governance discussed in this paper presents a number of opportunities, issues and developments that will affect the future direction of the Internet. Internet operation, maintenance and advisory organisations such as the Internet Corporation for Assigned Names and Numbers (ICANN) or the Internet Governance Forum (IGF) are currently in the process of formulating policies for future Internet Governance. Given the controversial nature of the issues at stake and the current lack of agreement it is predicted that institutional as well as market governance will remain present for the network access and content.

Keywords: Internet Governance, ICANN, Democracy, Security

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2623 A Survey of Job Scheduling and Resource Management in Grid Computing

Authors: Raksha Sharma, Vishnu Kant Soni, Manoj Kumar Mishra, Prachet Bhuyan

Abstract:

Grid computing is a form of distributed computing that involves coordinating and sharing computational power, data storage and network resources across dynamic and geographically dispersed organizations. Scheduling onto the Grid is NP-complete, so there is no best scheduling algorithm for all grid computing systems. An alternative is to select an appropriate scheduling algorithm to use in a given grid environment because of the characteristics of the tasks, machines and network connectivity. Job and resource scheduling is one of the key research area in grid computing. The goal of scheduling is to achieve highest possible system throughput and to match the application need with the available computing resources. Motivation of the survey is to encourage the amateur researcher in the field of grid computing, so that they can understand easily the concept of scheduling and can contribute in developing more efficient scheduling algorithm. This will benefit interested researchers to carry out further work in this thrust area of research.

Keywords: Grid Computing, Job Scheduling, ResourceScheduling.

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2622 A Software-Supported Methodology for Designing General-Purpose Interconnection Networks for Reconfigurable Architectures

Authors: Kostas Siozios, Dimitrios Soudris, Antonios Thanailakis

Abstract:

Modern applications realized onto FPGAs exhibit high connectivity demands. Throughout this paper we study the routing constraints of Virtex devices and we propose a systematic methodology for designing a novel general-purpose interconnection network targeting to reconfigurable architectures. This network consists of multiple segment wires and SB patterns, appropriately selected and assigned across the device. The goal of our proposed methodology is to maximize the hardware utilization of fabricated routing resources. The derived interconnection scheme is integrated on a Virtex style FPGA. This device is characterized both for its high-performance, as well as for its low-energy requirements. Due to this, the design criterion that guides our architecture selections was the minimal Energy×Delay Product (EDP). The methodology is fully-supported by three new software tools, which belong to MEANDER Design Framework. Using a typical set of MCNC benchmarks, extensive comparison study in terms of several critical parameters proves the effectiveness of the derived interconnection network. More specifically, we achieve average Energy×Delay Product reduction by 63%, performance increase by 26%, reduction in leakage power by 21%, reduction in total energy consumption by 11%, at the expense of increase of channel width by 20%.

Keywords: Design Methodology, FPGA, Interconnection, Low-Energy, High-Performance, CAD tool.

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