Search results for: Computer aided engineering
2177 Vision Based Hand Gesture Recognition
Authors: Pragati Garg, Naveen Aggarwal, Sanjeev Sofat
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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.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 63392176 The use of a Bespoke Computer Game For Teaching Analogue Electronics
Authors: Olaf Hallan Graven, Dag Andreas Hals Samuelsen
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An implementation of a design for a game based virtual learning environment is described. The game is developed for a course in analogue electronics, and the topic is the design of a power supply. This task can be solved in a number of different ways, with certain constraints, giving the students a certain amount of freedom, although the game is designed not to facilitate trial-and error approach. The use of storytelling and a virtual gaming environment provides the student with the learning material in a MMORPG environment. The game is tested on a group of second year electrical engineering students with good results.Keywords: analogue electronics, e-learning, computer games for learning, virtual reality
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 15272175 Development of a Computer Vision System for the Blind and Visually Impaired Person
Authors: Roselyn A. Maaño
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Eyes are an essential and conspicuous organ of the human body. Human eyes are outward and inward portals of the body that allows to see the outside world and provides glimpses into ones inner thoughts and feelings. Inevitable blindness and visual impairments may results from eye-related disease, trauma, or congenital or degenerative conditions that cannot be corrected by conventional means. The study emphasizes innovative tools that will serve as an aid to the blind and visually impaired (VI) individuals. The researchers fabricated a prototype that utilizes the Microsoft Kinect for Windows and Arduino microcontroller board. The prototype facilitates advanced gesture recognition, voice recognition, obstacle detection and indoor environment navigation. Open Computer Vision (OpenCV) performs image analysis, and gesture tracking to transform Kinect data to the desired output. A computer vision technology device provides greater accessibility for those with vision impairments.
Keywords: Algorithms, Blind, Computer Vision, Embedded Systems, Image Analysis.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 36072174 Meditation Based Brain Painting Promoting Foreign Language Memory through Establishing a Brain-Computer Interface
Authors: Zhepeng Rui, Zhenyu Gu, Caitilin de Bérigny
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In the current study, we designed an interactive meditation and brain painting application to cultivate users’ creativity, promote meditation, reduce stress, and improve cognition while attempting to learn a foreign language. User tests and data analyses were conducted on 42 male and 42 female participants to better understand sex-associated psychological and aesthetic differences. Our method utilized brain-computer interfaces to import meditation and attention data to create artwork in meditation-based applications. Female participants showed statistically significantly different language learning outcomes following three meditation paradigms. The art style of brain painting helped females with language memory. Our results suggest that the most ideal methods for promoting memory attention were meditation methods and brain painting exercises contributing to language learning, memory concentration promotion, and foreign word memorization. We conclude that a short period of meditation practice can help in learning a foreign language. These findings provide insights into meditation, creative language education, brain-computer interface, and human-computer interactions.
Keywords: Brain-computer interface, creative thinking, meditation, mental health.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 5842173 Issues in the User Interface Design of a Content Rich Vocational Training Application for Digitally Illiterate Users
Authors: Jamie Otelsberg, Nagarajan Akshay, Rao R. Bhavani
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This paper discusses our preliminary experiences in the design of a user interface of a computerized content-rich vocational training courseware meant for users with little or no computer experience. In targeting a growing population with limited access to skills training of any sort, we faced numerous challenges, including language and cultural differences, resource limits, gender boundaries and, in many cases, the simple lack of trainee motivation. With the size of the unskilled population increasing much more rapidly than the numbers of sufficiently skilled teachers, there is little choice but to develop teaching techniques that will take advantage of emerging computer-based training technologies. However, in striving to serve populations with minimal computer literacy, one must carefully design the user interface to accommodate their cultural, social, educational, motivational and other differences. Our work, which uses computer based and haptic simulation technologies to deliver training to these populations, has provided some useful insights on potential user interface design approaches.
Keywords: User interface design, digitally illiterate, vocational training, navigation issues, computer human interaction, human factors.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 23762172 Effectiveness Evaluation of a Machine Design Process Based on the Computation of the Specific Output
Authors: Barenten Suciu
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In this paper, effectiveness of a machine design process is evaluated on the basis of the specific output calculus. Concretely, a screw-worm gear mechanical transmission is designed by using the classical and the 3D-CAD methods. Strength analysis and drawing of the designed parts is substantially aided by employing the SolidWorks software. Quality of the design process is assessed by manufacturing (printing) the parts, and by computing the efficiency, specific load, as well as the specific output (work) of the mechanical transmission. Influence of the stroke, travelling velocity and load on the mechanical output, is emphasized. Optimal design of the mechanical transmission becomes possible by the appropriate usage of the acquired results.
Keywords: Mechanical transmission, design, screw, worm-gear, efficiency, specific output, 3D-printing.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 9352171 Human Motion Capture: New Innovations in the Field of Computer Vision
Authors: Najm Alotaibi
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Human motion capture has become one of the major area of interest in the field of computer vision. Some of the major application areas that have been rapidly evolving include the advanced human interfaces, virtual reality and security/surveillance systems. This study provides a brief overview of the techniques and applications used for the markerless human motion capture, which deals with analyzing the human motion in the form of mathematical formulations. The major contribution of this research is that it classifies the computer vision based techniques of human motion capture based on the taxonomy, and then breaks its down into four systematically different categories of tracking, initialization, pose estimation and recognition. The detailed descriptions and the relationships descriptions are given for the techniques of tracking and pose estimation. The subcategories of each process are further described. Various hypotheses have been used by the researchers in this domain are surveyed and the evolution of these techniques have been explained. It has been concluded in the survey that most researchers have focused on using the mathematical body models for the markerless motion capture.
Keywords: Human Motion Capture, Computer Vision, Vision based, Tracking.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 24902170 An Evaluation of Neural Network Efficacies for Image Recognition on Edge-AI Computer Vision Platform
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Image recognition enables machine-like robotics to understand a scene and plays an important role in computer vision applications. Computer vision platforms as physical infrastructure, supporting Neural Networks for image recognition, are deterministic to leverage the performance of different Neural Networks. In this paper, three different computer vision platforms – edge AI (Jetson Nano, with 4GB), a standalone laptop (with RTX 3000s, using CUDA), and a web-based device (Google Colab, using GPU) are investigated. In the case study, four prominent neural network architectures (including AlexNet, VGG16, GoogleNet, and ResNet (34/50)), are deployed. By using public ImageNets (Cifar-10), our findings provide a nuanced perspective on optimizing image recognition tasks across Edge-AI platforms, offering guidance on selecting appropriate neural network structures to maximize performance under hardware constraints.
Keywords: AlexNet, VGG, GoogleNet, ResNet, ImageNet, Cifar-10, Edge AI, Jetson Nano, CUDA, GPU.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2192169 2D and 3D Unsteady Simulation of the Heat Transfer in the Sample during Heat Treatment by Moving Heat Source
Authors: Z. Veselý, M. Honner, J. Mach
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The aim of the performed work is to establish the 2D and 3D model of direct unsteady task of sample heat treatment by moving source employing computer model on the basis of finite element method. Complex boundary condition on heat loaded sample surface is the essential feature of the task. Computer model describes heat treatment of the sample during heat source movement over the sample surface. It is started from 2D task of sample cross section as a basic model. Possibilities of extension from 2D to 3D task are discussed. The effect of the addition of third model dimension on temperature distribution in the sample is showed. Comparison of various model parameters on the sample temperatures is observed. Influence of heat source motion on the depth of material heat treatment is shown for several velocities of the movement. Presented computer model is prepared for the utilization in laser treatment of machine parts.Keywords: Computer simulation, unsteady model, heat treatment, complex boundary condition, moving heat source.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 20372168 Informal Inferential Reasoning Using a Modelling Approach within a Computer-Based Simulation
Authors: Theodosia Prodromou
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The article investigates how 14- to 15- year-olds build informal conceptions of inferential statistics as they engage in a modelling process and build their own computer simulations with dynamic statistical software. This study proposes four primary phases of informal inferential reasoning for the students in the statistical modeling and simulation process. Findings show shifts in the conceptual structures across the four phases and point to the potential of all of these phases for fostering the development of students- robust knowledge of the logic of inference when using computer based simulations to model and investigate statistical questions.
Keywords: Inferential reasoning, learning, modelling, statistical inference, simulation.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 14732167 A Comparative Study of Virus Detection Techniques
Authors: Sulaiman Al Amro, Ali Alkhalifah
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The growing number of computer viruses and the detection of zero day malware have been the concern for security researchers for a large period of time. Existing antivirus products (AVs) rely on detecting virus signatures which do not provide a full solution to the problems associated with these viruses. The use of logic formulae to model the behaviour of viruses is one of the most encouraging recent developments in virus research, which provides alternatives to classic virus detection methods. In this paper, we proposed a comparative study about different virus detection techniques. This paper provides the advantages and drawbacks of different detection techniques. Different techniques will be used in this paper to provide a discussion about what technique is more effective to detect computer viruses.Keywords: Computer viruses, virus detection, signature-based, behaviour-based, heuristic-based.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 45962166 Human Interactive E-learning Systems using Head Posture Images
Authors: Yucel Ugurlu
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This paper explains a novel approach to human interactive e-learning systems using head posture images. Students- face and hair information are used to identify a human presence and estimate the gaze direction. We then define the human-computer interaction level and test the definition using ten students and seventy different posture images. The experimental results show that head posture images provide adequate information for increasing human-computer interaction in e-learning systems.
Keywords: E-learning, image segmentation, human-presence, gaze-direction, human-computer interaction, LabVIEW
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 16222165 Two Class Motor Imagery Classification via Wave Atom Sub-Bants
Authors: Nebi Gedik
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The goal of motor image brain computer interface research is to create a link between the central nervous system and a computer or device. The most important signal for brain-computer interface is the electroencephalogram. The aim of this research is to explore a set of effective features from EEG signals, separated into frequency bands, using wave atom sub-bands to discriminate right and left-hand motor imagery signals. Over the transform coefficients, feature vectors are constructed for each frequency range and each transform sub-band, and their classification performances are tested. The method is validated using EEG signals from the BCI competition III dataset IIIa and classifiers such as support vector machine and k-nearest neighbors.
Keywords: motor imagery, EEG, Wave atom transform sub-bands, SVM, k-NN
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 5962164 Evaluating Complexity – Ethical Challenges in Computational Design Processes
Authors: J.Partanen
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Complexity, as a theoretical background has made it easier to understand and explain the features and dynamic behavior of various complex systems. As the common theoretical background has confirmed, borrowing the terminology for design from the natural sciences has helped to control and understand urban complexity. Phenomena like self-organization, evolution and adaptation are appropriate to describe the formerly inaccessible characteristics of the complex environment in unpredictable bottomup systems. Increased computing capacity has been a key element in capturing the chaotic nature of these systems. A paradigm shift in urban planning and architectural design has forced us to give up the illusion of total control in urban environment, and consequently to seek for novel methods for steering the development. New methods using dynamic modeling have offered a real option for more thorough understanding of complexity and urban processes. At best new approaches may renew the design processes so that we get a better grip on the complex world via more flexible processes, support urban environmental diversity and respond to our needs beyond basic welfare by liberating ourselves from the standardized minimalism. A complex system and its features are as such beyond human ethics. Self-organization or evolution is either good or bad. Their mechanisms are by nature devoid of reason. They are common in urban dynamics in both natural processes and gas. They are features of a complex system, and they cannot be prevented. Yet their dynamics can be studied and supported. The paradigm of complexity and new design approaches has been criticized for a lack of humanity and morality, but the ethical implications of scientific or computational design processes have not been much discussed. It is important to distinguish the (unexciting) ethics of the theory and tools from the ethics of computer aided processes based on ethical decisions. Urban planning and architecture cannot be based on the survival of the fittest; however, the natural dynamics of the system cannot be impeded on grounds of being “non-human". In this paper the ethical challenges of using the dynamic models are contemplated in light of a few examples of new architecture and dynamic urban models and literature. It is suggested that ethical challenges in computational design processes could be reframed under the concepts of responsibility and transparency.Keywords: urban planning, architecture, dynamic modeling, ethics, complexity theory.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 18892163 The Effect of Motor Learning Based Computer-Assisted Practice for Children with Handwriting Deficit – Comparing with the Effect of Traditional Sensorimotor Approach
Authors: Shao-Hsia Chang, Nan-Ying Yu
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The objective of this study was to test how advanced digital technology enables a more effective training on the handwriting of children with handwriting deficit. This study implemented the graphomotor apparatuses to a computer-assisted instruction system. In a randomized controlled trial, the experiments for verifying the intervention effect were conducted. Forty two children with handwriting deficit were assigned to computer-assisted instruction, sensorimotor training or control (no intervention) group. Handwriting performance was measured using the Elementary reading/writing test and computerized handwriting evaluation before and after 6 weeks of intervention. Analysis of variance of change scores were conducted to show whether statistically significant difference across the three groups. Significant difference was found among three groups. Computer group shows significant difference from the other two groups. Significance was denoted in near-point, far-point copy, dictation test, and writing from phonetic symbols. Writing speed and mean stroke velocity in near-, far-point and short paragraph copy were found significantly difference among three groups. Computer group shows significant improvement from the other groups. For clinicians and school teachers, the results of this study provide a motor control based insight for the improvement of handwriting difficulties.
Keywords: Dysgraphia, computerized handwriting evaluation, sensorimotor program, computer assisted program.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 20852162 Computer Proven Correctness of the Rabin Public-Key Scheme
Authors: Johannes Buchmann, Markus Kaiser
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We decribe a formal specification and verification of the Rabin public-key scheme in the formal proof system Is-abelle/HOL. The idea is to use the two views of cryptographic verification: the computational approach relying on the vocabulary of probability theory and complexity theory and the formal approach based on ideas and techniques from logic and programming languages. The analysis presented uses a given database to prove formal properties of our implemented functions with computer support. Thema in task in designing a practical formalization of correctness as well as security properties is to cope with the complexity of cryptographic proving. We reduce this complexity by exploring a light-weight formalization that enables both appropriate formal definitions as well as eficient formal proofs. This yields the first computer-proved implementation of the Rabin public-key scheme in Isabelle/HOL. Consequently, we get reliable proofs with a minimal error rate augmenting the used database. This provides a formal basis for more computer proof constructions in this area.Keywords: public-key encryption, Rabin public-key scheme, formalproof system, higher-order logic, formal verification.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 15902161 Learning Human-Like Color Categorization through Interaction
Authors: Rinaldo Christian Tanumara, Ming Xie, Chi Kit Au
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Human perceives color in categories, which may be identified using color name such as red, blue, etc. The categorization is unique for each human being. However despite the individual differences, the categorization is shared among members in society. This allows communication among them, especially when using color name. Sociable robot, to live coexist with human and become part of human society, must also have the shared color categorization, which can be achieved through learning. Many works have been done to enable computer, as brain of robot, to learn color categorization. Most of them rely on modeling of human color perception and mathematical complexities. Differently, in this work, the computer learns color categorization through interaction with humans. This work aims at developing the innate ability of the computer to learn the human-like color categorization. It focuses on the representation of color categorization and how it is built and developed without much mathematical complexity.Keywords: Color categorization, color learning, machinelearning, color naming.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 15282160 Diagonal Crack Width of RC Members with High Strength Materials
Authors: J. Y. Lee, H. S. Lim, S. H. Yoon
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This paper presents an analysis of the diagonal crack widths of RC members with various types of materials by simulating a compatibility-aided truss model. The analytical results indicated that the diagonal crack width was influenced by not only the shear reinforcement ratio but also the yield strength of shear reinforcement and the compressive strength of concrete. The yield strength of shear reinforcement and the compressive strength of concrete decreased the diagonal shear crack width of RC members for the same shear force because of the change of shear failure modes. However, regarding the maximum shear crack width at shear failure, the shear crack width of the beam with high strength materials was greater than that of the beam with normal strength materials.Keywords: Diagonal crack width, high strength stirrups, high strength concrete, RC members, shear behavior.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 13622159 Gamification of eHealth Business Cases to Enhance Rich Learning Experience
Authors: Kari Björn
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Introduction of games has expanded the application area of computer-aided learning tools to wide variety of age groups of learners. Serious games engage the learners into a real-world -type of simulation and potentially enrich the learning experience. Institutional background of a Bachelor’s level engineering program in Information and Communication Technology is introduced, with detailed focus on one of its majors, Health Technology. As part of a Customer Oriented Software Application thematic semester, one particular course of “eHealth Business and Solutions” is described and reflected in a gamified framework. Learning a consistent view into vast literature of business management, strategies, marketing and finance in a very limited time enforces selection of topics relevant to the industry. Health Technology is a novel and growing industry with a growing sector in consumer wearable devices and homecare applications. The business sector is attracting new entrepreneurs and impatient investor funds. From engineering education point of view the sector is driven by miniaturizing electronics, sensors and wireless applications. However, the market is highly consumer-driven and usability, safety and data integrity requirements are extremely high. When the same technology is used in analysis or treatment of patients, very strict regulatory measures are enforced. The paper introduces a course structure using gamification as a tool to learn the most essential in a new market: customer value proposition design, followed by a market entry game. Students analyze the existing market size and pricing structure of eHealth web-service market and enter the market as a steering group of their company, competing against the legacy players and with each other. The market is growing but has its rules of demand and supply balance. New products can be developed with an R&D-investment, and targeted to market with unique quality- and price-combinations. Product cost structure can be improved by investing to enhanced production capacity. Investments can be funded optionally by foreign capital. Students make management decisions and face the dynamics of the market competition in form of income statement and balance sheet after each decision cycle. The focus of the learning outcome is to understand customer value creation to be the source of cash flow. The benefit of gamification is to enrich the learning experience on structure and meaning of financial statements. The paper describes the gamification approach and discusses outcomes after two course implementations. Along the case description of learning challenges, some unexpected misconceptions are noted. Improvements of the game or the semi-gamified teaching pedagogy are discussed. The case description serves as an additional support to new game coordinator, as well as helps to improve the method. Overall, the gamified approach has helped to engage engineering student to business studies in an energizing way.Keywords: Engineering education, integrated curriculum, learning experience, learning outcomes.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 9562158 An HCI Template for Distributed Applications
Authors: Xizhi Li
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Both software applications and their development environment are becoming more and more distributed. This trend impacts not only the way software computes, but also how it looks. This article proposes a Human Computer Interface (HCI) template from three representative applications we have developed. These applications include a Multi-Agent System based software, a 3D Internet computer game with distributed game world logic, and a programming language environment used in constructing distributed neural network and its visualizations. HCI concepts that are common to these applications are described in abstract terms in the template. These include off-line presentation of global entities, entities inside a hierarchical namespace, communication and languages, reconfiguration of entity references in a graph, impersonation and access right, etc. We believe the metaphor that underlies an HCI concept as well as the relationships between a bunch of HCI concepts are crucial to the design of software systems and vice versa.
Keywords: HCI, MAS, computer game, programming language
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 15312157 Authentic Learning for Computer Network with Mobile Device-Based Hands-On Labware
Authors: Kai Qian, Ming Yang, Minzhe Guo, Prabir Bhattacharya, Lixin Tao
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Computer network courses are essential parts of college computer science curriculum and hands-on networking experience is well recognized as an effective approach to help students understand better about the network concepts, the layered architecture of network protocols, and the dynamics of the networks. However, existing networking labs are usually server-based and relatively cumbersome, which require a certain level of specialty and resource to set up and maintain the lab environment. Many universities/colleges lack the resources and build-ups in this field and have difficulty to provide students with hands-on practice labs. A new affordable and easily-adoptable approach to networking labs is desirable to enhance network teaching and learning. In addition, current network labs are short on providing hands-on practice for modern wireless and mobile network learning. With the prevalence of smart mobile devices, wireless and mobile network are permeating into various aspects of our information society. The emerging and modern mobile technology provides computer science students with more authentic learning experience opportunities especially in network learning. A mobile device based hands-on labware can provide an excellent ‘real world’ authentic learning environment for computer network especially for wireless network study. In this paper, we present our mobile device-based hands-on labware (series of lab module) for computer network learning which is guided by authentic learning principles to immerse students in a real world relevant learning environment. We have been using this labware in teaching computer network, mobile security, and wireless network classes. The student feedback shows that students can learn more when they have hands-on authentic learning experience.
Keywords: Mobile computing, android, network, labware.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 20732156 Numerical Modeling and Computer Simulation of Ground Movement above Underground Mine
Authors: A. Nuric, S. Nuric, L. Kricak, I. Lapandic, R. Husagic
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This paper describes topic of computer simulation with regard to the ground movement above an underground mine. Simulation made with software package ADINA for nonlinear elastic-plastic analysis with finite elements method. The one of representative profiles from Mine 'Stara Jama' in Zenica has been investigated. A collection and selection of both geo-mechanical data and geometric parameters of the mine was necessary for performing these simulations. Results of estimation have been compared with measured values (vertical displacement of surface), and then simulation performed with assumed dynamic and dimensions of excavation, over a period of time. Results are presented with bitmaps and charts.
Keywords: Computer, finite element method, mine, nonlinear analysis, numerical modeling, simulation, subsidence.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 28312155 Frame and Burst Acquisition in TDMA Satellite Communication Networks with Transponder Hopping
Authors: Vitalice K. Oduol, C. Ardil
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The paper presents frame and burst acquisition in a satellite communication network based on time division multiple access (TDMA) in which the transmissions may be carried on different transponders. A unique word pattern is used for the acquisition process. The search for the frame is aided by soft-decision of QPSK modulated signals in an additive white Gaussian channel. Results show that when the false alarm rate is low the probability of detection is also low, and the acquisition time is long. Conversely when the false alarm rate is high, the probability of detection is also high and the acquisition time is short. Thus the system operators can trade high false alarm rates for high detection probabilities and shorter acquisition times.
Keywords: burst acquisition, burst time plan, frame acquisition, satellite access, satellite TDMA, unique word detection
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 91562154 Improving Worm Detection with Artificial Neural Networks through Feature Selection and Temporal Analysis Techniques
Authors: Dima Stopel, Zvi Boger, Robert Moskovitch, Yuval Shahar, Yuval Elovici
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Computer worm detection is commonly performed by antivirus software tools that rely on prior explicit knowledge of the worm-s code (detection based on code signatures). We present an approach for detection of the presence of computer worms based on Artificial Neural Networks (ANN) using the computer's behavioral measures. Identification of significant features, which describe the activity of a worm within a host, is commonly acquired from security experts. We suggest acquiring these features by applying feature selection methods. We compare three different feature selection techniques for the dimensionality reduction and identification of the most prominent features to capture efficiently the computer behavior in the context of worm activity. Additionally, we explore three different temporal representation techniques for the most prominent features. In order to evaluate the different techniques, several computers were infected with five different worms and 323 different features of the infected computers were measured. We evaluated each technique by preprocessing the dataset according to each one and training the ANN model with the preprocessed data. We then evaluated the ability of the model to detect the presence of a new computer worm, in particular, during heavy user activity on the infected computers.Keywords: Artificial Neural Networks, Feature Selection, Temporal Analysis, Worm Detection.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 17262153 A Computer Model of Quantum Field Theory
Authors: Hans H. Diel
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This paper describes a computer model of Quantum Field Theory (QFT), referred to in this paper as QTModel. After specifying the initial configuration for a QFT process (e.g. scattering) the model generates the possible applicable processes in terms of Feynman diagrams, the equations for the scattering matrix, and evaluates probability amplitudes for the scattering matrix and cross sections. The computations of probability amplitudes are performed numerically. The equations generated by QTModel are provided for demonstration purposes only. They are not directly used as the base for the computations of probability amplitudes. The computer model supports two modes for the computation of the probability amplitudes: (1) computation according to standard QFT, and (2) computation according to a proposed functional interpretation of quantum theory.
Keywords: Computational Modeling, Simulation of Quantum Theory, Quantum Field Theory, Quantum Electrodynamics
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 18152152 Health Hazards Related to Computer Use: Experience of the National Institute for Medical Research in Tanzania
Authors: V. P. Mvungi, J. Mcharo, M. E. Mmbuji, L. E. Mgonja, A. Y. Kitua
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This paper is based on a study conducted in 2006 to assess the impact of computer usage on health of National Institute for Medical Research (NIMR) staff. NIMR being a research Institute, most of its staff spend substantial part of their working time on computers. There was notion among NIMR staff on possible prolonged computer usage health hazards. Hence, a study was conducted to establish facts and possible mitigation measures. A total of 144 NIMR staff were involved in the study of whom 63.2% were males and 36.8% females aged between 20 and 59 years. All staff cadres were included in the sample. The functions performed by Institute staff using computers includes; data management, proposal development and report writing, research activities, secretarial duties, accounting and administrative duties, on-line information retrieval and online communication through e-mail services. The interviewed staff had been using computers for 1-8 hours a day and for a period ranging from 1 to 20 years. The study has indicated ergonomic hazards for a significant proportion of interviewees (63%) of various kinds ranging from backache to eyesight related problems. The authors highlighted major issues which are substantially applicable in preventing occurrences of computer related problems and they urged NIMR Management and/or the government of Tanzania opts to adapt their practicability.
Keywords: Computers ergonomic hazards, computer usagehealth hazards.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 28442151 6DSpaces: Multisensory Interactive Installations
Authors: Pedro Campos, Miguel Campos, Carlos Ferreira
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Interactive installations for public spaces are a particular kind of interactive systems, the design of which has been the subject of several research studies. Sensor-based applications are becoming increasingly popular, but the human-computer interaction community is still far from reaching sound, effective large-scale interactive installations for public spaces. The 6DSpaces project is described in this paper as a research approach based on studying the role of multisensory interactivity and how it can be effectively used to approach people to digital, scientific contents. The design of an entire scientific exhibition is described and the result was evaluated in the real world context of a Science Centre. Conclusions bring insight into how the human-computer interaction should be designed in order to maximize the overall experience.Keywords: interaction design, human-computer interaction, multimedia, multisensory installations
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 17802150 Integrating Wearable Devices in Real-Time Computer Applications of Petrochemical Systems
Authors: Paul B. Stone, Subhashini Ganapathy, Mary E. Fendley, Layla Akilan
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As notifications become more common through mobile devices, it is important to understand the impact of wearable devices for improved user experience of man-machine interfaces. This study examined the use of a wearable device for a real-time system using a computer simulated petrochemical system. The key research question was to determine how using information provided by the wearable device can improve human performance through measures of situational awareness and decision making. Results indicate that there was a reduction in response time when using the watch and there was no difference in situational awareness. Perception of using the watch was positive, with 83% of users finding value in using the watch and receiving haptic feedback.
Keywords: computer applications, haptic feedback, petrochemical systems, situational awareness, wearable technology
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 5722149 A Neural Network Based Facial Expression Analysis using Gabor Wavelets
Authors: Praseeda Lekshmi.V, Dr.M.Sasikumar
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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.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 21052148 Poverty Measurement by Islamic Institutions
Authors: Mohamed Saladin Abdul Rasool, Arifin Md Salleh, Mohd Fauzi Mohd Harun
Abstract:
Islamic institutions in Malaysia play a variety of socioeconomic roles such as poverty alleviation. To perform this role, these institutions face a major task in identifying the poverty group. Most of these institutions measure and operationalize poverty from the monetary perspective using variables such as income, expenditure or consumption. In practice, most Islamic institutions in Malaysia use the monetary approach in measuring poverty through the conventional Poverty Line Income (PLI) method and recently, the had al kifayah (HAK) method using total necessities of a household from an Islamic perspective. The objective of this paper is to present the PLI and also the HAK method. This micro-data study would highlight the similarities and differences of both the methods.A survey aided by a structured questionnaire was carried out on 260 selected head of households in the state of Selangor. The paper highlights several demographic factors that are associated with the three monetary indicators in the study, namely income, PLI and HAK. In addition, the study found that these monetary variables are significantly related with each other.Keywords: Poverty line, multidimensional, necessities, monetary
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