Search results for: Game networks
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 2023

Search results for: Game networks

1933 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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1932 The Game of Synchronized Quadromineering

Authors: Alessandro Cincotti

Abstract:

In synchronized games players make their moves simultaneously rather than alternately. Synchronized Quadromineering is the synchronized version of Quadromineering, a variants of a classical two-player combinatorial game called Domineering. Experimental results for small m × n boards (with m + n < 15) and some theoretical results for general k × n boards (with k = 4, 5, 6) are presented. Moreover, some Synchronized Quadromineering variants are also investigated.

Keywords: Combinatorial games, Synchronized games, Quadromineering.

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1931 Study of the Vertical Handoff in Heterogeneous Networks and Implement Based On Opnet

Authors: W. Benaatou, A. Latif

Abstract:

In this document we studied more in detail the Performances of the vertical handover in the networks WLAN, WiMAX, UMTS before studying of it the Procedure of Handoff Vertical, the whole buckled by simulations putting forward the performances of the handover in the heterogeneous networks. The goal of Vertical Handover is to carry out several accesses in real-time in the heterogeneous networks. This makes it possible a user to use several networks (such as WLAN UMTS andWiMAX) in parallel, and the system to commutate automatically at another basic station, without disconnecting itself, as if there were no cut and with little loss of data as possible.

Keywords: Vertical handoff, WLAN, UMTS, WIMAX, Heterogeneous.

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1930 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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1929 Experimental Study of Hyperparameter Tuning a Deep Learning Convolutional Recurrent Network for Text Classification

Authors: Bharatendra Rai

Abstract:

Sequences of words in text data have long-term dependencies and are known to suffer from vanishing gradient problem when developing deep learning models. Although recurrent networks such as long short-term memory networks help overcome this problem, achieving high text classification performance is a challenging problem. Convolutional recurrent networks that combine advantages of long short-term memory networks and convolutional neural networks, can be useful for text classification performance improvements. However, arriving at suitable hyperparameter values for convolutional recurrent networks is still a challenging task where fitting of a model requires significant computing resources. This paper illustrates the advantages of using convolutional recurrent networks for text classification with the help of statistically planned computer experiments for hyperparameter tuning. 

Keywords: Convolutional recurrent networks, hyperparameter tuning, long short-term memory networks, Tukey honest significant differences

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1928 An Immersive Serious Game for Firefighting and Evacuation Training in Healthcare Facilities

Authors: Anass Rahouti, Guillaume Salze, Ruggiero Lovreglio, Sélim Datoussaïd

Abstract:

In healthcare facilities, training the staff for firefighting and evacuation in real buildings is very challenging due to the presence of a vulnerable population in such an environment. In a standard environment, traditional approaches, such as fire drills, are often used to train the occupants and provide them with information about fire safety procedures. However, those traditional approaches may be inappropriate for a vulnerable population and can be inefficient from an educational viewpoint as it is impossible to expose the occupants to scenarios similar to a real emergency. Immersive serious games could be used as an alternative to traditional approaches to overcome their limitations. Serious games are already being used in different safety domains such as fires, earthquakes and terror attacks for several building types (e.g., office buildings, train stations, tunnels, etc.). In this study, we developed an immersive serious game to improve the fire safety skills of staff in healthcare facilities. An accurate representation of the healthcare environment was built in Unity3D by including visual and audio stimuli inspired from those employed in commercial action games. The serious game is organised in three levels. In each of them, the trainee is presented with a specific fire emergency and s/he can perform protective actions (e.g., firefighting, helping non-ambulant occupants, etc.) or s/he can ignore the opportunity for action and continue the evacuation. In this paper, we describe all the steps required to develop such a prototype, as well as the key questions that need to be answered, to develop a serious game for firefighting and evacuation in healthcare facilities.

Keywords: Fire Safety, healthcare, serious game, training.

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1927 A Game Design Framework for Vocational Education

Authors: Heide Lukosch, Roy Van Bussel, Sebastiaan Meijer

Abstract:

Serious games have proven to be a useful instrument to engage learners and increase motivation. Nevertheless, a broadly accepted, practical instructional design approach to serious games does not exist. In this paper, we introduce the use of an instructional design model that has not been applied to serious games yet, and has some advantages compared to other design approaches. We present the case of mechanics mechatronics education to illustrate the close match with timing and role of knowledge and information that the instructional design model prescribes and how this has been translated to a rigidly structured game design. The structured approach answers the learning needs of applicable knowledge within the target group. It combines advantages of simulations with strengths of entertainment games to foster learner-s motivation in the best possible way. A prototype of the game will be evaluated along a well-respected evaluation method within an advanced test setting including test and control group.

Keywords: Serious Gaming, Simulation, Complex Learning.

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1926 Fast Complex Valued Time Delay Neural Networks

Authors: Hazem M. El-Bakry, Qiangfu Zhao

Abstract:

Here, a new idea to speed up the operation of complex valued time delay neural networks is presented. The whole data are collected together in a long vector and then tested as a one input pattern. The proposed fast complex valued time delay neural networks uses cross correlation in the frequency domain between the tested data and the input weights of neural networks. It is proved mathematically that the number of computation steps required for the presented fast complex valued time delay neural networks is less than that needed by classical time delay neural networks. Simulation results using MATLAB confirm the theoretical computations.

Keywords: Fast Complex Valued Time Delay Neural Networks, Cross Correlation, Frequency Domain

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1925 Influence Maximization in Dynamic Social Networks and Graphs

Authors: Gkolfo I. Smani, Vasileios Megalooikonomou

Abstract:

Influence and influence diffusion have been studied extensively in social networks. However, most existing literature on this task are limited on static networks, ignoring the fact that the interactions between users change over time. In this paper, the problem of maximizing influence diffusion in dynamic social networks, i.e., the case of networks that change over time is studied. The DM algorithm is an extension of Matrix Influence (MATI) algorithm and solves the Influence Maximization (IM) problem in dynamic networks and is proposed under the Linear Threshold (LT) and Independent Cascade (IC) models. Experimental results show that our proposed algorithm achieves a diffusion performance better by 1.5 times than several state-of-the-art algorithms and comparable results in diffusion scale with the Greedy algorithm. Also, the proposed algorithm is 2.4 times faster than previous methods.

Keywords: Influence maximization, dynamic social networks, diffusion, social influence.

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1924 Security Threats on Wireless Sensor Network Protocols

Authors: H. Gorine, M. Ramadan Elmezughi

Abstract:

In this paper, we investigate security issues and challenges facing researchers in wireless sensor networks and countermeasures to resolve them. The broadcast nature of wireless communication makes Wireless Sensor Networks prone to various attacks. Due to resources limitation constraint in terms of limited energy, computation power and memory, security in wireless sensor networks creates different challenges than wired network security. We will discuss several attempts at addressing the issues of security in wireless sensor networks in an attempt to encourage more research into this area.

Keywords: Malicious nodes, network security, soft encryption, threats, wireless sensor networks.

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1923 A Preliminary Study on Effects of Community Structures on Epidemic Spreading and Detection in Complex Networks

Authors: Yi Yu, Gaoxi Xiao

Abstract:

Community structures widely exist in almost all real-life networks. Extensive researches have been carried out on detecting community structures in complex networks. However, many aspects of how community structures may affect the dynamics and properties of complex networks still remain unclear. In this work, we examine the impacts of community structures on the epidemic spreading and detection in complex networks. Extensive simulation results show that community structures may not help decrease the infection size at steady state, yet they could indeed help slow down the infection spreading. Also, networks with strong community structures may expect to have a smaller average infection size when equipped with a number of sparsely deployed monitors.

Keywords: Complex network, epidemic spreading, infection size, infection monitoring.

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1922 The Application of an Ensemble of Boosted Elman Networks to Time Series Prediction: A Benchmark Study

Authors: Chee Peng Lim, Wei Yee Goh

Abstract:

In this paper, the application of multiple Elman neural networks to time series data regression problems is studied. An ensemble of Elman networks is formed by boosting to enhance the performance of the individual networks. A modified version of the AdaBoost algorithm is employed to integrate the predictions from multiple networks. Two benchmark time series data sets, i.e., the Sunspot and Box-Jenkins gas furnace problems, are used to assess the effectiveness of the proposed system. The simulation results reveal that an ensemble of boosted Elman networks can achieve a higher degree of generalization as well as performance than that of the individual networks. The results are compared with those from other learning systems, and implications of the performance are discussed.

Keywords: AdaBoost, Elman network, neural network ensemble, time series regression.

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1921 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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1920 An Architectural Model of Multi-Agent Systems for Student Evaluation in Collaborative Game Software

Authors: Monica Hoedltke Pietruchinski, Andrey Ricardo Pimentel

Abstract:

The teaching of computer programming for beginners has been generally considered as a difficult and challenging task. Several methodologies and research tools have been developed, however, the difficulty of teaching still remains. Our work integrates the state of the art in teaching programming with game software and further provides metrics for the evaluation of student performance in a collaborative activity of playing games. This paper aims to present a multi-agent system architecture to be incorporated to the educational collaborative game software for teaching programming that monitors, evaluates and encourages collaboration by the participants. A literature review has been made on the concepts of Collaborative Learning, Multi-agents systems, collaborative games and techniques to teach programming using these concepts simultaneously.

Keywords: Architecture of multi-agent systems, collaborative evaluation, collaboration assessment, gamifying educational software.

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1919 Diagnosis of Ovarian Cancer with Proteomic Patterns in Serum using Independent Component Analysis and Neural Networks

Authors: Simone C. F. Neves, Lúcio F. A. Campos, Ewaldo Santana, Ginalber L. O. Serra, Allan K. Barros

Abstract:

We propose a method for discrimination and classification of ovarian with benign, malignant and normal tissue using independent component analysis and neural networks. The method was tested for a proteomic patters set from A database, and radial basis functions neural networks. The best performance was obtained with probabilistic neural networks, resulting I 99% success rate, with 98% of specificity e 100% of sensitivity.

Keywords: Cancer ovarian, Proteomic patterns in serum, independent component analysis and neural networks.

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1918 Performance Study of ZigBee-Based Wireless Sensor Networks

Authors: Afif Saleh Abugharsa

Abstract:

The IEEE 802.15.4 standard is designed for low-rate wireless personal area networks (LR-WPAN) with focus on enabling wireless sensor networks. It aims to give a low data rate, low power consumption, and low cost wireless networking on the device-level communication. The objective of this study is to investigate the performance of IEEE 802.15.4 based networks using simulation tool. In this project the network simulator 2 NS2 was used to several performance measures of wireless sensor networks. Three scenarios were considered, multi hop network with a single coordinator, star topology, and an ad hoc on demand distance vector AODV. Results such as packet delivery ratio, hop delay, and number of collisions are obtained from these scenarios.

Keywords: ZigBee, wireless sensor networks, IEEE 802.15.4, low power, low data rate

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1917 Fast Object/Face Detection Using Neural Networks and Fast Fourier Transform

Authors: Hazem M. El-Bakry, Qiangfu Zhao

Abstract:

Recently, fast neural networks for object/face detection were presented in [1-3]. The speed up factor of these networks relies on performing cross correlation in the frequency domain between the input image and the weights of the hidden layer. But, these equations given in [1-3] for conventional and fast neural networks are not valid for many reasons presented here. In this paper, correct equations for cross correlation in the spatial and frequency domains are presented. Furthermore, correct formulas for the number of computation steps required by conventional and fast neural networks given in [1-3] are introduced. A new formula for the speed up ratio is established. Also, corrections for the equations of fast multi scale object/face detection are given. Moreover, commutative cross correlation is achieved. Simulation results show that sub-image detection based on cross correlation in the frequency domain is faster than classical neural networks.

Keywords: Conventional Neural Networks, Fast Neural Networks, Cross Correlation in the Frequency Domain.

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1916 SIP-Based QoS Management Architecture for IP Multimedia Subsystems over IP Access Networks

Authors: Umber Iqbal, Shaleeza Sohail, Muhammad Younas Javed

Abstract:

True integration of multimedia services over wired or wireless networks increase the productivity and effectiveness in today-s networks. IP Multimedia Subsystems are Next Generation Network architecture to provide the multimedia services over fixed or mobile networks. This paper proposes an extended SIP-based QoS Management architecture for IMS services over underlying IP access networks. To guarantee the end-to-end QoS for IMS services in interconnection backbone, SIP based proxy Modules are introduced to support the QoS provisioning and to reduce the handoff disruption time over IP access networks. In our approach these SIP Modules implement the combination of Diffserv and MPLS QoS mechanisms to assure the guaranteed QoS for real-time multimedia services. To guarantee QoS over access networks, SIP Modules make QoS resource reservations in advance to provide best QoS to IMS users over heterogeneous networks. To obtain more reliable multimedia services, our approach allows the use of SCTP protocol over SIP instead of UDP due to its multi-streaming feature. This architecture enables QoS provisioning for IMS roaming users to differentiate IMS network from other common IP networks for transmission of realtime multimedia services. To validate our approach simulation models are developed on short scale basis. The results show that our approach yields comparable performance for efficient delivery of IMS services over heterogeneous IP access networks.

Keywords: SIP-Based QoS Management Architecture, IPMultimedia Subsystems, IP Access Networks

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1915 Cluster-Based Multi-Path Routing Algorithm in Wireless Sensor Networks

Authors: Si-Gwan Kim

Abstract:

Small-size and low-power sensors with sensing, signal processing and wireless communication capabilities is suitable for the wireless sensor networks. Due to the limited resources and battery constraints, complex routing algorithms used for the ad-hoc networks cannot be employed in sensor networks. In this paper, we propose node-disjoint multi-path hexagon-based routing algorithms in wireless sensor networks. We suggest the details of the algorithm and compare it with other works. Simulation results show that the proposed scheme achieves better performance in terms of efficiency and message delivery ratio.

Keywords: Clustering, multi-path, routing protocol, sensor network.

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1914 A Case Study of Mobile Game Based Learning Design for Gender Responsive STEM Education

Authors: Raluca Ionela Maxim

Abstract:

Designing a gender responsive Science, Technology, Engineering and Mathematics (STEM) mobile game based learning solution (mGBL) is a challenge in terms of content, gamification level and equal engagement of girls and boys. The goal of this case study was to research and create a high-fidelity prototype design of a mobile game that contains role-models as avatars that guide and expose girls and boys to STEM learning content. For this research purpose it was applied the methodology of design sprint with five-phase process that combines design thinking principles. The technique of this methodology comprises smart interviews with STEM experts, mind-map creation, sketching, prototyping and usability testing of the interactive prototype of the gender responsive STEM mGBL. The results have shown that the effect of the avatar/role model had a positive impact. Therefore, by exposing students (boys and girls) to STEM role models in an mGBL tool is helpful for the decreasing of the gender inequalities in STEM fields.

Keywords: Design thinking, design sprint, gender-responsive STEM education, mobile game based learning, role-models.

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1913 A Comprehensive Analysis for Widespread use of Electric Vehicles

Authors: Yu Zhou, Zhaoyang Dong, Xiaomei Zhao

Abstract:

This paper mainly investigates the environmental and economic impacts of worldwide use of electric vehicles. It can be concluded that governments have good reason to promote the use of electric vehicles. First, the global vehicles population is evaluated with the help of grey forecasting model and the amount of oil saving is estimated through approximate calculation. After that, based on the game theory, the amount and types of electricity generation needed by electronic vehicles are established. Finally, some conclusions on the government-s attitudes are drawn.

Keywords: electronic vehicles, grey prediction, game theory

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1912 Fatty Acids Composition of Elk, Deer, Roe Deer and Wild Boar Meat Hunted in Latvia

Authors: Vita Strazdina, Aleksandrs Jemeljanovs, Vita Sterna

Abstract:

A game animals – elk (Alces alces), deer (Cervus elaphus), roe deer (Capreolus capreolus) or wild boar (Sus scrofa scrofa) - every autumn and winter period provide an excellent investment, diversification of many consumer meals. In last years consumption and assortiment of game meat products significantly increase. Investigations about biochemical composition of game meat are not very much. The meat of wild animals is more favourable for human health because it has lower saturated fatty acids content, but higher content of protein. Therefore the aim of investigations was to compare biochemical composition of ungulates obtained in Latvia.Investigations were carried out in wild animals different regions of Latvia. In the studied samples protein, intramuscular fat, fatty acids and cholesterol were determined. The biochemical analysis of 54 samples were done. Results of analysis showed that protein content 22.36 – 22.92% of all types of meat samples is not different statistically, significantly lower fat content 1.33 ± 0.88% had elk meat samples and 1.59 ± 0.59% roe deer samples. Content of cholesterol was various 64.41 – 95.07% in the ruminant meat samples of different species. From the dietetic point of view the best composition of fatty acids has meat samples of roe deer.

Keywords: dietic product, game meat, intramuscular fat

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1911 Survey on Strategic Games and Decision Making

Authors: S. Madhavi, K. Baala Srinivas, G. Bharath, R. K. Indhuja, M. Kowser Chandini

Abstract:

Game theory is the study of how people interact and make decisions to handle competitive situations. It has mainly been developed to study decision making in complex situations. Humans routinely alter their behaviour in response to changes in their social and physical environment. As a consequence, the outcomes of decisions that depend on the behaviour of multiple decision makers are difficult to predict and require highly adaptive decision-making strategies. In addition to the decision makers may have preferences regarding consequences to other individuals and choose their actions to improve or reduce the well-being of others. Nash equilibrium is a fundamental concept in the theory of games and the most widely used method of predicting the outcome of a strategic interaction in the social sciences. A Nash Equilibrium exists when there is no unilateral profitable deviation from any of the players involved. On the other hand, no player in the game would take a different action as long as every other player remains the same.

Keywords: Game Theory, Nash Equilibrium, Rules of Dominance.

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1910 A Performance Evaluation of Cellular Network Suitability for VANET

Authors: Ho-Yeon Kim, Dong-Min Kang, Jun-Ho Lee, Tai-Myoung Chung

Abstract:

Recently, a vehicular ad-hoc networks(VANETs) for Intelligent Transport System(ITS) have become able safety and convenience services surpassing the simple services such as an electronic toll collection system. To provide the proper services, VANET needs infrastructure over the country infrastructure. Thus, we have to spend a huge sum of human resources. In this reason, several studies have been made on the usage of cellular networks instead of new protocols this study is to assess a performance evaluation of the cellular network for VANET. In this paper, the result of a for the suitability of cellular networks for VANET experiment, The LTE(Long Term Evolution) of cellular networks found to be most suitable among the others cellular networks

Keywords: Vehicle communication, VANET, Cellular network

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1909 The Modulation of Self-interest Instruction on the Fair-Proposing Behavior in Ultimatum Game

Authors: N. S. Yen, T. H. Yang, W. H. Huang, Y. F. Fang, H. W. Cho

Abstract:

Ultimatum game is an experimental paradigm to study human decision making. There are two players, a proposer and a responder, to split a fixed amount of money. According to the traditional economic theory on ultimatum game, proposer should propose the selfish offers to responder as much as possible to maximize proposer’s own outcomes. However, most evidences had showed that people chose more fair offers, hence two hypotheses – fairness favoring and strategic concern were proposed. In current study, we induced the motivation in participants to be either selfish or altruistic, and manipulated the task variables, the stake sizes (NT$100, 1000, 10000) and the share sizes (the 40%, 30%, 20%, 10% of the sum as selfish offers, and the 60%, 70%, 80%, 90% of the sum as altruistic offers), to examine the two hypotheses. The results showed that most proposers chose more fair offers with longer reaction times (RTs) no matter in choosing between the fair and selfish offers, or between the fair and altruistic offers. However, the proposers received explicit self-interest instruction chose more selfish offers accompanied with longer RTs in choosing between the fair and selfish offers. Therefore, the results supported the strategic concern hypothesis that previous proposers choosing the fair offers might be resulted from the fear of rejection by responders. Proposers would become more self-interest if the fear of being rejected is eliminated.

Keywords: Ultimatum game, self-interest, altruistic, fear of rejection.

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1908 Analysis of Periodic Solution of Delay Fuzzy BAM Neural Networks

Authors: Qianhong Zhang, Lihui Yang, Daixi Liao

Abstract:

In this paper, by employing a new Lyapunov functional and an elementary inequality analysis technique, some sufficient conditions are derived to ensure the existence and uniqueness of periodic oscillatory solution for fuzzy bi-directional memory (BAM) neural networks with time-varying delays, and all other solutions of the fuzzy BAM neural networks converge the uniqueness periodic solution. These criteria are presented in terms of system parameters and have important leading significance in the design and applications of neural networks. Moreover an example is given to illustrate the effectiveness and feasible of results obtained.

Keywords: Fuzzy BAM neural networks, Periodic solution, Global exponential stability, Time-varying delays

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1907 A Modified Cross Correlation in the Frequency Domain for Fast Pattern Detection Using Neural Networks

Authors: Hazem M. El-Bakry, Qiangfu Zhao

Abstract:

Recently, neural networks have shown good results for detection of a certain pattern in a given image. In our previous papers [1-5], a fast algorithm for pattern detection using neural networks was presented. Such algorithm was designed based on cross correlation in the frequency domain between the input image and the weights of neural networks. Image conversion into symmetric shape was established so that fast neural networks can give the same results as conventional neural networks. Another configuration of symmetry was suggested in [3,4] to improve the speed up ratio. In this paper, our previous algorithm for fast neural networks is developed. The frequency domain cross correlation is modified in order to compensate for the symmetric condition which is required by the input image. Two new ideas are introduced to modify the cross correlation algorithm. Both methods accelerate the speed of the fast neural networks as there is no need for converting the input image into symmetric one as previous. Theoretical and practical results show that both approaches provide faster speed up ratio than the previous algorithm.

Keywords: Fast Pattern Detection, Neural Networks, Modified Cross Correlation

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1906 The Game of Synchronized Triomineering and Synchronized Tridomineering

Authors: Alessandro Cincotti, Shigetaka Komori, Hiroyuki Iida

Abstract:

In synchronized games players make their moves simultaneously rather than alternately. Synchronized Triomineering and Synchronized Tridomineering are respectively the synchronized versions of Triomineering and Tridomineering, two variants of a classic two-player combinatorial game called Domineering. Experimental results for small m × n boards (with m + n ≤ 12 for Synchronized Triomineering and m + n ≤ 10 for Synchronized Tridomineering) and some theoretical results for general k×n boards (with k = 3, 4, 5 for Synchronized Triomineering and k = 3 for Synchronized Tridomineering) are presented. Future research is indicated.

Keywords: Combinatorial games, Synchronized games, Triomineering, Tridomineering.

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1905 RF Link Budget Analysis at 915 MHz band for Wireless Sensor Networks

Authors: Abdellah Chehri, Hussein Mouftah, Paul Fortier, Hasnaa Aniss

Abstract:

Wireless sensor network has recently emerged as enablers of several areas. Real applications of WSN are being explored and some of them are yet to come. While the potential of sensor networks has been only beginning to be realized, several challenges still remain. One of them is the experimental evaluation of WSN. Therefore, deploying and operating a testbed to study the real behavior of WSN become more and more important. The main contribution of this work is to analysis the RF link budget behavior of wireless sensor networks in underground mine gallery.

Keywords: Sensor networks, RF Link, path loss.

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1904 Use of Social Networks and Mobile Technologies in Education

Authors: Václav Maněna, Roman Dostál, Štěpán Hubálovský

Abstract:

Social networks play an important role in the lives of children and young people. Along with the high penetration of mobile technologies such as smartphones and tablets among the younger generation, there is an increasing use of social networks already in elementary school. The paper presents the results of research, which was realized at schools in the Hradec Králové region. In this research, the authors focused on issues related to communications on social networks for children, teenagers and young people in the Czech Republic. This research was conducted at selected elementary, secondary and high schools using anonymous questionnaires. The results are evaluated and compared with the results of the research, which has been realized in 2008. The authors focused on the possibilities of using social networks in education. The paper presents the possibility of using the most popular social networks in education, with emphasis on increasing motivation for learning. The paper presents comparative analysis of social networks, with regard to the possibility of using in education as well.

Keywords: Social networks, motivation, e-learning, mobile technology.

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