94 research outputs found

    Investigation of gateway placement optimization approaches in wireless mesh networks using genetic algorithms

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    Recently wireless mesh networks (WMNs) gained significant roles in the current communication technologies and have been used in numerous applications such as transportation systems, rescue systems, Surveillance systems, community and neighborhood networking and etc. Therefore, many researchers pay their attention to the wireless mesh network issues especially the gateway placement optimization problems. In this paper, we study and investigate the efforts of many researchers that dealt with the gateway placement optimization problem based on combinatorial optimization concepts in comparison with other conventional algorithms as well as comparing the combinatorial based algorithms with each other. The investigation result shows that the genetic algorithms based approaches on solving gateway optimization problem relatively outperform many other approaches in addition to that the strength of the genetic algorithm depends on the fitness function which is used in measuring the quality of the individuals (fitness value)

    A HMRSVP approach to support QoS challenges in mobile environment

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    The current Internet architecture with its best effort service model is inadequate for real time applications that need certain Quality of Service (QoS) assurances. Several QoS models are proposed, however, these models were proposed for static environment. The main aim of this paper is to propose a set of protocols that enable the support of seamless mobility with the required QoS. To achieve this, first, the current static environment QoS models are studied, evaluated and compared. Their limitations to support mobility are identified and discussed. Second Mobile RSVP (MRSVP) and its extensions Hierarchal Mobile RSVP (HMRSVP) and Resource Reservation with Pointer Forwarding (HMRSVPpf) approaches are also studied and evaluated. It was shown that the main drawback of these approaches is the scalability issue. Lastly, this paper proposes an extension to the HMRSVP approach to overcome its drawbacks

    Learning Logic Gate through 7-Gates

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    This game is a simple method for a student that try to learn in Logic Gates, an educational game with futuristic adventure. The only way for the player to save the digital world in this game by using Logic Gates, with Logic Gates formulas the player can make the power connection on the circuit to the digital world engine. Without knowing how Logic Gates functional will make the player losing the power for the engine to the digital world. 7 Gates Digital World is a complex genre game. The main genre for this game absolutely is an Educational Game. Although, the game developer made a complex genre for this educational game. Puzzle include in this game combined with platforms games style the player must collect all the switches in confusion platform map to go through the next portal to the next level. Educational genre in this game giving the content level completely based on the level of understanding and give the player to memorize every gates formula

    GENIUS KIDS: Learn to Count through Games

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    The goal of learning to count addition, subtraction, multiplication and division can have a positive impact for student to play because it can attract student to prefer learn while playing. The motivations for the player to play the game are interesting and not bored because this game is concept education. The aim of this research is to help students learn and love mathematics well. The objective of this research is to train student to play while counting. Researcher use use a game maker to develop this game and adobe photoshop for design. Researcher use a game maker to develop this game and adobe photoshop for design. The first idea of this game is not to make a fire, but wants to make the player jump to touch a block that contains a question mark so that it will reveal either poison or medicine. If medicine, Ben has extra point but if poison, he must to answer the question again. However, the idea is further expanded to make the barrier because the game is only for children aged 12 and below. Problem software development when compile many error at the system and must to reduce unimportant views and display size resolution because of the many elements causing game maker to run. The suggestion for this game is screens need to be raised to attract children to plays

    Hybridisation of genetic algorithm with simulated annealing for vertical-handover in heterogeneous wireless networks

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    To provide the seamless mobility in heterogeneous wireless networks two significant methods, simulated annealing (SA) and genetic algorithms (GAs) are hybrid. In this paradigm, vertical handovers (VHs) are necessary for seamless mobility. In this paper, the hybrid algorithm has the ability to find the optimal network to connect with a good quality of service (QoS) in accordance with the user's preferences. The intelligent algorithm was developed to provide solutions near to real time and to avoid slow and considerable computations according to the features of the mobile devices. Moreover, a cost function is used to sustain the chosen QoS during transition between networks, which is measured in terms of the bandwidth, BER, ABR, SNR and monetary cost. Simulation results presented that choosing the SA rules would minimise the cost function and the GA-SA algorithm could reduce the number of unnecessary handovers, and thereby avoid the 'Ping-Pong' effect

    Feasibility of Implementing Multi-factor Authentication Schemes in Mobile Cloud Computing

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    Abstract-Mobile cloud computing is a new computing technology, which provides on-demand resources. Nowadays, this computing paradigm is becoming one the most interesting technology for IT enterprises. The idea of computing and offloading data in cloud computing is utilized to overcome the inherent challenges in mobile computing. This is carried out by utilizing other resource providers besides the mobile device to host the delivery of mobile applications. However, this technology introduces some opportunities as new computing concept, several challenges, including security and privacy are raised from the adoption of this IT paradigm. Authentication plays an important role to mitigate security and privacy issue in the mobile cloud computing. Even some authentication algorithms are proposed for mobile cloud computing, but most of these algorithms designed for traditional computing models, and are not using cloud capabilities. In mobile cloud computing, we access to pooled computation resources and applying more complicated authentication schemes is possible. Using different authentication factors, which is called multifactor authentication algorithms, has been proposed for various areas. In this paper, feasibility of implementation of different kinds of multi-factor authentication protocols are discussed. Furthermore, the security and privacy of these algorithms are analyzed. Finally, some future directions are recommended

    MEASUREMENT AND PREDICTION ON MALAYSIAN AUDIENCES’ PERCEPTIONS OF NETFLIX CONTENT CENSORSHIP USING REGRESSION ANALYSIS

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    The purpose of this artcle is to present an analysis of Malaysian audiences’ perceptons in terms of the correlaton analysis between censorship and gratfcaton in new media research, in partcular, the non-linear broadcastng domain. A total of 606 samples were selected from the populaton and analyzed using SPSS version 25.0 sofware through Pearson Correlaton analysis and Simple Linear Regression method. Correlaton is a statstcal method that can be used to evaluate the relatonship between two contnuous variables. The fndings of the study showed a positve and signifcant relatonship between censorship on unwanted scenes aired via Netlix platorm and audience’s gratfcaton with a value of p = 0.00 and showed a positve relatonship between the variables. The results of this study are able to give a clear view to policymakers in Malaysia in order to take the necessary steps in developing a new regulatory framework towards over-the-top (OTT) media players by considering the sentments of Malaysian audiences in relaton to the unwanted elements that are not appropriate for public viewing and which are contrary to culture, religion and values in Malaysia

    An approach to enhance aggregated source specific multicast scheme

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    The Aggregated Source Specific Multicast (ASSM) scheme is proposed to overcome the limitations of Source Specific Multicast (SSM). It aims to handle the scalability issue of SSM. The key idea is that multiple groups are forced to share a single delivery tree. However, the ASSM scheme suffers from routers under utilization problem. In our previous work we have proposed an approach to overcome this problem. In this paper our proposed approach was presented and evaluated. It was shown that our proposed scheme results in achieving higher routers utilization

    An accurate setting for remapping process of foot plantar pressure

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    This paper present a precise and detailed study for the touch area on the foot based on amplifier gain settings of individual sensors that are distributed over the plantar insole area, the idea is to fill the insole area with sensor size areas that satisfy covering almost the foot touch area. The procedure includes steps have to be implemented to achieve accurate reference values with respect to body weight. The values of individual sensor points have been evaluated for the both (Foot-Sensor-Insole-Ground) and (Foot-Sensor-Ground). It is found that, there is a wide range difference between the test points in each case and the existence of the insole reduced the pressure weight. A percentage value according to total body weight can be being assigned as the reference points in future studies

    Learning Mathematics: One Minute

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    This game is made with purpose to educate student in terms of mathematical skill combined with fun adventure game. The target audience is the students should be primary-school (10-13 years old). This is an educational game and made on purpose to create a difference method to present solving a mathematical problem to the audience. The user will play a game where the character is chased by a dog and must avoid obstacles such as river. In each level of the game, the user must find a door in which they must solve the mathematical question as pass code. Successful in solving the mathematical question will bring user to another level. This game is made with 3 level and must be completed within 1 minute. This game can be used as a tool for learning. The level of mathematical questions is simple mathematical quiz, designed with objective to teach early age students
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