The document describes the design and development of an artificial life simulation of a virtual dog for use in virtual reality. Key aspects of the simulation include:
1) A behavior selection module that uses an emotion-based model to determine the dog's behaviors and reactions based on its needs, emotions, and interactions.
2) A learning module that uses reinforcement learning to modify the dog's behaviors over time based on outcomes.
3) A genetics model for breeding dogs and passing on traits from parents to offspring.
4) An interaction model using cellular automata to simulate social behaviors between multiple dogs.
5) Advanced 3D graphics and environments to simulate realistic visuals of the dog, surroundings and weather effects.
The simulation
The document discusses using interactive evolution to tune the physical attributes of a simulated jeep in a game environment. It compares two approaches: one directed by user requests for changes, and the other based on measuring user performance on tasks. The main conclusion is that interactive evolution allows searching a larger attribute space than direct manipulation by the user. It presents two methods for interactive evolution - one based on user requests, and one generating multiple offspring and selecting the best performer on a task. The methods are tested by evolving attribute values for a simulated vehicle to improve the user experience of driving it.
Welcome to International Journal of Engineering Research and Development (IJERD)IJERD Editor
This document summarizes a research paper that proposes using a multi-layer perceptron (MLP) neural network for pattern recognition. The paper extracts statistical features from input patterns, such as perimeter, area, and radii. It trains an MLP network on these features to classify patterns into categories like circle, square, triangle. The network is trained using backpropagation to minimize error. It achieves over 96% accurate classification on test patterns, demonstrating MLP is effective for pattern recognition tasks.
Welcome to International Journal of Engineering Research and Development (IJERD)IJERD Editor
The document presents a mathematical model for the static I-V characteristics of optically controlled GaAs MESFETs. The model characterizes photo-induced voltages, including internal and external photovoltages, as well as photoconductive current in the channel. It also considers the effects of deep level traps in the semi-insulating GaAs substrate, including the phenomenon of backgating, on the I-V characteristics. The model is developed analytically and expressions are derived for the I-V characteristics in both the linear and saturation regions of the MESFET under dark and illuminated conditions. Small-signal parameters of the GaAs MESFET are also derived based on the static I-V model under optical control conditions
Welcome to International Journal of Engineering Research and Development (IJERD)IJERD Editor
- The document investigates the action of two fuzzy translation operators, Tα+ and Tα-, on fuzzy and anti-fuzzy submodules of a module.
- It proves that if a fuzzy set is a fuzzy submodule, then applying Tα+ or Tα- results in a fuzzy submodule. However, the converse is not necessarily true.
- Some additional conditions are obtained under which the converse is also true - namely, if Tα+ and Tα- yield fuzzy submodules for all α, then the original fuzzy set must be a fuzzy submodule.
- The operators are also shown to map anti-fuzzy submodules to anti-fuzzy submodules, and the paper explores relationships
Welcome to International Journal of Engineering Research and Development (IJERD)IJERD Editor
This document describes the development of a computer-based payroll system for Punjab Agricultural University using PHP, HTML, CSS, MySQL, and JavaScript. It outlines the software development life cycle used, including system analysis, design, implementation, testing and maintenance. Key features of the system include online access for employees, automated payroll calculations, generation of pay slips and reports, and storage of employee records. The system aims to streamline the payroll process and reduce errors compared to the previous manual system.
Welcome to International Journal of Engineering Research and Development (IJERD)IJERD Editor
This document summarizes a research paper that uses genetic algorithms for data mining of mass spectrometry data. The paper applies genetic algorithms to the data mining step of the KDD (Knowledge Discovery in Databases) process. Specifically, it uses genetic algorithms to extract optimal features or peaks from mass spectrometry data that can distinguish cancer patients from control patients. The genetic algorithm searches for discriminative features, which are ion intensity levels at specific mass-charge values. Over generations of the genetic algorithm, the paper finds significant patterns of masses that can differentiate between normal and cancer patients.
Kismet is a humanoid robot designed for social interaction with humans. It uses a neural network based system with sensors that detect visual and auditory inputs like faces and voices. These inputs are processed to trigger motivations like emotions and drives that determine the robot's behaviors, expressed through facial expressions, sounds, and movements. The goal is to create a robot that communicates with humans in intuitive, human-like ways.
Learning Social Affordances and Using Them for PlanningKadir Uyanik
This study extends the learning and use of affordances on robots on two fronts. First, we use the very same affordance
learning framework that was used for learning the affordances of inanimate things to learn social affordances, that is affordances whose existence requires the presence of humans. Second, we use the learned affordances for making multistep
plans.
Specifically, an iCub humanoid platform is equipped with a perceptual system to sense objects placed on a table, as well as the presence and state of humans in the environment, and a behavioral repertoire that consisted of simple object manipulations as well as voice behaviors that are uttered simple verbs. After interacting with objects and humans, the robot learns a set of affordances with which it can make multi-step plans towards achieving a demonstrated goal.
The document discusses using interactive evolution to tune the physical attributes of a simulated jeep in a game environment. It compares two approaches: one directed by user requests for changes, and the other based on measuring user performance on tasks. The main conclusion is that interactive evolution allows searching a larger attribute space than direct manipulation by the user. It presents two methods for interactive evolution - one based on user requests, and one generating multiple offspring and selecting the best performer on a task. The methods are tested by evolving attribute values for a simulated vehicle to improve the user experience of driving it.
Welcome to International Journal of Engineering Research and Development (IJERD)IJERD Editor
This document summarizes a research paper that proposes using a multi-layer perceptron (MLP) neural network for pattern recognition. The paper extracts statistical features from input patterns, such as perimeter, area, and radii. It trains an MLP network on these features to classify patterns into categories like circle, square, triangle. The network is trained using backpropagation to minimize error. It achieves over 96% accurate classification on test patterns, demonstrating MLP is effective for pattern recognition tasks.
Welcome to International Journal of Engineering Research and Development (IJERD)IJERD Editor
The document presents a mathematical model for the static I-V characteristics of optically controlled GaAs MESFETs. The model characterizes photo-induced voltages, including internal and external photovoltages, as well as photoconductive current in the channel. It also considers the effects of deep level traps in the semi-insulating GaAs substrate, including the phenomenon of backgating, on the I-V characteristics. The model is developed analytically and expressions are derived for the I-V characteristics in both the linear and saturation regions of the MESFET under dark and illuminated conditions. Small-signal parameters of the GaAs MESFET are also derived based on the static I-V model under optical control conditions
Welcome to International Journal of Engineering Research and Development (IJERD)IJERD Editor
- The document investigates the action of two fuzzy translation operators, Tα+ and Tα-, on fuzzy and anti-fuzzy submodules of a module.
- It proves that if a fuzzy set is a fuzzy submodule, then applying Tα+ or Tα- results in a fuzzy submodule. However, the converse is not necessarily true.
- Some additional conditions are obtained under which the converse is also true - namely, if Tα+ and Tα- yield fuzzy submodules for all α, then the original fuzzy set must be a fuzzy submodule.
- The operators are also shown to map anti-fuzzy submodules to anti-fuzzy submodules, and the paper explores relationships
Welcome to International Journal of Engineering Research and Development (IJERD)IJERD Editor
This document describes the development of a computer-based payroll system for Punjab Agricultural University using PHP, HTML, CSS, MySQL, and JavaScript. It outlines the software development life cycle used, including system analysis, design, implementation, testing and maintenance. Key features of the system include online access for employees, automated payroll calculations, generation of pay slips and reports, and storage of employee records. The system aims to streamline the payroll process and reduce errors compared to the previous manual system.
Welcome to International Journal of Engineering Research and Development (IJERD)IJERD Editor
This document summarizes a research paper that uses genetic algorithms for data mining of mass spectrometry data. The paper applies genetic algorithms to the data mining step of the KDD (Knowledge Discovery in Databases) process. Specifically, it uses genetic algorithms to extract optimal features or peaks from mass spectrometry data that can distinguish cancer patients from control patients. The genetic algorithm searches for discriminative features, which are ion intensity levels at specific mass-charge values. Over generations of the genetic algorithm, the paper finds significant patterns of masses that can differentiate between normal and cancer patients.
Kismet is a humanoid robot designed for social interaction with humans. It uses a neural network based system with sensors that detect visual and auditory inputs like faces and voices. These inputs are processed to trigger motivations like emotions and drives that determine the robot's behaviors, expressed through facial expressions, sounds, and movements. The goal is to create a robot that communicates with humans in intuitive, human-like ways.
Learning Social Affordances and Using Them for PlanningKadir Uyanik
This study extends the learning and use of affordances on robots on two fronts. First, we use the very same affordance
learning framework that was used for learning the affordances of inanimate things to learn social affordances, that is affordances whose existence requires the presence of humans. Second, we use the learned affordances for making multistep
plans.
Specifically, an iCub humanoid platform is equipped with a perceptual system to sense objects placed on a table, as well as the presence and state of humans in the environment, and a behavioral repertoire that consisted of simple object manipulations as well as voice behaviors that are uttered simple verbs. After interacting with objects and humans, the robot learns a set of affordances with which it can make multi-step plans towards achieving a demonstrated goal.
The document describes a study where a robot learns social affordances through interactions with humans and objects, and uses the learned affordances to make multi-step plans. The robot is equipped with sensors to perceive its environment and humans within it. It interacts with objects and humans, and learns affordances represented as relationships between perceptual features, behaviors, and effects. The learned affordances are used by the robot to plan sequences of behaviors to achieve demonstrated goals by getting assistance from humans when needed. The study shows that robots can learn social affordances in the same way as physical affordances, and use this to plan interactions with humans.
This document is a report on computer simulation created by a group consisting of 3 students. It discusses the use of Biosawit simulation and STELLA software to simulate a system involving the relationship between palm, rat, and owl populations. The report includes an introduction to simulation, descriptions of the STELLA programming language and how it was used, aims of the simulation, when simulators are used, applications of simulation, and advantages and disadvantages of computer simulation.
This document proposes a Curiosity-Based Learning Algorithm (CBLA) to allow distributed interactive sculptural systems to learn about their own mechanisms and environment through self-experimentation and interaction with humans. The CBLA uses multiple learning agents that each focus on a subset of the system's sensors and actuators. This allows the learning to scale to larger systems. Experiments on a prototype sculpture show it exploring patterns and collective learning behaviors as the agents integrate through shared inputs. The CBLA is meant to reduce reliance on pre-programmed behaviors and allow the sculpture to adapt over time to keep interactions engaging for humans.
SWARM INTELLIGENCE FROM NATURAL TO ARTIFICIAL SYSTEMS: ANT COLONY OPTIMIZATIONFransiskeran
This document summarizes research on ant colony optimization (ACO), a metaheuristic algorithm inspired by the foraging behavior of ants. It describes how real ant colonies use pheromone trails to efficiently find short paths between their nest and food sources through decentralized cooperation. The document then explains how ACO works by simulating artificial ants that probabilistically construct solutions and update pheromone values to guide future construction. Several standard ACO algorithms are outlined, including Ant System, Ant Colony System, Max-Min Ant System, and Rank-Based Ant System. Applications of ACO discussed include the traveling salesman problem.
soft computing BTU MCA 3rd SEM unit 1 .pptxnaveen356604
This document discusses hard computing and soft computing. Hard computing uses deterministic algorithms and mathematical models to produce accurate and predictable results, while soft computing can handle imprecision, uncertainty, and ambiguity. Soft computing techniques include fuzzy logic, neural networks, genetic algorithms, probabilistic reasoning, and evolutionary computation. These techniques aim to mimic human-like reasoning by tolerating uncertainty, learning and adapting, and integrating multiple methods. Examples of evolutionary computation algorithms provided are genetic algorithms, genetic programming, evolutionary strategies, differential evolution, and particle swarm optimization. Neural networks, ant colony optimization, and fuzzy logic are also summarized.
A comprehensive review of the firefly algorithmsXin-She Yang
This document provides a comprehensive review of firefly algorithms. It begins with background on swarm intelligence and how firefly algorithms were inspired by the flashing lights of fireflies. It then describes the basic structure of firefly algorithms, including initializing a population of fireflies, evaluating their fitness, sorting by fitness, selecting the best solution, and moving fireflies toward more attractive solutions over generations. The document reviews applications of firefly algorithms in areas like continuous, combinatorial, and multi-objective optimization as well as engineering problems. It concludes by discussing exploration vs exploitation in firefly algorithms and directions for further development.
This document provides an overview of a course on bio-inspired robotics. The course will cover topics like bio-inspired sensors, actuators, locomotion, and controllers. It will focus on applying insights from biology to engineering problems and robotics. Students will complete a project building a 3D model of an animal in a simulator and developing locomotion algorithms inspired by the animal. The grade will be based 50% on a final exam and 50% on the project. Required textbooks and a list of lectures on various bio-inspired topics are also included.
Identifier of human emotions based on convolutional neural network for assist...TELKOMNIKA JOURNAL
This paper proposes a solution for the problem of continuous prediction in real-time of the emotional state of a human user from the identification of characteristics in facial expressions. In robots whose main task is the care of people (children, sick or elderly people) is important to maintain a close relationship man-machine, anld a rapid response of the robot to the actions of the person under care. We propose to increase the level of intimacy of the robot, and its response to specific situations of the user, identifying in real time the emotion reflected by the person's face. This solution is integrated with algorithms of the research group related to the tracking of people for use on an assistant robot. The strategy used involves two stages of processing, the first involves the detection of faces using HOG and linear SVM, while the second identifies the emotion in the face using a CNN. The strategy was completely tested in the laboratory on our robotic platform, demonstrating high performance with low resource consumption. Through various controlled laboratory tests with different people, which forced a certain emotion on their faces, the scheme was able to identify the emotions with a success rate of 92%.
Jeremy Peterson proposes exploring emergent forms created by simulating flocking behavior. He plans to model the exterior shapes formed by animal swarms to make a "superorganism" that is visible and interactive. The project has three phases: developing a system to map swarm forms, iteratively studying different forms by varying flocking rules, and creating an interactive installation where users can react dynamically with the forms. By modeling and animating emergent superorganism shapes, the project aims to help viewers understand and appreciate natural phenomena like flocking behavior.
CONSIDERATION OF HUMAN COMPUTER INTERACTION IN ROBOTIC FIELD ijcsit
This document discusses considerations for improving human-robot interaction through applying principles of human-computer interaction. It summarizes several existing models of human-computer interaction and adapts the action theory model to the context of human-robot interaction. The adapted model incorporates the simulation of robot emotions and awareness of human emotions into the interaction process. The summary then provides examples of how this adapted model could be applied to scenarios of social interaction between humans and robots.
Bio-Inspired Animated Characters A Mechanistic & Cognitive ViewSimpson Count
Unlike traditional animation techniques, which attempt
to copy human movement, ‘cognitive’ animation solutions mimic
the brain’s approach to problem solving, i.e., a logical (intelligent)
thinking structure. This procedural animation solution uses bioinspired insights (modelling nature and the workings of the brain)
to unveil a new generation of intelligent agents. As with any
promising new approach, it raises hopes and questions; an extremely
challenging task that offers a revolutionary solution, not just in
animation but to a variety of fields, from intelligent robotics and
physics to nanotechnology and electrical engineering. Questions,
such as, how does the brain coordinate muscle signals? How does
the brain know which body parts to move? With all these activities
happening in our brain, we examine how our brain ‘sees’ our body
and how it can affect our movements. Through this understanding
of the human brain and the cognitive process, models can be
created to mimic our abilities, such as, synthesizing actions that
solve and react to unforeseen problems in a humanistic manner.
We present an introduction to the concept of cognitive skills, as
an aid in finding and designing a viable solution. This helps us
address principal challenges, such as: How do characters perceive
the outside world (input) and how does this input influence their
motions? What is required to emulate adaptive learning skills as
seen in higher life-forms (e.g., a child’s cognitive learning process)?
How can we control and ‘direct’ these autonomous procedural
character motions? Finally, drawing from experimentation and
literature, we suggest hypotheses for solving these questions and
more. In summary, this article analyses the biological and cognitive
workings of the human mind, specifically motor skills. Reviewing
cognitive psychology research related to movement in an attempt
to produce more attentive behavioural characteristics. We conclude
with a discussion on the significance of cognitive methods for creating
virtual character animations, limitations and future applications.
1) The document proposes a model for robots to learn interactions from humans through rhythm detection without explicit reinforcement.
2) By monitoring its own motor actions, a robot can learn the rhythm of interactions with a human and use deviations from this rhythm to internally reinforce correct behaviors.
3) In experiments, the robot was able to learn associations between human gestures and its own responses through this rhythm detection during a simple imitation game with a human.
120 9The Language of Internet MemesPat r i c k DCicelyBourqueju
120 |
9
The Language of Internet Memes
Pat r i c k D av i s o n
In The Future of the Internet—and How to Stop It, Jonathan Zittrain
describes the features of a generative network. A generative network encour-
ages and enables creative production and, as a system, possesses leverage,
adaptability, ease of mastery, accessibility, and transferability.1 Notably absent
from this list of characteristics, however, is security. Many of the character-
istics that make a system generative are precisely the same ones that leave it
vulnerable to exploitation. This zero-sum game between creativity and secu-
rity implies a divided Internet. Those platforms and communities which value
security over creativity can be thought of as the “restricted web,” while those
that remain generative in the face of other concerns are the “unrestricted web.”
The restricted web has its poster children. Facebook and other social net-
working sites are growing at incredible speeds. Google and its ever-expand-
ing corral of applications are slowly assimilating solutions to all our com-
puting needs. Amazon and similar search-based commerce sites are creating
previously unimagined economies.2 Metaphorically, these sites, and count-
less others, make up the cities and public works of the restricted web. How-
ever, the unrestricted web remains the wilderness all around them, and it is
this wilderness that is the native habitat of Internet memes.
The purpose of this essay is twofold. The first is to contribute to a frame-
work for discussing so-called Internet memes. Internet memes are popular
and recognizable but lack a rigorous descriptive vocabulary. I provide a few
terms to aid in their discussion. The second purpose is to consider Foucault’s
“author function” relative to Internet memes, many of which are created and
spread anonymously.
What Is an Internet Meme?
In 1979 Richard Dawkins published The Selfish Gene, in which he discredits
the idea that living beings are genetically compelled to behave in ways that
are “good for the species.” Dawkins accomplishes this by making one point
The Language of Internet Memes | 121
clear: the basic units of genetics are not species, families, or even individuals
but rather single genes—unique strands of DNA.3
At the end of the book, Dawkins discusses two areas where evolutionary
theory might be heading next. It is here that he coins the term “meme.” He
acknowledges that much of human behavior comes not from genes but from
culture. He proposes that any nongenetic behavior be labeled as a meme and
then poses a question: can the application of genetic logic to memes be pro-
ductive? To make the differences between genes and memes clear, I offer a
short example of each.
Genes determine an organism’s physical characteristics. A certain gene
causes an organism to have short legs, or long, for instance. Imagine two
zebra. The first has the short-leg gene, and the second the long. A lion attacks
them. The shor ...
120 9The Language of Internet MemesPat r i c k DBenitoSumpter862
120 |
9
The Language of Internet Memes
Pat r i c k D av i s o n
In The Future of the Internet—and How to Stop It, Jonathan Zittrain
describes the features of a generative network. A generative network encour-
ages and enables creative production and, as a system, possesses leverage,
adaptability, ease of mastery, accessibility, and transferability.1 Notably absent
from this list of characteristics, however, is security. Many of the character-
istics that make a system generative are precisely the same ones that leave it
vulnerable to exploitation. This zero-sum game between creativity and secu-
rity implies a divided Internet. Those platforms and communities which value
security over creativity can be thought of as the “restricted web,” while those
that remain generative in the face of other concerns are the “unrestricted web.”
The restricted web has its poster children. Facebook and other social net-
working sites are growing at incredible speeds. Google and its ever-expand-
ing corral of applications are slowly assimilating solutions to all our com-
puting needs. Amazon and similar search-based commerce sites are creating
previously unimagined economies.2 Metaphorically, these sites, and count-
less others, make up the cities and public works of the restricted web. How-
ever, the unrestricted web remains the wilderness all around them, and it is
this wilderness that is the native habitat of Internet memes.
The purpose of this essay is twofold. The first is to contribute to a frame-
work for discussing so-called Internet memes. Internet memes are popular
and recognizable but lack a rigorous descriptive vocabulary. I provide a few
terms to aid in their discussion. The second purpose is to consider Foucault’s
“author function” relative to Internet memes, many of which are created and
spread anonymously.
What Is an Internet Meme?
In 1979 Richard Dawkins published The Selfish Gene, in which he discredits
the idea that living beings are genetically compelled to behave in ways that
are “good for the species.” Dawkins accomplishes this by making one point
The Language of Internet Memes | 121
clear: the basic units of genetics are not species, families, or even individuals
but rather single genes—unique strands of DNA.3
At the end of the book, Dawkins discusses two areas where evolutionary
theory might be heading next. It is here that he coins the term “meme.” He
acknowledges that much of human behavior comes not from genes but from
culture. He proposes that any nongenetic behavior be labeled as a meme and
then poses a question: can the application of genetic logic to memes be pro-
ductive? To make the differences between genes and memes clear, I offer a
short example of each.
Genes determine an organism’s physical characteristics. A certain gene
causes an organism to have short legs, or long, for instance. Imagine two
zebra. The first has the short-leg gene, and the second the long. A lion attacks
them. The shor ...
This document discusses simulation and modelling software called STELLA. It provides an overview of STELLA's features and how it can be used to simulate systems over time. It also describes the benefits and limitations of using simulations for education. Simulations can increase understanding, provide hands-on learning, and test designs without physical implementation. However, they may oversimplify details and require significant computing resources for complex simulations. Overall, simulations are a useful tool that can enhance the teaching and learning process.
Adaptive Collective Systems - Herding black sheepFoCAS Initiative
This book is about understanding, designing, controlling, and governing adaptive collective systems. It is intended for readers from master's students to Ph.D. students, from engineers to decision makers, and anyone else who is interested in understanding how technologies are changing the way we think and live.
The authors are academics working in various areas of a new rising field: adaptive collective systems.
Stuart Anderson (The University of Edinburgh, United Kingdom)
Nicolas Bredeche (Université Pierre et Marie Curie, France)
A.E. Eiben (VU University Amsterdam, Netherlands)
George Kampis (DFKI, Germany)
Maarten van Steen (VU University Amsterdam, Netherlands)
Book Sprint collaborative writing session facilitator: Adam Hyde
Editor: Sandra Sarala
Designer: Henrik van Leeuwen
Object Detection using HoG Features for Visual Situation RecognitionEfsun Kayi
This project investigates a novel approach to building computer systems that can recognize visual situations. While much effort in computer vision has focused on identifying isolated objects in images, what people actually do is recognize coherent situations — collections of objects and their interrelations that, taken together, correspond to a known concept, such as "dog-walking", or "a fight breaking out", or "a blind person crossing the street". Situation recognition by humans may appear on the surface to be effortless, but it relies on a complex dynamic interplay among human abilities to perceive objects, systems of relationships among objects, and analogies with stored knowledge and memories.
Enabling computers to flexibly recognize visual situations would create a flood of important applications in fields as diverse as autonomous vehicles, medical diagnosis, interpretation of scientific imagery, enhanced human-computer interaction, and personal information organization.
The study of attention estimation for child-robot interaction scenariosjournalBEEI
One of the biggest challenges in human-agent interaction (HAI) is the development of an agent such as a robot that can understand its partner (a human) and interact naturally. To realize this, a system (agent) should be able to observe a human well and estimate his/her mental state. Towards this goal, in this paper, we present a method of estimating a child's attention, one of the more important human mental states, in a free-play scenario of child-robot interaction (CRI). To realize attention estimation in such CRI scenario, first, we developed a system that could sense a child's verbal and non-verbal multimodal signals such as gaze, facial expression, proximity, and so on. Then, the observed information was used to train a model that is based on a Support Vector Machine (SVM) to estimate a human's attention level. We investigated the accuracy of the proposed method by comparing with a human judge's estimation, and obtained some promising results which we discuss here.
The document discusses using the STELLA simulation software to model natural selection. It begins with an overview of simulation and modeling. It then discusses using STELLA specifically to model a rabbit population undergoing natural selection from fox predators. The model shows the average rabbit speed increasing over generations as slower rabbits are preyed upon more. The document analyzes the results and shows how they support Darwin's theory of natural selection. It concludes that STELLA is an effective teaching tool that can increase student understanding and motivation by allowing them to predict population changes over time.
A Novel Method for Prevention of Bandwidth Distributed Denial of Service AttacksIJERD Editor
Distributed Denial of Service (DDoS) Attacks became a massive threat to the Internet. Traditional
Architecture of internet is vulnerable to the attacks like DDoS. Attacker primarily acquire his army of Zombies,
then that army will be instructed by the Attacker that when to start an attack and on whom the attack should be
done. In this paper, different techniques which are used to perform DDoS Attacks, Tools that were used to
perform Attacks and Countermeasures in order to detect the attackers and eliminate the Bandwidth Distributed
Denial of Service attacks (B-DDoS) are reviewed. DDoS Attacks were done by using various Flooding
techniques which are used in DDoS attack.
The main purpose of this paper is to design an architecture which can reduce the Bandwidth
Distributed Denial of service Attack and make the victim site or server available for the normal users by
eliminating the zombie machines. Our Primary focus of this paper is to dispute how normal machines are
turning into zombies (Bots), how attack is been initiated, DDoS attack procedure and how an organization can
save their server from being a DDoS victim. In order to present this we implemented a simulated environment
with Cisco switches, Routers, Firewall, some virtual machines and some Attack tools to display a real DDoS
attack. By using Time scheduling, Resource Limiting, System log, Access Control List and some Modular
policy Framework we stopped the attack and identified the Attacker (Bot) machines
Hearing loss is one of the most common human impairments. It is estimated that by year 2015 more
than 700 million people will suffer mild deafness. Most can be helped by hearing aid devices depending on the
severity of their hearing loss. This paper describes the implementation and characterization details of a dual
channel transmitter front end (TFE) for digital hearing aid (DHA) applications that use novel micro
electromechanical- systems (MEMS) audio transducers and ultra-low power-scalable analog-to-digital
converters (ADCs), which enable a very-low form factor, energy-efficient implementation for next-generation
DHA. The contribution of the design is the implementation of the dual channel MEMS microphones and powerscalable
ADC system.
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The document describes a study where a robot learns social affordances through interactions with humans and objects, and uses the learned affordances to make multi-step plans. The robot is equipped with sensors to perceive its environment and humans within it. It interacts with objects and humans, and learns affordances represented as relationships between perceptual features, behaviors, and effects. The learned affordances are used by the robot to plan sequences of behaviors to achieve demonstrated goals by getting assistance from humans when needed. The study shows that robots can learn social affordances in the same way as physical affordances, and use this to plan interactions with humans.
This document is a report on computer simulation created by a group consisting of 3 students. It discusses the use of Biosawit simulation and STELLA software to simulate a system involving the relationship between palm, rat, and owl populations. The report includes an introduction to simulation, descriptions of the STELLA programming language and how it was used, aims of the simulation, when simulators are used, applications of simulation, and advantages and disadvantages of computer simulation.
This document proposes a Curiosity-Based Learning Algorithm (CBLA) to allow distributed interactive sculptural systems to learn about their own mechanisms and environment through self-experimentation and interaction with humans. The CBLA uses multiple learning agents that each focus on a subset of the system's sensors and actuators. This allows the learning to scale to larger systems. Experiments on a prototype sculpture show it exploring patterns and collective learning behaviors as the agents integrate through shared inputs. The CBLA is meant to reduce reliance on pre-programmed behaviors and allow the sculpture to adapt over time to keep interactions engaging for humans.
SWARM INTELLIGENCE FROM NATURAL TO ARTIFICIAL SYSTEMS: ANT COLONY OPTIMIZATIONFransiskeran
This document summarizes research on ant colony optimization (ACO), a metaheuristic algorithm inspired by the foraging behavior of ants. It describes how real ant colonies use pheromone trails to efficiently find short paths between their nest and food sources through decentralized cooperation. The document then explains how ACO works by simulating artificial ants that probabilistically construct solutions and update pheromone values to guide future construction. Several standard ACO algorithms are outlined, including Ant System, Ant Colony System, Max-Min Ant System, and Rank-Based Ant System. Applications of ACO discussed include the traveling salesman problem.
soft computing BTU MCA 3rd SEM unit 1 .pptxnaveen356604
This document discusses hard computing and soft computing. Hard computing uses deterministic algorithms and mathematical models to produce accurate and predictable results, while soft computing can handle imprecision, uncertainty, and ambiguity. Soft computing techniques include fuzzy logic, neural networks, genetic algorithms, probabilistic reasoning, and evolutionary computation. These techniques aim to mimic human-like reasoning by tolerating uncertainty, learning and adapting, and integrating multiple methods. Examples of evolutionary computation algorithms provided are genetic algorithms, genetic programming, evolutionary strategies, differential evolution, and particle swarm optimization. Neural networks, ant colony optimization, and fuzzy logic are also summarized.
A comprehensive review of the firefly algorithmsXin-She Yang
This document provides a comprehensive review of firefly algorithms. It begins with background on swarm intelligence and how firefly algorithms were inspired by the flashing lights of fireflies. It then describes the basic structure of firefly algorithms, including initializing a population of fireflies, evaluating their fitness, sorting by fitness, selecting the best solution, and moving fireflies toward more attractive solutions over generations. The document reviews applications of firefly algorithms in areas like continuous, combinatorial, and multi-objective optimization as well as engineering problems. It concludes by discussing exploration vs exploitation in firefly algorithms and directions for further development.
This document provides an overview of a course on bio-inspired robotics. The course will cover topics like bio-inspired sensors, actuators, locomotion, and controllers. It will focus on applying insights from biology to engineering problems and robotics. Students will complete a project building a 3D model of an animal in a simulator and developing locomotion algorithms inspired by the animal. The grade will be based 50% on a final exam and 50% on the project. Required textbooks and a list of lectures on various bio-inspired topics are also included.
Identifier of human emotions based on convolutional neural network for assist...TELKOMNIKA JOURNAL
This paper proposes a solution for the problem of continuous prediction in real-time of the emotional state of a human user from the identification of characteristics in facial expressions. In robots whose main task is the care of people (children, sick or elderly people) is important to maintain a close relationship man-machine, anld a rapid response of the robot to the actions of the person under care. We propose to increase the level of intimacy of the robot, and its response to specific situations of the user, identifying in real time the emotion reflected by the person's face. This solution is integrated with algorithms of the research group related to the tracking of people for use on an assistant robot. The strategy used involves two stages of processing, the first involves the detection of faces using HOG and linear SVM, while the second identifies the emotion in the face using a CNN. The strategy was completely tested in the laboratory on our robotic platform, demonstrating high performance with low resource consumption. Through various controlled laboratory tests with different people, which forced a certain emotion on their faces, the scheme was able to identify the emotions with a success rate of 92%.
Jeremy Peterson proposes exploring emergent forms created by simulating flocking behavior. He plans to model the exterior shapes formed by animal swarms to make a "superorganism" that is visible and interactive. The project has three phases: developing a system to map swarm forms, iteratively studying different forms by varying flocking rules, and creating an interactive installation where users can react dynamically with the forms. By modeling and animating emergent superorganism shapes, the project aims to help viewers understand and appreciate natural phenomena like flocking behavior.
CONSIDERATION OF HUMAN COMPUTER INTERACTION IN ROBOTIC FIELD ijcsit
This document discusses considerations for improving human-robot interaction through applying principles of human-computer interaction. It summarizes several existing models of human-computer interaction and adapts the action theory model to the context of human-robot interaction. The adapted model incorporates the simulation of robot emotions and awareness of human emotions into the interaction process. The summary then provides examples of how this adapted model could be applied to scenarios of social interaction between humans and robots.
Bio-Inspired Animated Characters A Mechanistic & Cognitive ViewSimpson Count
Unlike traditional animation techniques, which attempt
to copy human movement, ‘cognitive’ animation solutions mimic
the brain’s approach to problem solving, i.e., a logical (intelligent)
thinking structure. This procedural animation solution uses bioinspired insights (modelling nature and the workings of the brain)
to unveil a new generation of intelligent agents. As with any
promising new approach, it raises hopes and questions; an extremely
challenging task that offers a revolutionary solution, not just in
animation but to a variety of fields, from intelligent robotics and
physics to nanotechnology and electrical engineering. Questions,
such as, how does the brain coordinate muscle signals? How does
the brain know which body parts to move? With all these activities
happening in our brain, we examine how our brain ‘sees’ our body
and how it can affect our movements. Through this understanding
of the human brain and the cognitive process, models can be
created to mimic our abilities, such as, synthesizing actions that
solve and react to unforeseen problems in a humanistic manner.
We present an introduction to the concept of cognitive skills, as
an aid in finding and designing a viable solution. This helps us
address principal challenges, such as: How do characters perceive
the outside world (input) and how does this input influence their
motions? What is required to emulate adaptive learning skills as
seen in higher life-forms (e.g., a child’s cognitive learning process)?
How can we control and ‘direct’ these autonomous procedural
character motions? Finally, drawing from experimentation and
literature, we suggest hypotheses for solving these questions and
more. In summary, this article analyses the biological and cognitive
workings of the human mind, specifically motor skills. Reviewing
cognitive psychology research related to movement in an attempt
to produce more attentive behavioural characteristics. We conclude
with a discussion on the significance of cognitive methods for creating
virtual character animations, limitations and future applications.
1) The document proposes a model for robots to learn interactions from humans through rhythm detection without explicit reinforcement.
2) By monitoring its own motor actions, a robot can learn the rhythm of interactions with a human and use deviations from this rhythm to internally reinforce correct behaviors.
3) In experiments, the robot was able to learn associations between human gestures and its own responses through this rhythm detection during a simple imitation game with a human.
120 9The Language of Internet MemesPat r i c k DCicelyBourqueju
120 |
9
The Language of Internet Memes
Pat r i c k D av i s o n
In The Future of the Internet—and How to Stop It, Jonathan Zittrain
describes the features of a generative network. A generative network encour-
ages and enables creative production and, as a system, possesses leverage,
adaptability, ease of mastery, accessibility, and transferability.1 Notably absent
from this list of characteristics, however, is security. Many of the character-
istics that make a system generative are precisely the same ones that leave it
vulnerable to exploitation. This zero-sum game between creativity and secu-
rity implies a divided Internet. Those platforms and communities which value
security over creativity can be thought of as the “restricted web,” while those
that remain generative in the face of other concerns are the “unrestricted web.”
The restricted web has its poster children. Facebook and other social net-
working sites are growing at incredible speeds. Google and its ever-expand-
ing corral of applications are slowly assimilating solutions to all our com-
puting needs. Amazon and similar search-based commerce sites are creating
previously unimagined economies.2 Metaphorically, these sites, and count-
less others, make up the cities and public works of the restricted web. How-
ever, the unrestricted web remains the wilderness all around them, and it is
this wilderness that is the native habitat of Internet memes.
The purpose of this essay is twofold. The first is to contribute to a frame-
work for discussing so-called Internet memes. Internet memes are popular
and recognizable but lack a rigorous descriptive vocabulary. I provide a few
terms to aid in their discussion. The second purpose is to consider Foucault’s
“author function” relative to Internet memes, many of which are created and
spread anonymously.
What Is an Internet Meme?
In 1979 Richard Dawkins published The Selfish Gene, in which he discredits
the idea that living beings are genetically compelled to behave in ways that
are “good for the species.” Dawkins accomplishes this by making one point
The Language of Internet Memes | 121
clear: the basic units of genetics are not species, families, or even individuals
but rather single genes—unique strands of DNA.3
At the end of the book, Dawkins discusses two areas where evolutionary
theory might be heading next. It is here that he coins the term “meme.” He
acknowledges that much of human behavior comes not from genes but from
culture. He proposes that any nongenetic behavior be labeled as a meme and
then poses a question: can the application of genetic logic to memes be pro-
ductive? To make the differences between genes and memes clear, I offer a
short example of each.
Genes determine an organism’s physical characteristics. A certain gene
causes an organism to have short legs, or long, for instance. Imagine two
zebra. The first has the short-leg gene, and the second the long. A lion attacks
them. The shor ...
120 9The Language of Internet MemesPat r i c k DBenitoSumpter862
120 |
9
The Language of Internet Memes
Pat r i c k D av i s o n
In The Future of the Internet—and How to Stop It, Jonathan Zittrain
describes the features of a generative network. A generative network encour-
ages and enables creative production and, as a system, possesses leverage,
adaptability, ease of mastery, accessibility, and transferability.1 Notably absent
from this list of characteristics, however, is security. Many of the character-
istics that make a system generative are precisely the same ones that leave it
vulnerable to exploitation. This zero-sum game between creativity and secu-
rity implies a divided Internet. Those platforms and communities which value
security over creativity can be thought of as the “restricted web,” while those
that remain generative in the face of other concerns are the “unrestricted web.”
The restricted web has its poster children. Facebook and other social net-
working sites are growing at incredible speeds. Google and its ever-expand-
ing corral of applications are slowly assimilating solutions to all our com-
puting needs. Amazon and similar search-based commerce sites are creating
previously unimagined economies.2 Metaphorically, these sites, and count-
less others, make up the cities and public works of the restricted web. How-
ever, the unrestricted web remains the wilderness all around them, and it is
this wilderness that is the native habitat of Internet memes.
The purpose of this essay is twofold. The first is to contribute to a frame-
work for discussing so-called Internet memes. Internet memes are popular
and recognizable but lack a rigorous descriptive vocabulary. I provide a few
terms to aid in their discussion. The second purpose is to consider Foucault’s
“author function” relative to Internet memes, many of which are created and
spread anonymously.
What Is an Internet Meme?
In 1979 Richard Dawkins published The Selfish Gene, in which he discredits
the idea that living beings are genetically compelled to behave in ways that
are “good for the species.” Dawkins accomplishes this by making one point
The Language of Internet Memes | 121
clear: the basic units of genetics are not species, families, or even individuals
but rather single genes—unique strands of DNA.3
At the end of the book, Dawkins discusses two areas where evolutionary
theory might be heading next. It is here that he coins the term “meme.” He
acknowledges that much of human behavior comes not from genes but from
culture. He proposes that any nongenetic behavior be labeled as a meme and
then poses a question: can the application of genetic logic to memes be pro-
ductive? To make the differences between genes and memes clear, I offer a
short example of each.
Genes determine an organism’s physical characteristics. A certain gene
causes an organism to have short legs, or long, for instance. Imagine two
zebra. The first has the short-leg gene, and the second the long. A lion attacks
them. The shor ...
This document discusses simulation and modelling software called STELLA. It provides an overview of STELLA's features and how it can be used to simulate systems over time. It also describes the benefits and limitations of using simulations for education. Simulations can increase understanding, provide hands-on learning, and test designs without physical implementation. However, they may oversimplify details and require significant computing resources for complex simulations. Overall, simulations are a useful tool that can enhance the teaching and learning process.
Adaptive Collective Systems - Herding black sheepFoCAS Initiative
This book is about understanding, designing, controlling, and governing adaptive collective systems. It is intended for readers from master's students to Ph.D. students, from engineers to decision makers, and anyone else who is interested in understanding how technologies are changing the way we think and live.
The authors are academics working in various areas of a new rising field: adaptive collective systems.
Stuart Anderson (The University of Edinburgh, United Kingdom)
Nicolas Bredeche (Université Pierre et Marie Curie, France)
A.E. Eiben (VU University Amsterdam, Netherlands)
George Kampis (DFKI, Germany)
Maarten van Steen (VU University Amsterdam, Netherlands)
Book Sprint collaborative writing session facilitator: Adam Hyde
Editor: Sandra Sarala
Designer: Henrik van Leeuwen
Object Detection using HoG Features for Visual Situation RecognitionEfsun Kayi
This project investigates a novel approach to building computer systems that can recognize visual situations. While much effort in computer vision has focused on identifying isolated objects in images, what people actually do is recognize coherent situations — collections of objects and their interrelations that, taken together, correspond to a known concept, such as "dog-walking", or "a fight breaking out", or "a blind person crossing the street". Situation recognition by humans may appear on the surface to be effortless, but it relies on a complex dynamic interplay among human abilities to perceive objects, systems of relationships among objects, and analogies with stored knowledge and memories.
Enabling computers to flexibly recognize visual situations would create a flood of important applications in fields as diverse as autonomous vehicles, medical diagnosis, interpretation of scientific imagery, enhanced human-computer interaction, and personal information organization.
The study of attention estimation for child-robot interaction scenariosjournalBEEI
One of the biggest challenges in human-agent interaction (HAI) is the development of an agent such as a robot that can understand its partner (a human) and interact naturally. To realize this, a system (agent) should be able to observe a human well and estimate his/her mental state. Towards this goal, in this paper, we present a method of estimating a child's attention, one of the more important human mental states, in a free-play scenario of child-robot interaction (CRI). To realize attention estimation in such CRI scenario, first, we developed a system that could sense a child's verbal and non-verbal multimodal signals such as gaze, facial expression, proximity, and so on. Then, the observed information was used to train a model that is based on a Support Vector Machine (SVM) to estimate a human's attention level. We investigated the accuracy of the proposed method by comparing with a human judge's estimation, and obtained some promising results which we discuss here.
The document discusses using the STELLA simulation software to model natural selection. It begins with an overview of simulation and modeling. It then discusses using STELLA specifically to model a rabbit population undergoing natural selection from fox predators. The model shows the average rabbit speed increasing over generations as slower rabbits are preyed upon more. The document analyzes the results and shows how they support Darwin's theory of natural selection. It concludes that STELLA is an effective teaching tool that can increase student understanding and motivation by allowing them to predict population changes over time.
Similar to Welcome to International Journal of Engineering Research and Development (IJERD) (20)
A Novel Method for Prevention of Bandwidth Distributed Denial of Service AttacksIJERD Editor
Distributed Denial of Service (DDoS) Attacks became a massive threat to the Internet. Traditional
Architecture of internet is vulnerable to the attacks like DDoS. Attacker primarily acquire his army of Zombies,
then that army will be instructed by the Attacker that when to start an attack and on whom the attack should be
done. In this paper, different techniques which are used to perform DDoS Attacks, Tools that were used to
perform Attacks and Countermeasures in order to detect the attackers and eliminate the Bandwidth Distributed
Denial of Service attacks (B-DDoS) are reviewed. DDoS Attacks were done by using various Flooding
techniques which are used in DDoS attack.
The main purpose of this paper is to design an architecture which can reduce the Bandwidth
Distributed Denial of service Attack and make the victim site or server available for the normal users by
eliminating the zombie machines. Our Primary focus of this paper is to dispute how normal machines are
turning into zombies (Bots), how attack is been initiated, DDoS attack procedure and how an organization can
save their server from being a DDoS victim. In order to present this we implemented a simulated environment
with Cisco switches, Routers, Firewall, some virtual machines and some Attack tools to display a real DDoS
attack. By using Time scheduling, Resource Limiting, System log, Access Control List and some Modular
policy Framework we stopped the attack and identified the Attacker (Bot) machines
Hearing loss is one of the most common human impairments. It is estimated that by year 2015 more
than 700 million people will suffer mild deafness. Most can be helped by hearing aid devices depending on the
severity of their hearing loss. This paper describes the implementation and characterization details of a dual
channel transmitter front end (TFE) for digital hearing aid (DHA) applications that use novel micro
electromechanical- systems (MEMS) audio transducers and ultra-low power-scalable analog-to-digital
converters (ADCs), which enable a very-low form factor, energy-efficient implementation for next-generation
DHA. The contribution of the design is the implementation of the dual channel MEMS microphones and powerscalable
ADC system.
Influence of tensile behaviour of slab on the structural Behaviour of shear c...IJERD Editor
-A composite beam is composed of a steel beam and a slab connected by means of shear connectors
like studs installed on the top flange of the steel beam to form a structure behaving monolithically. This study
analyzes the effects of the tensile behavior of the slab on the structural behavior of the shear connection like slip
stiffness and maximum shear force in composite beams subjected to hogging moment. The results show that the
shear studs located in the crack-concentration zones due to large hogging moments sustain significantly smaller
shear force and slip stiffness than the other zones. Moreover, the reduction of the slip stiffness in the shear
connection appears also to be closely related to the change in the tensile strain of rebar according to the increase
of the load. Further experimental and analytical studies shall be conducted considering variables such as the
reinforcement ratio and the arrangement of shear connectors to achieve efficient design of the shear connection
in composite beams subjected to hogging moment.
Gold prospecting using Remote Sensing ‘A case study of Sudan’IJERD Editor
Gold has been extracted from northeast Africa for more than 5000 years, and this may be the first
place where the metal was extracted. The Arabian-Nubian Shield (ANS) is an exposure of Precambrian
crystalline rocks on the flanks of the Red Sea. The crystalline rocks are mostly Neoproterozoic in age. ANS
includes the nations of Israel, Jordan. Egypt, Saudi Arabia, Sudan, Eritrea, Ethiopia, Yemen, and Somalia.
Arabian Nubian Shield Consists of juvenile continental crest that formed between 900 550 Ma, when intra
oceanic arc welded together along ophiolite decorated arc. Primary Au mineralization probably developed in
association with the growth of intra oceanic arc and evolution of back arc. Multiple episodes of deformation
have obscured the primary metallogenic setting, but at least some of the deposits preserve evidence that they
originate as sea floor massive sulphide deposits.
The Red Sea Hills Region is a vast span of rugged, harsh and inhospitable sector of the Earth with
inimical moon-like terrain, nevertheless since ancient times it is famed to be an abode of gold and was a major
source of wealth for the Pharaohs of ancient Egypt. The Pharaohs old workings have been periodically
rediscovered through time. Recent endeavours by the Geological Research Authority of Sudan led to the
discovery of a score of occurrences with gold and massive sulphide mineralizations. In the nineties of the
previous century the Geological Research Authority of Sudan (GRAS) in cooperation with BRGM utilized
satellite data of Landsat TM using spectral ratio technique to map possible mineralized zones in the Red Sea
Hills of Sudan. The outcome of the study mapped a gossan type gold mineralization. Band ratio technique was
applied to Arbaat area and a signature of alteration zone was detected. The alteration zones are commonly
associated with mineralization. The alteration zones are commonly associated with mineralization. A filed check
confirmed the existence of stock work of gold bearing quartz in the alteration zone. Another type of gold
mineralization that was discovered using remote sensing is the gold associated with metachert in the Atmur
Desert.
Reducing Corrosion Rate by Welding DesignIJERD Editor
This document summarizes a study on reducing corrosion rates in steel through welding design. The researchers tested different welding groove designs (X, V, 1/2X, 1/2V) and preheating temperatures (400°C, 500°C, 600°C) on ferritic malleable iron samples. Testing found that X and V groove designs with 500°C and 600°C preheating had corrosion rates of 0.5-0.69% weight loss after 14 days, compared to 0.57-0.76% for 400°C preheating. Higher preheating reduced residual stresses which decreased corrosion. Residual stresses were 1.7 MPa for optimal X groove and 600°C
Router 1X3 – RTL Design and VerificationIJERD Editor
Routing is the process of moving a packet of data from source to destination and enables messages
to pass from one computer to another and eventually reach the target machine. A router is a networking device
that forwards data packets between computer networks. It is connected to two or more data lines from different
networks (as opposed to a network switch, which connects data lines from one single network). This paper,
mainly emphasizes upon the study of router device, it‟s top level architecture, and how various sub-modules of
router i.e. Register, FIFO, FSM and Synchronizer are synthesized, and simulated and finally connected to its top
module.
Active Power Exchange in Distributed Power-Flow Controller (DPFC) At Third Ha...IJERD Editor
This paper presents a component within the flexible ac-transmission system (FACTS) family, called
distributed power-flow controller (DPFC). The DPFC is derived from the unified power-flow controller (UPFC)
with an eliminated common dc link. The DPFC has the same control capabilities as the UPFC, which comprise
the adjustment of the line impedance, the transmission angle, and the bus voltage. The active power exchange
between the shunt and series converters, which is through the common dc link in the UPFC, is now through the
transmission lines at the third-harmonic frequency. DPFC multiple small-size single-phase converters which
reduces the cost of equipment, no voltage isolation between phases, increases redundancy and there by
reliability increases. The principle and analysis of the DPFC are presented in this paper and the corresponding
simulation results that are carried out on a scaled prototype are also shown.
Mitigation of Voltage Sag/Swell with Fuzzy Control Reduced Rating DVRIJERD Editor
Power quality has been an issue that is becoming increasingly pivotal in industrial electricity
consumers point of view in recent times. Modern industries employ Sensitive power electronic equipments,
control devices and non-linear loads as part of automated processes to increase energy efficiency and
productivity. Voltage disturbances are the most common power quality problem due to this the use of a large
numbers of sophisticated and sensitive electronic equipment in industrial systems is increased. This paper
discusses the design and simulation of dynamic voltage restorer for improvement of power quality and
reduce the harmonics distortion of sensitive loads. Power quality problem is occurring at non-standard
voltage, current and frequency. Electronic devices are very sensitive loads. In power system voltage sag,
swell, flicker and harmonics are some of the problem to the sensitive load. The compensation capability
of a DVR depends primarily on the maximum voltage injection ability and the amount of stored
energy available within the restorer. This device is connected in series with the distribution feeder at
medium voltage. A fuzzy logic control is used to produce the gate pulses for control circuit of DVR and the
circuit is simulated by using MATLAB/SIMULINK software.
Study on the Fused Deposition Modelling In Additive ManufacturingIJERD Editor
Additive manufacturing process, also popularly known as 3-D printing, is a process where a product
is created in a succession of layers. It is based on a novel materials incremental manufacturing philosophy.
Unlike conventional manufacturing processes where material is removed from a given work price to derive the
final shape of a product, 3-D printing develops the product from scratch thus obviating the necessity to cut away
materials. This prevents wastage of raw materials. Commonly used raw materials for the process are ABS
plastic, PLA and nylon. Recently the use of gold, bronze and wood has also been implemented. The complexity
factor of this process is 0% as in any object of any shape and size can be manufactured.
Spyware triggering system by particular string valueIJERD Editor
This computer programme can be used for good and bad purpose in hacking or in any general
purpose. We can say it is next step for hacking techniques such as keylogger and spyware. Once in this system if
user or hacker store particular string as a input after that software continually compare typing activity of user
with that stored string and if it is match then launch spyware programme.
A Blind Steganalysis on JPEG Gray Level Image Based on Statistical Features a...IJERD Editor
This paper presents a blind steganalysis technique to effectively attack the JPEG steganographic
schemes i.e. Jsteg, F5, Outguess and DWT Based. The proposed method exploits the correlations between
block-DCTcoefficients from intra-block and inter-block relation and the statistical moments of characteristic
functions of the test image is selected as features. The features are extracted from the BDCT JPEG 2-array.
Support Vector Machine with cross-validation is implemented for the classification.The proposed scheme gives
improved outcome in attacking.
Secure Image Transmission for Cloud Storage System Using Hybrid SchemeIJERD Editor
- Data over the cloud is transferred or transmitted between servers and users. Privacy of that
data is very important as it belongs to personal information. If data get hacked by the hacker, can be
used to defame a person’s social data. Sometimes delay are held during data transmission. i.e. Mobile
communication, bandwidth is low. Hence compression algorithms are proposed for fast and efficient
transmission, encryption is used for security purposes and blurring is used by providing additional
layers of security. These algorithms are hybridized for having a robust and efficient security and
transmission over cloud storage system.
Application of Buckley-Leverett Equation in Modeling the Radius of Invasion i...IJERD Editor
A thorough review of existing literature indicates that the Buckley-Leverett equation only analyzes
waterflood practices directly without any adjustments on real reservoir scenarios. By doing so, quite a number
of errors are introduced into these analyses. Also, for most waterflood scenarios, a radial investigation is more
appropriate than a simplified linear system. This study investigates the adoption of the Buckley-Leverett
equation to estimate the radius invasion of the displacing fluid during waterflooding. The model is also adopted
for a Microbial flood and a comparative analysis is conducted for both waterflooding and microbial flooding.
Results shown from the analysis doesn’t only records a success in determining the radial distance of the leading
edge of water during the flooding process, but also gives a clearer understanding of the applicability of
microbes to enhance oil production through in-situ production of bio-products like bio surfactans, biogenic
gases, bio acids etc.
Gesture Gaming on the World Wide Web Using an Ordinary Web CameraIJERD Editor
- Gesture gaming is a method by which users having a laptop/pc/x-box play games using natural or
bodily gestures. This paper presents a way of playing free flash games on the internet using an ordinary webcam
with the help of open source technologies. Emphasis in human activity recognition is given on the pose
estimation and the consistency in the pose of the player. These are estimated with the help of an ordinary web
camera having different resolutions from VGA to 20mps. Our work involved giving a 10 second documentary to
the user on how to play a particular game using gestures and what are the various kinds of gestures that can be
performed in front of the system. The initial inputs of the RGB values for the gesture component is obtained by
instructing the user to place his component in a red box in about 10 seconds after the short documentary before
the game is finished. Later the system opens the concerned game on the internet on popular flash game sites like
miniclip, games arcade, GameStop etc and loads the game clicking at various places and brings the state to a
place where the user is to perform only gestures to start playing the game. At any point of time the user can call
off the game by hitting the esc key and the program will release all of the controls and return to the desktop. It
was noted that the results obtained using an ordinary webcam matched that of the Kinect and the users could
relive the gaming experience of the free flash games on the net. Therefore effective in game advertising could
also be achieved thus resulting in a disruptive growth to the advertising firms.
Hardware Analysis of Resonant Frequency Converter Using Isolated Circuits And...IJERD Editor
-LLC resonant frequency converter is basically a combo of series as well as parallel resonant ckt. For
LCC resonant converter it is associated with a disadvantage that, though it has two resonant frequencies, the
lower resonant frequency is in ZCS region[5]. For this application, we are not able to design the converter
working at this resonant frequency. LLC resonant converter existed for a very long time but because of
unknown characteristic of this converter it was used as a series resonant converter with basically a passive
(resistive) load. . Here, it was designed to operate in switching frequency higher than resonant frequency of the
series resonant tank of Lr and Cr converter acts very similar to Series Resonant Converter. The benefit of LLC
resonant converter is narrow switching frequency range with light load[6] . Basically, the control ckt plays a
very imp. role and hence 555 Timer used here provides a perfect square wave as the control ckt provides no
slew rate which makes the square wave really strong and impenetrable. The dead band circuit provides the
exclusive dead band in micro seconds so as to avoid the simultaneous firing of two pairs of IGBT’s where one
pair switches off and the other on for a slightest period of time. Hence, the isolator ckt here is associated with
each and every ckt used because it acts as a driver and an isolation to each of the IGBT is provided with one
exclusive transformer supply[3]. The IGBT’s are fired using the appropriate signal using the previous boards
and hence at last a high frequency rectifier ckt with a filtering capacitor is used to get an exact dc
waveform .The basic goal of this particular analysis is to observe the wave forms and characteristics of
converters with differently positioned passive elements in the form of tank circuits.
Simulated Analysis of Resonant Frequency Converter Using Different Tank Circu...IJERD Editor
LLC resonant frequency converter is basically a combo of series as well as parallel resonant ckt. For
LCC resonant converter it is associated with a disadvantage that, though it has two resonant frequencies, the
lower resonant frequency is in ZCS region [5]. For this application, we are not able to design the converter
working at this resonant frequency. LLC resonant converter existed for a very long time but because of
unknown characteristic of this converter it was used as a series resonant converter with basically a passive
(resistive) load. . Here, it was designed to operate in switching frequency higher than resonant frequency of the
series resonant tank of Lr and Cr converter acts very similar to Series Resonant Converter. The benefit of LLC
resonant converter is narrow switching frequency range with light load[6] . Basically, the control ckt plays a
very imp. role and hence 555 Timer used here provides a perfect square wave as the control ckt provides no
slew rate which makes the square wave really strong and impenetrable. The dead band circuit provides the
exclusive dead band in micro seconds so as to avoid the simultaneous firing of two pairs of IGBT’s where one
pair switches off and the other on for a slightest period of time. Hence, the isolator ckt here is associated with
each and every ckt used because it acts as a driver and an isolation to each of the IGBT is provided with one
exclusive transformer supply[3]. The IGBT’s are fired using the appropriate signal using the previous boards
and hence at last a high frequency rectifier ckt with a filtering capacitor is used to get an exact dc
waveform .The basic goal of this particular analysis is to observe the wave forms and characteristics of
converters with differently positioned passive elements in the form of tank circuits. The supported simulation
is done through PSIM 6.0 software tool
Amateurs Radio operator, also known as HAM communicates with other HAMs through Radio
waves. Wireless communication in which Moon is used as natural satellite is called Moon-bounce or EME
(Earth -Moon-Earth) technique. Long distance communication (DXing) using Very High Frequency (VHF)
operated amateur HAM radio was difficult. Even with the modest setup having good transceiver, power
amplifier and high gain antenna with high directivity, VHF DXing is possible. Generally 2X11 YAGI antenna
along with rotor to set horizontal and vertical angle is used. Moon tracking software gives exact location,
visibility of Moon at both the stations and other vital data to acquire real time position of moon.
“MS-Extractor: An Innovative Approach to Extract Microsatellites on „Y‟ Chrom...IJERD Editor
Simple Sequence Repeats (SSR), also known as Microsatellites, have been extensively used as
molecular markers due to their abundance and high degree of polymorphism. The nucleotide sequences of
polymorphic forms of the same gene should be 99.9% identical. So, Microsatellites extraction from the Gene is
crucial. However, Microsatellites repeat count is compared, if they differ largely, he has some disorder. The Y
chromosome likely contains 50 to 60 genes that provide instructions for making proteins. Because only males
have the Y chromosome, the genes on this chromosome tend to be involved in male sex determination and
development. Several Microsatellite Extractors exist and they fail to extract microsatellites on large data sets of
giga bytes and tera bytes in size. The proposed tool “MS-Extractor: An Innovative Approach to extract
Microsatellites on „Y‟ Chromosome” can extract both Perfect as well as Imperfect Microsatellites from large
data sets of human genome „Y‟. The proposed system uses string matching with sliding window approach to
locate Microsatellites and extracts them.
Importance of Measurements in Smart GridIJERD Editor
- The need to get reliable supply, independence from fossil fuels, and capability to provide clean
energy at a fixed and lower cost, the existing power grid structure is transforming into Smart Grid. The
development of a smart energy distribution grid is a current goal of many nations. A Smart Grid should have
new capabilities such as self-healing, high reliability, energy management, and real-time pricing. This new era
of smart future grid will lead to major changes in existing technologies at generation, transmission and
distribution levels. The incorporation of renewable energy resources and distribution generators in the existing
grid will increase the complexity, optimization problems and instability of the system. This will lead to a
paradigm shift in the instrumentation and control requirements for Smart Grids for high quality, stable and
reliable electricity supply of power. The monitoring of the grid system state and stability relies on the
availability of reliable measurement of data. In this paper the measurement areas that highlight new
measurement challenges, development of the Smart Meters and the critical parameters of electric energy to be
monitored for improving the reliability of power systems has been discussed.
Study of Macro level Properties of SCC using GGBS and Lime stone powderIJERD Editor
The document summarizes a study on the use of ground granulated blast furnace slag (GGBS) and limestone powder to replace cement in self-compacting concrete (SCC). Tests were conducted on SCC mixes with 0-50% replacement of cement with GGBS and 0-20% replacement with limestone powder. The results showed that replacing 30% of cement with GGBS and 15% with limestone powder produced SCC with the highest compressive strength of 46MPa, meeting fresh property requirements. The study concluded that this ternary blend of cement, GGBS and limestone powder can improve SCC properties while reducing costs.
Study of Macro level Properties of SCC using GGBS and Lime stone powder
Welcome to International Journal of Engineering Research and Development (IJERD)
1. International Journal of Engineering Research and Development
e-ISSN: 2278-067X, p-ISSN : 2278-800X, www.ijerd.com
Volume 5, Issue 2 (December 2012), PP. 82-87
Design and Development of Artificial Life with Dog for
Virtual Reality
Rodolfo Romero Herrera1, Alfonso Fernández Vazquez2, Saul De La O Torres3
1,2,3
Escuela Superior de Cómputo, Instituto Politécnico Nacional; Av. Juan De Dios Batiz s/n Col Industrial Vallejo, 07738
México D.F.
Abstract:- It has recently been presented in the industry of computer games that motivate aspects relaxations
violets. For this project developed pets can learn and interact with the user which is used for intelligent agents and
reinforcement learning. Unlike the games that we see today; pet (a dog) can mimic many of the daily activities in
artificial life, allowing it to evolve. There is an unreal world, if not a world very close to the existence of a pet.
Shows several graphs where you can see the different emotional states of the pet, caused not only by user, also
induced by other members of the same species, as well as adopting different behaviors depending on their
temperament. Also shown are some of the different climates and environments where you can find the dogs. The
pet goes through four stages: born, grow, reproduces and dies. As a result in the industry of computer games the
project provides more realism and interaction, and finally to create liability on the owner of pet.
Keywords:- Affective state, pet behavior, graphics, artificial life, learning, chromosome, interaction.
I. INTRODUCTION
Years ago the Japanese market and the world were witnessed the success of the pet known as Tamagotchi virtual
[1]. Toy portable, two-dimensional animations of an animal with a fundamental goal: the survival of the pet. His document is
a template. An electronic copy can be downloaded from the conference website. Over time, Tamagotchi is success, but his
name is still known by many people today. Several video game companies try to take up the idea, maintaining the
fundamental concept of simplicity and entertainment [2] [3]. However, experience shows that its current success does not lie
in its simplicity, but its realism [4]. Then there is the proposal to create a pet on life, rather than being characterized by its
simplicity; it is recognized for its resemblance to a real pet. The software has an educational approach that involves a
thorough study of artificial life [5]. The 3D graphics originates through a process of mathematical calculations on three-
dimensional geometric entities produced on a computer, and whose purpose is to achieve a visual projection in two
dimensions [6] [7].
II. METHOD
The system basically consists of five main modules and two auxiliary modules, from which fulfills its objectives
and functions. The core modules are: selection of individual behavior (including generation of emotions), learning,
recombination of chromosomes, and interaction between pets, running animations. The auxiliary modules are: Vector
destination selection, selection of route. Each of them is realized by means of algorithms and models.
Selection of Individual Behaviour. To carry out the selection of behaviour the pet should be performed at each
time step, we have implemented a prototype based on Cathexis, which is a distributed model to generate emotions and
behaviours by autonomous agents [8]. This deployment model also handles the emotions of the pet plus your needs and the
actions taken to meet them.
The model consists of a set of related systems via weights [9] so that the resulting behaviour is a linear mapping function of
other variables.
Variables or systems are classified according to their function and purpose in the following groups: conditions, events,
meters, timers, emotions, instincts, and emotions of love, objects and behaviours.
The algorithm consists of updating all the variables from the other. The update command is established according
to the dependence of each system with respect to the other, so that the behaviours are updated at the end and having the
largest value is selected as the current behaviour [8]. The current behaviour modifies some of the systems according to their
intensity and their weights, causing the system feedback.
Each time the algorithm is executed, makes calls to the learning modules and interaction. The plug-ins is also used in this
part to determine where they should move towards the pet and the path to follow to reach your goal.
A. Learning
This function is performed by a reinforcement-learning algorithm adapted to neural network that allows modifying
the probability of an action being selected from a specific state [11] [12]. The input state is a vector formed by the values of
instincts, emotions of love and closeness to the objects in the environment. The algorithm designed in the behavioural
tendency in each weight update cycle, directing in the direction favourable to the maximization of the reinforcements. The
network used is a neural network with competitive transfer function [13]. The update rule consists in modifying the weights
of the row corresponding to the behaviour performed in proportion to their value, and the values at the time of releasing the
selection behaviour. Taking into account more than one selection behaviour also performs the update rule, so that sequences
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2. Design and Development of Artificial Life with Dog for Virtual Reality
of activities are considered together. The sense in which the weights are modified is established from the sum of the average
reinforcements obtained in each state change, allowing learning to maximize the positive reinforcement by long time.
B. Chromosome Recombination
Whenever a virtual pet born object is assigned a chromosome; it determines their emotional characteristics,
learning and behaviour. We have two methods to generate chromosomes: from random values and from parent chromosomes
[14]. The first method is used when a pet has no parents, for example when the system is first opened. It is assigned to each
variable a random value bounded by a maximum and a minimum. The second method is used when a child is born as a result
of mating, and uses a genetic operator to determine the values of each variable in the new chromosome from the variables
contained in the chromosomes of the parents [15]. For each variable, randomize the value contained in the chromosome of
the father or the mother, taking into account a small probability of mutation to generate variability in the species [16].
C. Interaction between pets
Cellular automata allow to model social behaviour and gives a figure as effective as are the transition rules,
applying this to the importance of emotions in social interactions can simulate the interactions when positioned over a dog
system. They generate 83 rules of thumb about dog behaviour [17].
This model considers basic emotions as states discussed above, anger, joy, sadness, fear, except the surprise and
aversion are hardly influenced, also has two states: dead newborn infant, with which infringe sadness or joy neighbours.
In this way we emotional interaction of individuals within the same space, giving a more dynamic environment for
pets, that are affected emotionally by what then find out various behaviours of common classes of cellular automata [18],
because due Cathexis, it is changed the emotions of the individual in relation to time homogeneous states are avoided,
sometimes leading to chaotic states really varied by the interaction between two models. By increasing the emotional
expressions, the system becomes more complicated but versatility. The prudent thing is to consider basic emotions.
To model the pet, the first was achieved actual image of a dog. This image was placed as a texture on a plane for guidance.
Having done this, we used a spline (Slot) [19] to mark the outline of the pet. The only feature with which it must count the
number of upper sides is equal to the number of lower sides. Once that we have the spline, we proceed to extrude (form
profiles) to the width required for the pet. To manipulate the model is used a 3D engine jIrr [20] (a binding [21] Irrlicht
Engine [22]), an API that allows you to import and manipulate animations, and provides tools for creating visual effects.
They use cameras, light [23], sky box (sky box) [22], collisions and particle systems. Managing collisions jIrr only
provides information on intersections between lines and nets. If desired handling of collisions with higher level of realism is
necessary to use physical libraries [24].
III. RESULTS
A set of graphs shows the behaviour of the variables involved in the selection of individual behaviour. It has
selected a situation generated by the system, which has the following sequence of behaviours: the pet walking, urination,
defecation, seeking water, drink, find food, eat, rest, walks, seeks an object and played with the object.
Meters involved in the situation are water, food and activity. In the graph of Figure 1 shows that water and food
have initial values, but increase the needs to be met that generated. The activity increases with the movement of the pet and
remains constant while meeting power needs evacuation and decreases with rest and increases drastically when playing or
pursues an object.
In the graph in Figure 2 shows the emotional state of the pet for a while. Initially increase anger and sadness, as a
result of the needs. Later, after the anger is prevalent, it is inhibited by the joy that provides an object thrown.
Fig. 1. Meters Fig. 2. Emotions
In the graph of Figure 3 can observe the behaviour of the pet in the situation analysed, for those whose value is
maximum at each time step. It can be seen how, when a need is satisfied, its value decreases giving way to the realization of
a different activity.
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3. Design and Development of Artificial Life with Dog for Virtual Reality
Fig (3) Behaviours
A. Humour and temperament
The graph in Figure 4 shows the behaviour of the emotions of the pet to be attacked by another. It can be seen as
fear increases dramatically. However, in the graph of Figure 5 shows that a different pet, located in the same position and
with the same initial state behaves differently.
Fig. 4. Humour and temperament of a pet when is attacked Fig. 5. Behaviour of pet 2 when is attacked
for other
The difference in behaviour is that pets temperaments are different, and do not react the same way to similar
situations. If the same pet twice facing the same situation, but with a different initial condition, behaviour is not the same.
The graph in Figure 6 shows the value of the defecation behaviour with respect to instinct that generates it. It can be seen
that as a result of learning, the value of behaviour "Clarify" instinct is not for the "evacuation" while the proximity to a
specific object is high, but when it lowers the behaviour increases its value, and consequently the probability of be released.
Fig 6. Learning Process
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4. Design and Development of Artificial Life with Dog for Virtual Reality
B. Interaction between pets
In the graph of Figure 7 the predominant emotion to start the period of analysis is anger, but gradually decreases
because the other pet is happy. The graph in Figure 8 pet B shows that although initially the joy is the emotion with greater
value, it gives way to the fear that causes another pet. Later, when the anger of the pet A decreases does the same fear
resulting joy.
Fig. 7. Pet A Fig.8. Pet B. Interaction between pet.
Figures 9 and 10 samples of food and water available
Fig. 9. Virtual pet food available Fig. 10. Water Available for Virtual pet.
Mating is an essential part of the system, to generate new pets apply genetic algorithms to the inheritance of certain traits and
emotions. See Figure 11. Mating is the beginning of the cycle of life, the death is the end, and that this fact influenced
emotionally in other team members. See Figure 11.
Fig. 11. Virtual pet breeding. Fig. 12. When a virtual pet dies.
In addition to the default setting (the yard of a house), it has a large green area and a park, which can be walking
the dog, as shown in Figure 13, there is also a shop where you buy food and toys.
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5. Design and Development of Artificial Life with Dog for Virtual Reality
Fig. 13. Source Simulation
Figures 14, 15 and 16 show some weather generating their onset and duration probabilistically using particle
systems own 3D engine to simulate rain, snow and fog.
Fig. 14. Snow Climate Simulation Fig. 15. Simulation of a cloudy day. Fig. 16. Simulation of Rain
You may experience cold and heat by implementing own weather sounds like the song of birds or the wind blow
respectively. In the system implemented the transition from day to night and vice versa. See Figure 17.
Fig. 17. Sunset Simulation
IV. CONCLUSIONS
This paper presents the design and implementation of a virtual pet that can simulate affection, interact with other
pets, learn and play and interact with the user. One of the most important modules of the system is responsible for modeling
emotions and select the pet's behavior, for which we used a model based on Cathexis. The selection of the base model
mentioned was successful mainly because of its flexibility to be modified and its ease of adaptation to other algorithms such
as cellular automata and learning, as well as his proposal to model mood and temperament. The learning mode is best suited
for reinforcement. The only reinforcement learning algorithms are based on tables, and limit the number of states that can
take as input the system. Because of this, so that the learning of the pet is compatible with the network of the system
variables of behavior, has developed a learning algorithm based on those applied to tables, and modifying them to adapt to
neural networks. The designed algorithm provides compatibility with realism and instinctive behaviors and allows sequential
learning activities. The interaction between pets, it is another objective of the system, and it is performed by adding a cellular
automaton individual behavior; it has been performed successfully due to the feasibility of modeling virtual worlds from this
model. However, the number of rules used for its implementation, as well as the space dimension and the number of
neighbors that each cell are factors that increase the complexity of the algorithm, both for implementation and in terms of
computational cost. Therefore, these factors need to be selected carefully so that system performance is not impaired.
Regarding the graphical modeling of the pet, it is important to carefully select the number of vertices of the models, to get
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6. Design and Development of Artificial Life with Dog for Virtual Reality
the right balance between quality and performance. The limitations imposed by exporting the models are compensated by
graphic engine used, so that visual effects can be used without problems, although the platform is partially lost characteristic
by using another language native methods. Regarding the graphical modeling of the pet, it is important to carefully select the
number of vertices of the models, to get the right balance between quality and performance. The limitations imposed by
exporting the models are compensated by graphic engine used, so that visual effects can be used without problems, although
the platform is partially lost characteristic by using another language native methods. Finally, it is important to mention that
the design of the system is dynamic, so that both the algorithms and animations can be changed without serious problems.
ACKNOWLEDGMENT
Acknowledge the financial support given by CONACYT (Consejo Nacional de Ciencia y Tecnología) and IPN
(Instituto Politecnico Nacional) in Mexico both scientific organizations.
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