The proposed humanistic approach mapped the human character and behavior into a device1 to evade the
bondages of implementation and surely succeed as we live. Human societies are the complex and most
organized networks, in which many communities having different cultural livelihood. The formation of
communities within a society and the way of associations can be mapped to MANET. In this work we have
presented the principles of humanism for MANETs. The proposed approach is not only robust and secure
but it certainly meets the existing challenges (such as name resolution, address allocation and
authentication). Its object oriented design defines a service in terms of Arts, Culture, and Machine. An ‘Art’
is the smallest unit of work (defined as an interface), the ‘Culture’ is the integration and implementation of
one or more Arts (defined as a class) and finally the ‘Machine’ which is an instance of a Culture that
defines a running service. The grouping of all communicable Machines having the same Culture forms a
‘Community’. We have used the term ‘Society’ for a MANET having one or more communities and modeled
using the humanistic approach. The proposed approach is compared with GloMoSim and the
implementation of file transfer service is presented using the said approach. Our approach is better in
terms of implementation of the basic services, security, reliability, throughput, extensibility, scalability etc
HUMANISTIC APPROACH IN MOBILE ADHOC NETWORK: HAMANETcscpconf
Human society is a complex and most organized networks, in which many communities have different cultural livelihood. The creation/formation of one or more communities within a
society and the way of associations can be mapped to MANET. By involving human characteristics and behavior, surely it would pave a new way, for further development. In this paper we have presented a new approach called “HAMANET” which is not only robust and secure but it certainly meets the challenges of MANET (such as name resolution, address allocation and authentication). Our object oriented design defines a service in terms of Arts, Culture, and Machine. The ‘Art’ is the smallest unit of work (defined as an interface), the ‘Culture’ is the integration/assembling of one or more Arts (defined as a class) and finally the ‘Machine’ which is an instance of a Culture that defines a service. The grouping of the communicable Machines of the same Culture forms a ‘Community’. We have used the term ‘Society’ for MANET consisting of one or more communities and modeled using humanistic approach. We have compared our design with GloMoSim and proposed the implementation of file transfer service using the said approach. Our approach gives better results in terms of implementation of the basic services, security, reliability, throughput, extensibility, scalability etc.
Humanistic approach in mobile adhoc network hamanetcsandit
Human society is a complex and most organized networks, in which many communities have
different cultural livelihood. The creation/formation of one or more communities within a
society and the way of associations can be mapped to MANET. By involving human
characteristics and behavior, surely it would pave a new way, for further development. In this
paper we have presented a new approach called “HAMANET” which is not only robust and
secure but it certainly meets the challenges of MANET (such as name resolution, address
allocation and authentication). Our object oriented design defines a service in terms of Arts,
Culture, and Machine. The ‘Art’ is the smallest unit of work (defined as an interface), the
‘Culture’ is the integration/assembling of one or more Arts (defined as a class) and finally the
‘Machine’ which is an instance of a Culture that defines a service. The grouping of the
communicable Machines of the same Culture forms a ‘Community’. We have used the term
‘Society’ for MANET consisting of one or more communities and modeled using humanistic
approach. We have compared our design with GloMoSim and proposed the implementation of
file transfer service using the said approach. Our approach gives better results in terms of
implementation of the basic services, security, reliability, throughput, extensibility, scalability
etc.
Cloud computing is a way of delivery any or all information technology from computing power to
computing infrastructure, application, business processes and personal collaboration to an user as a
service wherever and whenever they need it. The cloud in cloud computing is set of hardware, network,
software, storage, service and interfaces that combine to deliver aspects of computing as a service. Shared
resource, software and information are providing to computers and other devices on demand basis. It
allows people to do things, they want to on a computer without the need for them to build an IT
infrastructure or to understand the underline technology. Cloud computing refers to application and
services that run on distributed network using virtualized resources and access by common internet
protocols and network standards. It is a moving computing and storage from the user desktop or laptop to
remote location where as huge collection of server storage system and network equipment from a seamless
infrastructure for an application and storage. Online file storage, social networking sites, webmail and
online business application are the example of cloud services. Now a day many people are connected to
internet and Social networking sites. Social network have become a powerful platform for sharing and
communication that focus on real world relationships. Social networking plays a major role in everyday
lives of many people. Facebook is one of the best examples of Social networking sites where more than 400
million active users are connected. Thus Social cloud is a scalable computing model where in virtualized
resource provided by users dynamically. In this paper we used concept of MapReduce with Multithreading.
MapReduce is a paradigm that allows for massive scalability across hundreds or thousands of servers in a
cluster. MapReduce job usually split the input data into independent chunks which are processed by the
map tasks in completely parallel manner. It sorts the output of the map which are than input to the reduce
task. Using mapping techniques is to find out a good performance in terms of cost and time.
This document discusses the progress of virtual teams in Albania. It provides context on virtual teams and how they differ from traditional teams in their reliance on technology for communication across distances. The document then examines the use of virtual teams in Albania, noting the growing infrastructure and technology usage that enables virtual collaboration. It highlights some virtual team examples in Albanian government and academic projects.
Manning throws 4 TD passes in Broncos' 28-20 winplantegg6835
Peyton Manning threw for 330 yards and 4 touchdowns as the Denver Broncos defeated the San Diego Chargers 28-20. Manning connected with Demaryius Thomas for 3 of the touchdowns. The Broncos improved to 8-1 on the season while interim head coach Jack Del Rio led the team as John Fox recovered from heart surgery at home. Manning played through an ankle injury late in the game and said he planned to have an MRI on Monday.
This document discusses effective advertising methods and analyzes Victoria Oldham's choice to advertise her writing business Global Words through print leaflets. While leaflets can be effective, research shows people are less likely to open leaflets without compelling headlines. Most people now use the internet for advertising due to lower costs and wider reach. The document suggests Victoria could have better promoted her existing website and blog rather than using leaflets, and that social media provides the largest potential audience given its popularity.
HUMANISTIC APPROACH IN MOBILE ADHOC NETWORK: HAMANETcscpconf
Human society is a complex and most organized networks, in which many communities have different cultural livelihood. The creation/formation of one or more communities within a
society and the way of associations can be mapped to MANET. By involving human characteristics and behavior, surely it would pave a new way, for further development. In this paper we have presented a new approach called “HAMANET” which is not only robust and secure but it certainly meets the challenges of MANET (such as name resolution, address allocation and authentication). Our object oriented design defines a service in terms of Arts, Culture, and Machine. The ‘Art’ is the smallest unit of work (defined as an interface), the ‘Culture’ is the integration/assembling of one or more Arts (defined as a class) and finally the ‘Machine’ which is an instance of a Culture that defines a service. The grouping of the communicable Machines of the same Culture forms a ‘Community’. We have used the term ‘Society’ for MANET consisting of one or more communities and modeled using humanistic approach. We have compared our design with GloMoSim and proposed the implementation of file transfer service using the said approach. Our approach gives better results in terms of implementation of the basic services, security, reliability, throughput, extensibility, scalability etc.
Humanistic approach in mobile adhoc network hamanetcsandit
Human society is a complex and most organized networks, in which many communities have
different cultural livelihood. The creation/formation of one or more communities within a
society and the way of associations can be mapped to MANET. By involving human
characteristics and behavior, surely it would pave a new way, for further development. In this
paper we have presented a new approach called “HAMANET” which is not only robust and
secure but it certainly meets the challenges of MANET (such as name resolution, address
allocation and authentication). Our object oriented design defines a service in terms of Arts,
Culture, and Machine. The ‘Art’ is the smallest unit of work (defined as an interface), the
‘Culture’ is the integration/assembling of one or more Arts (defined as a class) and finally the
‘Machine’ which is an instance of a Culture that defines a service. The grouping of the
communicable Machines of the same Culture forms a ‘Community’. We have used the term
‘Society’ for MANET consisting of one or more communities and modeled using humanistic
approach. We have compared our design with GloMoSim and proposed the implementation of
file transfer service using the said approach. Our approach gives better results in terms of
implementation of the basic services, security, reliability, throughput, extensibility, scalability
etc.
Cloud computing is a way of delivery any or all information technology from computing power to
computing infrastructure, application, business processes and personal collaboration to an user as a
service wherever and whenever they need it. The cloud in cloud computing is set of hardware, network,
software, storage, service and interfaces that combine to deliver aspects of computing as a service. Shared
resource, software and information are providing to computers and other devices on demand basis. It
allows people to do things, they want to on a computer without the need for them to build an IT
infrastructure or to understand the underline technology. Cloud computing refers to application and
services that run on distributed network using virtualized resources and access by common internet
protocols and network standards. It is a moving computing and storage from the user desktop or laptop to
remote location where as huge collection of server storage system and network equipment from a seamless
infrastructure for an application and storage. Online file storage, social networking sites, webmail and
online business application are the example of cloud services. Now a day many people are connected to
internet and Social networking sites. Social network have become a powerful platform for sharing and
communication that focus on real world relationships. Social networking plays a major role in everyday
lives of many people. Facebook is one of the best examples of Social networking sites where more than 400
million active users are connected. Thus Social cloud is a scalable computing model where in virtualized
resource provided by users dynamically. In this paper we used concept of MapReduce with Multithreading.
MapReduce is a paradigm that allows for massive scalability across hundreds or thousands of servers in a
cluster. MapReduce job usually split the input data into independent chunks which are processed by the
map tasks in completely parallel manner. It sorts the output of the map which are than input to the reduce
task. Using mapping techniques is to find out a good performance in terms of cost and time.
This document discusses the progress of virtual teams in Albania. It provides context on virtual teams and how they differ from traditional teams in their reliance on technology for communication across distances. The document then examines the use of virtual teams in Albania, noting the growing infrastructure and technology usage that enables virtual collaboration. It highlights some virtual team examples in Albanian government and academic projects.
Manning throws 4 TD passes in Broncos' 28-20 winplantegg6835
Peyton Manning threw for 330 yards and 4 touchdowns as the Denver Broncos defeated the San Diego Chargers 28-20. Manning connected with Demaryius Thomas for 3 of the touchdowns. The Broncos improved to 8-1 on the season while interim head coach Jack Del Rio led the team as John Fox recovered from heart surgery at home. Manning played through an ankle injury late in the game and said he planned to have an MRI on Monday.
This document discusses effective advertising methods and analyzes Victoria Oldham's choice to advertise her writing business Global Words through print leaflets. While leaflets can be effective, research shows people are less likely to open leaflets without compelling headlines. Most people now use the internet for advertising due to lower costs and wider reach. The document suggests Victoria could have better promoted her existing website and blog rather than using leaflets, and that social media provides the largest potential audience given its popularity.
Building A Web Observatory Extension: Schema.orggloriakt
The document discusses a presentation about extending the Schema.org vocabulary to facilitate web science collaboration through semantic markup. The presentation covers building a Web Observatory, the Schema.org vocabulary, and recommendations for extending the Schema.org vocabulary for a Web Observatory project. It also mentions that a team from Rensselaer Polytechnic Institute won first place in a developer challenge by using semantic technologies and software they developed.
10 Insightful Quotes On Designing A Better Customer ExperienceYuan Wang
In an ever-changing landscape of one digital disruption after another, companies and organisations are looking for new ways to understand their target markets and engage them better. Increasingly they invest in user experience (UX) and customer experience design (CX) capabilities by working with a specialist UX agency or developing their own UX lab. Some UX practitioners are touting leaner and faster ways of developing customer-centric products and services, via methodologies such as guerilla research, rapid prototyping and Agile UX. Others seek innovation and fulfilment by spending more time in research, being more inclusive, and designing for social goods.
Experience is more than just an interface. It is a relationship, as well as a series of touch points between your brand and your customer. Here are our top 10 highlights and takeaways from the recent UX Australia conference to help you transform your customer experience design.
For full article, continue reading at https://yump.com.au/10-ways-supercharge-customer-experience-design/
How to Build a Dynamic Social Media PlanPost Planner
Stop guessing and wasting your time on networks and strategies that don’t work!
Join Rebekah Radice and Katie Lance to learn how to optimize your social networks, the best kept secrets for hot content, top time management tools, and much more!
Watch the replay here: bit.ly/socialmedia-plan
http://inarocket.com
Learn BEM fundamentals as fast as possible. What is BEM (Block, element, modifier), BEM syntax, how it works with a real example, etc.
The document discusses how personalization and dynamic content are becoming increasingly important on websites. It notes that 52% of marketers see content personalization as critical and 75% of consumers like it when brands personalize their content. However, personalization can create issues for search engine optimization as dynamic URLs and content are more difficult for search engines to index than static pages. The document provides tips for SEOs to help address these personalization and SEO challenges, such as using static URLs when possible and submitting accurate sitemaps.
Semantic Massage Addressing based on Social Cloud Actor's InterestsCSCJournals
Wireless communication with Mobile Terminals has become popular tools for collecting and sending information and data. With mobile communication comes the Short Message Service (SMS) technology which is an ideal way to stay connected with anyone, anywhere anytime to help maintain business relationships with customers. Sending individual SMS messages to long list of mobile numbers can be very time consuming, and face problems of wireless communications such as variable and asymmetric bandwidth, geographical mobility and high usage costs and face the rigidity of lists. This paper proposes a technique that assures sending the message to semantically specified group of recipients. A recipient group is automatically identified based on personal information (interests, work place, publications, social relationships, etc.) and behavior based on a populated ontology created by integrating the publicly available FOAF (Friend-of-a-Friend) documents. We demonstrate that our simple technique can first, ensure extracting groups effectively according to the descriptive attributes and second send SMS effectively and can help combat unintentional spam and preserve the privacy of mobile numbers and even individual identities. The technique provides fast, effective, and dynamic solution to save time in constructing lists and sending group messages which can be applied both on personal level or in business.
DYNAMIC AND REALTIME MODELLING OF UBIQUITOUS INTERACTIONcscpconf
This document discusses modeling real-time interaction between a user and a ubiquitous system using dynamic Petri net models. It proposes using Petri nets to model a user's activity as a set of elementary actions. Elementary actions are modeled as Petri net structures that are then composed together through techniques like sequence, parallelism, etc. to form an overall model of user-system interaction. The models can be dynamically adapted based on changes to the user's context. OWL-S ontology is used to describe the dynamic aspects of the Petri net models, especially real-time composition of models. Simulation results validate the approach of dynamically modeling user-system interaction through mutation of Petri net models.
1. Pervasive computing refers to embedding computing devices into physical objects that are connected via networks to communicate without user interaction.
2. The main idea is that devices ranging from appliances to cars to the human body can be embedded with microchips to connect to a vast network. This allows invisible computing to weave into everyday life.
3. Key challenges of pervasive computing include privacy as computing is everywhere, limited battery life, and ensuring seamless mobility as users move across devices.
Extending Aural and Music Interfaces to Mobile Device Interaction Design Arch...IJERA Editor
This chapter analyzes the unique problems posed by the use of computers by producers and performers of music
as far as Human Computer Interaction (HCI) principles, methodologies and directives are concerned. In specific
it focuses on interfaces that are built on mobile devices or similar medical equipment. HCI predicates involved in
the workflow of aural interaction with computer devices are presented, starting from the abstract part of
neurotologic interaction, then coping with usability issues of the Graphical User Interfaces (GUIs) implemented
for musical scripting and concluding to a synthesis stage which produces digitized sounds that improve or
supersede prototypal analog audio signals. The evaluation of HCI elements for Computer Music under the prism
of usability, including hearing or ophthalmic aids, aims at the development of new communication tools, new
symbolic languages and finally better mobile user interfaces.
Emerged computer interaction with humanity social computingijcsa
In the 21st century, everywhere people analyze & measure societal. The new trend to compute the societal is
known as social computing. The emerging trend of research focuses interaction of technologies with
humanity. This interaction can be either man machine interaction or human computer interaction. This
article conveys the brief description of social computing and social impact of computing into variant
environment. It optimises the interaction technology, ubiquitous computing and pervasive computing.
Subsequently affective computing is discussed with artificial intelligence to motivate the automation of
technology in social computing.
fsdfgList of Course Work Subjects
S.NO SEM SUBJECT CODE SUBJECT TITLE ELECTIVE/CORE CREDIT
1 1 22MC202 MACHINE LEARNING
TECHNIQUES CORE 3
2 1 22PRM01
RESEARCH METHODOLOGY AND
IPR CORE 3
3 1 22MC302
ADVANCED ARTIFICIAL
INTELLIGENCE ELECTIVE 3
4 3 22MC209 ADVANCED INTERNET OF THINGS CORE 3
5 3
22PVD30 SYSTEM LEVEL HARDWARE SOFTWARE CODESIGN ELECTIVE 3
6 3 22MC324
INFORMATION RETRIEVAL
TECHNIQUES ELECTIVE 3
22MC202 MACHINE LEARNING TECHNIQUES
Course Objective 1. To introduce students to the basic concepts and techniques of Machine Learning.
2. To have a thorough understanding of the Supervised and Unsupervised learning techniques
3. To implement linear and non-linear learning models
4. To implement distance-based clustering techniques
5. To understand graphical models of machine learning algorithms
Unit I FUNDAMENTALS OF MACHINE LEARNING 9
Learning – Types of Machine Learning – Supervised Learning – The Brain and the Neuron – Design a Learning System – Perspectives and Issues in Machine Learning – Concept Learning Task – Concept Learning as Search – Finding a Maximally Specific Hypothesis – Version Spaces and the Candidate Elimination Algorithm – Linear Discriminants – Perceptron – Linear Separability – Linear regression.
Unit II LINEAR MODELS 9
Multi-layer Perceptron – Going Forwards – Going Backwards: Back Propagation Error – Multi-layer Perceptron in Practice – Examples of using the MLP – Overview – Deriving Back-Propagation – Radial Basis Functions and Splines – Concepts – RBF Network – Curse of Dimensionality – Interpolations and Basis Functions – Support Vector Machines
Unit III DISTANCE-BASED MODELS 9
Nearest neighbor models – K-means – clustering around medoids – silhouettes – hierarchical clustering
– Density based methods- Grid based methods- Advanced cluster analysis- k-d trees – locality sensitive hashing – non-parametric regression – bagging and random forests – boosting – meta learning
Unit IV
TREE AND RULE MODELS
9
Decision trees – learning decision trees – ranking and probability estimation trees – regression trees
– clustering trees – learning ordered rule lists – learning unordered rule lists – descriptive rule
learning – Mining Frequent patterns, Association and Correlations, advanced association rule techniques-first order rule learning
Unit V
REINFORCEMENT LEARNING AND GRAPHICAL MODELS
9
Reinforcement Learning – Overview – Getting Lost Example – Markov Decision Process, Markov Chain Monte Carlo Methods – Sampling – Proposal Distribution – Markov Chain Monte Carlo – Graphical Models – Bayesian Networks – Markov Random Fields – Hidden Markov Models –
Tracking Methods.
TOTAL HOURS: 45 PERIODS
CO1 Understanding distinguish between, supervised, unsupervised and semi- supervised learning
CO2 Apply the appropriate machine learning strategy for any given problem
Course Outcome
CO3 Suggestion of using supervised, unsupervised or semi-superv
Acoustic event characterization for service robot using convolutional networksIJECEIAES
This paper presents and discusses the creation of a sound event classification model using deep learning. In the design of service robots, it is necessary to include routines that improve the response of both the robot and the human being throughout the interaction. These types of tasks are critical when the robot is taking care of children, the elderly, or people in vulnerable situations. Certain dangerous situations are difficult to identify and assess by an autonomous system, and yet, the life of the users may depend on these robots. Acoustic signals correspond to events that can be detected at a great distance, are usually present in risky situations, and can be continuously sensed without incurring privacy risks. For the creation of the model, a customized database is structured with seven categories that allow to categorize a problem, and eventually allow the robot to provide the necessary help. These audio signals are processed to produce graphical representations consistent with human acoustic identification. These images are then used to train three convolutional models identified as high-performing in this type of problem. The three models are evaluated with specific metrics to identify the best-performing model. Finally, the results of this evaluation are discussed and analyzed.
This document discusses the future of artificial intelligence (AI) and intelligence augmentation (IA) from a service science perspective. It provides background on the speaker, Jim Spohrer, and his work in service science. The document outlines key concepts in service science including service systems, value co-creation, and the transdisciplinary nature of service science. It discusses how service science and open source AI both require trust to succeed. The document presents timelines showing how computing costs are decreasing exponentially and how this could impact productivity and GDP. It frames AI progress through open leaderboards and benchmarks. And it discusses how IA is a socio-technical extension of human capabilities that should lead to more responsible and capable people.
Brno-IESS 20240206 v10 service science ai.pptxISSIP
It my pleasure to be with you all today – thanks to my host for the opportunity to speak with you all today.
Host: Leonard Walletzky <qwalletz@fi.muni.cz> (https://www.linkedin.com/in/leonardwalletzky/) +420 549 49 7690
Google Scholar: https://scholar.google.com/citations?user=aUvbsmwAAAAJ&hl=cs
Katrina Motkova (https://www.linkedin.com/in/kateřina-moťková-mba-a964a3175/en/?originalSubdomain=cz)
Speaker: Jim Spohrer <spohrer@gmail.com> (https://www.linkedin.com/in/spohrer/) +1-408-829-3112
Framework for A Personalized Intelligent Assistant to Elderly People for Acti...CSCJournals
The increasing population of elderly people is associated with the need to meet their increasing requirements and to provide solutions that can improve their quality of life in a smart home. In addition to fear and anxiety towards interfacing with systems; cognitive disabilities, weakened memory, disorganized behavior and even physical limitations are some of the problems that elderly people tend to face with increasing age. The essence of providing technology-based solutions to address these needs of elderly people and to create smart and assisted living spaces for the elderly; lies in developing systems that can adapt by addressing their diversity and can augment their performances in the context of their day to day goals. Therefore, this work proposes a framework for development of a Personalized Intelligent Assistant to help elderly people perform Activities of Daily Living (ADLs) in a smart and connected Internet of Things (IoT) based environment. This Personalized Intelligent Assistant can analyze different tasks performed by the user and recommend activities by considering their daily routine, current affective state and the underlining user experience. To uphold the efficacy of this proposed framework, it has been tested on a couple of datasets for modelling an "average user" and a "specific user" respectively. The results presented show that the model achieves a performance accuracy of 73.12% when modelling a "specific user", which is considerably higher than its performance while modelling an "average user", this upholds the relevance for development and implementation of this proposed framework.
Software Engineering Challenges in Pervasive Computing: A reviewEditor IJCATR
Moving away from decades of machine-centric computing and making pervasive human-centric computing, the new
wave of computing, a reality revolutionizes the relationship between humans and computing systems. There is a growing interest
in the use of context-awareness as a technique for developing pervasive computing applications that are flexible, adaptable, and
capable of acting autonomously on behalf of users The software challenges to turn such pervasive or ubiquitous computing
environments into reality are enormous In this paper, we review some of the challenges of software engineering in pervasive
computing.
Our research aims to propose a global approach for specification, design and verification of context awareness Human Computer Interface (HCI). This is a Model Based Design approach (MBD). This methodology describes the ubiquitous environment by ontologies. OWL is the standard used for this purpose. The specification and modeling of Human-Computer Interaction are based on Petri nets (PN). This raises the question of representation of Petri nets with XML. We use for this purpose, the standard of modeling PNML. In this paper, we propose an extension of this standard for specification, generation and verification of HCI. This extension is a methodological approach for the construction of PNML with Petri nets. The design principle uses the concept of composition of elementary structures of Petri nets as PNML Modular. The objective is to obtain a valid interface through verification of properties of elementary Petri nets represented with PNML.
Guest lecture for
Course: Front Lines on Adoption of Digital and AI-based Service Offerings
Course URL: https://www.nhh.no/en/courses/front-lines-on-adoption-of-digital-and-ai-based-services/
Prof Tor Andreassen LI URL: https://www.linkedin.com/in/tor-wallin-andreassen-1aa9031/
This document proposes a middleware called MSOAH-IoT to address heterogeneity issues in IoT applications. The middleware is based on a service-oriented architecture and uses REST APIs to collect data from heterogeneous sensors. It introduces heterogeneous networking interfaces and has been tested on gateways running different operating systems. The middleware aims to support various smart objects using different networking interfaces and OS systems while unifying various data formats. It is implemented on a Raspberry Pi gateway to manage communications at the network edge and handle heterogeneity issues.
Building A Web Observatory Extension: Schema.orggloriakt
The document discusses a presentation about extending the Schema.org vocabulary to facilitate web science collaboration through semantic markup. The presentation covers building a Web Observatory, the Schema.org vocabulary, and recommendations for extending the Schema.org vocabulary for a Web Observatory project. It also mentions that a team from Rensselaer Polytechnic Institute won first place in a developer challenge by using semantic technologies and software they developed.
10 Insightful Quotes On Designing A Better Customer ExperienceYuan Wang
In an ever-changing landscape of one digital disruption after another, companies and organisations are looking for new ways to understand their target markets and engage them better. Increasingly they invest in user experience (UX) and customer experience design (CX) capabilities by working with a specialist UX agency or developing their own UX lab. Some UX practitioners are touting leaner and faster ways of developing customer-centric products and services, via methodologies such as guerilla research, rapid prototyping and Agile UX. Others seek innovation and fulfilment by spending more time in research, being more inclusive, and designing for social goods.
Experience is more than just an interface. It is a relationship, as well as a series of touch points between your brand and your customer. Here are our top 10 highlights and takeaways from the recent UX Australia conference to help you transform your customer experience design.
For full article, continue reading at https://yump.com.au/10-ways-supercharge-customer-experience-design/
How to Build a Dynamic Social Media PlanPost Planner
Stop guessing and wasting your time on networks and strategies that don’t work!
Join Rebekah Radice and Katie Lance to learn how to optimize your social networks, the best kept secrets for hot content, top time management tools, and much more!
Watch the replay here: bit.ly/socialmedia-plan
http://inarocket.com
Learn BEM fundamentals as fast as possible. What is BEM (Block, element, modifier), BEM syntax, how it works with a real example, etc.
The document discusses how personalization and dynamic content are becoming increasingly important on websites. It notes that 52% of marketers see content personalization as critical and 75% of consumers like it when brands personalize their content. However, personalization can create issues for search engine optimization as dynamic URLs and content are more difficult for search engines to index than static pages. The document provides tips for SEOs to help address these personalization and SEO challenges, such as using static URLs when possible and submitting accurate sitemaps.
Semantic Massage Addressing based on Social Cloud Actor's InterestsCSCJournals
Wireless communication with Mobile Terminals has become popular tools for collecting and sending information and data. With mobile communication comes the Short Message Service (SMS) technology which is an ideal way to stay connected with anyone, anywhere anytime to help maintain business relationships with customers. Sending individual SMS messages to long list of mobile numbers can be very time consuming, and face problems of wireless communications such as variable and asymmetric bandwidth, geographical mobility and high usage costs and face the rigidity of lists. This paper proposes a technique that assures sending the message to semantically specified group of recipients. A recipient group is automatically identified based on personal information (interests, work place, publications, social relationships, etc.) and behavior based on a populated ontology created by integrating the publicly available FOAF (Friend-of-a-Friend) documents. We demonstrate that our simple technique can first, ensure extracting groups effectively according to the descriptive attributes and second send SMS effectively and can help combat unintentional spam and preserve the privacy of mobile numbers and even individual identities. The technique provides fast, effective, and dynamic solution to save time in constructing lists and sending group messages which can be applied both on personal level or in business.
DYNAMIC AND REALTIME MODELLING OF UBIQUITOUS INTERACTIONcscpconf
This document discusses modeling real-time interaction between a user and a ubiquitous system using dynamic Petri net models. It proposes using Petri nets to model a user's activity as a set of elementary actions. Elementary actions are modeled as Petri net structures that are then composed together through techniques like sequence, parallelism, etc. to form an overall model of user-system interaction. The models can be dynamically adapted based on changes to the user's context. OWL-S ontology is used to describe the dynamic aspects of the Petri net models, especially real-time composition of models. Simulation results validate the approach of dynamically modeling user-system interaction through mutation of Petri net models.
1. Pervasive computing refers to embedding computing devices into physical objects that are connected via networks to communicate without user interaction.
2. The main idea is that devices ranging from appliances to cars to the human body can be embedded with microchips to connect to a vast network. This allows invisible computing to weave into everyday life.
3. Key challenges of pervasive computing include privacy as computing is everywhere, limited battery life, and ensuring seamless mobility as users move across devices.
Extending Aural and Music Interfaces to Mobile Device Interaction Design Arch...IJERA Editor
This chapter analyzes the unique problems posed by the use of computers by producers and performers of music
as far as Human Computer Interaction (HCI) principles, methodologies and directives are concerned. In specific
it focuses on interfaces that are built on mobile devices or similar medical equipment. HCI predicates involved in
the workflow of aural interaction with computer devices are presented, starting from the abstract part of
neurotologic interaction, then coping with usability issues of the Graphical User Interfaces (GUIs) implemented
for musical scripting and concluding to a synthesis stage which produces digitized sounds that improve or
supersede prototypal analog audio signals. The evaluation of HCI elements for Computer Music under the prism
of usability, including hearing or ophthalmic aids, aims at the development of new communication tools, new
symbolic languages and finally better mobile user interfaces.
Emerged computer interaction with humanity social computingijcsa
In the 21st century, everywhere people analyze & measure societal. The new trend to compute the societal is
known as social computing. The emerging trend of research focuses interaction of technologies with
humanity. This interaction can be either man machine interaction or human computer interaction. This
article conveys the brief description of social computing and social impact of computing into variant
environment. It optimises the interaction technology, ubiquitous computing and pervasive computing.
Subsequently affective computing is discussed with artificial intelligence to motivate the automation of
technology in social computing.
fsdfgList of Course Work Subjects
S.NO SEM SUBJECT CODE SUBJECT TITLE ELECTIVE/CORE CREDIT
1 1 22MC202 MACHINE LEARNING
TECHNIQUES CORE 3
2 1 22PRM01
RESEARCH METHODOLOGY AND
IPR CORE 3
3 1 22MC302
ADVANCED ARTIFICIAL
INTELLIGENCE ELECTIVE 3
4 3 22MC209 ADVANCED INTERNET OF THINGS CORE 3
5 3
22PVD30 SYSTEM LEVEL HARDWARE SOFTWARE CODESIGN ELECTIVE 3
6 3 22MC324
INFORMATION RETRIEVAL
TECHNIQUES ELECTIVE 3
22MC202 MACHINE LEARNING TECHNIQUES
Course Objective 1. To introduce students to the basic concepts and techniques of Machine Learning.
2. To have a thorough understanding of the Supervised and Unsupervised learning techniques
3. To implement linear and non-linear learning models
4. To implement distance-based clustering techniques
5. To understand graphical models of machine learning algorithms
Unit I FUNDAMENTALS OF MACHINE LEARNING 9
Learning – Types of Machine Learning – Supervised Learning – The Brain and the Neuron – Design a Learning System – Perspectives and Issues in Machine Learning – Concept Learning Task – Concept Learning as Search – Finding a Maximally Specific Hypothesis – Version Spaces and the Candidate Elimination Algorithm – Linear Discriminants – Perceptron – Linear Separability – Linear regression.
Unit II LINEAR MODELS 9
Multi-layer Perceptron – Going Forwards – Going Backwards: Back Propagation Error – Multi-layer Perceptron in Practice – Examples of using the MLP – Overview – Deriving Back-Propagation – Radial Basis Functions and Splines – Concepts – RBF Network – Curse of Dimensionality – Interpolations and Basis Functions – Support Vector Machines
Unit III DISTANCE-BASED MODELS 9
Nearest neighbor models – K-means – clustering around medoids – silhouettes – hierarchical clustering
– Density based methods- Grid based methods- Advanced cluster analysis- k-d trees – locality sensitive hashing – non-parametric regression – bagging and random forests – boosting – meta learning
Unit IV
TREE AND RULE MODELS
9
Decision trees – learning decision trees – ranking and probability estimation trees – regression trees
– clustering trees – learning ordered rule lists – learning unordered rule lists – descriptive rule
learning – Mining Frequent patterns, Association and Correlations, advanced association rule techniques-first order rule learning
Unit V
REINFORCEMENT LEARNING AND GRAPHICAL MODELS
9
Reinforcement Learning – Overview – Getting Lost Example – Markov Decision Process, Markov Chain Monte Carlo Methods – Sampling – Proposal Distribution – Markov Chain Monte Carlo – Graphical Models – Bayesian Networks – Markov Random Fields – Hidden Markov Models –
Tracking Methods.
TOTAL HOURS: 45 PERIODS
CO1 Understanding distinguish between, supervised, unsupervised and semi- supervised learning
CO2 Apply the appropriate machine learning strategy for any given problem
Course Outcome
CO3 Suggestion of using supervised, unsupervised or semi-superv
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The principles of humanism for mane ts
1. International Journal of Computer Science & Information Technology (IJCSIT) Vol 5, No 5, October 2013
THE PRINCIPLES OF HUMANISM FOR MANETS
Md. Amir Khusru Akhtar1 and G. Sahoo2
1
Department of CSE, Cambridge Institute of Technology, Ranchi, Jharkhand, India
2
Department of IT, Birla Institute of Technology,Mesra, Ranchi, India
ABSTRACT
The proposed humanistic approach mapped the human character and behavior into a device1 to evade the
bondages of implementation and surely succeed as we live. Human societies are the complex and most
organized networks, in which many communities having different cultural livelihood. The formation of
communities within a society and the way of associations can be mapped to MANET. In this work we have
presented the principles of humanism for MANETs. The proposed approach is not only robust and secure
but it certainly meets the existing challenges (such as name resolution, address allocation and
authentication). Its object oriented design defines a service in terms of Arts, Culture, and Machine. An ‘Art’
is the smallest unit of work (defined as an interface), the ‘Culture’ is the integration and implementation of
one or more Arts (defined as a class) and finally the ‘Machine’ which is an instance of a Culture that
defines a running service. The grouping of all communicable Machines having the same Culture forms a
‘Community’. We have used the term ‘Society’ for a MANET having one or more communities and modeled
using the humanistic approach. The proposed approach is compared with GloMoSim and the
implementation of file transfer service is presented using the said approach. Our approach is better in
terms of implementation of the basic services, security, reliability, throughput, extensibility, scalability etc.
KEYWORDS
Humanism, Humanistic, Art, Culture, Machine, Community, Society
ABBREVIATIONS
Community Table (CT), Society Table (ST), Machine Culture (MC), Machine Identification (MID),
Community Identification (CID), Service Initiator (SI), Machine Culture Start (MCSTART), Machine
Culture Join (MCJOIN)
1. INTRODUCTION
As one can access the MANETs essence in the society, its immense use, the prolonged
scatterration and the future requirement the foremost and futuristic thoughts can be further
redefined and exaggerated from the needs of the acclimating society. The work which has been
done so far has been very curative but it is high time to amend the ways for an energetic means to
create a new platform for novel research. The bondages of this study should finally pave a new
way, for further development and create a new awareness amongst the researchers. By the
involvement of the existing legacy and incorporating the necessary demand new eras will surely
arrive.
1 It represents electronic equipment such as Computer, PDA, Mobile phones etc.
DOI : 10.5121/ijcsit.2013.5511
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2. International Journal of Computer Science & Information Technology (IJCSIT) Vol 5, No 5, October 2013
To realize the proposed approach first of all we have to understand the formation of human
communities and societies. A human community is formed to meet some objective(s). We have
one or more communities within a society and a person is attached with one or more communities
to fulfil its needs. These concepts of association and cooperation can be mapped to MANET,
because in a network also nodes are running one or more services to fulfil its needs. We have
used the term ‘Community’ to represent a group of communicable machines running a service
having the same culture. Further, a MANET needs several services that’s why we need to create
several communities to provide more than one services such as for file service, name service.
These services can be named as file sharing Community, name service Community, etc.
The proposed humanistic approach mapped the human attributes and behavior into a device to
evade the bondages of implementation and surely succeed as we live. Human network is the
complex topology that still survives even in the case of known/unknown incidents. Our proposed
approach assumes a node as a person that belongs to a society and further it is associated with one
or more communities. That’s why, this anatomy is required.
This approach employs ‘Art’ the smallest unit of work (defined as an interface), the ‘Culture’ is
the integration and implementation of one or more Arts (defined as a class) and finally the
‘Machine’ that is an instance of a Culture and define a running service. A node must run a
Machine to avail a service. The grouping of Machines forms a ‘Community’ having the same
Culture, and provides a service within the network. Nodes can start a service and intimate this
information to the network by sending a MCSTART packet. Nodes that want to join and use the
service send its consent using MCJOIN packet. The grouping of multiple different Communities
forms a Society.
The Arts can be implemented in terms of fine grain or coarse grain level. Defining Art at fine
grain level creates complexity in design but gives high customization. The object oriented
implementation surely gives a robust, secured, extensible and reliable platform to execute an
application in the MANET that meets all the challenges that we have.
The rest of the paper is organized as follows. Section 2 presents the assumption and basic
primitives. Section 3 briefs the related work. Section 4 presents the proposed work. Section 5
gives an analysis of the proposed approach. A secure and energy saving solution is proposed in
section 6. Section 7 shows the implementation of FTP using humanistic approach. Section 8
highlights the conclusion and ongoing work.
2. A SSUMPTIONS AND BASIC PRIMITIVES
This section outlines the assumptions and basic primitives that we make regarding our proposed
approach.
2.1. Elementary terminologies
We have used following terms in our work
Art (A): it denotes the smallest unit of work module needed to define a Culture and can be
implemented at fine grain or coarse grain level.
Culture (C): it denotes the integration and implementation of Arts that is needed to define a
service.
Machine (M): it denotes an instance of a Culture that defines a running service and it should be a
member of a Community.
148
3. International Journal of Computer Science & Information Technology (IJCSIT) Vol 5, No 5, October 2013
Community (C): it denotes a group of communicable Machines having the same Culture that
provide a service within the Society.
Society (S): it denotes the MANET consisting of one or more communities and modeled using
humanistic approach.
2.2. Human/device common basic needs
To design a MANET using our proposed humanistic approach first we have to analyze the human
and device basic needs to realize the benefits of association and to identify the associated setback.
We have defined the common basic needs given in Table 1, to understand the fact and to establish
a mapping between human and device.
Table 1. Basic Needs
Human Needs
Device Needs
Art
Food
Energy
Energy saving Arts can be defined using the existing
algorithms that save battery life and bandwidth.
Cloth
Privacy
House
Security
Privacy Arts can be defined by involving existing
techniques which fulfil privacy needs.
Security Arts can be defined using existing security
algorithms.
2.3. Need of association
The association is an agreement between groups of individuals/nodes that form a community to
accomplish a purpose. Peoples are living in a society in which they have different communities
for different needs. We have defined these associations because in a Society/MANET nodes have
common objectives.
2.3.1. Communities
Community means a particular ‘class’ of peoples having the same objective. The human
community formation concept can be mapped to MANET because in a network a set of nodes
work together to run a service to fulfil its need.
2.3.2. Society
A ‘Society’ refers to all communities of people associated together to fulfil diverse needs. We
have used the term ‘Society’ for a MANET having one or more communities and modeled using
the humanistic approach to provide different services in a network.
3. R ELATED WORKS
The work which has been done so far has been very curative but it is high time to amend the ways
for an energetic means to create a new platform for more research. The bondages of this study
should finally pave a new way, for further development and create a new awareness amongst the
researchers. By the involvement of the existing legacy and incorporating the necessary demand
new eras will surely arrive.
149
4. International Journal of Computer Science & Information Technology (IJCSIT) Vol 5, No 5, October 2013
To our knowledge, there is no such design that we have proposed and no previously published
work that meets all the challenges that we have in Mobile ad hoc networks. Lots of work has been
proposed to handle modification of routing information’s [1-5], to enforce cooperation [6, 21-23]
but they have serious limitations in terms of routing overhead and attacks. Work to be done in the
area of Address allocation [7], name resolution [8-9] shows that the implementation of these
services with the current design of MANET creates complexity and heavy network overhead.
4. P ROPOSED WORK
MANETs are certainly the next generation face that announces the game, winning which we
obtain lave. The known/unknown obstacles resist the implementation, and by circumventing we
are able to utilize the resource efficiently. The aggregated/generalized form of MANET can
further specialize to esteem the demand that is why we are going to restructure the same and
prevail. Human nature would really act into the device to entrust and make it robust and secure
like the same.
4.1. Overview
Our object-oriented design defines a service in terms of Arts, Culture, and Machine. This
approach employs ‘Art’ the smallest unit of work (defined as an interface), the ‘Culture’ is the
integration and implementation of one or more Arts (defined as a class) and finally the Machine
which is an instance of a Culture and defines a running service. A node must run a Machine to
avail a service. The Machine defines a running service in a node, and the grouping of Machine
having the same Culture forms a ‘Community’ defined in section 4.4.4.
We can provide the basic services in a MANET by instantiating a Machine after fulfilling the
basic requirements for some services (for ex. Internet gateway point for name service). A SI node
broadcast MCSTART packet in the Society/MANET to intimate that a service is being started. To
join the service a node after receiving the MCSTART must send a MCJOIN packet to become a
member of the Community or to register itself into an existing Community. The lists of interested
nodes that have replied by sending MCJOIN message are listed by the SI to form a Community.
We have used community tables in each Community to stores CID, MID and path. Packets are
routed on the basis of the path defined in the community table. During transmission if a node
doesn’t find a route in the community table then it broadcasts a RREQ that is forwarded from
node to node either node is a member or if in is not a member it handle it as friend RREQ. When
the RREQ packet reaches to Community members, the members reply the source by sending the
community table. This model defines levels of abstraction to handle malicious or selfish attacks
defined in section 4.5. Hence, the proposed approach certainly gives us the platform upon which
we can run and use any application in MANET. Figure 1 shows a MANET which is derived from
human attributes and behavior.
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5. International Journal of Computer Science & Information Technology (IJCSIT) Vol 5, No 5, October 2013
Figure 1. Humanistic MANET
Humanistic approach defines the concept that in a society we have different community and each
community is for different purposes/services. Similarly in a network we can create many
communities with the same set of nodes to run many services. For example, a node transfers a file
using Community 1, and logged on onto a remote node using Community 2.
4.2. Implementation Diagram
A Machine is an instance of a Culture and a Culture implements one or more Arts to define a
service. Figure 2 shows the implementation diagram in which we have defined a Machine using
Arts and Cultures.
Figure 2. Diagram showing interface (Arts), Class (Cultures), and object (Machines) in which a Culture is
defined using Arts and finally instantiated to form a Machine
where
Arts ranges from (1, 2, …, i)
Cultures ranges from (1, 2, …, j)
Machines ranges from (1, 2, …, k)
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6. International Journal of Computer Science & Information Technology (IJCSIT) Vol 5, No 5, October 2013
4.3. Types of Society/MANET
This section presents two types of Society/MANET.
4.3.1. Single Community MANET
A ‘single Community Society’ is a MANET in which only one service is running such as file
service, and it is created in the same way as defined in section 5.2. Figure 3 shows a single
Community MANET.
4.3.2. Multiple Communities MANET
A ‘multiple Communities Society’ is defined as a MANET in which more than one services are
running for example file service, name service etc. It is created in the same way as defined in
section 5.2. Figure 4 shows a multiple Community MANET. We have used M (MC, MID)
notation to denote a Machine
where
M is the Machine
MC is the Machine Culture
MID is the Machine Identity within the Culture
Figure 3. Single Community MANET
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Figure 4. A Society consisting of 5 communities
4.4. Description of the components
The components of the proposed approach are as follows
4.4.1. Arts Component
It defines the smallest work module(s) that is used to define a service and implemented in
Culture. Art(s) can be defined in terms of fine grain or coarse grain level. Defining Art at fine
grain level creates complexity in design but gives high customization. The fine grain Art(s) can
be defined at the function level (such as RREQ, RREP, RERR, HELLO etc.), similarly coarse
grain Art(s) can be defined at the protocol level (such as Bellman-Ford, DSDV, FSR, OSPF,
WRP, LAR, DSR, AODV) [10-17]. The Arts are defined in terms of interfaces that contain final
variables and abstract methods defined in Table 2.
Table 2. Art Interface
Interface Art1
final variables;
abstract methods ();
4.4.2. Culture Component
We have used Culture to integrate one or more Arts and defined in terms of a class as given in
Table 3. Cultures implements one or more Arts and instantiated to form a Machine.
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Table 3. Culture Class
Class Culture1 implements Art1, Art2, …, Arti
Culture variables;
// implementation of methods declared in Arts interfaces
abstract methods ();
// implementation of Culture methods
Culture methods ();
4.4.3. Machine Component and packets
A Machine is an instance of a Culture that defines a running service. To regularize its service a
machine uses various functions that are defined in Culture methods (), they are as follows.
MCSTART: Packet broadcasted to the Society/MANET to intimate that a service has
been started.
MCJOIN: Packet sends by interested Society/MANET member in response of
MCSTART to join the Community.
4.4.4. Community Component
Community means the grouping of two or more Machines having the same Culture and
communicable either directly or indirectly. Each Community maintains a community table listing
all the members of the Community. A Community network is shown in figure 5 through which
community tables can be defined. We have shown a community table for node N1 in Table 4,
which is defined using figure 5.
Table 4. Community Table
MID
N2
N3
N4
CID
C1
C1
C1
N1
PATH
N1-N2
N1-N3
N1-N2-N4
N2
N3
N4
Figure 5. Community network
4.4.5. Society Component
All Communities finally constitute a Society that is defined for diverse goals. The Society Table
is defined in Table 5.
Table 5. Society Table
CID
C1
C2
MC
File service
Name Service
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4.5. Levels of Abstraction
The communication between Machines (object) hides the internal details. The description of data
at the object level is in a format independent of its Arts and Culture representation. Our work
defines various levels of abstraction to minimize the complexity and protect the system from
selfish and malicious threats as is given in figure 6.
Our object oriented design confirms that only defined operations can be executed with nodes
because data’s are wrapped by operations, which protects our network from malicious and selfish
attacks.
Figure 6. Levels of Abstraction
5. A NALYSIS OF THE PROPOSED A PPROACH
In this section we have described the comparison between proposed structure and GloMoSim and
the implementation of basic services using the proposed approach.
5.1. Comparison between proposed Structure and GloMoSim Layers
The GloMoSim Layers [18-19] and the proposed structure are given in Table 6 and Table 7
respectively. Through these tables we have compared our proposed structure with GloMoSim
structure.
Table 6. Layered Structure of GloMoSim
Layer
Physical
(Radio Propagation)
Data Link (MAC)
Network (Routing)
Transport
Application
Protocol
Free space, Two-Ray
CSMA, MACA, TSMA, 802.11
Bellman-Ford, FSR, OSPF, DSR, WRP, LAR, AODV
TCP, UDP
Telnet, FTP
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Table 7. Proposed Structure
5.2. Implementation of basic services
The Aleksi Penttinen [20] defined various challenges and services such as Address allocation,
name resolution, authentication etc. Work to be done in the area of Address allocation, name
resolution [7, 9] shows that the implementation of these services with the current design of
MANET creates complexity and heavy network overhead. These services can be easily
implemented using the proposed approach without such problems.
To explain the implementation of these services first we relate our concept with the creation of
community in human. For example to create a community or club for some specific activity, two
or more persons joined and make a community and then they add interested members and avail
the services of the community.
5.2.1. Working Diagram
Our proposed object oriented design is simple and extensible than the traditional MANET design.
To deploy a new service we simply create a list of Arts needed for the service (such as name
service) and implement these Arts into a Culture to instantiate a Machine. After that, the SI node
broadcast MCSTART packet in the Society/MANET to intimate that a service is being started. To
join the service a node after receiving the MCSTART must send a MCJOIN packet to become a
member of the Community. The lists of interested nodes that have replied by sending MCJOIN
message are listed by the SI to form a Community. The working diagram for implementing basic
services is given in figure 7. However, for name service any of the nodes should be connected to
the internet to provide a gateway for the network to resolve the name.
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Figure 7. Working model for initiating Basic services
5.2.2. Friend packets
If a node does not find a route in the community table it sends friend packets to its reachable host
to forward its packet to its Community members. After that the receiving host relay packets to the
exact Community member.
5.2.3. Overhead
In our approach we were sending only one broadcast message at the time when a service is started
to create a Community. After that we simply multicast messages within the Community to
regularize and avail the services, thus it degrades the message overhead in the MANET.
6. P ROPOSED SECURE AND ENERGY SAVING DESIGN
On the basis of the proposed structure as defined in section 5.1 a secure and energy saving
solution can be defined. To make a secure and energy saving protocol all existing solutions are
classified in terms of Basic and Add-on protocols. Basic protocols (such as DSR [16], AODV
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[17] etc.) are suitable for cooperative or closed environment such as in military or police
exercises, disaster relief operations, and mine site operations. Add-on protocols are used for non
cooperative or open MANET, in which nodes agreed to participate in network activities but for
saving itself they misbehave. The existing methods (such as Watchdog and Pathrater [6],
CONFIDANT [21-22], CORE [23], etc.) can be used with the Basic protocol to enforce
cooperation. Closed and Open MANET is well defined by Akhtar and Sahoo [24]. The best
suitable network environment and corresponding protocol are given in Table 8.
Table 8. Suitable environment to launch correct protocols
Network Environment
Closed MANET
(It is a cooperative network having
minimum threats)
Open MANET
(It is an uncooperative network
having highest threats)
Protocol
P1
P2
On the basis of the environment, the protocol components can be defined. Table 9 shows the
protocol components in which protocol (P1) uses only basic protocol because it is used in a
cooperative environment while the protocol (P2) uses basic plus add-on protocol because it is
used in non cooperative environment.
Table 9. Protocol Components
Protocol
Name
P1
P2
Basic Protocol
Add-on Protocol
DSR
NO
CORE or
CONFIDANT
AODV
On the basis of network environment correct protocol can be launched which ensures minimum
battery consumption. Hence, the proposed approach enhances cooperation in MANET because
energy is the main cause of misbehave.
7. C ASE STUDY: F ILE TRANSFER SERVICE
In this section we have proposed how File transfer service can be implemented using the
proposed approach. The protocol stack (Arts) needed to implement File transfer service is defined
in Table 10.
Table 10. Protocol stack (Arts)
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The working model for the implementation of file transfer service is similar to the
implementation of basic services as defined in figure 7. This approach minimizes unnecessary
broadcast because our approach divides a MANET in terms of Community while the traditional
methods perform regular updates of its routing tables in the entire network. We have created
Community, in which network participation varies from node to node. Only interested members
are responsible for the network activities and thereby exclude the participation of idle nodes.
Hence, the proposed approach saves battery power and bandwidth as well as it is secure because
it allows Machine (object) communication.
8. C ONCLUSION AND ONGOING WORK
In this paper we have presented the principles of humanism for MANETs which mapped the
human attributes and behavior into a device to evade the bondages of implementation. Our
approach is not only robust and secure but it certainly meets the existing challenges of the
MANET, because of its object oriented design. We have discussed the basic services and
presented how these services can be implemented using the said approach. In the case study we
have proposed the File transfer service using our humanistic approach and it justifies, that it is
better than the traditional implementation in terms of overhead and attacks. This paper presents
initial work on the humanistic MANET design. The long-term goal of this research project is to
implement all the know-how in the MANET and to design a humanistic network simulator that
fulfills the basics of the MANET.
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Authors
Md. Amir Khusru Akhtar received his M.Tech. in Computer Science. & Engg. from
Birla Institute of Technology, Mesra, Ranchi, India in the year 2009 and is pursuing
PhD in the area of Mobile Adhoc Network from Birla Institute of Technology, Mesra,
Ranchi, India. Currently, he is working as an Assistant Professor in the Department of
Computer Science and Engineering, CIT, Tatisilwai, Ranchi, Jharkhand, India. His
research interest includes mobile adhoc network, network security, parallel and
distributed computing and cloud computing.
G. Sahoo received his M.Sc. in Mathematics from Utkal University in the year 1980
and PhD in the Area of Computational Mathematics from Indian Institute of
Technology, Kharagpur in the year 1987. He has been associated with Birla Institute of
Technology, Mesra, Ranchi, India since 1988, and currently, he is working as a
Professor and Head in the Department of Information Technology. His research
interest includes theoretical computer science, parallel and distributed computing,
cloud computing, evolutionary computing, information security, image processing and
pattern recognition.
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