• Title/Summary/Keyword: Computer Studies

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SQUIRREL SEARCH PID CONTROLLER ALGORITHM BASED ACTIVE QUEUE MANAGEMENT TECHNIQUE FOR TCP COMMUNICATION NETWORKS

  • Keerthipati.Kumar;R.A. KARTHIKA
    • International Journal of Computer Science & Network Security
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    • v.23 no.4
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    • pp.123-133
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    • 2023
  • Active queue management (AQM) is a leading congestion control system, which can keep smaller queuing delay, less packet loss with better network utilization and throughput by intentionally dropping the packets at the intermediate hubs in TCP/IP (transmission control protocol/Internet protocol) networks. To accelerate the responsiveness of AQM framework, proportional-integral-differential (PID) controllers are utilized. In spite of its simplicity, it can effectively take care of a range of complex problems; however it is a lot complicated to track down optimal PID parameters with conventional procedures. A few new strategies have been grown as of late to adjust the PID controller parameters. Therefore, in this paper, we have developed a Squirrel search based PID controller to dynamically find its controller gain parameters for AQM. The controller gain parameters are decided based on minimizing the integrated-absolute error (IAE) in order to ensure less packet loss, high link utilization and a stable queue length in favor of TCP networks.

A Study on Simulation Effect Technique of C.G : Focusing on the Fire Simulation Effect (CG산업에서 Simulation 표현의 기술적 활용에 대한 연구 - 불의 표현 활용사례를 중심으로 -)

  • Kim, Yong-Kwan
    • Cartoon and Animation Studies
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    • s.17
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    • pp.188-204
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    • 2009
  • This study purpose development cg technique our nation because present Technique limit of Computer graphic R&D that the best competition of 3D Computer graphic part and present a answer of how to overcome Technique limit of Computer graphic R&D with success example of Computer graphic R&D an advanced country. if we make full of mutuality supplementation of C.T and I.T then hold a dominant position and the over the limit solution We researches on multi or group simulation of cyber character and water, fire, wind, fog Simulation System of Computer graphic and purpose development of direction Computer graphic R&D to people in Computer graphic the result of this study and introduction of project of a research institution and inflection method this time is a point of R&D time of determined and resolution instead creative part.

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A Supervised Feature Selection Method for Malicious Intrusions Detection in IoT Based on Genetic Algorithm

  • Saman Iftikhar;Daniah Al-Madani;Saima Abdullah;Ammar Saeed;Kiran Fatima
    • International Journal of Computer Science & Network Security
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    • v.23 no.3
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    • pp.49-56
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    • 2023
  • Machine learning methods diversely applied to the Internet of Things (IoT) field have been successful due to the enhancement of computer processing power. They offer an effective way of detecting malicious intrusions in IoT because of their high-level feature extraction capabilities. In this paper, we proposed a novel feature selection method for malicious intrusion detection in IoT by using an evolutionary technique - Genetic Algorithm (GA) and Machine Learning (ML) algorithms. The proposed model is performing the classification of BoT-IoT dataset to evaluate its quality through the training and testing with classifiers. The data is reduced and several preprocessing steps are applied such as: unnecessary information removal, null value checking, label encoding, standard scaling and data balancing. GA has applied over the preprocessed data, to select the most relevant features and maintain model optimization. The selected features from GA are given to ML classifiers such as Logistic Regression (LR) and Support Vector Machine (SVM) and the results are evaluated using performance evaluation measures including recall, precision and f1-score. Two sets of experiments are conducted, and it is concluded that hyperparameter tuning has a significant consequence on the performance of both ML classifiers. Overall, SVM still remained the best model in both cases and overall results increased.

A Study of the Performance on EJB Entity Bean with Value Object

  • Park, Eun-Hee;Jung, Doe-Kyun;Lee, Nam-Yong
    • Proceedings of the CALSEC Conference
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    • 2001.08a
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    • pp.637-649
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    • 2001
  • ㆍ Research Method - Experimental Design ㆍWhen Entity Bean is deployed and Client request to inquire a specific information of Doctor Table, we experiment Total Time for Query Execution according to Time Measurement Operation in Client code. ㆍWe can apply the statistics for the experiment to the design of Entity Beans.(omitted)

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Review of Domestic Literature Based on System Mapping for Computational Thinking Assessment (컴퓨팅 사고력 평가에 관한 시스템 매핑 기반 국내 문헌 고찰)

  • Choi, Sook-Young
    • The Journal of Korean Association of Computer Education
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    • v.22 no.6
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    • pp.19-34
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    • 2019
  • With the advent of the 4th Industrial Revolution, the importance of solving problems through computing has been emphasized, and software education to improve computational thinking as a core competency has been designated as an essential subject. In order for education for computational thinking to be effective, appropriate tools for evaluating computational thinking must be supported. While studies on computational thinking have been conducted in the meantime, there have been no systematic studies on such evaluation-related studies. This study analyzed the related studies on the computational thinking assessment conducted in Korea and analyzed the previous research of the evaluation tools, evaluation criteria, and evaluation methods. Based on this, the implications for the study of computational thinking evaluation method were suggested.

Research trend of Web 2.0 use in education (웹 2.0의 교육적 활용에 대한 연구 동향 분석: 블로그와 위키를 중심으로)

  • Heo, Hee-Ok;Kang, Eui-Sung
    • The Journal of Korean Association of Computer Education
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    • v.13 no.2
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    • pp.59-70
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    • 2010
  • This study aims to analyze research trend of Web 2.0 use in education and to suggest directions for further studies. Sixty representative studies were selected and analyzed in terms of a developed framework of Web 2.0 based learning environments and an analysis scheme. This scheme is divided into five dimensions: research targets, research themes, types of Web 2.0 tools, learning theories and research methodology. The findings indicate that a majority of the previous studies aimed to share information and reflect thoughts in collaborative contexts through blogs and wikis at universities. Some implications were discussed for further studies.

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A Contents Production Using the Tangible Interfaces (텐저블 인터페이스를 활용한 콘텐츠제작)

  • Bak, Seon Hui;Choi, Tae Jun;Kim, Jeong Ho;Oh, In Hwan;Ra, Ji-Hye;Lee, Jeong Bae;Kim, Eung Soo;Lee, Chang Jo;Lee, Hee-Man
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.10a
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    • pp.1670-1672
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    • 2015
  • 본 논문은 기존 텐저블 인터페이스 시스템과는 다른 새로운 알고리즘을 적용하여 고가의 장비를 사용하지 않고 정해진 위치에서만 인식할 수 있는 수동적인 방식이 아닌 디스플레이 상에서 위치와 상관없이 텐저블 오브젝트를 인식할 수 있도록 하였으며, 변화하는 회전각을 계산하여 사용자의 몰입도를 높이기 위한 회전 퍼포먼스를 활용한 상호작용이 가능한 콘텐츠 제작 방법에 관한 것이다.

SECURITY FRAMEWORK FOR VANET: SURVEY AND EVALUATION

  • Felemban, Emad;Albogamind, Salem M.;Naseer, Atif;Sinky, Hassan H.
    • International Journal of Computer Science & Network Security
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    • v.21 no.8
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    • pp.55-64
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    • 2021
  • In the last few years, the massive development in wireless networks, high internet speeds and improvement in car manufacturing has shifted research focus to Vehicular Ad-HOC Networks (VANETs). Consequently, many related frameworks are explored, and it is found that security is the primary issue for VANETs. Despite that, a small number of research studies have taken into consideration the identification of performance standards and parameters. In this paper, VANET security frameworks are explored, studied and analysed which resulted in the identification of a list of performance evaluation parameters. These parameters are defined and categorized based on the nature of parameter (security or general context). These parameters are identified to be used by future researchers to evaluate their proposed VANET security frameworks. The implementation paradigms of security frameworks are also identified, which revealed that almost all research studies used simulation for implementation and testing. The simulators used in the simulation processes are also analysed. The results of this study showed that most of the surveyed studies used NS-2 simulator with a percentage of 54.4%. The type of scenario (urban, highway, rural) is also evaluated and it is found that 50% studies used highway urban scenario in simulation.

Review of clinical studies applying yttrium tetragonal zirconia polycrystal-based esthetic dental restoration (치과용 지르코니아로 제작된 심미보철물의 임상적 예후에 관한 문헌고찰)

  • Kim, Jae-Hong
    • Journal of Technologic Dentistry
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    • v.42 no.4
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    • pp.307-312
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    • 2020
  • Application of ceramic materials for fabrication of dental restoration materials has been a focus of interest in the field of esthetic dentistry. The ceramic materials of choice are glass ceramics, spinel, alumina, and zirconia. The development of yttrium tetragonal zirconia polycrystal (YTZP)-based systems is a recent addition to all-ceramic systems that have high strength and are used for crowns and fixed partial dentures. Computer-aided design/computer-aided manufacturing (CAD/CAM)-produced, YTZP-based systems are popular with respect to their esthetic appeal for use in stress-bearing regions. The highly esthetic nature of zirconia and its superior physical properties and biocompatibility have enabled the development of restorative systems that meet the demands of today's patients. Many in vitro trials have been performed on the use of zirconia; however, relatively fewer long-term clinical studies have been published on this subject. The use of zirconia frameworks for long-span fixed partial dentures is currently being evaluated; in the future, more in vivo research and long-term clinical studies are required to provide scientific evidence for drawing solid guidelines. Further clinical and in vitro studies are required to obtain data regarding the long-term clinical use of zirconia-based restorations.

Communication with Video Games as a Process of Semiosis

  • Maletska, Mariia;Ostashchuk, Ivan;Khrypko, Svitlana;Salo, Hanna;Petryshyn, Halyna;Lobanchuk, Olena
    • International Journal of Computer Science & Network Security
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    • v.22 no.10
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    • pp.37-42
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    • 2022
  • Communication as a process of interpreting signs has always existed in people's life. In post-information society, the communication between a person and a technological system through the specific sign-attaching process becomes widespread. Moreover, it somehow replaces usual communication between people. One of the means of communication in the digital space are video games. They not only play an important role in communication processes, but also are a special case of sign-creating and interpreting. The purpose of the article is to examine video games as a space of sign-based communication between a person and a game as a specific digital system. With the help of general scientific and hermeneutic methodology, the analysis of video games as a post-information society phenomenon which people communicate to has been conducted. The process of semiosis as attaching special meanings to signs has been traced in both manipulating in-game objects and characters and understanding rules of an in-game world.