The purpose of this paper is to develop the hospital information security risk framework and to raise organizational risk sense and effective decision making. This study adopted the ISO27799 with the ten controls items for risk management. In order to make sure the feasibility of the proposed framework, we conducted a field study for a medical center to investigate the risk of identification, analyses, measurement and control, respectively. Based on the result, the proposed framework be able to elicit the real risk attitude of each stakeholder more accurate than the Riskit model. Additionally, it implicated a great diversity of human decision behavior uncertainty under risky environment. According to the review of the risk experiences, it can know the potential incident well by investigate into the risk cognition of stakeholders more in detail. Further, it not only can realize the more accurate potential risk incident by utilize the non-parameter method, but also achieve the purpose of shift risk and control losses. The proposed framework can deal with information security risk about hospital-wide by considering stakeholders’ decision positions and behavior attribute, and provide decision makers the effective support for quality decision making. Finally, the implications of the research findings could use and to probing into other similar decision making issue under risk.
{"title":"Developing a Risk Analysis Framework for Hospital Information Security Management","authors":"Chi-Chang Chang, Pei-Ran Sun, Sun-Long Cheng, Ruey-Shin Chen, Kuo-Hsiung Liao","doi":"10.1109/NCM.2009.268","DOIUrl":"https://doi.org/10.1109/NCM.2009.268","url":null,"abstract":"The purpose of this paper is to develop the hospital information security risk framework and to raise organizational risk sense and effective decision making. This study adopted the ISO27799 with the ten controls items for risk management. In order to make sure the feasibility of the proposed framework, we conducted a field study for a medical center to investigate the risk of identification, analyses, measurement and control, respectively. Based on the result, the proposed framework be able to elicit the real risk attitude of each stakeholder more accurate than the Riskit model. Additionally, it implicated a great diversity of human decision behavior uncertainty under risky environment. According to the review of the risk experiences, it can know the potential incident well by investigate into the risk cognition of stakeholders more in detail. Further, it not only can realize the more accurate potential risk incident by utilize the non-parameter method, but also achieve the purpose of shift risk and control losses. The proposed framework can deal with information security risk about hospital-wide by considering stakeholders’ decision positions and behavior attribute, and provide decision makers the effective support for quality decision making. Finally, the implications of the research findings could use and to probing into other similar decision making issue under risk.","PeriodicalId":119669,"journal":{"name":"2009 Fifth International Joint Conference on INC, IMS and IDC","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130196951","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
E-learning in higher education is a developing area for study in modern institution. As technology and software advance, e-learning is becoming faster, more reliable, more portable and easier to use. It makes the lives of individual’s easier, helping people learn whilst at work or in the home, flexibly and at times that suit them. It also meets corporate objectives for cost effective training and for introducing new procedures quickly. In the generalized e-learning environment, trainers coming from different culture and nations, have different background and need different support for their advance to skill and acquisition of skills. This paper discovers the ways in which cultural background impacts to provide a comparison on different characteristics of trainer’s skills for e-learning between Arab and Eastern world. The support carried out by using questionnaire that has been used as a tool to collect data on e-learning to be examine the level to which trainers felt prepared to develop and use e-learning material, and fill a clear information gap about how it is developing and trainer’s opinions of it in the and the Eastern world. The result of the study guided to set of principles being planned to direct trainers of e-learning environment and plan on the basis of cultural differences.
{"title":"Perception Cultural Impacts: Principles for Trainer's Skills for E-learning","authors":"Fathia Lahwal, Mohamed Amaimin, A. Al-Ajlan","doi":"10.1109/NCM.2009.375","DOIUrl":"https://doi.org/10.1109/NCM.2009.375","url":null,"abstract":"E-learning in higher education is a developing area for study in modern institution. As technology and software advance, e-learning is becoming faster, more reliable, more portable and easier to use. It makes the lives of individual’s easier, helping people learn whilst at work or in the home, flexibly and at times that suit them. It also meets corporate objectives for cost effective training and for introducing new procedures quickly. In the generalized e-learning environment, trainers coming from different culture and nations, have different background and need different support for their advance to skill and acquisition of skills. This paper discovers the ways in which cultural background impacts to provide a comparison on different characteristics of trainer’s skills for e-learning between Arab and Eastern world. The support carried out by using questionnaire that has been used as a tool to collect data on e-learning to be examine the level to which trainers felt prepared to develop and use e-learning material, and fill a clear information gap about how it is developing and trainer’s opinions of it in the and the Eastern world. The result of the study guided to set of principles being planned to direct trainers of e-learning environment and plan on the basis of cultural differences.","PeriodicalId":119669,"journal":{"name":"2009 Fifth International Joint Conference on INC, IMS and IDC","volume":"383 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133834328","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In humanware applications, resource constrained sensor devices are tactically placed on human body to form Wireless Body Area Networks (WBAN). Then the WBAN is used for monitoring biometrics and movements of human body. Keeping in mind the resource constrained devices, WBANs are treated just like wireless sensor networks when considering a solution for key management. However, WBANs differ from traditional wireless sensor networks in scale, topology and security requirements. Also, the WBANs can also use random values from biometric measurements for the generation of keys. These differences render the key management schemes of WSNs inefficient and overly complex for WBANs scenario. Therefore, we propose a key management scheme that is efficient and fulfills the security requirements of WBAN.
{"title":"A Novel Architecture for Efficient Key Management in Humanware Applications","authors":"S. K. Raazi, Sungyoung Lee, Young-Koo Lee","doi":"10.1109/NCM.2009.335","DOIUrl":"https://doi.org/10.1109/NCM.2009.335","url":null,"abstract":"In humanware applications, resource constrained sensor devices are tactically placed on human body to form Wireless Body Area Networks (WBAN). Then the WBAN is used for monitoring biometrics and movements of human body. Keeping in mind the resource constrained devices, WBANs are treated just like wireless sensor networks when considering a solution for key management. However, WBANs differ from traditional wireless sensor networks in scale, topology and security requirements. Also, the WBANs can also use random values from biometric measurements for the generation of keys. These differences render the key management schemes of WSNs inefficient and overly complex for WBANs scenario. Therefore, we propose a key management scheme that is efficient and fulfills the security requirements of WBAN.","PeriodicalId":119669,"journal":{"name":"2009 Fifth International Joint Conference on INC, IMS and IDC","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133978859","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Conrado R. Ruiz, Nor Hidayu Salimi, Sujitra Chodnok, Pham Trung Ha
One of the main difficulties that computer game designers face is finding engaging content for their games. In this paper, we explore the possibility of exploring tradition art and culture as a possible source of inspiration for the actual content of modern computer games. We also consider computer games as a medium for promoting culture and arts, and therefore being considered as an art form itself. To establish why computer games can be considered art, we take into account the major theories of art in terms of historical, institutional, aesthetic, representational and expressive definitions. We also present the computer games that we have developed and show how these can be used to exhibit the culture and art of a country. The first game is Tuk-tuk (auto rickshaw) based on Thailand’s popular mode of transportation. It is essentially a taxi simulation game where the player has to pick up passengers and bring them to their desired location. In the game the tradition architecture of Bangkok’s structures is shown, passengers wear Thai traditional costumes and Thai music is played in the background. The second game is "O An Quan" (game of squares), a traditional board game played with stones in Vietnam. It is similar to Malaysia’s "Congkak" and the Philippines' "Sungka".
{"title":"Exploring Traditional Art and Culture in Modern Computer Games","authors":"Conrado R. Ruiz, Nor Hidayu Salimi, Sujitra Chodnok, Pham Trung Ha","doi":"10.1109/NCM.2009.178","DOIUrl":"https://doi.org/10.1109/NCM.2009.178","url":null,"abstract":"One of the main difficulties that computer game designers face is finding engaging content for their games. In this paper, we explore the possibility of exploring tradition art and culture as a possible source of inspiration for the actual content of modern computer games. We also consider computer games as a medium for promoting culture and arts, and therefore being considered as an art form itself. To establish why computer games can be considered art, we take into account the major theories of art in terms of historical, institutional, aesthetic, representational and expressive definitions. We also present the computer games that we have developed and show how these can be used to exhibit the culture and art of a country. The first game is Tuk-tuk (auto rickshaw) based on Thailand’s popular mode of transportation. It is essentially a taxi simulation game where the player has to pick up passengers and bring them to their desired location. In the game the tradition architecture of Bangkok’s structures is shown, passengers wear Thai traditional costumes and Thai music is played in the background. The second game is \"O An Quan\" (game of squares), a traditional board game played with stones in Vietnam. It is similar to Malaysia’s \"Congkak\" and the Philippines' \"Sungka\".","PeriodicalId":119669,"journal":{"name":"2009 Fifth International Joint Conference on INC, IMS and IDC","volume":"167 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134183912","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Yong-xiang Zhang, Fang-min Chen, Jian Wang, Wei-gong Zhang, Quan Zhou
DM642 is a DSP chip launched by TI Company specifically for image processing. Based on the C64X series chips, it appends a number of peripheral equipments and interface ports, which make DM642 more suitable to process video code-streams. The paper introduces the SEED's DM642 development platform and the structure and performance related to video encoding and decoding, and achieves the gray-scale projection algorithm with electronic image stabilization function on this development platform.
{"title":"Implementation of Gray Projection Image Stabilization Algorithm Based on TMS320DM642","authors":"Yong-xiang Zhang, Fang-min Chen, Jian Wang, Wei-gong Zhang, Quan Zhou","doi":"10.1109/NCM.2009.1","DOIUrl":"https://doi.org/10.1109/NCM.2009.1","url":null,"abstract":"DM642 is a DSP chip launched by TI Company specifically for image processing. Based on the C64X series chips, it appends a number of peripheral equipments and interface ports, which make DM642 more suitable to process video code-streams. The paper introduces the SEED's DM642 development platform and the structure and performance related to video encoding and decoding, and achieves the gray-scale projection algorithm with electronic image stabilization function on this development platform.","PeriodicalId":119669,"journal":{"name":"2009 Fifth International Joint Conference on INC, IMS and IDC","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131532544","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Dal-Hwan Yoon, Long Chen, Teng Lian, Jong-Hwa Yoon, Jong-Uk Yoon
we have developed the Zig system for the voltage controlled crystal oscillator (VCXO) performance evaluation with positive emitter coupled logic(PECL). The VCXO is a crystal oscillator which includes a varactor diode and associated circuitry allowing the frequency to be changed by application of a voltage across that diode. The characteristics of the PECL has the delay time less than 2 ns and the faster logic gate, and the high level output greater than 2.3 V and the low level output smaller than 1.68 V.
{"title":"Development of Zig System for Evaluating an Oscillator Performance","authors":"Dal-Hwan Yoon, Long Chen, Teng Lian, Jong-Hwa Yoon, Jong-Uk Yoon","doi":"10.1109/NCM.2009.103","DOIUrl":"https://doi.org/10.1109/NCM.2009.103","url":null,"abstract":"we have developed the Zig system for the voltage controlled crystal oscillator (VCXO) performance evaluation with positive emitter coupled logic(PECL). The VCXO is a crystal oscillator which includes a varactor diode and associated circuitry allowing the frequency to be changed by application of a voltage across that diode. The characteristics of the PECL has the delay time less than 2 ns and the faster logic gate, and the high level output greater than 2.3 V and the low level output smaller than 1.68 V.","PeriodicalId":119669,"journal":{"name":"2009 Fifth International Joint Conference on INC, IMS and IDC","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131795234","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Currently so many online games are serving. Nearly all of these networked games still depend on traditional input interfaces only as a keyboard or a mouse as input interface. These interfaces can’t comprehend our metaphor, can’t reflect on our natural behavior aspect, can’t make us immerse into a game, and makes a barrier between virtual game space and our real behavior. It is very challenging issue to utilize human-being’s behaviors or reactions for interacting to machines for the forthcoming ubiquitous world of communication. I attempted an experiment on camera-based interface for networked dice game application. This experiment uses dice artifacts attached a marker which the camera can distinguish the spot on a die. This new game interface guarantees the consistency between the game-player’s behaviors and the gaming environment. This consistency increases friendliness and immersion to a game as well as the ability of bodily sensation for a game. This new interface takes the results of human-being's behaviors as input event, and will open the new field of digital interfaces for forthcoming ubiquitous computing.
{"title":"The Initiative Experiments about New Interface for a Networked Game","authors":"Jong-Hyoun Kim","doi":"10.1109/NCM.2009.342","DOIUrl":"https://doi.org/10.1109/NCM.2009.342","url":null,"abstract":"Currently so many online games are serving. Nearly all of these networked games still depend on traditional input interfaces only as a keyboard or a mouse as input interface. These interfaces can’t comprehend our metaphor, can’t reflect on our natural behavior aspect, can’t make us immerse into a game, and makes a barrier between virtual game space and our real behavior. It is very challenging issue to utilize human-being’s behaviors or reactions for interacting to machines for the forthcoming ubiquitous world of communication. I attempted an experiment on camera-based interface for networked dice game application. This experiment uses dice artifacts attached a marker which the camera can distinguish the spot on a die. This new game interface guarantees the consistency between the game-player’s behaviors and the gaming environment. This consistency increases friendliness and immersion to a game as well as the ability of bodily sensation for a game. This new interface takes the results of human-being's behaviors as input event, and will open the new field of digital interfaces for forthcoming ubiquitous computing.","PeriodicalId":119669,"journal":{"name":"2009 Fifth International Joint Conference on INC, IMS and IDC","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128921611","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Proposed a performance model for e-education project based on the investigation on 7 various cases. The framework includes: (A) a performance indicator system consists of 5 domains, (B) a nonlinear evaluation algorithm based on project risk theory, (C) a theoretical model for budget decision on the project investment. Part of the framework has been verified and applied in related departments. The paper discussed the performance model and the budget decision model, and compared the evaluation results between the model and professional groups.
{"title":"A Performance Model For E-education Project","authors":"Hui Chai","doi":"10.1109/NCM.2009.114","DOIUrl":"https://doi.org/10.1109/NCM.2009.114","url":null,"abstract":"Proposed a performance model for e-education project based on the investigation on 7 various cases. The framework includes: (A) a performance indicator system consists of 5 domains, (B) a nonlinear evaluation algorithm based on project risk theory, (C) a theoretical model for budget decision on the project investment. Part of the framework has been verified and applied in related departments. The paper discussed the performance model and the budget decision model, and compared the evaluation results between the model and professional groups.","PeriodicalId":119669,"journal":{"name":"2009 Fifth International Joint Conference on INC, IMS and IDC","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131408390","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Presently it is still challenge to develop, administrate and maintain large scale distributed e-business systems over heterogeneous open network environments. A flexible and intelligent dynamic agent institution framework is proposed to cope with the problems arising in this type of systems. Firstly a novel policy-driven service-augmented social agent architecture is designed, which serves as a basic autonomic unit participating in the services trading institution. Secondly a market facilitating dynamic agent institution is proposed, which serves as an e-business system framework. Thirdly some key techniques proposed to implement the dynamic agent institution are given. A proof of concept prototype e-business institution is presented.
{"title":"Policy-Driven Service-Augmented Agents toward Developing Flexible E-business Institution","authors":"G. Cai, B. Luo, Zhenrong Deng, Weizhi Liao","doi":"10.1109/NCM.2009.167","DOIUrl":"https://doi.org/10.1109/NCM.2009.167","url":null,"abstract":"Presently it is still challenge to develop, administrate and maintain large scale distributed e-business systems over heterogeneous open network environments. A flexible and intelligent dynamic agent institution framework is proposed to cope with the problems arising in this type of systems. Firstly a novel policy-driven service-augmented social agent architecture is designed, which serves as a basic autonomic unit participating in the services trading institution. Secondly a market facilitating dynamic agent institution is proposed, which serves as an e-business system framework. Thirdly some key techniques proposed to implement the dynamic agent institution are given. A proof of concept prototype e-business institution is presented.","PeriodicalId":119669,"journal":{"name":"2009 Fifth International Joint Conference on INC, IMS and IDC","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131671171","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
With rapid development of the Internet and communication technology, massive text data has been accumulated in Internet, including text data on network pages, emails, instant messengers and etc. Requirements on increasing data volume, real-time data-loading and creating text indexes pose enormous challenges to data-loading techniques. This paper presents a data loading system in real time, Text-loader that is used in ITSR (Internet Text Data Real-time Storage and Retrieval System). Text-loader consists of an efficient algorithm for bulk data loading and exchange partition mechanism, increasing text index creation algorithm, optimized parallelism, and guidelines for system tuning. Performance studies show the positive effects of these techniques with loading speed of every Cluster, increasing from 220 million records per day to 1.2 billion per day, and achieving the top loading speed of 6TB data when 10 Clusters are in parallel. This framework offers a promising approach for loading other large and complex text databases.
{"title":"Research of Massive Internet Text Data Real-Time Loading and Index System","authors":"Weihong Han, Yan Jia, Shuqiang Yang","doi":"10.1109/NCM.2009.414","DOIUrl":"https://doi.org/10.1109/NCM.2009.414","url":null,"abstract":"With rapid development of the Internet and communication technology, massive text data has been accumulated in Internet, including text data on network pages, emails, instant messengers and etc. Requirements on increasing data volume, real-time data-loading and creating text indexes pose enormous challenges to data-loading techniques. This paper presents a data loading system in real time, Text-loader that is used in ITSR (Internet Text Data Real-time Storage and Retrieval System). Text-loader consists of an efficient algorithm for bulk data loading and exchange partition mechanism, increasing text index creation algorithm, optimized parallelism, and guidelines for system tuning. Performance studies show the positive effects of these techniques with loading speed of every Cluster, increasing from 220 million records per day to 1.2 billion per day, and achieving the top loading speed of 6TB data when 10 Clusters are in parallel. This framework offers a promising approach for loading other large and complex text databases.","PeriodicalId":119669,"journal":{"name":"2009 Fifth International Joint Conference on INC, IMS and IDC","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115357890","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}