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2009 Fifth International Joint Conference on INC, IMS and IDC最新文献

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Developing a Risk Analysis Framework for Hospital Information Security Management 构建医院信息安全管理的风险分析框架
Pub Date : 2009-08-25 DOI: 10.1109/NCM.2009.268
Chi-Chang Chang, Pei-Ran Sun, Sun-Long Cheng, Ruey-Shin Chen, Kuo-Hsiung Liao
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.
本文的目的是建立医院信息安全风险框架,提高组织的风险意识和有效决策。本研究采用ISO27799的10个控制项目进行风险管理。为了确保所提出的框架的可行性,我们对一个医疗中心进行了实地研究,分别调查了识别、分析、测量和控制的风险。基于结果,所提出的框架能够比Riskit模型更准确地引出每个利益相关者的真实风险态度。此外,它还暗示了风险环境下人类决策行为不确定性的多样性。通过对风险经验的回顾,更细致地考察利益相关者的风险认知,可以更好地了解潜在事件。利用非参数方法,不仅可以更准确地预测潜在风险事件,而且可以达到转移风险和控制损失的目的。该框架通过考虑利益相关者的决策立场和行为属性,能够处理全院范围内的信息安全风险,为决策者的高质量决策提供有效支持。最后,研究结果可用于探讨其他类似风险下的决策问题。
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引用次数: 1
Perception Cultural Impacts: Principles for Trainer's Skills for E-learning 感知文化影响:培训师电子学习技能的原则
Pub Date : 2009-08-25 DOI: 10.1109/NCM.2009.375
Fathia Lahwal, Mohamed Amaimin, A. Al-Ajlan
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.
高等教育网络学习是现代高校研究的一个新兴领域。随着技术和软件的进步,电子学习正变得更快、更可靠、更便携、更容易使用。它使个人的生活更轻松,帮助人们在工作或家庭中灵活地学习,并在适合他们的时间学习。它还满足了成本效益培训和快速引入新程序的公司目标。在广义的e-learning环境中,来自不同文化和民族的培训师有着不同的背景,他们在技能的提升和技能的习得上需要不同的支持。本文探讨了文化背景对网络教育培训师技能的影响方式,比较了阿拉伯世界和东方世界网络教育培训师技能的不同特点。问卷调查是收集电子学习数据的一种工具,目的是检查培训人员对开发和使用电子学习材料的准备程度,并填补关于电子学习材料在东西方世界的开发情况和培训人员对电子学习材料的看法的明确信息空白。研究结果指导了一套正在规划的原则,以指导培训师在文化差异的基础上进行电子学习环境和计划。
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引用次数: 7
A Novel Architecture for Efficient Key Management in Humanware Applications 人机应用中高效密钥管理的新体系结构
Pub Date : 2009-08-25 DOI: 10.1109/NCM.2009.335
S. K. Raazi, Sungyoung Lee, Young-Koo Lee
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.
在人机应用中,资源受限的传感器设备被策略性地放置在人体上,形成无线体域网络(WBAN)。然后将WBAN用于监测人体的生物特征和运动。请记住资源受限的设备,在考虑密钥管理解决方案时,将wban视为无线传感器网络。然而,wban在规模、拓扑结构和安全要求上与传统的无线传感器网络不同。此外,wban还可以使用来自生物测量的随机值来生成密钥。这些差异使得无线传感器网络的密钥管理方案在wban场景下效率低下且过于复杂。因此,我们提出了一种高效且满足无线宽带网络安全要求的密钥管理方案。
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引用次数: 4
Exploring Traditional Art and Culture in Modern Computer Games 在现代电脑游戏中探索传统艺术与文化
Pub Date : 2009-08-25 DOI: 10.1109/NCM.2009.178
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".
电脑游戏设计师面临的主要困难之一是为他们的游戏寻找吸引人的内容。在本文中,我们探讨了将传统艺术和文化作为现代电脑游戏实际内容的可能灵感来源的可能性。我们也认为电脑游戏是一种促进文化和艺术的媒介,因此被视为一种艺术形式。为了确定为什么电脑游戏可以被视为艺术,我们从历史、制度、美学、代表性和表现力的定义方面考虑了艺术的主要理论。我们还展示了我们开发的电脑游戏,并展示了如何使用这些游戏来展示一个国家的文化和艺术。第一个游戏是Tuk-tuk(自动人力车),基于泰国流行的交通方式。它本质上是一款出租车模拟游戏,玩家必须接送乘客并将他们带到他们想要的地方。在游戏中展示了曼谷的传统建筑结构,乘客穿着泰国传统服装,泰国音乐作为背景音乐。第二种游戏是“棋盘游戏”,这是越南一种用石头玩的传统棋盘游戏。它类似于马来西亚的“贡卡”和菲律宾的“松卡”。
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引用次数: 2
Implementation of Gray Projection Image Stabilization Algorithm Based on TMS320DM642 基于TMS320DM642的灰度投影稳像算法的实现
Pub Date : 2009-08-25 DOI: 10.1109/NCM.2009.1
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.
DM642是TI公司推出的一款专门用于图像处理的DSP芯片。DM642在C64X系列芯片的基础上,增加了大量的外围设备和接口接口,使DM642更适合处理视频码流。本文介绍了SEED的DM642开发平台及其相关视频编解码的结构和性能,并在该开发平台上实现了具有电子稳像功能的灰度投影算法。
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引用次数: 1
Development of Zig System for Evaluating an Oscillator Performance 用于振荡器性能评估的Zig系统的开发
Pub Date : 2009-08-25 DOI: 10.1109/NCM.2009.103
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.
我们开发了具有正射极耦合逻辑(PECL)的电压控制晶体振荡器(VCXO)性能评估Zig系统。VCXO是一个晶体振荡器,它包括一个变容二极管和相关电路,允许通过在二极管上施加电压来改变频率。PECL的特点是延时小于2ns,逻辑门速度更快,高电平输出大于2.3 V,低电平输出小于1.68 V。
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引用次数: 0
The Initiative Experiments about New Interface for a Networked Game 网络游戏新界面的初步实验
Pub Date : 2009-08-25 DOI: 10.1109/NCM.2009.342
Jong-Hyoun Kim
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.
目前有很多在线游戏在服务。几乎所有这些网络游戏仍然依赖于传统的输入界面,如键盘或鼠标作为输入界面。这些界面不能理解我们的隐喻,不能反映我们的自然行为方面,不能让我们沉浸在游戏中,在虚拟的游戏空间和我们的真实行为之间制造了一道屏障。在即将到来的无处不在的通信世界中,利用人类的行为或反应与机器进行交互是一个非常具有挑战性的问题。我尝试了一个基于摄像头的网络骰子游戏应用界面的实验。本实验使用了带有标记的骰子伪影,相机可以识别骰子上的点。这种新的游戏界面保证了玩家行为和游戏环境之间的一致性。这种一致性增加了游戏的友好性和沉浸感,以及对游戏的身体感觉能力。这种新的接口以人类行为的结果作为输入事件,将为即将到来的普适计算打开数字接口的新领域。
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引用次数: 8
A Performance Model For E-education Project 电子教育项目绩效模型
Pub Date : 2009-08-25 DOI: 10.1109/NCM.2009.114
Hui Chai
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.
通过对7个不同案例的调查,提出了一个电子教育项目绩效模型。该框架包括:(A)由5个域组成的绩效指标体系;(B)基于项目风险理论的非线性评价算法;(C)项目投资预算决策的理论模型。部分框架已在相关部门进行了验证和应用。本文讨论了绩效模型和预算决策模型,并将模型与专业群体的评价结果进行了比较。
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引用次数: 0
Policy-Driven Service-Augmented Agents toward Developing Flexible E-business Institution 政策驱动的服务增强代理——发展灵活的电子商务制度
Pub Date : 2009-08-25 DOI: 10.1109/NCM.2009.167
G. Cai, B. Luo, Zhenrong Deng, Weizhi Liao
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.
目前,在异构开放网络环境下开发、管理和维护大型分布式电子商务系统仍然是一个挑战。针对这类系统中出现的问题,提出了一种灵活智能的动态代理制度框架。首先,设计了一种新的政策驱动的服务增强社会代理体系结构,作为参与服务交易机构的基本自治单元。其次,提出了一个促进市场动态发展的代理制度,作为电子商务的系统框架。第三,给出了实现动态代理制度的关键技术。提出了一个概念验证的电子商务机构原型。
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引用次数: 0
Research of Massive Internet Text Data Real-Time Loading and Index System 海量网络文本数据实时加载与索引系统研究
Pub Date : 2009-08-25 DOI: 10.1109/NCM.2009.414
Weihong Han, Yan Jia, Shuqiang Yang
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.
随着互联网和通信技术的快速发展,互联网上积累了大量的文本数据,包括网页、电子邮件、即时通讯工具等文本数据。不断增长的数据量、实时数据加载和创建文本索引的需求对数据加载技术提出了巨大的挑战。本文介绍了一种用于互联网文本数据实时存储与检索系统(ITSR)的实时数据加载系统——Text-loader。文本加载器包括用于批量数据加载和交换分区机制的高效算法、增加文本索引创建算法、优化的并行性和系统调优指南。性能研究表明,这些技术对每个集群的加载速度都有积极影响,从每天2.2亿条记录增加到每天12亿条记录,并在10个集群并行时实现6TB数据的最高加载速度。该框架为加载其他大型和复杂的文本数据库提供了一种很有前途的方法。
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引用次数: 0
期刊
2009 Fifth International Joint Conference on INC, IMS and IDC
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