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2012 International Conference on System Engineering and Technology (ICSET)最新文献

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Decision system for robosoccer agent based on OODA Loop 基于OODA循环的机器人足球代理决策系统
Pub Date : 2012-10-25 DOI: 10.1109/ICSENGT.2012.6339299
S. C. Sari, Kuspriyanto, A. Prihatmanto
This paper describes the decision making process of a robot soccer agent based on the OODA Loop. In this game, an agent that is considered as a player in the field has to decide actions to perform based on its environment. The agent is able to observe the change in the environment using its sensors. Based on this sensory information, a decision for actions has to be done fast and yet accurate. Therefore, the OODA loop method is applied in the decision system to achieve a better architecture of reasoning. The method provide the robosoccer agent abilities to sense the environment, to think, and finally to act.
本文描述了基于OODA循环的机器人足球代理决策过程。在这个游戏中,一个被认为是现场玩家的代理必须根据其环境决定要执行的行动。智能体能够通过传感器观察环境的变化。基于这些感官信息,行动决定必须快速而准确地完成。因此,在决策系统中应用OODA循环方法来实现更好的推理体系结构。该方法为机器人足球代理提供了感知环境、思考并最终采取行动的能力。
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引用次数: 4
Histogram Equalization based on cumulative density function, Linear function, and Pixel position schemes for still image 直方图均衡化基于累积密度函数,线性函数,和像素位置方案的静止图像
Pub Date : 2012-10-25 DOI: 10.1109/ICSENGT.2012.6339315
B. Homnan, W. Benjapolakul
To control important image's properties- light intensity and sharpness, and emphasize on image portion, the image equalizer is mandatory. This paper proposes CLP-HE (Cumulative density function, Linear function and Pixel position scheme-based Histogram Equalization) for moving image. The results show that the computation time has been improved. In addition, the appropriated parameters in CLP-HE can be processed to improve image portion quality on the moving image.
为了控制图像的重要属性-光强和清晰度,并强调图像部分,图像均衡器是必需的。本文提出了运动图像的累积密度函数、线性函数和基于像素位置方案的直方图均衡化(CLP-HE)算法。结果表明,计算时间得到了改善。此外,还可以对CLP-HE中的适当参数进行处理,以提高运动图像上的图像部分质量。
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引用次数: 4
Pattern recognition of finger movement detection using Support Vector Machine 基于支持向量机的手指运动检测模式识别
Pub Date : 2012-10-25 DOI: 10.1109/ICSENGT.2012.6339335
R. Darmakusuma, A. Prihatmanto, Adi Indrayanto, T. Mengko
This paper describes signal processing of surface electromyography (sEMG) for finger movement detection. Stoke survivors could use this application to retrain or helping them in their activities. This assistive technology will help them in order to improve the functional capabilities. The signal processing in this experiment is using 256Hz sampled data of sEMG signal. Three fingers of right hand is detected by using three channels of sEMG signal sources. System using Butterworth bandpass filter to eliminate noises. The filter using cut-off frequency 10Hz and 40Hz. Some features for the detection is built from statistical approach. System is using Support Vector Machine (SVM) to detect and classify fingers movement by using those features. From experiment, the accuracy of the sytem is about 98.3%.
本文描述了用于手指运动检测的表面肌电图(sEMG)信号处理。斯托克城的幸存者可以使用这个应用程序对他们进行再培训或在他们的活动中提供帮助。这种辅助技术将帮助他们提高功能能力。本实验的信号处理采用256Hz的表面肌电信号采样数据。利用三个通道的表面肌电信号源对右手的三个手指进行检测。系统采用巴特沃斯带通滤波器消除噪声。该滤波器采用截止频率10Hz和40Hz。检测的一些特征是用统计方法构建的。系统利用支持向量机(SVM)对手指运动特征进行检测和分类。实验结果表明,该系统的准确率约为98.3%。
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引用次数: 1
Short-time Fourier Transform analysis of EEG signal generated during imagined writing 想象书写过程中脑电信号的短时傅里叶变换分析
Pub Date : 2012-10-25 DOI: 10.1109/ICSENGT.2012.6339284
A. Zabidi, W. Mansor, Y. K. Lee, C. Fadzal
Short-time Fourier Transform (STFT) analysis is one of the techniques to reveal the frequency contents of the EEG signals at each time point. This information can be used to provide control and perform several tasks using Brain Computer Interface system (BCI). This paper describes the STFT analysis of EEG signals obtained during writing and imagined writing. The EEG signal was filtered using a bandpass filter with a frequency range of 8-30 Hz before the STFT was computed. The width of the Hamming window used in the STFT computation was varied to obtain the optimum width. The results of the STFT analysis showed that the frequency components of the EEG signals obtained from writing are the same as that obtained during imagined writing.
短时傅里叶变换(STFT)分析是揭示脑电信号在每个时间点的频率内容的技术之一。这些信息可用于通过脑机接口系统(BCI)提供控制和执行若干任务。本文描述了对书写和想象书写过程中获得的脑电信号进行STFT分析。在计算STFT之前,使用频率范围为8-30 Hz的带通滤波器对EEG信号进行滤波。在STFT计算中,改变汉明窗的宽度以获得最佳宽度。STFT分析结果表明,书写过程中得到的脑电图信号的频率成分与想象书写过程中得到的频率成分相同。
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引用次数: 33
Design and implementation of blood pressure measuring and oximetry (Android based) 血压测量和血氧仪的设计与实现(基于Android)
Pub Date : 2012-10-25 DOI: 10.1109/ICSENGT.2012.6339332
A. I. Wuryandari, H. Suprijono
Mobile health or better known as m-health is the use of mobile devices for medical practices. M-health technology involving mobile telecommunications infrastructure in providing medical services to patients. Mobile technology has developed very rapidly, where the cost of mobile devices getting cheaper, so that mobile devices become an essential tool of communication and information technology. Android devices is a major preoccupation in the development of the general computing world. Android is a comprehensive device, because Android based Linux operating system that has the ability to regulate the use of the device, memory and process. The device is designed to measure oximetry and blood pressure. Communication between the device and a mobile phone using Bluetooth communication is embedded in a mobile phone that uses the Android operating system 2.3.3. The function of this mobile phone to display the data after the measurement, the transmit data that has been measured by SMS, e-mail and a local database. The device is designed to be used personally or to support the use of the hospital.
移动医疗或更广为人知的m-health是使用移动设备进行医疗实践。移动保健技术涉及向患者提供医疗服务的移动电信基础设施。移动技术发展非常迅速,移动设备的成本越来越便宜,使移动设备成为通信和信息技术必不可少的工具。Android设备是通用计算世界发展的主要关注点。Android是一个综合性的设备,因为Android基于Linux操作系统,具有调节设备使用、内存和进程的能力。该设备设计用于测量血氧饱和度和血压。设备与手机之间的蓝牙通信嵌入在Android 2.3.3操作系统的手机中。本手机的功能是显示测量后的数据,通过短信、电子邮件和本地数据库传输已测量的数据。该设备设计用于个人使用或支持医院使用。
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引用次数: 2
Trusted platform for support services in cloud computing environment 云计算环境下支持服务的可信平台
Pub Date : 2012-10-25 DOI: 10.1109/ICSENGT.2012.6339296
S. Kolhe, Sudhir N. Dhage
Cloud computing is a mechanism in which company hires the data centre and hosts the confidential information for computing the various services in low cost infrastructure, on-demand and dynamic provisioning. But it outstands with security concerns. Security requirements for cloud computing environment should have trusted computing platform. The system proposes cloud computing system is combined with Trusted Support Service (TSS). In this design, better user authentication can be obtained by using OTP (One Time Password). This paper denotes implementing Ubuntu Enterprise Cloud(UEC) as a private cloud and hosting the authenticated system via One Time Password (OTP) which will sent to user via email and SMS. This way the system is the most authenticated and hence totally secured. The system also provides the Trusted Support Service (TSS) by using Java/C editor. Paper also demonstrates the performance comparison of this system.
云计算是一种机制,在这种机制中,公司租用数据中心并托管机密信息,以便在低成本基础设施、按需和动态供应中计算各种服务。但它在安全问题上表现突出。云计算环境的安全要求应该有可信的计算平台。提出将云计算系统与可信支持服务(TSS)相结合。在本设计中,使用OTP (One Time Password)可以获得更好的用户认证。本文提出将Ubuntu企业云(UEC)实现为私有云,并通过一次性密码(OTP)托管经过认证的系统,该密码将通过电子邮件和短信发送给用户。这样,系统的身份验证是最严格的,因此是完全安全的。系统还使用Java/C编辑器提供可信支持服务(TSS)。论文还对该系统进行了性能比较。
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引用次数: 3
Comparison between self-tuning Fuzzy-PID and Pole-Placement PID with application to saturated steam temperature regulation 自整定模糊PID与极点定位PID在饱和蒸汽温度调节中的应用比较
Pub Date : 2012-10-25 DOI: 10.1109/ICSENGT.2012.6339283
R. Adnan, M. Tajjudin, N. Ishak, H. Ismail, M. Rahiman, N. M. Arshad
This paper presents comparative studies on control performance using self-tuning Fuzzy-PID and self-tuning Pole-Placement PID controller with application to saturated steam temperature regulation. The steam is used in the essential oil extraction process where the steam temperature must be regulated to preserve the oil quality. Online tuning using fuzzy rules did not require accurate model and hence easier to implement. On the other hand, self-tuning using pole-placement method requires the plant parameters to be updated recursively so that the controller gain can be adjusted. Result shows that self-tuning Pole-Placement PID controller performs better response.
本文比较研究了自整定模糊PID控制器和自整定极点PID控制器在饱和汽温调节中的应用。蒸汽用于精油提取过程中,必须调节蒸汽温度以保持油的质量。使用模糊规则的在线调优不需要精确的模型,因此更容易实现。另一方面,采用极点放置法的自整定需要递归地更新被控对象参数,以使控制器增益可调。结果表明,自整定极点PID控制器具有较好的响应性能。
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引用次数: 5
The design and implementation discovery learning method on virtual museum of Indonesia:(A case study museum of geology for rock materials) 印度尼西亚虚拟博物馆发现学习方法的设计与实现(以岩石材料地质博物馆为例)
Pub Date : 2012-10-25 DOI: 10.1109/ICSENGT.2012.6339312
L. L. Sarah, A. Prihatmanto, P. Rusmin
The future museum is an integral part of life, especially in learning process. Although museum as learning is integrated into the school curriculum today, learning in the museum has not yet remains effective due to lack of students involvement, short visit time, inanimate object displays that don't interact with students (visitors) and insufficient number of museum guides compared to the number of visitors, all of which hamper student's opportunity to study better. One of the ways to overcome the problem is by applying discovery learning. This learning method was developed to better enable the virtual museum as the beginning of the realization of the concept development of the future museum. Discovery learning method prototype was developed at Virtual Museum of Indonesia (VMI) as a virtual museum of Bandung Geological Museum, limited in rock materials matter starting from types of rocks, rock textures and forming rocks. This prototype was developed based on web-3D technology. Learning methods developed in VMI were tested in Labschool UPI. The test was carried out using quasi experimental one group pretest postest design method with processing based on criteria. The test's result showed that there are an increase in cognitive learning outcomes of students after learning through discovery learning methods in the VMI. Learning effectiveness based on normalized gain score is medium and and the learning outcome in average category. This indicates good prospect for further development regarding deficiencies shown during implementation and testing.
未来的博物馆是生活中不可或缺的一部分,尤其是在学习过程中。虽然今天博物馆作为一种学习已经融入了学校课程,但是由于学生的参与度不够,参观时间短,无生命的物体展示不与学生(参观者)互动,博物馆的导游数量与参观者数量相比不足,这些都阻碍了学生更好地学习的机会,因此在博物馆学习尚未保持有效。克服这个问题的方法之一是应用发现学习。开发这种学习方法是为了更好地使虚拟博物馆作为实现未来博物馆概念发展的开端。发现学习方法原型是在印度尼西亚虚拟博物馆(VMI)开发的,作为万隆地质博物馆的虚拟博物馆,从岩石类型,岩石纹理和形成岩石开始,限制在岩石材料问题上。这个原型是基于web-3D技术开发的。在VMI中开发的学习方法在Labschool UPI中进行了测试。试验采用准实验一组前测后测设计方法,根据标准进行处理。测试结果表明,通过VMI的发现学习方法学习后,学生的认知学习成果有所提高。基于归一化增益得分的学习效果为中等,学习效果为中等。这表明了在实现和测试期间显示的缺陷的进一步开发的良好前景。
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引用次数: 6
Green microwave radiation absorbing paint 绿色微波吸收涂料
Pub Date : 2012-10-25 DOI: 10.1109/ICSENGT.2012.6339322
H. Abdullah, D. S. A. Damit, M. Taib, N. Noor, W. Ali, S. A. Jalil, A. T. Abdullah, A. Zanal
This paper investigates the capability of oil palm ash paint as green-absorbing material in a way to absorb microwave radiations. The paint is coated on three different wall materials which are elephant board, plywood and cement. The absorb performance of the paint is observed using the simulation result of Computer Simulation Technology (CST) Microwave Studio software. Meanwhile, the exact performance of the absorber is carried out via the measurement of absorption performance which shows a minimum average of absorption is -4.9 dB for all materials.
研究了油棕灰涂料作为吸绿材料对微波辐射的吸收能力。这种油漆被涂在三种不同的墙壁材料上,它们是象形板、胶合板和水泥。利用计算机仿真技术(CST)微波工作室软件的仿真结果,观察了涂料的吸收性能。同时,吸收器的确切性能是通过吸收性能的测量来进行的,该测量显示所有材料的最小平均吸收为-4.9 dB。
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引用次数: 4
The Analyze of Android's microphone audio streaming BeatME Android麦克风音频流BeatME分析
Pub Date : 2012-10-25 DOI: 10.1109/ICSENGT.2012.6339301
A. Ratnaningsih, A. I. Wuryandari, Y. Priyana
Singing can be a part of a musical, as a companion to the music being played. BeatME has several components in the system one of which is a component of client-server application. Where the client application components run using the Android smartphone operating system and server applications run using the computer. While receiving a message and ringing voice on the server side and client side in charge of capturing the sound input then the message is sent. The study was conducted to determine the process of providing client-server application that is a component of the vocal BeatME. Analyze the messages received from the client and the vocal sound produced by vocal server. Based on the results of functional tests that have been made that the client application has been successfully sent vocals of voice messages that are captured by Android to Server vocal microphone, streaming audio show is successful. Developed applications have not been able to produce good sound quality. By the standards of the human voice range 0-120 dB, the sound produced by the application of the dominant noise is smaller than 0 dB.
唱歌可以是音乐剧的一部分,作为音乐的伴奏。BeatME在系统中有几个组件,其中一个是客户机-服务器应用程序的组件。其中客户端应用程序组件使用Android智能手机操作系统运行,服务器应用程序使用计算机运行。当接收到消息和振铃语音时,服务器端和客户端负责捕获声音输入,然后发送消息。该研究旨在确定提供客户机-服务器应用程序的过程,该应用程序是声乐BeatME的一个组件。分析从客户端接收到的消息和语音服务器发出的声音。根据功能测试结果,客户端应用程序已成功将Android捕获的语音信息的声音发送到服务器人声麦克风,流媒体音频显示成功。已开发的应用程序无法产生良好的音质。按照人声范围0-120 dB的标准,应用主导噪声所产生的声音小于0 dB。
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引用次数: 2
期刊
2012 International Conference on System Engineering and Technology (ICSET)
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