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2016 2nd International Conference on Science in Information Technology (ICSITech)最新文献

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Distributed Infrastructure for Efficient Management of Network Services case: Large company in mining sector in Colombia 有效管理网络服务的分布式基础设施案例:哥伦比亚采矿业的大型公司
Pub Date : 2016-10-01 DOI: 10.1109/ICSITECH.2016.7852609
Leonel Hernandez
This project arises from the need to redesign the main technological infrastructure of the mining company. Current centralized infrastructure is obsolete and is no longer reliable and productive for the company. Currently, it is not possible for the network to facilitate the design of new technological solutions (installation of new servers, virtualization, storage networks, the configuration of advanced protocols, new databases, load balancing of VLANs) and even not possible to add new sites connected to the fiber network. Required to move to a distributed infrastructure to improve the management of various network services. The benefit to the business community, from simple users to managers, will be very noticeable. The speed for their everyday processes, the overall availability of the network services by designing redundant and fault tolerant network, the agile connection between the headquarters of the company and the Internet will be important benefits.
这个项目是由于需要重新设计采矿公司的主要技术基础设施而产生的。当前的集中式基础设施已经过时,对公司来说不再可靠和高效。目前,网络不可能方便设计新的技术解决方案(安装新的服务器、虚拟化、存储网络、配置高级协议、新的数据库、vlan的负载均衡),甚至不可能增加连接到光纤网络的新站点。需要迁移到分布式基础设施,以改进对各种网络服务的管理。从简单的用户到管理人员,对商业社区的好处将非常明显。通过设计冗余和容错网络,对其日常业务的速度、网络服务的整体可用性、公司总部与Internet之间的敏捷连接都将有重要的好处。
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引用次数: 3
Application of the modified EzStego algorithm for hiding secret messages in the animated GIF images 应用修改EzStego算法隐藏的秘密消息在动画GIF图像
Pub Date : 2016-10-01 DOI: 10.1109/ICSITECH.2016.7852608
R. Munir
Animated GIF images consist of a number of frames that displayed in succession as a video. Capacity of hiding messages (or payload) in an animated GIF file is much greater than in a single GIF image. A modified EzStego steganography algorithm has been proposed for GIF images. The modified EzStego is a improved version of the original EzStego so that bits of the message can be embedded randomly in the image. The modified EzStego is based on chaos theory. In this paper we applied the modified EzStego algorithm for hiding the secret messages in the animated GIF images. Bits of the message are embedded randomly in each frame. Frames also can be selected randomly for increasing security. In order to more secure, the message is encrypted before embedding. The bits of the message is encrypted with random bit which is generated by a chaos map. Based on experiments, the modified EzStego algorithm can be applied to the animated GIF images with the minimal visual distortions.
GIF动画图像由许多帧组成,这些帧连续显示为视频。在动画GIF文件中隐藏消息(或有效负载)的能力比在单个GIF图像中要大得多。提出了一种改进的EzStego隐写算法,用于GIF图像。修改后的EzStego是原来的EzStego的改进版本,以便消息的比特可以在图像中随机嵌入。改进的EzStego是基于混沌理论。本文采用改进的EzStego算法来隐藏GIF动画图像中的秘密信息。信息的比特随机嵌入到每帧中。帧也可以随机选择,以提高安全性。为了更安全,消息在嵌入之前被加密。消息的比特是用混沌映射生成的随机比特加密的。实验表明,改进后的EzStego算法可以在最小视觉失真的情况下应用于GIF动画图像。
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引用次数: 4
Automated tool for the calculation of cognitive complexity of a software 用于计算软件认知复杂性的自动化工具
Pub Date : 2016-10-01 DOI: 10.1109/ICSITECH.2016.7852627
D. Wijendra, K. Hewagamage
Software Complexity Metrics play a major role of determining the complexity of a given software quantitatively with respective to one or more software complexity attributes in which the metric is willing to compute with. Among the continuation of the possible ways of computing the complexity of a software, the Cognitive Complexity calculation can be considered as a prominent factor since it indicates how the human brain identifies the internal logic and the structure behind the source code based on Cognitive Informatics. The proposed Cognitive Complexity metric evaluates the complexity in terms of the Architectural and Spatial aspects in which it determines the amount of information inside the software through Cognitive weights and the way of information scattering in terms of Lines of Codes (LOC) respectively. Then it is going to be analyzed how the proposed Cognitive Complexity calculation can be automated to provide a collaborative workspace to the end users with high efficiency and to prevent the manual calculation.
软件复杂性度量在定量地确定给定软件的复杂性方面起着主要作用,这些复杂性与度量愿意计算的一个或多个软件复杂性属性有关。在计算软件复杂性的可能方法的延续中,认知复杂性计算可以被认为是一个突出的因素,因为它表明了人类大脑如何识别基于认知信息学的源代码背后的内部逻辑和结构。所提出的认知复杂性度量根据架构和空间方面来评估复杂性,其中它分别通过认知权重和根据代码行(LOC)的信息散射方式来确定软件内部的信息量。然后分析了如何将提出的认知复杂度计算自动化,为最终用户提供高效的协作工作空间,避免人工计算。
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引用次数: 3
Integrated ANN and Bidirectional Improved PSO for optimization of fertilizer dose on Palawija plants 综合人工神经网络和双向改进粒子群算法优化紫花苜蓿施肥剂量
Pub Date : 2016-10-01 DOI: 10.1109/ICSITECH.2016.7852632
I. Cholissodin, C. Dewi, E. E. Surbakti
With the rapid advance of Science and Technology, especially in the field of agriculture. One of the most important aspects that are critical in agriculture is fertilizer. Within the application of fertilizer itself, there are many types of fertilizers and a combination of different doses. Whereas palawija is a plant for crop rotation, that is planted after the rice cultivating season. Palawija is also grown in the highlands where rice cannot grow. Fertilizer application can give different impacts for Palawija. This paper will explain that with an Integrated Artificial Neural Network (ANN) and Bidirectional Improved Particle Swarm Optimization (BIPSO) can optimize the fertilizer dose on Palawija plants. The ANN method can be used to determine the effect on the plants arising from fertilizer application. After this, the user can input two of the effects on crops selected for optimization doses of fertilizer using BIPSO. The ANN method proved to be very good at predicting the value using training data and BIPSO is able to optimize the more than one vector thus fastening the process of the system. The smallest MSE value 8.6023E-03 is obtained from the test using 90% training data and 10% test data, iterating 100 times, with the number of hidden neuron at 10, learning rate of 0.6 and momentum of 0.6. The parameter values of BIPSO use standard parameters on Particle Swarm Optimization (PSO). The proposed method give the recommendation that to get the plant dry weight 4.4964 ton/ha and yield 6.99985 ton/ha is needed Urea 0.191 ton/ha or 191 kg/ha, SP36 0.201 ton/ha or 201 kg/ha, KCL 0.288 ton/ha or 288 kg/ha and Biochar 48.3 ton/ha.
随着科学技术的飞速发展,特别是在农业领域。在农业中最重要的一个方面是肥料。在施用肥料本身,有许多种类的肥料和不同剂量的组合。而palawija是一种轮作作物,在水稻种植季节之后种植。Palawija也种植在水稻无法生长的高地上。施肥对Palawija有不同的影响。本文介绍了基于人工神经网络(ANN)和双向改进粒子群优化(BIPSO)的帕拉维加(Palawija)施肥优化方法。人工神经网络方法可用于确定施肥对植物的影响。在此之后,用户可以使用BIPSO输入两个对作物的影响,以选择最佳肥料剂量。事实证明,人工神经网络方法在使用训练数据预测值方面非常好,BIPSO能够优化多个向量,从而加快系统的过程。使用90%的训练数据和10%的测试数据进行测试,得到最小的MSE值8.6023E-03,迭代100次,隐藏神经元个数为10,学习率为0.6,动量为0.6。BIPSO的参数值采用粒子群算法(PSO)中的标准参数。建议采用尿素0.191吨/公顷或191公斤/公顷,SP36 0.201吨/公顷或201公斤/公顷,KCL 0.288吨/公顷或288公斤/公顷,生物炭48.3吨/公顷,以获得植株干重4.4964吨/公顷和产量6.99985吨/公顷。
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引用次数: 4
Game play analytics to measure the effect of marketing on mobile Free-To-Play games 游戏玩法分析用于衡量手机免费游戏的营销效果
Pub Date : 2016-10-01 DOI: 10.1109/ICSITECH.2016.7852620
Tuang Dheandhanoo, Sittichai Theppaitoon, Pisal Setthawong
Dummy - Online is the most popular mobile Free-To-Play (F2P) card game in Thailand. Part of the reason is that the marketing team has created many successful marketing campaigns for the game since its inception in 2012. Though there had been many marketing campaigns, the publisher has not been able to effectively analyze the impact of marketing campaigns to the userbase and their gameplay behaviors. To deal with that, a joint study was created in which aims to utilize data analytics of gameplay metrics to address the issue. A case study was implemented by using a data analytic approach to explore the effectiveness of the marketing campaign for Dummy - Online by comparing the gameplay metrics between the pre-campaign, campaign period, and post-campaign period. K-mean clustering was used to create user-type segmentation and compared with the pre-defined user-types. Based on the results, a number of recommendations were provided for the publisher to help improve the effectiveness of future marketing campaigns.
Dummy - Online是泰国最受欢迎的手机免费纸牌游戏。部分原因是,自2012年游戏问世以来,营销团队已经为游戏创造了许多成功的营销活动。尽管已经开展了许多营销活动,但发行商却未能有效分析营销活动对用户基础及其游戏行为的影响。为了解决这个问题,我们进行了一项联合研究,旨在利用游戏参数的数据分析来解决这个问题。通过比较《Dummy - Online》在活动前、活动期间和活动后的游戏玩法参数,我们使用数据分析方法探索了《Dummy - Online》营销活动的有效性。使用k均值聚类创建用户类型分割,并与预定义的用户类型进行比较。根据调查结果,为出版商提供了一些建议,以帮助他们提高未来营销活动的有效性。
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引用次数: 6
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2016 2nd International Conference on Science in Information Technology (ICSITech)
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