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Organizing Engineering

Research Papers (25)




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Effectively controlling traffic congestion during
Internet access is a timely issue, particularly with the
enormous amounts of data available. Moreover,
supporting new Internet applications, e.g., voice over IP
and video on demand, requires designing effective
congestion control and queue management algorithms.
However, designing effective congestion control
and queue management algorithms is extremely complex
given the variety of services supported on the Internet and
their various demands for Quality of Service (QoS).
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For instance, the Internet can only provide
best effort service, in which traffic is processed as quickly
as possible; however, timeliness or actual delivery can not
be ensured, necessitating QoS for new Internet services.
Active queue management is limited in
that it uses queue length as a congestion indicator. Such
an indicator cannot reflect the severity of congestion.
However, average queue length varies with the level of
congestion and with the parameter settings, thus making
the queuing delay of random early detection (RED) too
sensitive to traffic load and parameter settings.
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Based on the above, we should develop a novel TCP congestion
control scheme, Fuzzy BLUE, i.e. an extension of the conventional BLUE
mechanism. An integral part of Fuzzy BLUE is designing the Fuzzy BLUE
Controller (FBC), which functions as a congestion controller in the routers.
To do so, a two-input-single-output fuzzy logic controller can
be implemented. The input linguistic variables are packet loss and queue
length. The output linguistic variable is the drop probability (i.e. pm). Owing to
their computational simplicity, triangular and trapezoidal shaped membership
functions can then be used for packet loss and queue length, as well as for pm.
Next, a rule base can be designed by setting linguistic rules and, then,
determining the membership functions of linguistic values. Additionally, the rule
base can be designed either by a trial-and-error approach or theoretical
approach. In the trial-and-error approach, a set of if-then fuzzy rules is
constructed based on experimental knowledge; the system is then tested.
Notably, rules are changed again if the desired behavior is not observed. This
process continues until the functionality of the controller is satisfied. In the
theoretical approach, rules are designed so that specific functionality of a
parameter (such as throughput) is ensured. Here, both approaches can be
combined to yield optimum results.
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As anticipated, applying the fuzzy control
scheme to control congestion control is feasible given
difficulties in obtaining a precise model using conventional
methods. The proposed approach, Fuzzy BLUE, functions
more effectively and robustly than other approaches such
as BLUE.
In addition to achieving a nearly 100%
throughput, Fuzzy BLUE has a better loss performance and
queue length behavior than the conventionally adopted
BLUE mechanism does.
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Computers and the Internet have become an integral part of daily life activities,
including work, communication, commerce, retrieval of new information and
entertainment. Given the increasing diffusion of computers in society, human-computer
interaction (HCI) is increasingly relevant in order to ensure that human-computer
communication is as natural as human-human communication. In addition to verbal cues,
emotions are vital to human intelligence and profoundly impact human communication.
These findings, together with recent advances in sensing, tracking, analysis, and
animation of human nonverbal communicative signals, have fueled interest among
advanced HCI researchers in affective computing. This emerging field focuses on
computational modeling of human perception of affective states, synthesis of affective
expressions, and design of affect-sensitive HCI.
Affective computing attempts to ensure that a device can detect and effectively
respond to emotions of its user in HIS. Approximately 80% to 90% of all human-to-human
communication is nonverbal and emotional, necessitating that developers emphasize
affective computing to ensure success in HCI. Given this capacity, a computing device
accumulates cues from users emotions from a variety of sources, e.g., facial expressions,
posture, gestures, speech, force or rhythm of key strokes and temperature changes of
the user hand on a mouse. Such sources can signify changes in the emotional state of
users, and can be detected and interpreted via a computer. A built-in camera that
retrieves images of the user and algorithms can be used to process data in order to yield
meaningful information. Speech recognition and gesture recognition are among other
promising technologies for affective computing applications.
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For instance, in e-learning, the computer can sense from
available cues when the user is having difficulty and offers expanded
explanations or additional information. Although beneficial for various research
and application areas, tackling these problems is a complex task. Research
involving affective computing problems has heavily stressed how to recognize
and model the affectivity. However, such approaches fail to cope with
emotions that are dynamically changeable and highly fuzzy owing to only the
inability of pattern recognition approaches to recognize emotional states and
treat each emotional state as a static and not fuzzy one. Evaluating affective
computing in HCI is often subjective, subsequently relying on various
application domains.
Despite the recent emergence of affective computing in HCI,
many researchers believe that successfully dealing with emotional states in
HCI would enhance the recognition accuracy of various modalities, e.g.,
speech recognition. Affective computing can assist individuals in becoming
more comfortable with computer use. Capable of detecting whether a human
user is under stress or confused, a computer could alter the environment to
positively affect the emotional state of users.
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Based on the above, we should develop an
efficient affective modeling scheme that incorporates fuzzy
emotional measurement of users. An evolutionary learning
algorithm can also be developed to model and learn
emotions from users.
To do so, a user behavior video corpus
can be constructed. Appropriate member functions of the
fuzzy-logic model can then be completed by analyzing the
corpus. Next, events and emotional states can be mapped,
and inductive learning algorithms can be used to
understand the context of events and emotional states.
The context consists of patterns of events, associations
among objects, and expectations. Moreover, affective
modeling can be adapted using a learning classifier
systems approach.
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As anticipated, the proposed affective
modeling scheme can increase the accuracy of
emotional recognition in educational game
problems by 10%. Additionally, inductive learning
algorithms can facilitate semi-automatic learning of
how events and emotional states are related, thus
reducing human efforts by 30%. Moreover,
adaptations to new environments can be
performed as well.
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Importantly, the proposed scheme can contribute to efforts
to further enhance HCI to be affect-sensitive HCI by facilitating affective
senses with computers. The affective computing scheme can reduce
the intrusiveness of HCI, possibly making individuals more receptive to
HCI applications given their more natural interactions. Corporations
could learn more about their employees through affective computers,
with this knowledge used to maximize work productivity. For instance,
affective computers can help to determine when employees are not
completely focused on completing their tasks or determining the most
productive situations for each individual. Additionally, affective
computing can enhance customer services, e.g., enhanced call-center
services, phone-free access or data mining. Such efforts can help to
monitor consumer reactions towards television advertisements through
facial-recognition networked software embedded in televisions; such
knowledge can ultimately enhance marketing campaigns. Given the
vast array of human emotions, the proposed affective modeling scheme
can also provide a valuable reference for efforts underway to model the
emotions of users.
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