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
2016 2nd International Conference on Science in Information Technology (ICSITech) Pub Date : 2016-10-01 DOI: 10.1109/ICSITECH.2016.7852609
Leonel Hernandez
{"title":"Distributed Infrastructure for Efficient Management of Network Services case: Large company in mining sector in Colombia","authors":"Leonel Hernandez","doi":"10.1109/ICSITECH.2016.7852609","DOIUrl":"https://doi.org/10.1109/ICSITECH.2016.7852609","url":null,"abstract":"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 Current centralized infrastructure is obsolete and is no longer reliable and productive for the company.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.","PeriodicalId":447090,"journal":{"name":"2016 2nd International Conference on Science in Information Technology (ICSITech)","volume":"20 7","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120997365","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}
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
2016 2nd International Conference on Science in Information Technology (ICSITech) Pub Date : 2016-10-01 DOI: 10.1109/ICSITECH.2016.7852608
R. Munir
{"title":"Application of the modified EzStego algorithm for hiding secret messages in the animated GIF images","authors":"R. Munir","doi":"10.1109/ICSITECH.2016.7852608","DOIUrl":"https://doi.org/10.1109/ICSITECH.2016.7852608","url":null,"abstract":"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.","PeriodicalId":447090,"journal":{"name":"2016 2nd International Conference on Science in Information Technology (ICSITech)","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134490613","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}
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
2016 2nd International Conference on Science in Information Technology (ICSITech) Pub Date : 2016-10-01 DOI: 10.1109/ICSITECH.2016.7852627
D. Wijendra, K. Hewagamage
{"title":"Automated tool for the calculation of cognitive complexity of a software","authors":"D. Wijendra, K. Hewagamage","doi":"10.1109/ICSITECH.2016.7852627","DOIUrl":"https://doi.org/10.1109/ICSITECH.2016.7852627","url":null,"abstract":"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.","PeriodicalId":447090,"journal":{"name":"2016 2nd International Conference on Science in Information Technology (ICSITech)","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116552124","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}
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
2016 2nd International Conference on Science in Information Technology (ICSITech) Pub Date : 2016-10-01 DOI: 10.1109/ICSITECH.2016.7852632
I. Cholissodin, C. Dewi, E. E. Surbakti
{"title":"Integrated ANN and Bidirectional Improved PSO for optimization of fertilizer dose on Palawija plants","authors":"I. Cholissodin, C. Dewi, E. E. Surbakti","doi":"10.1109/ICSITECH.2016.7852632","DOIUrl":"https://doi.org/10.1109/ICSITECH.2016.7852632","url":null,"abstract":"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.","PeriodicalId":447090,"journal":{"name":"2016 2nd International Conference on Science in Information Technology (ICSITech)","volume":"138 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116365952","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}
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
2016 2nd International Conference on Science in Information Technology (ICSITech) Pub Date : 2016-10-01 DOI: 10.1109/ICSITECH.2016.7852620
Tuang Dheandhanoo, Sittichai Theppaitoon, Pisal Setthawong
{"title":"Game play analytics to measure the effect of marketing on mobile Free-To-Play games","authors":"Tuang Dheandhanoo, Sittichai Theppaitoon, Pisal Setthawong","doi":"10.1109/ICSITECH.2016.7852620","DOIUrl":"https://doi.org/10.1109/ICSITECH.2016.7852620","url":null,"abstract":"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.","PeriodicalId":447090,"journal":{"name":"2016 2nd International Conference on Science in Information Technology (ICSITech)","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129900770","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}
引用次数: 6
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