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Now showing 1 - 10 of 58
  • Conference Object
    Citation - WoS: 6
    Jmathnorm: a Database Normalization Tool Using Mathematica
    (Springer-verlag Berlin, 2007) Yazici, Ali; Karakaya, Ziya
    This paper is about designing a complete interactive tool, named JMathNorm, for relational database (RDB) normalization using Mathematica. It is an extension of the prototype developed by the same authors [1] with the inclusion of Second Normal Form (2NF), and Boyce-Codd Normal Form (BCNF) in addition to the existing Third normal Form (3NF) module. The tool developed in this study is complete and can be used for real-time database design as well as an aid in teaching fundamental concepts of DB normalization to students with limited mathematical background. JMathNorm also supports interactive use of modules for experimenting the fundamental set operations such as closure, and full closure together with modules to obtain the minimal cover of the functional dependency set and testing an attribute for a candidate key. JMathNorm's GUI interface is written in Java and utilizes Mathematica's Mink facility to drive the Mathematica kernel.
  • Conference Object
    Citation - WoS: 1
    Plagiarism Detection in Software Using Efficient String Matching
    (Springer-verlag Berlin, 2012) Pandey, Kusum Lata; Agarwal, Suneeta; Misra, Sanjay; Prasad, Rajesh
    String matching refers to the problem of finding occurrence(s) of a pattern string within another string or body of a text. It plays a vital role in plagiarism detection in software codes, where it is required to identify similar program in a large populations. String matching has been used as a tool in a software metrics, which is used to measure the quality of software development process. In the recent years, many algorithms exist for solving the string matching problem. Among them, Berry-Ravindran algorithm was found to be fairly efficient. Further refinement of this algorithm is made in TVSBS and SSABS algorithms. However, these algorithms do not give the best possible shift in the search phase. In this paper, we propose an algorithm which gives the best possible shift in the search phase and is faster than the previously known algorithms. This algorithm behaves like Berry-Ravindran in the worst case. Further extension of this algorithm has been made for parameterized string matching which is able to detect plagiarism in a software code.
  • Conference Object
    Citation - WoS: 5
    Fuzzy Querying in Intelligent Information Systems
    (Springer-verlag Berlin, 2009) Koyuncu, Murat
    Many new database applications require intelligent information management to satisfy different users' query demands. One way to convert conventional database systems to intelligent information systems is to enhance them with a rule-based system. On the other hand, fuzziness becomes unavoidable for some applications and therefore both the database and rule-based systems should handle fuzziness existing in data and queries. This study explains how a fuzzy rule-based system integrated to a fuzzy spatial, temporal or multimedia database improves the query capabilities of the database system intelligently. Fuzzy query types that can be supported by the rule-based system to improve querying power are discussed.
  • Conference Object
    Citation - WoS: 21
    Remarks on Suzuki (c)-condition
    (Springer-verlag Berlin, 2012) Karapinar, Erdal
    In this manuscript, first we introduce some new conditions, inspirit of Suzuki's (C)-condition, on a self-mapping T on a subset K of a Banach space E. Secondly, we obtain some new fixed point theorems under these conditions.
  • Conference Object
    Citation - WoS: 3
    Measuring Complexity of Object Oriented Programs
    (Springer-verlag Berlin, 2008) Misra, Sanjay; Akman, Ibrahim
    In this paper, a metric for object oriented language is formulated and validated. On the contrary of the other metrics used for object oriented programming (OOPS), the proposed metric calculates the complexity of a class at method level and hence considers the internal architecture of the classes, subclasses and member functions. The proposed metric is evaluated against Weyuker's proposed set of measurement principles through examples and validated through experimentation, case study and comparative study with similar measures. The practical usefulness of the metric is evaluated by a practical framework.
  • Conference Object
    Citation - WoS: 1
    Haptic User Interface Integration for 3d Game Engines
    (Springer-verlag Berlin, 2014) Sengul, Gokhan; Cagiltay, Nergiz Ercil; Ozcelik, Erol; Tuner, Emre; Erol, Batuhan
    Touch and feel senses of human beings provide important information about the environment. When those senses are integrated with the eyesight, we may get all the necessary information about the environment. In terms of human-computer-interaction, the eyesight information is provided by visual displays. On the other hand, touch and feel senses are provided by means of special devices called "haptic" devices. Haptic devices are used in many fields such as computer-aided design, distance-surgery operations, medical simulation environments, training simulators for both military and medical applications, etc. Besides the touch and sense feelings haptic devices also provide force-feedbacks, which allows designing a realistic environment in virtual reality applications. Haptic devices can be categorized into three classes: tactile devices, kinesthetic devices and hybrid devices. Tactile devices simulate skin to create contact sensations. Kinesthetic devices apply forces to guide or inhibit body movement, and hybrid devices attempt to combine tactile and kinesthetic feedback. Among these kinesthetic devices exerts controlled forces on the human body, and it is the most suitable type for the applications such as surgical simulations. The education environments that require skill-based improvements, the touch and feel senses are very important. In some cases providing such educational environment is very expensive, risky and may also consist of some ethical issues. For example, surgical education is one of these fields. The traditional education is provided in operating room on real patients. This type of education is very expensive, requires long time periods, and does not allow any error-and-try type of experiences. It is stressfully for both the educators and the learners. Additionally there are several ethical considerations. Simulation environments supported by such haptic user interfaces provide an alternative and safer educational alternative. There are several studies showing some evidences of educational benefits of this type of education (Tsuda et al 2009; Sutherland et al 2006). Similarly, this technology can also be successfully integrated to the physical rehabilitation process of some diseases requiring motor skill improvements (Kampiopiotis & Theodorakou, 2003). Hence, today simulation environments are providing several opportunities for creating low cost and more effective training and educational environment. Today, combining three dimensional (3D) simulation environments with these haptic interfaces is an important feature for advancing current human-computer interaction. On the other hand haptic devices do not provide a full simulation environment for the interaction and it is necessary to enhance the environment by software environments. Game engines provide high flexibility to create 3-D simulation environments. Unity3D is one of the tools that provides a game engine and physics engine for creating better 3D simulation environments. In the literature there are many studies combining these two technologies to create several educational and training environments. However, in the literature, there are not many researches showing how these two technologies can be integrated to create simulation environment by providing haptic interfaces as well. There are several issues that need to be handled for creating such integration. First of all the haptic devices control libraries need to be integrated to the game engine. Second, the game engine simulation representations and real-time interaction features need to be coordinately represented by the haptic device degree of freedom and force-feedback speed and features. In this study, the integration architecture of Unity 3D game engine and the PHANToM Haptic device for creating a surgical education simulation environment is provided. The methods used for building this integration and handling the synchronization problems are also described. The algorithms developed for creating a better synchronization and user feedback such as providing a smooth feeling and force feedback for the haptic interaction are also provided. We believe that, this study will be helpful for the people who are creating simulation environment by using Unity3D technology and PHANToM haptic interfaces.
  • Conference Object
    Citation - WoS: 3
    Flexible Content Extraction and Querying for Videos
    (Springer-verlag Berlin, 2011) Demir, Utku; Koyuncu, Murat; Yazici, Adnan; Yilmaz, Turgay; Sert, Mustafa
    In this study, a multimedia database system which includes a semantic content extractor, a high-dimensional index structure and an intelligent fuzzy object-oriented database component is proposed. The proposed system is realized by following a component-oriented approach. It supports different flexible query capabilities for the requirements of video users, which is the main focus of this paper. The query performance of the system (including automatic semantic content extraction) is tested and analyzed in terms of speed and accuracy.
  • Conference Object
    Citation - WoS: 16
    Modified Cognitive Complexity Measure
    (Springer-verlag Berlin, 2006) Misra, Sanjay
    In cognitive functional size measure, the functional size is proportional to weighted cognitive complexity of all internal BCS's and number of input and output. This paper proposes the modification in cognitive functional size complexity measure. The proposed complexity measure is proportional to total occurrence of operators and operands and all internal BCS's. The operators and operands are equally important in design consideration. Thus, the contribution of the operators, operands and cognitive aspects complete the definition of a complexity measure in terms of cognitive. Accordingly, a new formula is developed for calculating the modified cognitive complexity measure. An attempt has also been made to evaluate modified cognitive complexity measure in terms of nine Weyuker's properties, through examples. It has been found that seven of nine Weyuker's properties have been satisfied by the modified cognitive complexity measure and hence establishes as a well-structured one.
  • Conference Object
    Citation - WoS: 6
    Cultural Issues in Distributed Software Development: a Review
    (Springer-verlag Berlin, 2014) Mishra, Alok; Mishra, Deepti
    Cultural impact is significant in global or distributed software development. Due to cultural differences, co-ordination and collaboration problems have been reported in case studies and this also leads to low quality deliverables and high turnover in software industry. This paper presents a literature review of distributed software development (DSD) or global software development (GSD) and cultural issues. The main focus is to highlight the current research, observations, as well as practice directions in these areas. Many studies have been performed in culture and global software development, still impact of culture in distributed software development in different dimensions received less attention among researchers.
  • Conference Object
    Citation - WoS: 1
    Bicriteria Scheduling Problem on the Two-Machine Flowshop Using Simulated Annealing
    (Springer-verlag Berlin, 2010) Mesgarpour, Mohammad; Kirkavak, Nureddin; Ozaktas, Hakan
    Real life scheduling problems require the decision maker to consider a number of criteria before arriving at any decision. The trade-offs involved in considering several different criteria provide useful insights for the decision maker. Surprisingly, research in the field of multi-objective scheduling has been quite limited when compared to research in single criterion scheduling. The subject of this paper is the bicriteria scheduling problem in a two-machine flowshop. The objective is to find a job sequence that minimizes sum of weighted total flowtime and total tardiness. Based on the problem characteristics, a Simulated Annealing algorithm is developed. The proposed meta-heuristic is compared with the branch and bound enumeration algorithm of the integer programming model as well as a modified version of the well-known NEH algorithm. During these evaluations, the experimental design approach and careful statistical analysis have been used to validate the effectiveness of the simulated annealing approach.