route finding
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Author(s):  
Rafiul Islam Akon ◽  
Sunirban Sarkar ◽  
Kushal Chakraborty ◽  
Anurag Kumar ◽  
Ashish Kumar Layek

IARJSET ◽  
2021 ◽  
Vol 8 (5) ◽  
pp. 478-482
Author(s):  
Balasubramaniyam CR ◽  
Ajith P ◽  
Gayathri S
Keyword(s):  

2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Bin Wu ◽  
Xianyi Chen ◽  
Zongda Wu ◽  
Zhiqiang Zhao ◽  
Zhuolin Mei ◽  
...  

The arrival of cloud computing age makes data outsourcing an important and convenient application. More and more individuals and organizations outsource large amounts of graph data to the cloud computing platform (CCP) for the sake of saving cost. As the server on CCP is not completely honest and trustworthy, the outsourcing graph data are usually encrypted before they are sent to CCP. The optimal route finding on graph data is a popular operation which is frequently used in many fields. The optimal route finding with support for semantic search has stronger query capabilities, and a consumer can use similar words of graph vertices as query terms to implement optimal route finding. Due to encrypting the outsourcing graph data before they are sent to CCP, it is not easy for data customers to manipulate and further use the encrypted graph data. In this paper, we present a solution to execute privacy-guarding optimal route finding with support for semantic search on the encrypted graph in the cloud computing scenario (PORF). We designed a scheme by building secure query index to implement optimal route finding with support for semantic search based on searchable encryption idea and stemmer mechanism. We give formal security analysis for our scheme. We also analyze the efficiency of our scheme through the experimental evaluation.


2020 ◽  
Vol 33 (02) ◽  
pp. 672-693
Author(s):  
Alexey I. Martyshkin ◽  
Elena G. Bershadskaya

 This paper describes the development process for the map directions information system application utilizing augmented reality technology. The first part of this paper discusses issues related to the research objective formulation. The objective and tasks to be solved are determined. Theoretical information and developments in the subject area are discussed. The second part describes the developed application architecture, the choice of a programming language is explained. The third part expressively addresses the development of algorithms and the application itself. The next section contains instructions for end users. And finally, a summary of the concluded work is given and relevant conclusions are made about the obtained results. It is emphasized that the work leads to the creation of an application for route finding and navigation in augmented reality mode. It is noted that this application can be extended and enhanced by developing versions for other mobile operating systems (for example, iOS and Windows Phone).


2020 ◽  
pp. 48-72
Author(s):  
Graham Scott

Using migration and navigation as a focus, this chapter looks at the movements of birds. The genetic, hormonal, and physiological control of migration is analysed as are the evolution of migratory strategies and routes. Particular emphasis is given to fuelling migration and the significance of stop-over behaviours during migratory movements. The conservation implications of migration and of movement in general are considered, and the impact upon migratory fuelling of neonicotinoids pesticides are discussed. Sections examining innate and learned route finding and the migratory cues (sun, stars, magnetic field, etc) used by birds to determine their location, and the direction in which they need to travel to arrive at a goal, are given. The role of memory in place finding and food storage is considered, as is the neurology of spatial memory. Techniques used by ornithologists to study bird movement are explained throughout the chapter.


2020 ◽  
Author(s):  
Anne Nobels ◽  
Adina Cismaru Inescu ◽  
Laurent Nisen ◽  
Bastien Hahaut ◽  
Gilbert M.D. Lemmens ◽  
...  

Background: Because of a growing older population, the sexual health (SH) of older adults, including sexual violence (SV), is becoming an increasingly important public health concern. Yet, reliable SV prevalence rates and risk factors are lacking, due to methodological shortcomings in current studies. SV research involves challenges regarding safety and disclosure, especially in older adults. In this paper we reflect on the methods used in a SH&V study in older adults balancing between GDPR imposed privacy rules and ethical and safety guidelines. Methods: To ensure the acceptability of the questionnaire, it was tested in a two-phase pilot study. To maximise SV disclosure, the questionnaire built up gradually towards the more sensitive SV modules. Interviewers were trained to approach participants in a non-judgemental manner. Due to GDPR, our data collection method was changed from a random sampling via the National Register to a cluster random probability sampling with a random route finding approach. Results: Older adults were willing to discuss SH&V during a face-to-face interview with trained interviewers. Following strict safety guidelines, no major incidents were reported. The cluster random probability sampling with random route finding approach provided an adequate sampling frame, but was inefficient and time-consuming. Conclusion: Doing research on SH&V in older adults is feasible, but requires a substantial investment of time and the challenges involved may incur greater costs. Research institutions, donors, and policy makers should convene to investigate how problems related to GDPR can be solved, especially regarding research on sensitive topics and hard to reach populations.


2020 ◽  
Vol 35 (6) ◽  
pp. 842-842
Author(s):  
Kiseleva N ◽  
Kiselev S

Abstract Objective There are evidences that game addiction can cause the delay in development of cognitive functions in children. However, we need further research for revealing this risk. The goal of this research was to examine the hypothesis that children at the age of 5 with computer game addiction have a risk for emerging weakness in visuospatial functions at the age of 6. Methods We used questionnaire for parents to reveal children with computer game addiction. Experimental group consisted of 16 5-year-old children with computer game addiction. Control group consisted of 16 children without computer game addiction. Children from experimental and control group were matched for age, gender and IQ. In the framework of longitudinal research children at the age of 6 from both groups were assessed by 4 subtests from NEPSY which are designed for assessing visuospatial functions (Arrows, Block Construction, Design Copying, Route Finding). Results One-way ANOVA has revealed the significant differences (p < .05) between groups for scores in 3 visuospatial subtests (Block Construction, Design Copying, Route Finding). Children from experimental group had low level of performance in these subtests. Conclusion The findings from this study suggest that computer game addiction can have negative effect on the development of visuospatial functions in children. We are going to do further research for revealing the long-term effect of computer game addiction on cognitive development of children in the framework of longitudinal research.


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