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Handwriting Recognition enables a person to scribble something on a piece of paper and then convert it into text. If we look into the practical reality there are enumerable styles in which a character may be written. These styles can be self combined to generate more styles. Even if a small child knows the basic styles a character can be written, he would be able to recognize characters written in styles intermediate between them or formed by their mixture. This motivates the use of Genetic Algorithms for the problem. In order to prove this, we made a pool of images of characters. We converted them to graphs. The graph of every character was intermixed to generate styles intermediate between the styles of parent character. Character recognition involved the matching of the graph generated from the unknown character image with the graphs generated by mixing. Using this method we received an accuracy of 98.44%.
VANETs (Vehicular Ad hoc Networks) are highly mobile wireless ad hoc networks and will play an important role in public safety communications and commercial applications. Routing of data in VANETs is a challenging task due to rapidly changing topolog y and high speed mobility of vehicles. Conventional routing protocols in MANETs (Mobile Ad hoc Networks) are unable to fully address the unique characteristics in vehicular networks. In this paper, we propose EBGR (Edge Node Based Greedy Routing), a reliable greedy position based routing approach to forward packets to the node present in the edge of the transmission range of source/forwarding node as most suitable next hop, with consideration of nodes moving in the direction of the destination. We propose Revival Mobility model (RMM) to evaluate the performance of our routing technique. This paper presents a detailed description of our approach and simulation results show that packet delivery ratio is improved considerably compared to other routing techniques of VANET.
Recently, the academic community has been giving much attention to Cooperative Learning System, a group learning method combined with pedagogy and social psychology. It allows group members to gain knowledge through collaborations and interactions. N owadays, most Internet cooperative learning systems are designed to provide students mainly with a convenient online environment to study theoretical courses but rarely with an online environment to operate practical instruments. Hence, this paper designed a 3D online cooperative learning system for operating virtual instruments with circuit-measuring function. By integrating with Virtual Reality, Remote Control Parameter Transmission and embedded system techniques, this system gives learners not only a cooperative learning environment via networking to jointly operate the 3D virtual instruments (for example, multi-meters, power supplies and oscilloscopes) but also the functions of instant messages and 3D puzzles to interact with one another. Therefore, learners can effectively improve learning interests and results.
One of the elements that have popularized and facilitated the use of geographical information on a variety of computational applications has been the use of Web maps; this has opened new research challenges on different subjects, from locating places and people, the study of social behavior or the analyzing of the hidden structures of the terms used in a natural language query used for locating a place. However, the use of geographic information under technological features is not new, instead it has been part of a development and technological integration process. This paper presents a state of the art review about the application of geographic information under different approaches: its use on location based services, the collaborative user participation on it, its contextual-awareness, its use in the Semantic Web and the challenges of its use in natural languge queries. Finally, a prototype that integrates most of these areas is presented.
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