Combinations of finite state line codes and error correcting codes

Author(s):  
H. Kamabe
2014 ◽  
Vol 2014 ◽  
pp. 1-9 ◽  
Author(s):  
Faiz Muhammad Khan ◽  
Nor Haniza Sarmin ◽  
Hidayat Ullah Khan

In several advanced fields like control engineering, computer science, fuzzy automata, finite state machine, and error correcting codes, the use of fuzzified algebraic structures especially ordered semigroups plays a central role. In this paper, we introduced a new and advanced generalization of fuzzy generalized bi-ideals of ordered semigroups. These new concepts are supported by suitable examples. These new notions are the generalizations of ordinary fuzzy generalized bi-ideals of ordered semigroups. Several fundamental theorems of ordered semigroups are investigated by the properties of these newly defined fuzzy generalized bi-ideals. Further, using level sets, ordinary fuzzy generalized bi-ideals are linked with these newly defined ideals which is the most significant part of this paper.


2011 ◽  
Vol 2011 ◽  
pp. 1-12 ◽  
Author(s):  
Jorge Pedraza Arpasi

Error-correcting encoding is a mathematical manipulation of the information against transmission errors over noisy communications channels. One class of error-correcting codes is the so-calledgroup codes. Presently, there are many good binary group codes which are abelian. A group code is a family of bi-infinite sequences produced by a finite state machine (FSM) homomorphic encoder defined on the extension of two finite groups. As a set of sequences, a group code is a dynamical system and it is known that well-behaved dynamical systems must be necessarily controllable. Thus, a good group code must be controllable. In this paper, we work with group codes defined over nonabelian groups. This necessity on the encoder is because it has been shown that the capacity of an additive white Gaussian noise (AWGN) channel using abelian group codes is upper bounded by the capacity of the same channel using phase shift keying (PSK) modulation eventually with different energies per symbol. We will show that when the trellis section group is nonabelian and the input group of the encoder is a cyclic group with, elements, prime, then the group code produced by the encoder is noncontrollable.


Author(s):  
N. V. Brovka ◽  
P. P. Dyachuk ◽  
M. V. Noskov ◽  
I. P. Peregudova

The problem and the goal.The urgency of the problem of mathematical description of dynamic adaptive testing is due to the need to diagnose the cognitive abilities of students for independent learning activities. The goal of the article is to develop a Markov mathematical model of the interaction of an active agent (AA) with the Liquidator state machine, canceling incorrect actions, which will allow mathematically describe dynamic adaptive testing with an estimated feedback.The research methodologyconsists of an analysis of the results of research by domestic and foreign scientists on dynamic adaptive testing in education, namely: an activity approach that implements AA developmental problem-solving training; organizational and technological approach to managing the actions of AA in terms of evaluative feedback; Markow’s theory of cement and reinforcement learning.Results.On the basis of the theory of Markov processes, a Markov mathematical model of the interaction of an active agent with a finite state machine, canceling incorrect actions, was developed. This allows you to develop a model for diagnosing the procedural characteristics of students ‘learning activities, including: building axiograms of total reward for students’ actions; probability distribution of states of the solution of the problem of identifying elements of the structure of a complex object calculate the number of AA actions required to achieve the target state depending on the number of elements that need to be identified; construct a scatter plot of active agents by target states in space (R, k), where R is the total reward AA, k is the number of actions performed.Conclusion.Markov’s mathematical model of the interaction of an active agent with a finite state machine, canceling wrong actions allows you to design dynamic adaptive tests and diagnostics of changes in the procedural characteristics of educational activities. The results and conclusions allow to formulate the principles of dynamic adaptive testing based on the estimated feedback.


2018 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Mustofa Mustofa ◽  
Sidiq Sidiq ◽  
Eva Rahmawati

Perkembangan dunia yang dinamis mendorong percepatan perkembangan teknologi dan informasi. Dengan dorongan tersebut komputer yang dulunya dibuat hanya untuk membantu pekerjaan manusia sekarang berkembang menjadi sarana hiburan, permainan, komunikasi dan lain sebagainya. Dalam sektor hiburan salah satu industri yang sedang menjadi pusat perhatian adalah industri video game. Begitu banyaknya produk video game asing yang masuk ke dalam negeri ini memberikan tantangan kepada bangsa ini. Tentunya video game asing yang masuk ke negara ini membawa banyak unsur kebudayaan negara lain. Ini semakin membuat kebudayaan nusantara semakin tergeserkan dengan serangan kebudayaan asing melalui berbagai media. Maka dari itu peneliti mencoba untuk menerapkan Finite State Machine dalam merancang sebuah video game RPG (Role-Playing game) yang memperkenalkan kebudayaan. Dalam perancangan video game ini peneliti menggunakan metode GDLC(Game Development Life Cycle) agar penelitian ini berjalan secara sistematis. Dalam suatu perancangan video game tedapat banyak elemen, pada penelitian ini penulis lebih fokus pada pengendalian animasi karakter yang dimainkan pada video game ini. Dari perancangan yang dilakukan, disimpulkan bahwa Finite State Machine dapat digunakan untuk pengendalian animasi yang baik pada video game RPG. Diharapkan video game ini dapat menjadi salah satu media untuk mengenalkan kebudayaan nusantara


2013 ◽  
Vol 18 (2-3) ◽  
pp. 49-60 ◽  
Author(s):  
Damian Dudzńiski ◽  
Tomasz Kryjak ◽  
Zbigniew Mikrut

Abstract In this paper a human action recognition algorithm, which uses background generation with shadow elimination, silhouette description based on simple geometrical features and a finite state machine for recognizing particular actions is described. The performed tests indicate that this approach obtains a 81 % correct recognition rate allowing real-time image processing of a 360 X 288 video stream.


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