As in many other fields, the use of artificial intelligence (AI) technologies in the legal ground is inevitable. In an era defined by rapid technological advancements, combining AI and the rule of law poses both opportunities and challenges. Certain features of the law that are necessary for it to guide behavior effectively constitute the rule of law. AI has the potential to revolutionize various sectors, including the justice system. However, its widespread adoption raises concerns about the preservation of fundamental legal principles and human rights. This study investigates recent works on the use of AI in the legal ground. Although the contribution of AI to the field of law may improve performance, there may also be some dangers, regarding issues like the principle of legal security, or protection of human rights. A discussion on such dangers is included from a legal perspective, which will help developers of AI tools for legal systems.
The majority of call admission control schemes proposed for wireless cellular networks do not take new call redials into account. However, connection reattempts are known to have a negative impact on the system performance because they generate more load. In this paper, we shall investigate how some popular call admission control schemes perform under more realistic conditions.
In contrast to text-only forms of communications, multimedia uses a combination of audiovisual means alongside textual modes of communication. Streaming multimedia is such multimedia that is constantly delivered by a provider of the multimedia to a client. In streaming multimedia the streamed content is continually presented to and received by the end user. Distributed multimedia systems (DMSs) deliver multimedia content to end-users by means of distributed multimedia databases and distributed information servers. These DMSs are designed to deliver multimedia content over a network. A fault-tolerant redundant hierarchy (Red-HI)-based load management policy for a distributed multimedia streaming system is proposed in this paper. The main objectives of this policy are to provide fault tolerance while increasing the flexibility offered in the network by improving network resource utilization. Another advantage of this policy is that it provides popularity-zone centric dynamic multimedia object placement. The load management and fault tolerance are achieved using Red-HI for the multimedia servers coupled with parent-only query flooding policy. We show through simulations that our scheme outperforms the traditional pure hierarchy employed in most distributed multimedia systems.
This paper proposes a Prioritized New Call Threshold Policy for Call Admission Control schemes. It is known that connection reattempts negatively affect the system performance. In currently proposed policy, the system's performance is improved by decreasing the number of connection reattempts. In order to demonstrate that the proposed scheme is better than the traditionally utilized ones in terms of various parameters, the simulations were utilized. It predicts the time that the mobile station will spend in the current cell, mobile station with different remaining time will have different number of channels available for them. More channels are available for the new calls with higher remaining time. Simulations were used in order to show that the proposed scheme outperforms the traditionally employed mechanisms in terms of various parameters.
Many routing protocols are proposed in the literature on mobile ad hoc networks (MANETs). Some of those protocols which have been investigated under different assumptions are unable to capture the actual characteristics of MANETs. Therefore, there is a necessity to investigate the performance of MANETs under a number of different protocols with various mobility models. This paper evaluates the performance of the single path routing protocols (AODV, DSR, and DSDV), in the presence of different network loads and differing mobility models. Our findings show that DSR routing protocol has a better performance compared to other protocols with respect to various metrics. (C) 2013 Elsevier Ltd. All rights reserved.
In cellular wireless networks, the choice of Call Admission Control scheme impacts the performance of the system, particularly as how calls are managed when a mobile user is handed off from one cell to another. Non-prioritized schemes treat handoff calls and new calls equally, while, prioritized schemes give higher priority to handoff calls. In this paper, some of the popular non-prioritized and prioritized Call Admission Control schemes were investigated and their behavior was simulated and analyzed. They are evaluated based on call dropping probability, call blocking probability and system utilization parameters.
This paper proposes a novel prioritized new call queuing mechanism for handoff prioritizing schemes. In order to increase the total carried traffic, the proposed approach decreases the blocking probability of new calls by reducing the number of connection reattempts. The proposed queuing policy predicts the time mobile station will spend in the current cell and queues the new calls with high predicted remaining time as they will make more reconnection attempts then calls with low remaining time. We show through simulations that our scheme outperforms the traditionally employed queuing mechanisms in terms of various parameters, i.e., it achieves much lower reattempt and blocking probabilities of new calls without compromising the handoff dropping probability.
Provision of seamless service to multimedia applications in cellular wireless networks largely depends on the way calls are handled during handoff. Hence, sufficient resources must be provided for handoff (HO) connections when a mobile station (MS) moves from one cell to another. Effective allocation of resources can be achieved when the exact future trajectory of MSs is known in advance. However, such a scenario is unrealistic. The next best possibility is to employ user mobility prediction to determine the cell(s) a MS will likely visit in the near future. In this paper, we present an extensive survey and classification of channel (bandwidth) reservation schemes which employ user mobility prediction in the resource reservation process. We also present a survey and classification of call admission control (CAC) schemes, including discussion of prioritized and non-prioritized handoff schemes, which can be useful for researches both in academia and industry.
A digital integrated circuit (IC) is realized using the random neural network (RNN) model introduced by Gelenbe. The RNN IC employs both configurable routing and random signaling. In this paper we present the networking/routing aspects as well as the performance results of an RNN network implemented by the RNN IC. In the RNN model, each neuron accumulates arriving signals and can fire if its potential at a given instant of time is strictly positive. Firing occurs at random, the intervals between successive firing instants following an exponential distribution of constant rate. When a neuron fires, it routes the generated pulses to the output lines in accordance with the connection probabilities. The number of neurons in the network is programmable and could be connected to each other with any desired neuron interconnection and this connection could be changed on the fly. The RNN chip architecture is cascadable to generate any network topology. All the parts of the RNN circuit are implemented using a standard digital Complimentary-Metal-Oxide-Semiconductor (CMOS) process.
We developed a peer-to-peer local area network client back-end buffering system module for video-on-demand (VoD) systems. Our aim is to minimize both the number and duration of stops experienced by users, thereby minimizing the cost while improving the performance. Simulations show that our module outperforms both typical and recently proposed VoD systems
Client side buffering and peer-to-peer computing can considerably improve the performance of VoD systems. Earlier, a module called LCBBS was developed for clients on a LAN. A FIFO based buffering mechanism was used in LCBBS, considering the "video locality" concept. In this way, clients first check their own buffers, and then their peers' buffers before requesting segments from remote servers. In this study, a leading segments-based buffering mechanism is integrated to the LCBBS client. The simulation results indicate that the performance of the resulting VoD system is improved further, especially in terms of startup latency. The effect of "video popularity" was also tested, assuming that in a real life environment, some videos are more popular than others. When popularity is considered in buffering decisions, simulation results show that typical video clips are displayed smoothly with small delays even when the display rate is three times faster than the download rate.
This paper provides a detailed discussion of nonprioritized and prioritized handoff schemes. It presents a survey of published papers in this area. Moreover, an extensive classification of handoff prioritizing schemes is presented in this paper
Distance education programs are becoming more common in traditional higher education institutions. Some universities are offering courses from their online programs to on-campus students, while others are establishing special programs for their students. Learning Management Systems (LMS) are essential for content development and management of such programs. This paper discusses the Eastern Mediterranean University Learning Management System (EMU-LMS) developed while the EMU-Online program was offered to on-campus students, outlining both technical details, and administrative issues.
A novel protocol for load balancing in distributed multiserver queuing systems is proposed. The protocol is based on an anonymous multicast communication in a network of servers or workers. A formal description of the protocol in terms of a state diagram is given. The complexity issues of the protocol are considered. The protocol was investigated by the use of a simulation model in terms of a class of the extended Petri nets and implemented as a prototype system on a group of computers in a LAN of Ethernet type. The results of simulation and prototype-system studies of a distributed queuing system with the proposed protocol are compared to the behavior of an ideal, centralized queuing system. Limitations and possible extensions to the protocol are outlined.
The Alternating Sequential/Parallel (ASP) paradigm of computations is revisited to revive the interest of researchers to this form of distributed data processing. We define the ASP paradigm for a particular but practically interesting case when the transmission media is a shared serially used resource, which is typical for many LANs. For this case, a performance measure is derived and some aspects of the applicability of the ASP are considered. Using a class of extended Petri nets and a software package based on these nets, a simulation of the ASP system was carried out for an extremum search, which showed a good speedup of the computation.
In this study, the basic properties of a number of important Neuro-chips, boards, and computers that have been physically produced shall be presented. Then, a digital MOS chip called RNNC, based on the random neural network model, shall be briefly discussed. The RNNC architecture is cascadable. The synapses of internal neurons within me chip are programmable. The RNNC circuit is implemented using the 0.7 mu m CMOS process.
In this study, the neuron of the random neural network (RNN) model (Gelenbe 1989) is designed using digital circuitry. In the RNN model, each neuron accumulates arriving pulses and can fire if its potential at a given instant of time is strictly positive. Firing occurs at random, the intervals between successive firing instants following an exponential distribution of constant rate. When a neuron fires, it routes the generated pulses to the appropriate output lines in accordance with the connection probabilities. In the digital circuitry the fundamental parts of the neuron are simulated by realizing input module, neuron potential module, firing module and routing module. The neuron potential module accumulates incoming signals collected by the input module at the input site. The firing module generates random pulses with an exponential distribution of fixed rate. The pulses generated by the firing module are distributed to the other neurons through the routing module at the output side. A network of neurons can be constructed by using the digital circuitry presented for the single neuron. All the parts of the random neuron circuit are simulated by using Circuitmaker and Pspice digital simulation packages and the neuron is realized digitally by using LS-TTL ICs.