International Journal of Information Engineering and Electronic Business (IJIEEB)

IJIEEB Vol. 13, No. 1, Feb. 2021

Cover page and Table of Contents: PDF (size: 704KB)

Table Of Contents

REGULAR PAPERS

PriceCop – Price Monitor and Prediction Using Linear Regression and LSVM-ABC Methods for E-commerce Platform

By Mohamed Zaim Shahrel Sofianita Mutalib Shuzlina Abdul Rahman

DOI: https://doi.org/10.5815/ijieeb.2021.01.01, Pub. Date: 8 Feb. 2021

In early 2020, the world was shocked by the outbreak of COVID-19. World Health Organization (WHO) urged people to stay indoors to avoid the risk of infection. Thus, more people started to shop online, significantly increasing the number of e-commerce users. After some time, users noticed that a few irresponsible online retailers misled customers by hiking product prices before and during the sale, then applying huge discounts. Unfortunately, the “discounted” prices were found to be similar or only slightly lower than standard pricing. This problem occurs because users were unable to monitor product pricing due to time restrictions. This study proposes a Web application named PriceCop to help customers’ monitor product pricing. PriceCop is a significant application because it offers price prediction features to help users analyse product pricing within the next day; thus, it can help users to plan before making purchases. The price prediction model is developed by using Linear Regression (LR) technique. LR is commonly used to determine outcomes and used as predictors. Least Squares Support Vector Machine (LSSVM) and Artificial Bee Colony (ABC) are used as a comparison to evaluate the accuracy of the LR technique. LSSVM-ABC was initially proposed for stock market price predictions. The results show the accuracy of pricing prediction using LSSVM-ABC is 84%, while it is 62% when LR is employed. ABC is integrated into SVM to optimize the solution and is responsible for the best solution in every iteration. Even though LSSVM-ABC predicts product pricing more accurately than LR, this technique is best trained using at least a year’s worth of product prices, and the data is limited for this purpose. In the future, the dataset can be collected daily and trained for accuracy.

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Bengali News Headline Categorization Using Optimized Machine Learning Pipeline

By Prashengit Dhar Zainal Abedin

DOI: https://doi.org/10.5815/ijieeb.2021.01.02, Pub. Date: 8 Feb. 2021

Bengali text based news portal is now very common and increasing day by day. With easy access of internet technology, reading news through online is now a regular task. Different types of news are represented in the news portal. The system presented in this paper categorizes the news headline of news portal or sites. Prediction is made by machine learning algorithm. Large number of collected data are trained and tested. As pre-processing tasks such as tokenization, digit removal, removing punctuation marks, symbols, and deletion of stop words are processed. A set of stop words is also created manually. Strong stop words leads to better performance. Stop words deletion plays a lead role in feature selection. For optimization, genetic algorithm is used which results in reduced feature size. A comparison is also explored without optimization process. Dataset is established by collecting news headline from various Bengali news portal and sites. Resultant output shows well performance in categorization.

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Client Server iOS in Player versus Player (PVP) of “Borneo Snap”

By Reza Andrea Tommy Bustomi Muhammad Muhsan

DOI: https://doi.org/10.5815/ijieeb.2021.01.03, Pub. Date: 8 Feb. 2021

Borneo Snap is a Kalimantan’s animals snap card game. Play proceeds with the players taking it in turns to remove a card from the top of their deck and place it face-up on a central pile. If two cards placed consecutively on the pile are identical (same picture) then the first player to shout "Snap!"will get all of it. This game is built for the iOS platform. Game Player Versus Player (PVP) Borneo Snap using peer-to-peer API from Game Kit (XCode Framework) and Wi-Fi or Bluetooth, but actually, Borneo Snap uses client-server architecture model, each player in a player versus player game session only can communicate with server intermediaries. If the player sends data updates when playing cards to other players, this data update will first be through the server, then forwarded to all other players. The result of this research, with client-server framework Borneo Snap can be played by more than 1 player and more iOS gadget too

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Systematic Analysis of Virtual Reality & Augmented Reality

By Asif A. Lagharic Awais K. Jumani Kamlesh Kumar M. Ameen Chhajro

DOI: https://doi.org/10.5815/ijieeb.2021.01.04, Pub. Date: 8 Feb. 2021

Nowadays, users are moving from old 2D screens to modern devices such as 3D screens and virtual reality devices to enjoy videos and games like real-world experience, and this demand increased further development. Virtual Reality (VR) is based on the creation of a simulated environment of real-world with computer creation, and Augmented Reality (AR) is based on the addition of simulation components (environment) in the real-world scene. In this paper, systematic analysis of relationships and features both VR and AR varies by outline, arrangement, administrations, and devices for associations and clients. This paper provides a difference between AR and VR, advantages, future, and open research issues.

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Game-Theoretic Resource Allocation Algorithms for Device-to-Device Communications in Fifth Generation Cellular Networks: A Review

By Emoghene Ogidiaka Francisca Nonyelum Ogwueleka Martins Ekata Irhebhude

DOI: https://doi.org/10.5815/ijieeb.2021.01.05, Pub. Date: 8 Feb. 2021

Game-theoretic resource allocation algorithms are essential to managing the interference that Device-to-Device (D2D) and cellular transmissions could generate to each other in cellular networks since game-theoretic solutions are naturally autonomous and robust. In this paper, we present a survey on D2D communication in cellular networks with respect to the performance of the existing and accessible game-theoretic resource allocation algorithms published in 2013-2019. Each of the game-theoretic resource allocation algorithms with its properties such as utility, complexity, fairness, overhead cost, and convergence rate are reviewed and compared. The survey proved that game-theoretic solutions could be a viable strategy for practical implementation in 5G networks as each of the reviewed scheme attempts to optimize one or various essential performance metrics in the system. Finally, the paper recommends that serious efforts should be made by standardization bodies in incorporating game-theoretic strategy in D2D-enabled 5G networks while considering it as a road map for reliable and resource-efficient solutions in future cellular networks.

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