ADVCOMP 2018 - The Twelfth International Conference on Advanced Engineering Computing and Applications in Sciences
	November 18, 2018 - November 22, 2018
 ADVCOMP 2018: Tutorials
T1. Advanced Approaches to Enhance Cyber Applications
Dr. Thomas Klemas (Speaker), Decision Engineering                  Analysis Laboratory-Cambridge, USA
Dr. Steve Chan, Harvard University/Decision Engineering                  Analysis Laboratory, USA
Section 1: Cyber Assessment, Cyber Frameworks, Machine Learning 
  - Virtual Cyber Ranges
 
  - Cyber Assessment
 
  - Cyber Frameworks
 
  - Machine Learning Applications
 
Section 2: Cyber Robustness, Adaptation, Countermeasures and Analytics 
  - Video #1: Whitebox Orientation for Software Cyber Robustness 
 
  - Lessons Learned from Cyber Efforts amidst Ever-Increasing Cycles of Adaptation
 
  - Anti-Systems (Countermeasures)
 
  - Predictive Analytics 
 
Section 3: Artificial Intelligence, Creativity, Mutation, Traffic Analysis, Information Sharing 
  - (15 min) Video #2: Hybridizing Artificial Intelligence Systems with Human Intuition as well as Open Source and Non-Open Source Components
 
  - Lessons Learned for Maximal Cyber Creativity to mitigate High Adversarial Mutation Rates.
 
  - Traffic Analysis (Baselining, Pattern and Anomaly Detection)
 
  - Information Sharing (Target of Choice or Target of Chance) 
 
Section 4: Ideation for Future Cyber Innovation 
  - Audience participation with Instructor moderation
 
  - Cyber Survey
   
 
T2. Desktop VR and AR – A Hands-on Approach
Prof. Dr. Zhijie Xu, University of Huddersfield, United                  Kingdom
The current hype of Virtual Reality (VR) and Augmented Reality          (AR) began in 2010. Since then, from Oculus Rift to Google          Glass, from Sony PlayStation to HTC Vive, VR and AR have been          getting ever more attention from business and public alike.          Which VR/AR hardware should I go for, what content creating          software should I acquire, and how much could I afford to part          with for the latest gadgets and upgrades had often become the          first few questions a user ask him/herself before committing to          the purchase?
While, it was not that long ago (mid- to late 90s), there was          something called “desktop VR” (or semi-immersive VR), in          contrast to the costly full immersive HMD (Head Mounted Display)          or CAVE-like VR systems. So had the definition passed its          warranty? Is there potentially a renewed Bill of Life for it in          the “new” era? This tutorial aims to answer some of those          questions by developing learners’ creativity and abilities in          advanced desktop VR and AR development.
It covers advanced modelling and programming techniques,          particularly relating to gaming interface system design.          Computer Vision (CV) algorithms and models will be explored to          enable seamless gameplay mechanisms. Three integral sessions          will be delivered to introduce 3D graphics and rendering          pipeline, computer vision and gaming input, and the integration          of the first 2 to create DIY (Do-It-Yourself) style VR and AR          application programs.
At the end of the tutorial, learners are expected to have a good          grasp of CV-based HCI design principles, development and test          procedures, and their applications in cost-effective VR and AR          systems.
It is anticipated that there are plenty of potential          applications such as those in the first person, role-playing          physically embedded games; and, in the innovative forms of          serious applications in training, learning, and rehabilitation.          The tutorial will also aid learners’ future effort in          systematically:
  -     modelling of human-computer interaction modes
 
  -      formalising the HCI design process
 
  -     selecting appropriate hardware, software, maintenance          toolkits
 
  -     evaluating the sensory, perceptual, cognitive and          psychomotor aspects of human-computer interaction in real and          virtual environments
 
The tutorial will finish with a discussion session on the          theoretical underpinnings of VR and AR and their educational          values.  
 
T3. What                      Does “Term Meaning” Mean?
Prof. Dr.                    Christophe Roche, University Savoie Mont-Blanc, France                    and University of Liaocheng, China
Whatever our domain of research, of practice, there is neither          communication nor knowledge sharing without a common          understanding on the terms we use. But what is a term? And what          does “understanding a term” mean? If a term is a word, it is not          whatever word. The meaning of a term can be either built in          discourse, taking into account the context, or the definition of          the concept denoted by the term. In the first case, one talks of          lexicographic definition, in the second case, one talks of          terminological definition. In either case, how can a common          understanding be reached and guaranteed?
In this tutorial, we will focus on terminological definition,          wherein the term is a “verbal designation of a concept”, as          stated by the ISO standard on Terminology (ISO 1087-1), which          shifts the issue from term to concept. What are the concept          theories of terminology? What are the languages for the          representation of concept? Are these languages (e.g. logic,          frame languages) equivalent? And if they are not, what are the          gains and the losses? Why and how formal languages can be          useful? Are ontologies of knowledge engineering useful for term          meaning building and representation?
This tutorial will be a journey through these issues, raising          questions for debate, as well as proposing possible          perspectives.