153,978 research outputs found

    Self-adaptive clock synchronisation based on clock precision difference

    Full text link
    This paper presents an innovative strategy to synchronize all virtual clocks in asynchronous Internet environments. Our model is based on the architecture of one reference clock and many slave clocks communicating with each other over the Internet. The paper makes three major contributions to this research area. Firstly, one-way information transmission is applied to reduce traffic overhead on the Internet for the purpose of clock synchronization. Secondly, the slave nodes use local virtual time and the arrival timestamp, from the reference node, to create linear mathematical trend models and to retrieve the clock precision differences between reference clock and slave clocks. Finally, a fault-tolerant and self-adaptive model executed by each slave node based on the above linear trend model is created in order to ensure that the virtual clock is running normally, even when the link between the reference node and this slave node has crashed. We also present detailed simulations of this strategy and mathematical analysis on real Internet environments.<br /

    Eye-Tracking in Interactive Virtual Environments: Implementation and Evaluation

    Get PDF
    Not all eye-tracking methodology and data processing are equal. While the use of eye-tracking is intricate because of its grounding in visual physiology, traditional 2D eye-tracking methods are supported by software, tools, and reference studies. This is not so true for eye-tracking methods applied in virtual reality (imaginary 3D environments). Previous research regarded the domain of eye-tracking in 3D virtual reality as an untamed realm with unaddressed issues. The present paper explores these issues, discusses possible solutions at a theoretical level, and offers example implementations. The paper also proposes a workflow and software architecture that encompasses an entire experimental scenario, including virtual scene preparation and operationalization of visual stimuli, experimental data collection and considerations for ambiguous visual stimuli, post-hoc data correction, data aggregation, and visualization. The paper is accompanied by examples of eye-tracking data collection and evaluation based on ongoing research of indoor evacuation behavior

    TCG based approach for secure management of virtualized platforms: state-of-the-art

    Get PDF
    There is a strong trend shift in the favor of adopting virtualization to get business benefits. The provisioning of virtualized enterprise resources is one kind of many possible scenarios. Where virtualization promises clear advantages it also poses new security challenges which need to be addressed to gain stakeholders confidence in the dynamics of new environment. One important facet of these challenges is establishing 'Trust' which is a basic primitive for any viable business model. The Trusted computing group (TCG) offers technologies and mechanisms required to establish this trust in the target platforms. Moreover, TCG technologies enable protecting of sensitive data in rest and transit. This report explores the applicability of relevant TCG concepts to virtualize enterprise resources securely for provisioning, establish trust in the target platforms and securely manage these virtualized Trusted Platforms

    Advanced Architectures for Transactional Workflows or Advanced Transactions in Workflow Architectures

    Get PDF
    In this short paper, we outline the workflow management systems research in the Information Systems division at the University of Twente. We discuss the two main themes in this research: architecture design and advanced transaction management. Attention is paid to the coverage of these themes in the context of the completed Mercurius and WIDE projects and in the new CrossFlow project. In the latter project, contracts are introduced as a new theme to support electronic commerce aspects in workflow management

    Analysis domain model for shared virtual environments

    Get PDF
    The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model

    ClouNS - A Cloud-native Application Reference Model for Enterprise Architects

    Full text link
    The capability to operate cloud-native applications can generate enormous business growth and value. But enterprise architects should be aware that cloud-native applications are vulnerable to vendor lock-in. We investigated cloud-native application design principles, public cloud service providers, and industrial cloud standards. All results indicate that most cloud service categories seem to foster vendor lock-in situations which might be especially problematic for enterprise architectures. This might sound disillusioning at first. However, we present a reference model for cloud-native applications that relies only on a small subset of well standardized IaaS services. The reference model can be used for codifying cloud technologies. It can guide technology identification, classification, adoption, research and development processes for cloud-native application and for vendor lock-in aware enterprise architecture engineering methodologies

    Algorithms for advance bandwidth reservation in media production networks

    Get PDF
    Media production generally requires many geographically distributed actors (e.g., production houses, broadcasters, advertisers) to exchange huge amounts of raw video and audio data. Traditional distribution techniques, such as dedicated point-to-point optical links, are highly inefficient in terms of installation time and cost. To improve efficiency, shared media production networks that connect all involved actors over a large geographical area, are currently being deployed. The traffic in such networks is often predictable, as the timing and bandwidth requirements of data transfers are generally known hours or even days in advance. As such, the use of advance bandwidth reservation (AR) can greatly increase resource utilization and cost efficiency. In this paper, we propose an Integer Linear Programming formulation of the bandwidth scheduling problem, which takes into account the specific characteristics of media production networks, is presented. Two novel optimization algorithms based on this model are thoroughly evaluated and compared by means of in-depth simulation results

    Virtual Environment for Next Generation Sequencing Analysis

    Get PDF
    Next Generation Sequencing technology, on the one hand, allows a more accurate analysis, and, on the other hand, increases the amount of data to process. A new protocol for sequencing the messenger RNA in a cell, known as RNA- Seq, generates millions of short sequence fragments in a single run. These fragments, or reads, can be used to measure levels of gene expression and to identify novel splice variants of genes. The proposed solution is a distributed architecture consisting of a Grid Environment and a Virtual Grid Environment, in order to reduce processing time by making the system scalable and flexibl
    • 

    corecore