133,616 research outputs found

    (MU-CTL-01-12) Towards Model Driven Game Engineering in SimSYS: Requirements for the Agile Software Development Process Game

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    Software Engineering (SE) and Systems Engineering (Sys) are knowledge intensive, specialized, rapidly changing disciplines; their educational infrastructure faces significant challenges including the need to rapidly, widely, and cost effectively introduce new or revised course material; encourage the broad participation of students; address changing student motivations and attitudes; support undergraduate, graduate and lifelong learning; and incorporate the skills needed by industry. Games have a reputation for being fun and engaging; more importantly immersive, requiring deep thinking and complex problem solving. We believe educational games are essential in the next generation of e-learning tools. An extensible, freely available, engaging, problem-based game platform that provides students with an interactive simulated experience closely resembling the activities performed in a (real) industry development project would transform the SE/Sys education infrastructure. Our goal is to extend the state-of-the-art research in SE/Sys education by investigating a game development platform (GDP) from an interdisciplinary perspective (education, game research, and software/systems engineering). A meta-model has been proposed to provide a rigourous foundation that integrates the three disciplines. The GDP is intended to support the semi-automated development of collections of scripted games and their execution, where each game embodies a specific set of learning objectives. The games are scripted using a template based approach. The templates integrate three approaches: use cases; storyboards; and state machines (timed, concurrent, hierarchical state machines). The specification templates capture the structure of the game (Game, Acts, Scenes, Screens, Challenges), storyline, characters (player, non-player, external), graphics, music/sound effects, rules, and so on. The instantiated templates are (manually) transformed into XML game scripts that can be loaded into the SimSYS Game Play Engine. As a game is played, the game play events are logged; they are analyzed to automatically assess a player’s accomplishments and automatically adapt the game play script. Currently, we are manually defining a collection of games. The games are being used to ensure the GDP is flexible and reliable (i.e., the prototype can load and correctly run a variety of game scripts), the ontology is comprehensive, and the templates assist in defining well-organized, modular game scripts. In this report, we present the initial part of an Agile Software Development Process game (Act I, Scenes 1 and 2) that embodies learning objectives related to SE fundamentals (requirements, architecture, testing, process); planning with Gantt charts; working with budgets; and selecting a team for an agile development project. A student player is rewarded in the game by getting hired, scoring points, or getting promoted to lead a project. The game has a variety of settings including a classroom, job fair, and a work environment with meeting rooms, cubicles, and a water cooler station. The main non-player characters include a teacher, boss, and an evil peer. In the future, semi-automated support for creating new game scripts will be explored using a wizard interface. The templates will be formally defined, supporting automated transformation into XML game scripts that can be loaded into the SimSYS Game Engine. We also plan to explore transforming the requirements into a notation that can be imported into a commercial tool that supports Statechart simulation

    A Taxonomy for Management and Optimization of Multiple Resources in Edge Computing

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    Edge computing is promoted to meet increasing performance needs of data-driven services using computational and storage resources close to the end devices, at the edge of the current network. To achieve higher performance in this new paradigm one has to consider how to combine the efficiency of resource usage at all three layers of architecture: end devices, edge devices, and the cloud. While cloud capacity is elastically extendable, end devices and edge devices are to various degrees resource-constrained. Hence, an efficient resource management is essential to make edge computing a reality. In this work, we first present terminology and architectures to characterize current works within the field of edge computing. Then, we review a wide range of recent articles and categorize relevant aspects in terms of 4 perspectives: resource type, resource management objective, resource location, and resource use. This taxonomy and the ensuing analysis is used to identify some gaps in the existing research. Among several research gaps, we found that research is less prevalent on data, storage, and energy as a resource, and less extensive towards the estimation, discovery and sharing objectives. As for resource types, the most well-studied resources are computation and communication resources. Our analysis shows that resource management at the edge requires a deeper understanding of how methods applied at different levels and geared towards different resource types interact. Specifically, the impact of mobility and collaboration schemes requiring incentives are expected to be different in edge architectures compared to the classic cloud solutions. Finally, we find that fewer works are dedicated to the study of non-functional properties or to quantifying the footprint of resource management techniques, including edge-specific means of migrating data and services.Comment: Accepted in the Special Issue Mobile Edge Computing of the Wireless Communications and Mobile Computing journa

    CASPR: Judiciously Using the Cloud for Wide-Area Packet Recovery

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    We revisit a classic networking problem -- how to recover from lost packets in the best-effort Internet. We propose CASPR, a system that judiciously leverages the cloud to recover from lost or delayed packets. CASPR supplements and protects best-effort connections by sending a small number of coded packets along the highly reliable but expensive cloud paths. When receivers detect packet loss, they recover packets with the help of the nearby data center, not the sender, thus providing quick and reliable packet recovery for latency-sensitive applications. Using a prototype implementation and its deployment on the public cloud and the PlanetLab testbed, we quantify the benefits of CASPR in providing fast, cost effective packet recovery. Using controlled experiments, we also explore how these benefits translate into improvements up and down the network stack

    Supply chain transformation programme : prospectus

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    Practical service placement approach for microservices architecture

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    Community networks (CNs) have gained momentum in the last few years with the increasing number of spontaneously deployed WiFi hotspots and home networks. These networks, owned and managed by volunteers, offer various services to their members and to the public. To reduce the complexity of service deployment, community micro-clouds have recently emerged as a promising enabler for the delivery of cloud services to community users. By putting services closer to consumers, micro-clouds pursue not only a better service performance, but also a low entry barrier for the deployment of mainstream Internet services within the CN. Unfortunately, the provisioning of the services is not so simple. Due to the large and irregular topology, high software and hardware diversity of CNs, it requires of aPeer ReviewedPostprint (author's final draft
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