55,676 research outputs found

    Measuring the collective intelligence education index

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    War games and sports games always seek glory and excellence in an environment where participants enjoy what they do. Success is guaranteed in the degree of effective collaboration and coordination within the team members, as well as the strategy used by teams, such games or war strategies are generated since the birth of humanity. In this sense, the following questions emerge in the field of education: Is it possible to design learning activities that use this principle applied to collaborative work in the classroom? Which are the conditions of application of team competition strategy using ICT tools and how to measure it? This research explores the application of a web tool called Choose the Best (CTB). CTB implements a strategy that fosters competitiveness among the teams of a class, as well as the coordination and collaboration within the same, these types of strategies contribute to the development of Collective Intelligence levels. It's measured through a group of implemented metrics. Based on the results, we consider that the use of new forms of teaching and learning based on the emerging paradigms is necessary. Therefore, CTB is a tool that could become an effective way to measuring the group's performance according to Collective Intelligence paradigms.Postprint (author's final draft

    A gentle transition from Java programming to Web Services using XML-RPC

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    Exposing students to leading edge vocational areas of relevance such as Web Services can be difficult. We show a lightweight approach by embedding a key component of Web Services within a Level 3 BSc module in Distributed Computing. We present a ready to use collection of lecture slides and student activities based on XML-RPC. In addition we show that this material addresses the central topics in the context of web services as identified by Draganova (2003)

    Europeana communication bug: which intervention strategy for a better cooperation with creative industry?

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    Although Europeana as well as many GLAMs are very engaged - beside the main mission, i.e. spreading cultural heritage knowledge- in developing new strategies in order to make digital contents reusable for creative industry, these efforts have been successful just only in sporadic cases. A significant know how deficits in communication often compromises expected outcomes and impact. Indeed, what prevails is an idea of communication like an enhancement “instrument” intended on the one hand in purely economic (development) sense, on the other hand as a way for increasing and spreading knowledge. The main reference model is more or less as follows: digital objects are to be captured and/or transformed by digital technologies into sellable goods to put into circulation. Nevertheless, this approach risks neglecting the real nature of communication, and more in detail the one of digital heritage where it is strategic not so much producing objects and goods as taking part into sharing environments creation (media) by engaged communities, small or large they may be. The environments act as meeting and interchange point, and consequently as driving force of enhancing. Only in a complex context of network interaction on line accessible digital heritage contents become a strategic resource for creating environments in which their re/mediation can occur – provided that credible strategies exist, shared by stakeholders and users. This paper particularly describes a case study including proposals for an effective connection among Europeana, GLAMs and Creative Industry in the framework of Food and Drink digital heritage enhancement and promotion. Experimental experiences as the one described in this paper anyway confirm the relevance of up-to-date policies based on an adequate communication concept, on solid partnerships with enterprise and association networks, on collaborative on line environments, on effective availability at least for most of contents by increasing free licensing, and finally on grassroots content implementation involving prosumers audience, even if filtered by GLAMs

    Report from GI-Dagstuhl Seminar 16394: Software Performance Engineering in the DevOps World

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    This report documents the program and the outcomes of GI-Dagstuhl Seminar 16394 "Software Performance Engineering in the DevOps World". The seminar addressed the problem of performance-aware DevOps. Both, DevOps and performance engineering have been growing trends over the past one to two years, in no small part due to the rise in importance of identifying performance anomalies in the operations (Ops) of cloud and big data systems and feeding these back to the development (Dev). However, so far, the research community has treated software engineering, performance engineering, and cloud computing mostly as individual research areas. We aimed to identify cross-community collaboration, and to set the path for long-lasting collaborations towards performance-aware DevOps. The main goal of the seminar was to bring together young researchers (PhD students in a later stage of their PhD, as well as PostDocs or Junior Professors) in the areas of (i) software engineering, (ii) performance engineering, and (iii) cloud computing and big data to present their current research projects, to exchange experience and expertise, to discuss research challenges, and to develop ideas for future collaborations

    DCDIDP: A distributed, collaborative, and data-driven intrusion detection and prevention framework for cloud computing environments

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    With the growing popularity of cloud computing, the exploitation of possible vulnerabilities grows at the same pace; the distributed nature of the cloud makes it an attractive target for potential intruders. Despite security issues delaying its adoption, cloud computing has already become an unstoppable force; thus, security mechanisms to ensure its secure adoption are an immediate need. Here, we focus on intrusion detection and prevention systems (IDPSs) to defend against the intruders. In this paper, we propose a Distributed, Collaborative, and Data-driven Intrusion Detection and Prevention system (DCDIDP). Its goal is to make use of the resources in the cloud and provide a holistic IDPS for all cloud service providers which collaborate with other peers in a distributed manner at different architectural levels to respond to attacks. We present the DCDIDP framework, whose infrastructure level is composed of three logical layers: network, host, and global as well as platform and software levels. Then, we review its components and discuss some existing approaches to be used for the modules in our proposed framework. Furthermore, we discuss developing a comprehensive trust management framework to support the establishment and evolution of trust among different cloud service providers. © 2011 ICST

    Considering the User in the Wireless World

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    The near future promises significant advances in communication capabilities, but one of the keys to success is the capability understanding of the people with regards to its value and usage. In considering the role of the user in the wireless world of the future, the Human Perspective Working Group (WG1) of the Wireless World Research Forum has gathered input and developed positions in four important areas: methods, processes, and best practices for user-centered research and design; reference frameworks for modeling user needs within the context of wireless systems; user scenario creation and analysis; and user interaction technologies. This article provides an overview of WG1's work in these areas that are critical to ensuring that the future wireless world meets and exceeds the expectations of people in the coming decades
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