11,336 research outputs found

    The Adirondack Chronology

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    The Adirondack Chronology is intended to be a useful resource for researchers and others interested in the Adirondacks and Adirondack history.https://digitalworks.union.edu/arlpublications/1000/thumbnail.jp

    Digital asset management via distributed ledgers

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    Distributed ledgers rose to prominence with the advent of Bitcoin, the first provably secure protocol to solve consensus in an open-participation setting. Following, active research and engineering efforts have proposed a multitude of applications and alternative designs, the most prominent being Proof-of-Stake (PoS). This thesis expands the scope of secure and efficient asset management over a distributed ledger around three axes: i) cryptography; ii) distributed systems; iii) game theory and economics. First, we analyze the security of various wallets. We start with a formal model of hardware wallets, followed by an analytical framework of PoS wallets, each outlining the unique properties of Proof-of-Work (PoW) and PoS respectively. The latter also provides a rigorous design to form collaborative participating entities, called stake pools. We then propose Conclave, a stake pool design which enables a group of parties to participate in a PoS system in a collaborative manner, without a central operator. Second, we focus on efficiency. Decentralized systems are aimed at thousands of users across the globe, so a rigorous design for minimizing memory and storage consumption is a prerequisite for scalability. To that end, we frame ledger maintenance as an optimization problem and design a multi-tier framework for designing wallets which ensure that updates increase the ledger’s global state only to a minimal extent, while preserving the security guarantees outlined in the security analysis. Third, we explore incentive-compatibility and analyze blockchain systems from a micro and a macroeconomic perspective. We enrich our cryptographic and systems' results by analyzing the incentives of collective pools and designing a state efficient Bitcoin fee function. We then analyze the Nash dynamics of distributed ledgers, introducing a formal model that evaluates whether rational, utility-maximizing participants are disincentivized from exhibiting undesirable infractions, and highlighting the differences between PoW and PoS-based ledgers, both in a standalone setting and under external parameters, like market price fluctuations. We conclude by introducing a macroeconomic principle, cryptocurrency egalitarianism, and then describing two mechanisms for enabling taxation in blockchain-based currency systems

    Water and Wastewater Digital Surveillance 1 for Monitoring and Early Detection of 2 the COVID-19 Hotspot: Industry 4.0

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    Abstract: There are a high number of COVID-19 cases per capita in the world that goes undetected including clinical diseases compatible with COVID-19. While the presence of the COVID-19 in untreated drinking water is possible, it is yet to be detected in the drinking-water supplies. COVID-19 viral fragments have been found in excrete, this call for wastewater monitoring and analysis (wastewater surveillance) of the potential health risk. This raises concern about the potential of the SARS-CoV-2 transmission via the water systems. The economic limits on the medical screening for the SARS-CoV-2 or COVID-19 worldwide are turning to wastewater-based epidemiology as great potential tools for assessing and management of the COVID-19 pandemic. Surveillance and tracking of the pathogens in the wastewater are key to the early warning system and public health strategy monitoring of the COVID-19. Currently, RT-qPCR assays is been developed for SARS-CoV-2 RNA specimen clinical testing and detection in the water system. Convectional wastewater treatment methods and disinfection are expected to eradicate the SAR-CoV-2. Chlorine, UV radiation, ozone, chloramine is been used to inactivate and disinfect the water treatment system against the SARS-CoV-2. Water management and design of the water infrastructure require major changes to accommodate climate change, water cycle, reimaging of digitalization, infrastructure and privacy protection. The water digital revolution, biosensors and nanoscale, contact tracing, knowledge management can accelerate with disruption of the COVID-19 outbreak (water-health-digital nexus)

    How to Be a God

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    When it comes to questions concerning the nature of Reality, Philosophers and Theologians have the answers. Philosophers have the answers that can’t be proven right. Theologians have the answers that can’t be proven wrong. Today’s designers of Massively-Multiplayer Online Role-Playing Games create realities for a living. They can’t spend centuries mulling over the issues: they have to face them head-on. Their practical experiences can indicate which theoretical proposals actually work in practice. That’s today’s designers. Tomorrow’s will have a whole new set of questions to answer. The designers of virtual worlds are the literal gods of those realities. Suppose Artificial Intelligence comes through and allows us to create non-player characters as smart as us. What are our responsibilities as gods? How should we, as gods, conduct ourselves? How should we be gods

    A productive response to legacy system petrification

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    Requirements change. The requirements of a legacy information system change, often in unanticipated ways, and at a more rapid pace than the rate at which the information system itself can be evolved to support them. The capabilities of a legacy system progressively fall further and further behind their evolving requirements, in a degrading process termed petrification. As systems petrify, they deliver diminishing business value, hamper business effectiveness, and drain organisational resources. To address legacy systems, the first challenge is to understand how to shed their resistance to tracking requirements change. The second challenge is to ensure that a newly adaptable system never again petrifies into a change resistant legacy system. This thesis addresses both challenges. The approach outlined herein is underpinned by an agile migration process - termed Productive Migration - that homes in upon the specific causes of petrification within each particular legacy system and provides guidance upon how to address them. That guidance comes in part from a personalised catalogue of petrifying patterns, which capture recurring themes underlying petrification. These steer us to the problems actually present in a given legacy system, and lead us to suitable antidote productive patterns via which we can deal with those problems one by one. To prevent newly adaptable systems from again degrading into legacy systems, we appeal to a follow-on process, termed Productive Evolution, which embraces and keeps pace with change rather than resisting and falling behind it. Productive Evolution teaches us to be vigilant against signs of system petrification and helps us to nip them in the bud. The aim is to nurture systems that remain supportive of the business, that are adaptable in step with ongoing requirements change, and that continue to retain their value as significant business assets

    Graphical scaffolding for the learning of data wrangling APIs

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    In order for students across the sciences to avail themselves of modern data streams, they must first know how to wrangle data: how to reshape ill-organised, tabular data into another format, and how to do this programmatically, in languages such as Python and R. Despite the cross-departmental demand and the ubiquity of data wrangling in analytical workflows, the research on how to optimise the instruction of it has been minimal. Although data wrangling as a programming domain presents distinctive challenges - characterised by on-the-fly syntax lookup and code example integration - it also presents opportunities. One such opportunity is how tabular data structures are easily visualised. To leverage the inherent visualisability of data wrangling, this dissertation evaluates three types of graphics that could be employed as scaffolding for novices: subgoal graphics, thumbnail graphics, and parameter graphics. Using a specially built e-learning platform, this dissertation documents a multi-institutional, randomised, and controlled experiment that investigates the pedagogical effects of these. Our results indicate that the graphics are well-received, that subgoal graphics boost the completion rate, and that thumbnail graphics improve navigability within a command menu. We also obtained several non-significant results, and indications that parameter graphics are counter-productive. We will discuss these findings in the context of general scaffolding dilemmas, and how they fit into a wider research programme on data wrangling instruction

    Platform protocol place: a practice-based study of critical media art practice (2007-2020)

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    This practice-based research project focuses on critical media art practices in contemporary digital culture. The theoretical framework employed in this inquiry draws from the work of the Frankfurt School, in particular Theodor Adorno and Max Horkheimer’s The Culture Industry: Enlightenment as Mass Deception. Using Adorno & Horkheimer’s thesis as a theoretical guide, this research project formulates the concept of the digital culture industry - a concept that refers to the contemporary era of networked capitalism, an era defined by the unprecedented extraction, accumulation and manipulation of data and the material and digital infrastructures that facilitate it. This concept is used as a framing mechanism that articulates certain techno-political concerns within networked capitalism and responds to them through practice. The second concept formulated within this research project is Platform Protocol Place. The function of this second concept is to frame and outline the body of practice-based work developed in this study. It is also used to make complex technological issues accessible and to communicate these issues through public exhibition and within this written thesis. The final concept developed in this research project is tactical media archaeology. This concept describes the techniques and approaches employed in the development of the body of practice-based work that are the central focus of this research project. This approach is a synthesis of two subfields of media art practice and theory, tactical media and media archaeology. Through practice, tactical media archaeology critiques the geopolitical machinations and systems beneath the networked devices and interfaces of the digital culture industry

    Interactive Sonic Environments: Sonic artwork via gameplay experience

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    The purpose of this study is to investigate the use of video-game technology in the design and implementation of interactive sonic centric artworks, the purpose of which is to create and contribute to the discourse and understanding of its effectiveness in electro-acoustic composition highlighting the creative process. Key research questions include: How can the language of electro-acoustic music be placed in a new framework derived from videogame aesthetics and technology? What new creative processes need to be considered when using this medium? Moreover, what aspects of 'play' should be considered when designing the systems? The findings of this study assert that composers and sonic art practitioners need little or no coding knowledge to create exciting applications and the myriad of options available to the composer when using video-game technology is limited only by imagination. Through a cyclic process of planning, building, testing and playing these applications the project revealed advantages and unique sonic opportunities in comparison to other sonic art installations. A portfolio of selected original compositions, both fixed and open are presented by the author to complement this study. The commentary serves to place the work in context with other practitioners in the field and to provide compositional approaches that have been taken
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