7,324 research outputs found

    Big Data Strategies for Data Center Infrastructure Management Using a 3D Gaming Platform

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    High Performance Computing (HPC) is intrinsically linked to effective Data Center Infrastructure Management (DCIM). Cloud services and HPC have become key components in Department of Defense and corporate Information Technology competitive strategies in the global and commercial spaces. As a result, the reliance on consistent, reliable Data Center space is more critical than ever. The costs and complexity of providing quality DCIM are constantly being tested and evaluated by the United States Government and companies such as Google, Microsoft and Facebook. This paper will demonstrate a system where Big Data strategies and 3D gaming technology is leveraged to successfully monitor and analyze multiple HPC systems and a lights-out modular HP EcoPOD 240a Data Center on a singular platform. Big Data technology and a 3D gaming platform enables the relative real time monitoring of 5000 environmental sensors, more than 3500 IT data points and display visual analytics of the overall operating condition of the Data Center from a command center over 100 miles away. In addition, the Big Data model allows for in depth analysis of historical trends and conditions to optimize operations achieving even greater efficiencies and reliability.Comment: 6 pages; accepted to IEEE High Peformance Extreme Computing (HPEC) conference 201

    Metaverse: A Vision, Architectural Elements, and Future Directions for Scalable and Realtime Virtual Worlds

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    With the emergence of Cloud computing, Internet of Things-enabled Human-Computer Interfaces, Generative Artificial Intelligence, and high-accurate Machine and Deep-learning recognition and predictive models, along with the Post Covid-19 proliferation of social networking, and remote communications, the Metaverse gained a lot of popularity. Metaverse has the prospective to extend the physical world using virtual and augmented reality so the users can interact seamlessly with the real and virtual worlds using avatars and holograms. It has the potential to impact people in the way they interact on social media, collaborate in their work, perform marketing and business, teach, learn, and even access personalized healthcare. Several works in the literature examine Metaverse in terms of hardware wearable devices, and virtual reality gaming applications. However, the requirements of realizing the Metaverse in realtime and at a large-scale need yet to be examined for the technology to be usable. To address this limitation, this paper presents the temporal evolution of Metaverse definitions and captures its evolving requirements. Consequently, we provide insights into Metaverse requirements. In addition to enabling technologies, we lay out architectural elements for scalable, reliable, and efficient Metaverse systems, and a classification of existing Metaverse applications along with proposing required future research directions

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    From physical reality to the Metaverse: a Multilayer Network Valuation

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    The physical reality can be partially mapped with network theory, showing the edging links between connected nodes, and their spatial and intertemporal dynamic interaction. The Internet is a network of networks representing a global system of interconnected computer networks. The metaverse is a network of 3D virtual worlds focused on social connection. There is so an evident Ariadne’s thread between these ecosystems, interpreted with multilayer network theory that examines the connectivity and interdependency between nodes positioned in the physical world, the web, or the metaverse. This pioneering study illustrates a new research avenue, analyzing the application of some of the most evident properties of network theory to the case, showing for instance how replica nodes can link through an avatar the physical world with the metaverse. A valuation methodology of the metaverse ecosystems will be proposed, using a with-and-without approach or multilayer network metrics
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