13,795 research outputs found
Horizon Report 2009
El informe anual Horizon investiga, identifica y clasifica las tecnologÃas emergentes que los expertos que lo elaboran prevén tendrán un impacto en la enseñanza aprendizaje, la investigación y la producción creativa en el contexto educativo de la enseñanza superior. También estudia las tendencias clave que permiten prever el uso que se hará de las mismas y los retos que ellos suponen para las aulas. Cada edición identifica seis tecnologÃas o prácticas. Dos cuyo uso se prevé emergerá en un futuro inmediato (un año o menos) dos que emergerán a medio plazo (en dos o tres años) y dos previstas a más largo plazo (5 años)
ENORM: A Framework For Edge NOde Resource Management
Current computing techniques using the cloud as a centralised server will
become untenable as billions of devices get connected to the Internet. This
raises the need for fog computing, which leverages computing at the edge of the
network on nodes, such as routers, base stations and switches, along with the
cloud. However, to realise fog computing the challenge of managing edge nodes
will need to be addressed. This paper is motivated to address the resource
management challenge. We develop the first framework to manage edge nodes,
namely the Edge NOde Resource Management (ENORM) framework. Mechanisms for
provisioning and auto-scaling edge node resources are proposed. The feasibility
of the framework is demonstrated on a PokeMon Go-like online game use-case. The
benefits of using ENORM are observed by reduced application latency between 20%
- 80% and reduced data transfer and communication frequency between the edge
node and the cloud by up to 95\%. These results highlight the potential of fog
computing for improving the quality of service and experience.Comment: 14 pages; accepted to IEEE Transactions on Services Computing on 12
September 201
Next Generation Cloud Computing: New Trends and Research Directions
The landscape of cloud computing has significantly changed over the last
decade. Not only have more providers and service offerings crowded the space,
but also cloud infrastructure that was traditionally limited to single provider
data centers is now evolving. In this paper, we firstly discuss the changing
cloud infrastructure and consider the use of infrastructure from multiple
providers and the benefit of decentralising computing away from data centers.
These trends have resulted in the need for a variety of new computing
architectures that will be offered by future cloud infrastructure. These
architectures are anticipated to impact areas, such as connecting people and
devices, data-intensive computing, the service space and self-learning systems.
Finally, we lay out a roadmap of challenges that will need to be addressed for
realising the potential of next generation cloud systems.Comment: Accepted to Future Generation Computer Systems, 07 September 201
Persuasive design of a mobile energy conservation game with direct feedback and social cues
Pervasive gaming has the potential of transforming the
home into a persuasive environment in which the user can
learn about appliances and their electricity consumption.
Power Explorer is a mobile game with a special sensing
approach that provides real-time electricity measurements
and feedback when the user switches on and off devices in
the home. The game was developed based on persuasive
principles to provide an engaging means to learn about
energy with positive and negative feedback and social
feedback from peers on real energy actions in the home. We
present the design and rationale of this game and discuss
how pervasive games can be viewed from a persuasive and
learning point of view
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A literature review of the use of Web 2.0 tools in Higher Education
This review focuses on the use of Web 2.0 tools in Higher Education. It provides a synthesis of the research literature in the field and a series of illustrative examples of how these tools are being used in learning and teaching. It draws out the perceived benefits that these new technologies appear to offer, and highlights some of the challenges and issues surrounding their use. The review forms the basis for a HE Academy funded project, ‘Peals in the Cloud’, which is exploring how Web 2.0 tools can be used to support evidence-based practices in learning and teaching. The project has also produced two in-depth case studies, which are reported elsewhere (Galley et al., 2010, Alevizou et al., 2010). The case studies focus on evaluation of a recently developed site for learning and teaching, Cloudworks, which harnesses Web 2.0 functionality to facilitate the sharing and discussion of educational practice. The case studies aim to explore to what extent the Web 2.0 affordances of the site are successfully promoting the sharing of ideas, as well as scholarly reflections, on learning and teaching
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