926,508 research outputs found
Clouds of Small Things: Provisioning Infrastructure-as-a-Service from within Community Networks
Community networks offer a shared communication infrastructure where communities of citizens build and own open networks. While the IP connectivity of the networking devices is successfully achieved, the number of services and applications available from within the community network is typically small and the usage of the community network is often limited to providing Internet access to remote areas through wireless links. In this paper we propose to apply the principle of resource sharing of community networks, currently limited to the network bandwidth, to other computing resources, which leads to cloud computing in community networks. Towards this vision, we review some characteristics of community networks and identify potential scenarios for community clouds. We simulate a cloud computing infrastructure service and discuss different aspects of its performance in comparison to a commercial centralized cloud system. We note that in community clouds the computing resources are heterogeneous and less powerful, which affects the time needed to assign resources. Response time of the infrastructure service is high in community clouds even for a small number of resources since resources are distributed, but tends to get closer to that of a centralized cloud when the number of resources requested increases. Our initial results suggest that the performance of the community clouds highly depends on the community network conditions, but has some potential for improvement with network-aware cloud services. The main strength compared to commercial cloud services, however, is that community cloud services hosted on community-owned resources will follow the principles of community network and will be neutral and open
A Distributed Economics-based Infrastructure for Utility Computing
Existing attempts at utility computing revolve around two approaches. The
first consists of proprietary solutions involving renting time on dedicated
utility computing machines. The second requires the use of heavy, monolithic
applications that are difficult to deploy, maintain, and use.
We propose a distributed, community-oriented approach to utility computing.
Our approach provides an infrastructure built on Web Services in which modular
components are combined to create a seemingly simple, yet powerful system. The
community-oriented nature generates an economic environment which results in
fair transactions between consumers and providers of computing cycles while
simultaneously encouraging improvements in the infrastructure of the
computational grid itself.Comment: 8 pages, 1 figur
Disciplined: Using educational studies to analyse 'Humanities Computing'
Humanities Computing is an emergent field. The activities described as 'Humanities Computing' continue to expand in number and sophistication, yet no concrete definition of the field exists, and there are few academic departments that specialize in this area. Most introspection regarding the role, meaning, and focus of "Humanities Computing" has come from a practical and pragmatic perspective from scholars and educators within the field itself. This article provides an alternative, externalized, viewpoint of the focus of Humanities Computing, by analysing the discipline through its community, research, curriculum, teaching programmes, and the message they deliver, either consciously or unconsciously, about the scope of the discipline. It engages with Educational Theory to provide a means to analyse, measure, and define the field, and focuses specifically on the ACH/ALLC 2005 Conference to identify and analyse those who are involved with the humanities computing community. © 2006 Oxford University Press
A collaborative citizen science platform for real-time volunteer computing and games
Volunteer computing (VC) or distributed computing projects are common in the
citizen cyberscience (CCS) community and present extensive opportunities for
scientists to make use of computing power donated by volunteers to undertake
large-scale scientific computing tasks. Volunteer computing is generally a
non-interactive process for those contributing computing resources to a project
whereas volunteer thinking (VT) or distributed thinking, which allows
volunteers to participate interactively in citizen cyberscience projects to
solve human computation tasks. In this paper we describe the integration of
three tools, the Virtual Atom Smasher (VAS) game developed by CERN, LiveQ, a
job distribution middleware, and CitizenGrid, an online platform for hosting
and providing computation to CCS projects. This integration demonstrates the
combining of volunteer computing and volunteer thinking to help address the
scientific and educational goals of games like VAS. The paper introduces the
three tools and provides details of the integration process along with further
potential usage scenarios for the resulting platform.Comment: 12 pages, 13 figure
Computing as the 4th “R”: a general education approach to computing education
Computing and computation are increasingly pervading our lives, careers, and societies - a change driving interest in computing education at the secondary level. But what should define a "general education" computing course at this level? That is, what would you want every person to know, assuming they never take another computing course? We identify possible outcomes for such a course through the experience of designing and implementing a general education university course utilizing best-practice pedagogies. Though we nominally taught programming, the design of the course led students to report gaining core, transferable skills and the confidence to employ them in their future. We discuss how various aspects of the course likely contributed to these gains. Finally, we encourage the community to embrace the challenge of teaching general education computing in contrast to and in conjunction with existing curricula designed primarily to interest students in the field
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