7,676 research outputs found

    Quality of Service for Information Access

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    Information is available in many forms from different sources, in distributed locations; access to information is supported by networks of varying performance; the cost of accessing and transporting the information varies for both the source and the transport route. Users who vary in their preferences, background knowledge required to interpret the information and motivation for accessing it, gather information to perform many different tasks. This position paper outlines some of these variations in information provision and access, and explores the impact these variations have on the user’s task performance, and the possibilities they make available to adapt the user interface for the presentation of information

    A Survey of Distributed Enterprise Network and Systems Management Paradigms

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    Since the mid 1990s, network and systems management has steadily evolved from centralized paradigms, where the management application runs on a single management station, to distributed paradigms, where it is distributed over many nodes. In this survey, our goal is to classify all these paradigms, especially the new ones, in order to help network and systems administrators design a management application, and choose between mobile code, distributed objects, intelligent agents, etc. Step by step, we build an enhanced taxonomy based on four criteria: the delegation granularity, the semantic richness of the information model, the degree of specification of a task, and the degree of automation of management

    A Formal Model for Trust in Dynamic Networks

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    We propose a formal model of trust informed by the Global Computing scenario and focusing on the aspects of trust formation, evolution, and propagation. The model is based on a novel notion of trust structures which, building on concepts from trust management and domain theory, feature at the same time a trust and an information partial order

    Kamasutra1 Journalism; Degradation of News Quality in Online Media in Indonesia

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    Online media in Indonesia is called secondary journalism as it gives priority on speed and tends to ignore other journalism principles such as accuracy and completeness. ‘Kamasutra journalism’ is another label for this platform since it provides space for discussing sexuality vulgarly, particularly during the boom of the ‘Ariel and Luna Maya2 porn video case’. This study applies the theory of determination technology (Marshall Mc Luhan; 1962) to explain how technology has influenced the newsroom. Exploration on media routines (Pamela J. Shoemaker; 1991) is done to get in-depth description of how the production of online news is occurred and how the quality of reporting is affected by the use of the internet. The results of this study indicate that internet technology has contributed to the degradation of news quality. It happens when the media industry forces the editor to defeat old platforms by maximizing internet superiority such us quickness, interactivity, etc

    Distributed management based on mobile agents

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    During the forthcoming years, Internet-based concepts will continue to revolutionize, in an unpredictable way, the mode enterprises provide, maintain and use traditional information technology. Management systems will be a crucial issue in the struggle with this crescent complexity. However, new requirements have to be considered, due to the expectation of enormous quantities of different elements, ranging from an impressive network bandwidth availability to multimedia QoS-constrained services. Many researchers believe that mobile agent paradigm can provide effective solutions on these new scenarios. This paper presents an implementation of management applications supported upon distribution and delegation concepts. For that it uses the current work of IETF’s Disman working group enhanced with mobility provision. The mobility allows the distributed managers to adapt dynamically to a mutable environment optimizing the use of network resources

    Taking real-life seriously : an approach to decomposing context beyond 'environment' in living labs

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    The maturity of Living Labs has grown and several researchers have tried to create a uniform definition of what Living Labs are by emphasizing the multi-method and real-life, contextual approach. Although researchers thus recognize the importance of context in Living Labs, they do not provide insights into how context can be taken into account. The real-life context predominantly focuses on the in-situ use of a product during field trials where users are observed in their everyday life. The contribution of this paper will be twofold. By means of a case study we will show how context can be evaluated in the front end of design, so Living Lab researchers are no longer dependent on the readiness level of a product, and we will show how field trials can be evaluated in a more structured way to cover all components of context. By using a framework to evaluate the impact of context on product use, Living Lab researchers can improve the overall effectiveness of data gathering and analysis methods in a Living Lab project

    Using motivation derived from computer gaming in the context of computer based instruction

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    This paper was originally presented at the IEEE Technically Sponsored SAI Computing Conference 2016, London, 13-15 July 2016. Abstract— this paper explores how to exploit game based motivation as a way to promote engagement in computer-based instruction, and in particular in online learning interaction. The paper explores the human psychology of gaming and how this can be applied to learning, the computer mechanics of media presentation, affordances and possibilities, and the emerging interaction of playing games and how this itself can provide a pedagogical scaffolding to learning. In doing so the paper focuses on four aspects of Game Based Motivation and how it may be used; (i) the game player’s perception; (ii) the game designers’ model of how to motivate; (iii) team aspects and social interaction as a motivating factor; (iv) psychological models of motivation. This includes the increasing social nature of computer interaction. The paper concludes with a manifesto for exploiting game based motivation in learning

    After Over-Privileged Permissions: Using Technology and Design to Create Legal Compliance

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    Consumers in the mobile ecosystem can putatively protect their privacy with the use of application permissions. However, this requires the mobile device owners to understand permissions and their privacy implications. Yet, few consumers appreciate the nature of permissions within the mobile ecosystem, often failing to appreciate the privacy permissions that are altered when updating an app. Even more concerning is the lack of understanding of the wide use of third-party libraries, most which are installed with automatic permissions, that is permissions that must be granted to allow the application to function appropriately. Unsurprisingly, many of these third-party permissions violate consumers’ privacy expectations and thereby, become “over-privileged” to the user. Consequently, an obscurity of privacy expectations between what is practiced by the private sector and what is deemed appropriate by the public sector is exhibited. Despite the growing attention given to privacy in the mobile ecosystem, legal literature has largely ignored the implications of mobile permissions. This article seeks to address this omission by analyzing the impacts of mobile permissions and the privacy harms experienced by consumers of mobile applications. The authors call for the review of industry self-regulation and the overreliance upon simple notice and consent. Instead, the authors set out a plan for greater attention to be paid to socio-technical solutions, focusing on better privacy protections and technology embedded within the automatic permission-based application ecosystem

    Universal Access for Roaming User via Mobile Agent Technology

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    [[abstract]]Mobile agents refer to self-contained and identifiable computer programs that can migrate along the network and can act on behalf of the user or other agents. Mobile agents often work on heterogeneous network and operating system environment. Therefore, an integrated logical interface to access physical structure via mobile agent application is become more and more urgent. In this paper, we proposed a tracking and persistent agent-based mobility management system in the case of distance learning. The main purpose of our system is addressed to achieve the universal access objective. In order to let the whole mobility management system full play, we encapsulated the utility tools to be a role-setting object. The role-setting object is an application-driven component, which can provide customization benefits for user and matching the user’s demands. These integrated technologies are sufficient in distance learning (virtual university) environment.[[notice]]èŁœæ­ŁćźŒ
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