6,870 research outputs found

    Renewable power for lean desktops in media applications

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    An integration of solar microgeneration to supply a low-power IT desktop, using the Power over Ethernet standards IEEE 802.3af/at as a low power distribution network avoiding transformer losses from DC generation to mains power AC and back to low-voltage DC and hence maximising efficiency. The resulting design points to applications in media technology where reducing grid power consumption is critical for improving sustainability, or where there are supply constraints, and indicates new directions in how we manage and consume power for IT devices

    Considerations for a design and operations knowledge support system for Space Station Freedom

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    Engineering and operations of modern engineered systems depend critically upon detailed design and operations knowledge that is accurate and authoritative. A design and operations knowledge support system (DOKSS) is a modern computer-based information system providing knowledge about the creation, evolution, and growth of an engineered system. The purpose of a DOKSS is to provide convenient and effective access to this multifaceted information. The complexity of Space Station Freedom's (SSF's) systems, elements, interfaces, and organizations makes convenient access to design knowledge especially important, when compared to simpler systems. The life cycle length, being 30 or more years, adds a new dimension to space operations, maintenance, and evolution. Provided here is a review and discussion of design knowledge support systems to be delivered and operated as a critical part of the engineered system. A concept of a DOKSS for Space Station Freedom (SSF) is presented. This is followed by a detailed discussion of a DOKSS for the Lyndon B. Johnson Space Center and Work Package-2 portions of SSF

    Exploiting P2P in the Creation of Game Worlds

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    Peer-to-peer networks are a promising platform for supporting entirely decentralized, distributed multi-user gaming; however, multi-player games typically require highly predictable performance from the underlying network. This is at odds with the inherently unreliable nature of peer-to-peer environments. Existing approaches to providing peer-to-peer support for multi-player gaming focus on compensating for the unpredictability of the underlying network. We propose that rather than trying to compensate for these factors, they can be exploited together with information about the peer-to-peer network in order to address the problem of maintaining a novel gaming experience in the absence of a central authority. In order to explore our proposition, we model the measurable properties of P2P networks within a distributed multi-player game – NetWorld. We do this in such a way that the heterogeneous and unpredictable nature of the peer-to-peer environment becomes a positive part of the player’s experience

    CONVERGING REDUNDANT SENSOR NETWORK INFORMATION FOR IMPROVED BUILDING CONTROL

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    Inside Dropbox: Understanding Personal Cloud Storage Services

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    Personal cloud storage services are gaining popularity. With a rush of providers to enter the market and an increasing of- fer of cheap storage space, it is to be expected that cloud storage will soon generate a high amount of Internet traffic. Very little is known about the architecture and the perfor- mance of such systems, and the workload they have to face. This understanding is essential for designing efficient cloud storage systems and predicting their impact on the network. This paper presents a characterization of Dropbox, the leading solution in personal cloud storage in our datasets. By means of passive measurements, we analyze data from four vantage points in Europe, collected during 42 consecu- tive days. Our contributions are threefold: Firstly, we are the first to study Dropbox, which we show to be the most widely-used cloud storage system, already accounting for a volume equivalent to around one third of the YouTube traffic at campus networks on some days. Secondly, we characterize the workload typical users in different environments gener- ate to the system, highlighting how this reflects on network traffic. Lastly, our results show possible performance bot- tlenecks caused by both the current system architecture and the storage protocol. This is exacerbated for users connected far from control and storage data-center

    An Agent-Based Intrusion Detection System for Local Area Networks

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    Since it is impossible to predict and identify all the vulnerabilities of a network beforehand, and penetration into a system by malicious intruders cannot always be prevented, intrusion detection systems (IDSs) are essential entities to ensure the security of a networked system. To be effective in carrying out their functions, the IDSs need to be accurate, adaptive, and extensible. Given these stringent requirements and the high level of vulnerabilities of the current days' networks, the design of an IDS has become a very challenging task. Although, an extensive research has been done on intrusion detection in a distributed environment, distributed IDSs suffer from a number of drawbacks e.g., high rates of false positives, low detection efficiency etc. In this paper, the design of a distributed IDS is proposed that consists of a group of autonomous and cooperating agents. In addition to its ability to detect attacks, the system is capable of identifying and isolating compromised nodes in the network thereby introducing fault-tolerance in its operations. The experiments conducted on the system have shown that it has a high detection efficiency and low false positives compared to some of the currently existing systems.Comment: 13 pages, 5 figures, 2 table

    Spacelab system analysis: A study of the Marshall Avionics System Testbed (MAST)

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    An analysis of the Marshall Avionics Systems Testbed (MAST) communications requirements is presented. The average offered load for typical nodes is estimated. Suitable local area networks are determined
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