45,272 research outputs found

    Environmental analysis for application layer networks

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    Die zunehmende Vernetzung von Rechnern ĂŒber das Internet lies die Vision von Application Layer Netzwerken aufkommen. Sie umfassen Overlay Netzwerke wie beispielsweise Peer-to-Peer Netzwerke und Grid Infrastrukturen unter Verwendung des TCP/IP Protokolls. Ihre gemeinsame Eigenschaft ist die redundante, verteilte Bereitstellung und der Zugang zu Daten-, Rechen- und Anwendungsdiensten, wĂ€hrend sie die HeterogenitĂ€t der Infrastruktur vor dem Nutzer verbergen. In dieser Arbeit werden die Anforderungen, die diese Netzwerke an ökonomische Allokationsmechanismen stellen, untersucht. Die Analyse erfolgt anhand eines Marktanalyseprozesses fĂŒr einen zentralen Auktionsmechanismus und einen katallaktischen Markt. --Grid Computing

    Analysis of current middleware used in peer-to-peer and grid implementations for enhancement by catallactic mechanisms

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    This deliverable describes the work done in task 3.1, Middleware analysis: Analysis of current middleware used in peer-to-peer and grid implementations for enhancement by catallactic mechanisms from work package 3, Middleware Implementation. The document is divided in four parts: The introduction with application scenarios and middleware requirements, Catnets middleware architecture, evaluation of existing middleware toolkits, and conclusions. -- Die Arbeit definiert Anforderungen an Grid und Peer-to-Peer Middleware Architekturen und analysiert diese auf ihre Eignung fĂŒr die prototypische Umsetzung der Katallaxie. Eine Middleware-Architektur fĂŒr die Umsetzung der Katallaxie in Application Layer Netzwerken wird vorgestellt.Grid Computing

    Analysis and selection of the simulation environment

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    This document provides the initial report of the Simulation work package (Work Package 4,WP4) of the CATNETS project. It contains an analisys of the requirements for a simulation tool to be used in CATNETS and an evaluation of a number of grid and general purpose simulators with respect to the selected requirements. A reasoned choice of a suitable simulator is performed based on the evaluation conducted. -- Diese Arbeit analysiert die Anforderungen an eine Simulationsumgebung fĂŒr die Analyse der Katallaxie. Anhand von Kennzahlen wird die Auswahl der Simulationsumgebung bestimmt.Grid Computing

    European Non-native Species in Aquaculture Risk Analysis Scheme - a summary of assessment protocols and decision support tools for use of alien species in aquaculture

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    The European Non-native Species in Aquaculture Risk Analysis Scheme (ENSARS) was developed in response to European 'Council Regulation No. 708/2007 of 11 June 2007 concerning use of alien and locally absent species in aquaculture' to provide protocols for identifying and evaluating the potential risks of using non-native species in aquaculture. ENSARS is modular in structure and adapted from non-native species risk assessment schemes developed by the European and Mediterranean Plant Protection Organisation and for the UK. Seven of the eight ENSARS modules contain protocols for evaluating the risks of escape, introduction to and establishment in open waters, of any non-native aquatic organism being used (or associated with those used) in aquaculture, that is, transport pathways, rearing facilities, infectious agents, and the potential organism, ecosystem and socio-economic impacts. A concluding module is designed to summarise the risks and consider management options. During the assessments, each question requires the assessor to provide a response and confidence ranking for that response based on expert opinion. Each module can also be used individually, and each requires a specific form of expertise. Therefore, a multidisciplinary assessment team is recommended for its completion

    A Human-centric Perspective on Digital Consenting: The Case of GAFAM

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    According to different legal frameworks such as the European General Data Protection Regulation (GDPR), an end-user's consent constitutes one of the well-known legal bases for personal data processing. However, research has indicated that the majority of end-users have difficulty in understanding what they are consenting to in the digital world. Moreover, it has been demonstrated that marginalized people are confronted with even more difficulties when dealing with their own digital privacy. In this research, we use an enactivist perspective from cognitive science to develop a basic human-centric framework for digital consenting. We argue that the action of consenting is a sociocognitive action and includes cognitive, collective, and contextual aspects. Based on the developed theoretical framework, we present our qualitative evaluation of the consent-obtaining mechanisms implemented and used by the five big tech companies, i.e. Google, Amazon, Facebook, Apple, and Microsoft (GAFAM). The evaluation shows that these companies have failed in their efforts to empower end-users by considering the human-centric aspects of the action of consenting. We use this approach to argue that their consent-obtaining mechanisms violate principles of fairness, accountability and transparency. We then suggest that our approach may raise doubts about the lawfulness of the obtained consent—particularly considering the basic requirements of lawful consent within the legal framework of the GDPR

    Serious Game Evaluation as a Meta-game

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    Purpose – This paper aims to briefly outline the seamless evaluation approach and its application during an evaluation of ORIENT, a serious game aimed at young adults. Design/methodology/approach – In this paper, the authors detail a unobtrusive, embedded evaluation approach that occurs within the game context, adding value and entertainment to the player experience whilst accumulating useful data for the development team. Findings – The key result from this study was that during the “seamless evaluation” approach, users were unaware that they had been participating in an evaluation, with instruments enhancing rather than detracting from the in-role game experience. Practical implications – This approach, seamless evaluation, was devised in response to player expectations, perspectives and requirements, recognising that in the evaluation of games the whole process of interaction including its evaluation must be enjoyable and fun for the user. Originality/value – Through using seamless evaluation, the authors created an evaluation completely embedded within the “magic circle” of an in-game experience that added value to the user experience whilst also yielding relevant results for the development team

    Managing Knowledge in Project Environments

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    Projects ought to be vehicles for both practical benefits and organizational learning. However, if an organization is designed for the long term, a project exists only for its duration. Project-based organizations face an awkward dilemma: the project-centric nature of their work makes knowledge management, hence learning, difficult
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