20,066 research outputs found

    High-Performance Cloud Computing: A View of Scientific Applications

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    Scientific computing often requires the availability of a massive number of computers for performing large scale experiments. Traditionally, these needs have been addressed by using high-performance computing solutions and installed facilities such as clusters and super computers, which are difficult to setup, maintain, and operate. Cloud computing provides scientists with a completely new model of utilizing the computing infrastructure. Compute resources, storage resources, as well as applications, can be dynamically provisioned (and integrated within the existing infrastructure) on a pay per use basis. These resources can be released when they are no more needed. Such services are often offered within the context of a Service Level Agreement (SLA), which ensure the desired Quality of Service (QoS). Aneka, an enterprise Cloud computing solution, harnesses the power of compute resources by relying on private and public Clouds and delivers to users the desired QoS. Its flexible and service based infrastructure supports multiple programming paradigms that make Aneka address a variety of different scenarios: from finance applications to computational science. As examples of scientific computing in the Cloud, we present a preliminary case study on using Aneka for the classification of gene expression data and the execution of fMRI brain imaging workflow.Comment: 13 pages, 9 figures, conference pape

    CGAMES'2009

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    ALT-C 2010 - Conference Proceedings

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    Mining Knowledge in Astrophysical Massive Data Sets

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    Modern scientific data mainly consist of huge datasets gathered by a very large number of techniques and stored in very diversified and often incompatible data repositories. More in general, in the e-science environment, it is considered as a critical and urgent requirement to integrate services across distributed, heterogeneous, dynamic "virtual organizations" formed by different resources within a single enterprise. In the last decade, Astronomy has become an immensely data rich field due to the evolution of detectors (plates to digital to mosaics), telescopes and space instruments. The Virtual Observatory approach consists into the federation under common standards of all astronomical archives available worldwide, as well as data analysis, data mining and data exploration applications. The main drive behind such effort being that once the infrastructure will be completed, it will allow a new type of multi-wavelength, multi-epoch science which can only be barely imagined. Data Mining, or Knowledge Discovery in Databases, while being the main methodology to extract the scientific information contained in such MDS (Massive Data Sets), poses crucial problems since it has to orchestrate complex problems posed by transparent access to different computing environments, scalability of algorithms, reusability of resources, etc. In the present paper we summarize the present status of the MDS in the Virtual Observatory and what is currently done and planned to bring advanced Data Mining methodologies in the case of the DAME (DAta Mining & Exploration) project.Comment: Pages 845-849 1rs International Conference on Frontiers in Diagnostics Technologie

    The seamless integration of Web3D technologies with university curricula to engage the changing student cohort

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    The increasing tendency of many university students to study at least some courses at a distance limits their opportunities for the interactions fundamental to learning. Online learning can assist but relies heavily on text, which is limiting for some students. The popularity of computer games, especially among the younger students, and the emergence of networked games and game-like virtual worlds offers opportunities for enhanced interaction in educational applications. For virtual worlds to be widely adopted in higher education it is desirable to have approaches to design and development that are responsive to needs and limited in their resource requirements. Ideally it should be possible for academics without technical expertise to adapt virtual worlds to support their teaching needs. This project identified Web3D, a technology that is based on the X3D standards and which presents 3D virtual worlds within common web browsers, as an approach worth exploring for educational application. The broad goals of the project were to produce exemplars of Web3D for educational use, together with development tools and associated resources to support non-technical academic adopters, and to promote an Australian community of practice to support broader adoption of Web3D in education. During the first year of the project exemplar applications were developed and tested. The Web3D technology was found to be still in a relatively early stage of development in which the application of standards did not ensure reliable operation in different environments. Moreover, ab initio development of virtual worlds and associated tools proved to be more demanding of resources than anticipated and was judged unlikely in the near future to result in systems that non-technical academics could use with confidence. In the second year the emphasis moved to assisting academics to plan and implement teaching in existing virtual worlds that provided relatively easy to use tools for customizing an environment. A project officer worked with participating academics to support the teaching of significant elements of courses within Second LifeTM. This approach was more successful in producing examples of good practice that could be shared with and emulated by other academics. Trials were also conducted with ExitRealityTM, a new Australian technology that presents virtual worlds in a web browser. Critical factors in the success of the project included providing secure access to networked computers with the necessary capability; negotiating the complexity of working across education, design of virtual worlds, and technical requirements; and supporting participants with professional development in the technology and appropriate pedagogy for the new environments. Major challenges encountered included working with experimental technologies that are evolving rapidly and deploying new networked applications on secure university networks. The project has prepared the way for future expansion in the use of virtual worlds for teaching at USQ and has contributed to the emergence of a national network of tertiary educators interested in the educational applications of virtual worlds

    ALT-C 2010 - Conference Introduction and Abstracts

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