16,479 research outputs found
Towards a Framework for Developing Mobile Agents for Managing Distributed Information Resources
Distributed information management tools allow users to author, disseminate, discover and manage information within large-scale networked environments, such as the Internet. Agent technology provides the flexibility and scalability necessary to develop such distributed information management applications. We present a layered organisation that is shared by the specific applications that we build. Within this organisation we describe an architecture where mobile agents can move across distributed environments, integrate with local resources and other mobile agents, and communicate their results back to the user
Distributed Information Management with Mobile Agents
With more users taking advantage of publicly accessible networks, such as corporate intranets and the Internet, larger amounts of information is becoming electronically distributed and disseminated. Distributed information management is an emerging technology for dealing with the problems of managing information that is spread across networks, users and applications. We present four categories that we consider being necessary to developing tools to undertake distributed information management tasks. To help model the dynamic and heterogeneous nature of a user's distributed information, we advocate the use of agents and agent technologies when building distributed information management applications. We present an agent-oriented architecture which is based around a concept of mobile agents, since they provide a convenient abstraction for modelling distributed applications
Using motivation derived from computer gaming in the context of computer based instruction
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
Mobile Computing in Physics Analysis - An Indicator for eScience
This paper presents the design and implementation of a Grid-enabled physics
analysis environment for handheld and other resource-limited computing devices
as one example of the use of mobile devices in eScience. Handheld devices offer
great potential because they provide ubiquitous access to data and
round-the-clock connectivity over wireless links. Our solution aims to provide
users of handheld devices the capability to launch heavy computational tasks on
computational and data Grids, monitor the jobs status during execution, and
retrieve results after job completion. Users carry their jobs on their handheld
devices in the form of executables (and associated libraries). Users can
transparently view the status of their jobs and get back their outputs without
having to know where they are being executed. In this way, our system is able
to act as a high-throughput computing environment where devices ranging from
powerful desktop machines to small handhelds can employ the power of the Grid.
The results shown in this paper are readily applicable to the wider eScience
community.Comment: 8 pages, 7 figures. Presented at the 3rd Int Conf on Mobile Computing
& Ubiquitous Networking (ICMU06. London October 200
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AmbieSense: a system and reference architecture for personalised and context-sensitive information services for mobile users
The purpose of AmbieSense is to provide personalised, context-sensitive information to the mobile user. It is about augmenting digital information to physical objects, rooms, and areas. The aim is to provide relevant information to the right user and situation. Digital content is distributed from the surroundings and onto your mobile phone. An ambient information environment is provided by a combination of context tag technology, a software platform to manage and deliver the information, and personal computing devices to which the information is served. This paper describes how the AmbieSense reference architecture has been defined and used in order to deliver information to the mobile citizen at the right time, place and situation. Information is provided via specialist content providers. The application area addresses the information needs of travellers and tourists
Orchestrating Service Migration for Low Power MEC-Enabled IoT Devices
Multi-Access Edge Computing (MEC) is a key enabling technology for Fifth
Generation (5G) mobile networks. MEC facilitates distributed cloud computing
capabilities and information technology service environment for applications
and services at the edges of mobile networks. This architectural modification
serves to reduce congestion, latency, and improve the performance of such edge
colocated applications and devices. In this paper, we demonstrate how reactive
service migration can be orchestrated for low-power MEC-enabled Internet of
Things (IoT) devices. Here, we use open-source Kubernetes as container
orchestration system. Our demo is based on traditional client-server system
from user equipment (UE) over Long Term Evolution (LTE) to the MEC server. As
the use case scenario, we post-process live video received over web real-time
communication (WebRTC). Next, we integrate orchestration by Kubernetes with S1
handovers, demonstrating MEC-based software defined network (SDN). Now, edge
applications may reactively follow the UE within the radio access network
(RAN), expediting low-latency. The collected data is used to analyze the
benefits of the low-power MEC-enabled IoT device scheme, in which end-to-end
(E2E) latency and power requirements of the UE are improved. We further discuss
the challenges of implementing such schemes and future research directions
therein
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