140,728 research outputs found
Implementation of Internet based courses in computer information systems at Milwaukee Area Technical College
Includes bibliographical references
Crowdsourced Live Streaming over the Cloud
Empowered by today's rich tools for media generation and distribution, and
the convenient Internet access, crowdsourced streaming generalizes the
single-source streaming paradigm by including massive contributors for a video
channel. It calls a joint optimization along the path from crowdsourcers,
through streaming servers, to the end-users to minimize the overall latency.
The dynamics of the video sources, together with the globalized request demands
and the high computation demand from each sourcer, make crowdsourced live
streaming challenging even with powerful support from modern cloud computing.
In this paper, we present a generic framework that facilitates a cost-effective
cloud service for crowdsourced live streaming. Through adaptively leasing, the
cloud servers can be provisioned in a fine granularity to accommodate
geo-distributed video crowdsourcers. We present an optimal solution to deal
with service migration among cloud instances of diverse lease prices. It also
addresses the location impact to the streaming quality. To understand the
performance of the proposed strategies in the realworld, we have built a
prototype system running over the planetlab and the Amazon/Microsoft Cloud. Our
extensive experiments demonstrate that the effectiveness of our solution in
terms of deployment cost and streaming quality
Determinants in the on-line distribution of digital content: an exploratory analysis
This article shows the phases – and discusses the results – of an empirical analysis addressing the legal
business models that are adopted online to distribute digital content
Trade & Cap: A Customer-Managed, Market-Based System for Trading Bandwidth Allowances at a Shared Link
We propose Trade & Cap (T&C), an economics-inspired mechanism that incentivizes users to voluntarily coordinate their consumption of the bandwidth of a shared resource (e.g., a DSLAM link) so as to converge on what they perceive to be an equitable allocation, while ensuring efficient resource utilization. Under T&C, rather than acting as an arbiter, an Internet Service Provider (ISP) acts as an enforcer of what the community of rational users sharing the resource decides is a fair allocation of that resource. Our T&C mechanism proceeds in two phases. In the first, software agents acting on behalf of users engage in a strategic trading game in which each user agent selfishly chooses bandwidth slots to reserve in support of primary, interactive network usage activities. In the second phase, each user is allowed to acquire additional bandwidth slots in support of presumed open-ended need for fluid bandwidth, catering to secondary applications. The acquisition of this fluid bandwidth is subject to the remaining "buying power" of each user and by prevalent "market prices" – both of which are determined by the results of the trading phase and a desirable aggregate cap on link utilization. We present analytical results that establish the underpinnings of our T&C mechanism, including game-theoretic results pertaining to the trading phase, and pricing of fluid bandwidth allocation pertaining to the capping phase. Using real network traces, we present extensive experimental results that demonstrate the benefits of our scheme, which we also show to be practical by highlighting the salient features of an efficient implementation architecture.National Science Foundation (CCF-0820138, CSR-0720604, EFRI-0735974, CNS-0524477, and CNS-0520166); Universidad Pontificia Bolivariana and COLCIENCIAS–Instituto Colombiano para el Desarrollo de la Ciencia y la Tecnología “Francisco Jose ́ de Caldas”
Future broadband access network challenges
Copyright @ 2010 IEEEThe optical and wireless communication systems convergence will activate the potential capacity of photonic technology for providing the expected growth in interactive video, voice communication and data traffic services that are cost effective and a green communication service. The last decade growth of the broadband internet projects the number of active users will grow to over 2 billion globally by the end of 2014. Enabling the abandoned capacity of photonic signal processing is the promising solution for seamless transportation of the future consumer traffic demand. In this paper, the future traffic growth of the internet, wireless worldwide subscribers, and the end-users during the last and next decades is investigated. The challenges of the traditional access networks and Radio over Fiber solution are presented
Harnessing Technology: analysis of emerging trends affecting the use of technology in education (September 2008)
Research to support the delivery and development of Harnessing Technology: Next Generation Learning 2008–1
Slovenian Virtual Gallery on the Internet
The Slovenian Virtual Gallery (SVG) is a World Wide Web based multimedia collection of pictures, text, clickable-maps and video clips presenting Slovenian fine art from the gothic period up to the present days. Part of SVG is a virtual gallery space where pictures hang on the walls while another part is devoted to current exhibitions of selected Slovenian art galleries. The first version of this application was developed in the first half of 1995. It was based on a file system for storing all the data and custom developed software for search, automatic generation of HTML documents, scaling of pictures and remote management of the system. Due to the fast development of Web related tools a new version of SVG was developed in 1997 based on object-oriented relational database server technology. Both implementations are presented and compared in this article with issues related to the transion between the two versions. At the end, we will also discuss some extensions to SVG. We will present the GUI (Graphical User Interface) developed specially for presentation of current exhibitions over the Web which is based on GlobalView panoramic navigation extension to developed Internet Video Server (IVS). And since SVG operates with a lot of image data, we will confront with the problem of Image Content Retrieval
Network emulation focusing on QoS-Oriented satellite communication
This chapter proposes network emulation basics and a complete case study of QoS-oriented Satellite Communication
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