245,746 research outputs found

    Automating content generation for large-scale virtual learning environments using semantic web services

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    The integration of semantic web services with three-dimensional virtual worlds offers many potential avenues for the creation of dynamic, content-rich environments which can be used to entertain, educate, and inform. One such avenue is the fusion of the large volumes of data from Wiki-based sources with virtual representations of historic locations, using semantics to filter and present data to users in effective and personalisable ways. This paper explores the potential for such integration, addressing challenges ranging from accurately transposing virtual world locales to semantically-linked real world data, to integrating diverse ranges of semantic information sources in a usercentric and seamless fashion. A demonstrated proof-of-concept, using the Rome Reborn model, a detailed 3D representation of Ancient Rome within the Aurelian Walls, shows several advantages that can be gained through the use of existing Wiki and semantic web services to rapidly and automatically annotate content, as well as demonstrating the increasing need for Wiki content to be represented in a semantically-rich form. Such an approach has applications in a range of different contexts, including education, training, and cultural heritage

    Sharing-Aware Resource Management Algorithms For Virtual Computing Environments

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    Virtualization technologies in cloud computing are ubiquitous throughout data centers around the world where providers consider operational costs and fast delivery guarantees for a variety of profitable services. These providers should consistently invoke measures for increasing the efficiencies of their virtualized services in a competitive environment where fast entry to market, technology advancement, and service price differentials separate sustaining providers from antiquated ones. Therefore, providers seeking further efficiencies and profit opportunities should consider how their resources are managed in virtual computing environments which leverage memory reclamation techniques, specifically page-sharing; motivating the design of new memory sharing-aware resource management algorithms. In this dissertation, we design families of offline and online sharing-aware algorithms for resource management in virtual computing environments and investigate their properties and relationships to various sharing models. Our contribution consists of the design of new online and approximation algorithms offering relevant performance guarantees and their applications to next-generation virtualization technologies

    A Bandwidth-Conserving Architecture for Crawling Virtual Worlds

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    A virtual world is a computer-based simulated environment intended for its users to inhabit via avatars. Content in virtual worlds such as Second Life or OpenSimulator is increasingly presented using three-dimensional (3D) dynamic presentation technologies that challenge traditional search technologies. As 3D environments become both more prevalent and more fragmented, the need for a data crawler and distributed search service will continue to grow. By increasing the visibility of content across virtual world servers in order to better collect and integrate the 3D data we can also improve the crawling and searching efficiency and accuracy by avoiding crawling unchanged regions or downloading unmodified objects that already exist in our collection. This will help to save bandwidth resources and Internet traffic during the content collection and indexing and, for a fixed amount of bandwidth, maximize the freshness of the collection. This work presents a new services paradigm for virtual world crawler interaction that is co-operative and exploits information about 3D objects in the virtual world. Our approach supports analyzing redundant information crawled from virtual worlds in order to decrease the amount of data collected by crawlers, keep search engine collections up to date, and provide an efficient mechanism for collecting and searching information from multiple virtual worlds. Experimental results with data crawled from Second Life servers demonstrate that our approach provides the ability to save crawling bandwidth consumption, to explore more hidden objects and new regions to be crawled that facilitate the search service in virtual worlds

    A modelling and networking architecture for distributed virtual environments with multiple servers.

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    Virtual Environments (VEs) attempt to give people the illusion of immersion that they are in a computer generated world. VEs allow people to actively participate in a synthetic environment. They range from a single-person running on a single computer, to multiple-people running on several computers connected through a network. When VEs are distributed on multiple computers across a network, we call this a Distributed Virtual Environment (DVE). Virtual Environments can benefit greatly from distributed strategies.A networked VE system based on the Client-Server model is the most commonly used paradigm in constructing DVE systems. In a Client-Server model, data can be distributed on several server computers. The server computers provide services to their own clients via networks. In some client-server models, however, a powerful server is required, or it will become a bottleneck. To reduce the amount of data and traffic maintained by a single server, the servers themselves can be distributed, and the virtual environment can be divided over a network of servers.The system described in this thesis, therefore, is based on the client-server model with multiple servers. This grouping is called a Distributed Virtual Environment System with Multiple- Servers (DVM). A DVM system shows a new paradigm of distributed virtual environments based on shared 3D synthetic environments. A variety of network elements are required to support large scale DVM systems. The network is currently the most constrained resource of the DVM system. Development of networking architectures is the key to solving the DVM challenge. Therefore, a networking architecture for implementing a DVM model is proposed. Finally, a DVM prototype system is described to demonstrate the validity of the modelling and network architecture of a DVM model

    TransCom: a virtual disk-based cloud computing platform for heterogeneous services

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    PublishedJournal ArticleThis paper presents the design, implementation, and evaluation of TransCom, a virtual disk (Vdisk) based cloud computing platform that supports heterogeneous services of operating systems (OSes) and their applications in enterprise environments. In TransCom, clients store all data and software, including OS and application software, on Vdisks that correspond to disk images located on centralized servers, while computing tasks are carried out by the clients. Users can choose to boot any client for using the desired OS, including Windows, and access software and data services from Vdisks as usual without consideration of any other tasks, such as installation, maintenance, and management. By centralizing storage yet distributing computing tasks, TransCom can greatly reduce the potential system maintenance and management costs. We have implemented a multi-platform TransCom prototype that supports both Windows and Linux services. The extensive evaluation based on both test-bed experiments and real-usage experiments has demonstrated that TransCom is a feasible, scalable, and efficient solution for successful real-world use. © 2004-2012 IEEE

    Protocol and Architecture to Bring Things into Internet of Things

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    The Internet of Things (IoT) concept proposes that everyday objects are globally accessible from the Internet and integrate into new services having a remarkable impact on our society. Opposite to Internet world, things usually belong to resource-challenged environmentswhere energy, data throughput, and computing resources are scarce. Building upon existing standards in the field such as IEEE1451 and ZigBee and rooted in context semantics, this paper proposes CTP (Communication Things Protocol) as a protocol specification to allow interoperability among things with different communication standards as well as simplicity and functionality to build IoT systems. Also, this paper proposes the use of the IoT gateway as a fundamental component in IoT architectures to provide seamless connectivity and interoperability among things and connect two different worlds to build the IoT: the Things world and the Internet world. Both CTP and IoT gateway constitute a middleware content-centric architecture presented as the mechanism to achieve a balance between the intrinsic limitations of things in the physical world and what is required fromthem in the virtual world. Said middleware content-centric architecture is implemented within the frame of two European projects targeting smart environments and proving said CTP’s objectives in real scenarios

    Next Generation Automated Emergency Calls

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    The Internet of Things (IoT) potentials to transform our modern society into smart environments that facilitate living and boost all types of transactions are becoming more and more evident as the number of interconnections between the physical and the virtual world keeps increasing. Cyber-physical systems, wide end-to end connectivity and handling of big data are some of the mainstream concepts brought forth to materialise the IoT umbrella. Yet, emergency services, a domain of paramount importance to society, reveal multiple challenges for the adoption of applications that capitalise on the capabilities of smart devices and the interoperability among heterogeneous platforms. In this paper, we present the continuing work [4] on next generation automated (non- human initiated) emergency calls by specifying the pathway to implementation of NG eCall and sensor-enabled emergency services

    Power consumption prediction in cloud data center using machine learning

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    The flourishing development of the cloud computing paradigm provides several services in the industrial business world. Power consumption by cloud data centers is one of the crucial issues for service providers in the domain of cloud computing. Pursuant to the rapid technology enhancements in cloud environments and data centers augmentations, power utilization in data centers is expected to grow unabated. A diverse set of numerous connected devices, engaged with the ubiquitous cloud, results in unprecedented power utilization by the data centers, accompanied by increased carbon footprints. Nearly a million physical machines (PM) are running all over the data centers, along with (5 – 6) million virtual machines (VM). In the next five years, the power needs of this domain are expected to spiral up to 5% of global power production. The virtual machine power consumption reduction impacts the diminishing of the PM’s power, however further changing in power consumption of data center year by year, to aid the cloud vendors using prediction methods. The sudden fluctuation in power utilization will cause power outage in the cloud data centers. This paper aims to forecast the VM power consumption with the help of regressive predictive analysis, one of the Machine Learning (ML) techniques. The potency of this approach to make better predictions of future value, using Multi-layer Perceptron (MLP) regressor which provides 91% of accuracy during the prediction process

    +SPACES: Serious Games for Role-Playing Government Policies

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    The paper explores how role-play simulations can be used to support policy discussion and refinement in virtual worlds. Although the work described is set primarily within the context of policy formulation for government, the lessons learnt are applicable to online learning and collaboration within virtual environments. The paper describes how the +Spaces project is using both 2D and 3D virtual spaces to engage with citizens to explore issues relevant to new government policies. It also focuses on the most challenging part of the project, which is to provide environments that can simulate some of the complexities of real life. Some examples of different approaches to simulation in virtual spaces are provided and the issues associated with them are further examined. We conclude that the use of role-play simulations seem to offer the most benefits in terms of providing a generalizable framework for citizens to engage with real issues arising from future policy decisions. Role-plays have also been shown to be a useful tool for engaging learners in the complexities of real-world issues, often generating insights which would not be possible using more conventional techniques
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