2,564 research outputs found

    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

    Understanding the performance of thin-client gaming

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    Abstract—The thin-client model is considered a perfect fit for online gaming. As modern games normally require tremendous computing and rendering power at the game client, deploying games with such models can transfer the burden of hardware upgrades from players to game operators. As a result, there are a variety of solutions proposed for thin-client gaming today. However, little is known about the performance of such thin-client systems in different scenarios, and there is no systematic means yet to conduct such analysis. In this paper, we propose a methodology for quantifying the performance of thin-clients on gaming, even for thin-clients which are close-sourced. Taking a classic game, Ms. Pac-Man, and three popular thin-clients, LogMeIn, TeamViewer, and UltraVNC, as examples, we perform a demonstration study and determine that 1) display frame rate and frame distortion are both critical to gaming; and 2) different thin-client implementations may have very different levels of robustness against network impairments. Generally, LogMeIn performs best when network conditions are reasonably good, while TeamViewer and UltraVNC are the better choices under certain network conditions. I

    Thin clients and computers' recycling

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    This document shows the achieved results in the installation and testing of thin clients' networks (TCN), arranged with obsolete computers. This research topic arises from previous investigations and it is framed in a wider project which includes the use and compatibility of free and/or open source software (FLOSS1). In this paper, details of how the network was implemented are given; a list of specifications with minimal parameters for a suitable use in classroom is proposed; actions which improve the operation and some of the achieved results in the evaluation of the network are showed as well.Presentado en el IX Workshop Tecnología Informática aplicada en Educación (WTIAE)Red de Universidades con Carreras en Informática (RedUNCI

    On the Quality of Service of Cloud Gaming Systems

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    Easy Innovation and the Iron Cage: Best Practice, Benchmarking, Ranking, and the Management of Organizational Creativity

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    The use of what came to be known as best practices, benchmarking, and ranking, which took corporate America by storm in the 1980s as a method for managing innovation, has seeped into government and nonprofit organizations in the intervening years. In fact, as H. George Frederickson demonstrates in this Kettering Foundation occasional paper, these practices have proven to be counterproductive both in the business and the public sector. Frederickson suggests, instead, a more flexible, less directive, model he calls "sustained innovation." He offers abundant evidence that this model is more effective in producing organizational effectiveness

    Un modelo para la incorporación de computadoras livianas extensible en ambientes educativos

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    El objetivo del presente trabajo, es brindar a instituciones educativas, un modelo de infraestructura computacional que además de ser lo más económico posible, responda de manera eficiente a los requerimientos para el normal desempeño de las clases. Esto se logró partiendo de una solución tecnológica ya existente en el mercado,como es el cliente delgado. Sobre esta se diseñó y construyó un modelo para el uso en ambientes educativos Usando como cliente computadoras de placa simple Raspberry Pi y administrando las sesiones de los usuarios mediante un LDAP logramos crear un modelo económico y fácilmente adaptable a cua Para mejorar la experiencia del usuario, realizaremos una selección del protocolo de comunicación ideal, adaptaremos la mejor solución para 2 escenarios planteados y evaluaremos su desempeño.XVIII Workshop Tecnología Informática Aplicada en Educación.Red de Universidades con Carreras en Informátic
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