15 research outputs found

    Extending Capability and Implementing a Web Interface for the XALT Software Monitoring Tool

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    As high performance computing centers evolve in terms of hardware, software, and user-base, the act of monitoring and managing such systems requires specialized tools. The tool discussed in this thesis is XALT, which is a collaborative effort between the National Institute for Computational Sciences and Texas Advanced Computing Center. XALT is designed to track link-time and job level information for applications that are compiled and executed on any Linux cluster, workstation, or high-end supercomputer. The key objectives of this work are to extend the existing functionality of XALT and implement a real-time web portal to easily visualize the tracked data. A prototype is developed to track function calls resolved by external libraries which helps software management. The web portal generates reports and metrics which would improve efficiency and effectiveness for an extensive community of stakeholders including users, support organizations, and development teams. In addition, we discuss use cases of interest to center support staff and researchers on identifying users based on given counters and generating provenance reports. This work details the opportunity and challenges to further push XALT towards becoming a complete package

    1994-1995 Catalog

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    Department of Defense Dictionary of Military and Associated Terms

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    The Joint Publication 1-02, Department of Defense Dictionary of Military and Associated Terms sets forth standard US military and associated terminology to encompass the joint activity of the Armed Forces of the United States. These military and associated terms, together with their definitions, constitute approved Department of Defense (DOD) terminology for general use by all DOD components

    Spiel Design, Spieler Wahrnehmungen und Lernen

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    "Engagement scheint der Schlüsselmechanismus zu sein, der den Erfolg von Computerspielen erklärt. Für effektive zukünftige Entwicklung von Lernspielen ist fundiertes Wissen über die Merkmale dieses Engagements unerlässlich. Dies schließt Erkenntnise darüber ein, welche Dimensionen des Engagements bei der Konzeption von Lernpiele zu berücksichtigen sind und wie sich diese Dimensionen auf den Wissenserwerb auswirken. Außerdem ist es für einen erfolgreichen Umgang mit solche Technologien zentral zu berücksichtigen, wie die Spielaktivität wahrgenommen wird und in welchem Umfang diese Wahrnehmung einen Effekt auf die Qualität des “gameplay”, bzw. des Engagements haben könnte. Als eine entscheidende Variabel wird in der vorliegenden Arbeit die kognitive Dimension des Engagement mit einem Lernspiel analysiert und diskutiert. Zu diesem Zweck wurden Studierende eingeladen, ein Lernpiel zu spielen. Durch eine bestimmte Instruktion (d.h., “Spielen um zu lernen” vs. “Spielen um Spaß zu haben”) wird versucht, das Engagement der Studierenden zu vertiefen und ihren Wissenserwerb zu optimieren. Dabei kommen unterschiedliche Testinstrumentarien zum Einsatz (Leistungstest, Interview, Fragebögen und Blickbewegungen). Als ein Ergebnis der Studie kann festgehalten werden, dass 1) die Korrelationen zwischen den Dimensionen des Engagement (Kognition, Emotion, und Verhalten) positiv und signifikant sind, 2) die Rolle kognitiven Engagements auf den Wissenserwerb nicht deutlich festgestellt werden konnte, 3) kognitives Engagement mit Wahrnehmungen über Spiele positive korreliert, und 4) die Spiel-Instruktion (entweder zu lernen oder Spaß zu haben) keine Wirkung auf den Wissenserwerb hatte. Die Ergebnisse bedeuten, dass bei der Entwicklung eines Lernspiel weniger berücksichtigt werden sollte, ob das Spiel eine “intrinsische Fantasie” darstellt, sondern mehr inwieweit das Spiel die Umsetzung von "game design patterns" darstellt. Letztendlich bedeuten die Ergebnisse auch, dass die Wahrnehmungen von Menschen berücksichtigt werden sollten."Educational games’ effectiveness relies on games’ engagement power. However, this concept has seldom been examined. To fill this gap, this dissertation explored engagement by using multiple sources of data such as interviews, questionnaires and eye movements. In particular, this dissertation examined the effect of manipulating individuals’ perception of the demand characteristics (PDC) of playing an educational computer game (i.e., to learn versus for fun) on individuals’ content knowledge, cognitive engagement (CE) (i.e., mental effort and information processing strategies) and behavioral engagement (i.e., eye tracking data), while exploring the influence of self-efficacy and the perceived general mental effort (General AIME) on individuals’ actual CE. Data analysis consisted of student’s T (one tailed), bootstrap confidence interval, winsorized correlations and Pearson correlation coefficient comparisons. Results showed that participants increased their recall of content knowledge, but contrary to the expectations, no effect of the PDC manipulation on individuals recall test and CE was found. As expected, a positive effect of PDC on behavioral engagement was established. Likewise, a positive correlation of recall with behavioral engagement and one measure of CE was found. A positive correlation showed CE and emotional engagement. Finally, the CE employed was influenced by individuals’ initial General AIME. For the general lack of effect of PDC on CE, it is suggested that some CE measures might have not been sensitive to the PDC manipulation. Competition for participants’ cognitive resources coming from both the game (i.e., cognitive overload) and the participants (i.e., volitional judgments), and a relinquishment to cognitively engage with physics content may have hindered the PDC manipulation. The lack of relationship between CE measures and recall may be due to the inappropriate cognitive processing employed. In this sense, it was suggested that 1) CE measures tapped different processes and learning outcomes, 2) participants may have not allocated the adequate strategies, and 3) CE may have affected “inferential activity” instead of the information processing strategies. Finally, the positive relationship between CE and emotional engagement suggested either an integrated (i.e., not disrupted) subjective experience - as expected - or the presence of competing goals as suggested by the games for entertainment literature. Implications for theory building, game design and research were provided

    Security and Privacy for Modern Wireless Communication Systems

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    The aim of this reprint focuses on the latest protocol research, software/hardware development and implementation, and system architecture design in addressing emerging security and privacy issues for modern wireless communication networks. Relevant topics include, but are not limited to, the following: deep-learning-based security and privacy design; covert communications; information-theoretical foundations for advanced security and privacy techniques; lightweight cryptography for power constrained networks; physical layer key generation; prototypes and testbeds for security and privacy solutions; encryption and decryption algorithm for low-latency constrained networks; security protocols for modern wireless communication networks; network intrusion detection; physical layer design with security consideration; anonymity in data transmission; vulnerabilities in security and privacy in modern wireless communication networks; challenges of security and privacy in node–edge–cloud computation; security and privacy design for low-power wide-area IoT networks; security and privacy design for vehicle networks; security and privacy design for underwater communications networks

    Sustainability - its incorporation into the mechanical engineering design process

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    As an engineering design practitioner both as an educator as well as a practicing design consultant it became clear that there was a need for a sustainability measurement tool for the mechanical engineering product designer who actually designs products, that is, the engineer who drives the Computer Aided Design (CAD) station. This need was confirmed upon consulting several publications but in particular the codes of practice of the Institution of Mechanical Engineers, (I.Mech.E.) [A1.1], American Society of Mechanical Engineers (ASME) [A1.2], and The Royal Society of Engineers (RSoC) [A1.3], who prominently advocate sustainability practices to member engineers. This research project aims were formulated to derive a sustainability measurement system for new products across the entire product life cycle. The process of design was used as the system driver with ISO Standards as the system regulator. The adopted technique was to use Embodied Energy as the measurement parameter and aggregate its application to the product throughout the entire product life cycle. Furthermore, saved or generated energy was accrued and used to offset the Embodied Energy input, resulting in an energy balance sheet. A computer algorithm was devised to collect, collate and disseminate the life cycle wide generated data. A control and guidance system was also required and evolved into a top down management system from CEO to the manual worker and governed by ISO Standards

    2008-2009-UNM CATALOG

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    Course catalog for 2008-2009https://digitalrepository.unm.edu/course_catalogs/1098/thumbnail.jp
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