451,567 research outputs found
Evolutionary algorithm-based multi-objective task scheduling optimization model in cloud environments
© 2015, Springer Science+Business Media New York. Optimizing task scheduling in a distributed heterogeneous computing environment, which is a nonlinear multi-objective NP-hard problem, plays a critical role in decreasing service response time and cost, and boosting Quality of Service (QoS). This paper, considers four conflicting objectives, namely minimizing task transfer time, task execution cost, power consumption, and task queue length, to develop a comprehensive multi-objective optimization model for task scheduling. This model reduces costs from both the customer and provider perspectives by considering execution and power cost. We evaluate our model by applying two multi-objective evolutionary algorithms, namely Multi-Objective Particle Swarm Optimization (MOPSO) and Multi-Objective Genetic Algorithm (MOGA). To implement the proposed model, we extend the Cloudsim toolkit by using MOPSO and MOGA as its task scheduling algorithms which determine the optimal task arrangement among VMs. The simulation results show that the proposed multi-objective model finds optimal trade-off solutions amongst the four conflicting objectives, which significantly reduces the job response time and makespan. This model not only increases QoS but also decreases the cost to providers. From our experimentation results, we find that MOPSO is a faster and more accurate evolutionary algorithm than MOGA for solving such problems
HCI for peace: from idealism to concrete steps
This panel will contribute diverse perspectives on the use of computer technology to promote peace and prevent armed conflict. These perspectives include: the use of social media to promote democracy and citizen participation, the role of computers in helping people communicate across division lines in zones of conflict, how persuasive technology can promote peace, and how interaction design can play a role in post-conflict reconciliation
Cultural robotics : The culture of robotics and robotics in culture
Copyright 2013 Samani et al.; licensee InTech. This is an open access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/3.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly citedIn this paper, we have investigated the concept of "Cultural Robotics" with regard to the evolution o social into cultural robots in the 21st Century. By defining the concept of culture, the potential development of culture between humans and robots is explored. Based on the cultural values of the robotics developers, and the learning ability of current robots, cultural attributes in this regard are in the process of being formed, which would define the new concept of cultural robotics. According to the importance of the embodiment of robots in the sense of presence, the influence of robots in communication culture is anticipated. The sustainability of robotics culture based on diversity for cultural communities for various acceptance modalities is explored in order to anticipate the creation of different attributes of culture between robot and humans in the futurePeer reviewe
Service oriented interactive media (SOIM) engines enabled by optimized resource sharing
In the same way as cloud computing, Software as a Service (SaaS) and Content Centric Networking (CCN) triggered a new class of software architectures fundamentally different from traditional desktop software, service oriented networking (SON) suggests a new class of media engine technologies, which we call Service Oriented Interactive Media (SOIM) engines. This includes a new approach for game engines and more generally interactive media engines for entertainment, training, educational and dashboard applications. Porting traditional game engines and interactive media engines to the cloud without fundamentally changing the architecture, as done frequently, can enable already various advantages of cloud computing for such kinds of applications, for example simple and transparent upgrading of content and unified user experience on all end-user devices. This paper discusses a new architecture for game engines and interactive media engines fundamentally designed for cloud and SON. Main advantages of SOIM engines are significantly higher resource efficiency, leading to a fraction of cloud hosting costs. SOIM engines achieve these benefits by multilayered data sharing, efficiently handling many input and output channels for video, audio, and 3D world synchronization, and smart user session and session slot management. Architecture and results of a prototype implementation of a SOIM engine are discussed
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