44 research outputs found
Installation of Zentyal; LINUX Small Business Server
This project work is about setting up a server for the Electronics and computer Lab of the ECET department. The current server used in this lab runs OpenBSD 3.3. OpenBSD is a Unix-like operating system which offers services such as mail server, web server, ftp server, DNS server, router, firewall, or NFS file server. However this version of openBSD is obsolete and several versions has been developed over the years, the recent version is openBSD 5.6. Furthermore, openBSD has no graphic user interface (GUI). It accepts and processes command through the command line interface. Hence, it can be defined as not being so user friendly.
Zentyal is a variant of Linux operating system. It is to be used in this project as a server for the ECET lab. Zentyal offers same functions as OpenBSD and much more. This variant of Linux was chosen because it is free and more user friendly. It has a graphic user interface and also has a well-integrated management tools. It will serve as a gateway between the computers in the lab and the BGSU wireless network and also as a file server for the ECET lab. The Zentyal server hardware also uses a wireless network interface card to connect to the BGSU network, thereby providing more flexibility in connection. The phases of this project involve obtaining the needed hardware and installation of the Zentyal operation system. Putting all the computers of the ECET lab on one network (LAN network) and connecting to the server. The server will serve as a gateway (router) to the internet through the BGSU network. Other functionalities Zentyal operating system offers is going to be explored such as Network address translation (NAT) and Firewall
A web-based approach to engineering adaptive collaborative applications
Current methods employed to develop collaborative applications have to make
decisions and speculate about the environment in which the application will operate
within, the network infrastructure that will be used and the device type the application
will operate on. These decisions and assumptions about the environment in which
collaborative applications were designed to work are not ideal. These methods produce
collaborative applications that are characterised as being inflexible, working on
homogeneous networks and single platforms, requiring pre-existing knowledge of the
data and information types they need to use and having a rigid choice of architecture.
On the other hand, future collaborative applications are required to be flexible; to work
in highly heterogeneous environments; be adaptable to work on different networks and
on a range of device types. This research investigates the role that the Web and its
various pervasive technologies along with a component-based Grid middleware can
play to address these concerns. The aim is to develop an approach to building adaptive
collaborative applications that can operate on heterogeneous and changing
environments. This work proposes a four-layer model that developers can use to build
adaptive collaborative applications. The four-layer model is populated with Web
technologies such as Scalable Vector Graphics (SVG), the Resource Description
Framework (RDF), Protocol and RDF Query Language (SPARQL) and Gridkit, a
middleware infrastructure, based on the Open Overlays concept. The Middleware layer
(the first layer of the four-layer model) addresses network and operating system
heterogeneity, the Group Communication layer enables collaboration and data sharing,
while the Knowledge Representation layer proposes an interoperable RDF data
modelling language and a flexible storage facility with an adaptive architecture for
heterogeneous data storage. And finally there is the Presentation and Interaction layer
which proposes a framework (Oea) for scalable and adaptive user interfaces. The four layer
model has been successfully used to build a collaborative application, called
Wildfurt that overcomes challenges facing collaborative applications. This research has
demonstrated new applications for cutting-edge Web technologies in the area of
building collaborative applications. SVG has been used for developing superior
adaptive and scalable user interfaces that can operate on different device types. RDF
and RDFS, have also been used to design and model collaborative applications
providing a mechanism to define classes and properties and the relationships between
them. A flexible and adaptable storage facility that is able to change its architecture
based on the surrounding environments and requirements has also been achieved by
combining the RDF technology with the Open Overlays middleware, Gridkit
Sonification of Network Traffic for Detecting and Learning About Botnet Behavior
Today's computer networks are under increasing threat from malicious activity. Botnets (networks of remotely controlled computers, or "bots") operate in such a way that their activity superficially resembles normal network traffic which makes their behaviour hard to detect by current Intrusion Detection Systems (IDS). Therefore, new monitoring techniques are needed to enable network operators to detect botnet activity quickly and in real time. Here we show a sonification technique using the SoNSTAR system that maps characteristics of network traffic to a real-time soundscape enabling an operator to hear and detect botnet activity. A case study demonstrated how using traffic log files alongside the interactive SoNSTAR system enabled the identification of new traffic patterns that characteristic botnet behaviour and subsequently the effective targeting and real-time detection of botnet activity. An experiment using the 11.39 GiB ISOT Botnet Dataset, containing labelled botnet traffic data, compared the SoNSTAR system with three leading machine learning-based traffic classifiers in a botnet activity detection test. SoNSTAR demonstrated greater accuracy, precision and recall and much lower false positive rates than the other techniques. The knowledge generated about characteristic botnet behaviours could be used in the development of future IDSs
Hierarchical categorisation of tags for delicious
In the scenario of social bookmarking, a user browsing the Web bookmarks web pages and assigns free-text labels (i.e., tags) to them according to their personal preferences.
In this technical report, we approach one of the practical aspects when it comes to represent users' interests from their tagging activity, namely the categorization of tags into high-level categories of interest. The reason is that the representation of user profiles on the basis of the myriad of tags available on the Web is certainly unfeasible from various practical perspectives; mainly concerning the unavailability of data to reliably, accurately measure interests across such fine-grained categorisation, and, should the data be available, its overwhelming computational intractability. Motivated by this, our study presents the results of a categorization process whereby a collection of tags posted at Delicious #http://delicious.com# are classified into 200 subcategories of interest.Preprin
Network architecture for collaborative distributed services
Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2005.Includes bibliographical references (p. 85-89).This thesis proposes a network architecture, called SMPL, for the design and development of collaboration-oriented, distributed applications over the Internet. The goal of SMPL is to enable the development of applications that easily integrate the capabilities of different types of computing resources, software platforms, and data repositories across the Internet transcending the level of a single device. SMPL proposes a new abstraction of the Internet as a network composed of services, resources, and capabilities instead of just machines. The SMPL architecture distributes resources through a peer-to-peer network of service providers. The design of SMPL encourages developers to add value to the system by facilitating the creation of new functionalities based upon compositions of the existing ones.Carlos A. Rocha.S.M
Old Meets New: Media in Education – Proceedings of the 61st International Council for Educational Media and the XIII International Symposium on Computers in Education (ICEM&SIIE'2011) Joint Conference
A conferência ICEM&SIIE'2011 foi organizada pela Universidade de Aveiro (Portugal) – membro do European Consortium of Innovative Universities – e pretendeu reunir investigadores, professores e outros profissionais, a nÃvel nacional e internacional, em torno de um tema aglutinador que pretendeu despoletar e colocar a tónica da discussão na dualidade ―old/new‖, ou seja, os participantes foram convidados a discutir:
- os media na educação em ambas as perspetivas, mais tradicionais ou modernas, com incidência numas ou noutras ou, ainda, numa perspetiva comparativa;
- a conjugação, adaptação e adoção dos media consoante os contextos e objetivos de utilização;
- o que os media implicam em termos de tecnologia, barreiras profissionais e /ou sociais;
- a relação custo-benefÃcio da utilização dos media em contexto de aprendizagem;
- os media em função dos diversos contextos educativos e dos perfis de aprendizagem dos alunos.
Para a conferência foram selecionados 76 artigos organizados em 15 sessões paralelas, 13 posters e 9 workshops.
A conferência caracterizou-se pelo caráter internacional dos contributos, reunindo 38 artigos em português, 32 em lÃngua inglesa e 6 em espanhol.
Estas atas encontram-se organizadas de acordo com o programa da conferência. Em primeiro lugar incluem-se os artigos (full paper e short paper) por sessão, seguem-se os posters e, finalmente, o resumo relativo aos workshops.The ICEM&SIIE'2011 conference was organised by the University of Aveiro (Portugal) – a member of the European Consortium of Innovative Universities – and aimed at gathering researchers, teachers and other professionals, at national and international level, around a focal topic that might trigger and centre the discussion on the ―old/new‖ duality of media in education. Participants were invited to discuss:
- old and new media in education, in isolation or comparatively;
- how old and new media in education can be combined, adopted and adapted;
- what old and new media in education imply in terms of technological, professional and social barriers;
- what cost-benefit relationships old and new media in education entail;
- how to compare old and new media in education given their particular educational contexts and the students' learning profiles.
76 papers were selected and organised in 15 paralel sessions, 13 posters and 9 workshops.
The conference is characterized by the international character of contributions, gathering 38 papers in Portuguese, 32 in English and 6 in Spanish.
These procedings are organised according to the programme of the conference. First we find the full and short papers, per session, then posters and finally the abstracts for the workshops
Network traffic characterisation, analysis, modelling and simulation for networked virtual environments
Networked virtual environment (NVE) refers to a distributed software
system where a simulation, also known as virtual world, is shared over a
data network between several users that can interact with each other and
the simulation in real-time. NVE systems are omnipresent in the present
globally interconnected world, from entertainment industry, where they are
one of the foundations for many video games, to pervasive games that focus
on e-learning, e-training or social studies. From this relevance derives
the interest in better understanding the nature and internal dynamics of
the network tra c that vertebrates these systems, useful in elds such as
network infrastructure optimisation or the study of Quality of Service and
Quality of Experience related to NVE-based services. The goal of the present
work is to deepen into this understanding of NVE network tra c by helping
to build network tra c models that accurately describe it and can be used
as foundations for tools to assist in some of the research elds enumerated
before.
First contribution of the present work is a formal characterisation for
NVE systems, which provides a tool to determine which systems can be
considered as NVE. Based on this characterisation it has been possible to
identify numerous systems, such as several video games, that qualify as NVE
and have an important associated literature focused on network tra c analysis.
The next contribution has been the study of this existing literature from
a NVE perspective and the proposal of an analysis pipeline, a structured
collection of processes and techniques to de ne microscale network models
for NVE tra c. This analysis pipeline has been tested and validated against
a study case focused on Open Wonderland (OWL), a framework to build
NVE systems of di erent purpose. The analysis pipeline helped to de ned
network models from experimental OWL tra c and assessed on their accuracy
from a statistical perspective. The last contribution has been the
design and implementation of simulation tools based on the above OWL
models and the network simulation framework ns-3. The purpose of these
simulations was to con rm the validity of the OWL models and the analysis
pipeline, as well as providing potential tools to support studies related to NVE network tra c. As a result of this nal contribution, it has been proposed
to exploit the parallelisation potential of these simulations through High
Throughput Computing techniques and tools, aimed to coordinate massively
parallel computing workloads over distributed resources
Integração das TIC na educação: o caso do Squeak Etoys
Tese de doutoramento em Estudos da Criança (Ramo do Conhecimento em Tecnologias de Informação e Comunicação)Na Sociedade em Rede, da Informação, do Conhecimento, Digital ou simplesmente
Sociedade, as Tecnologias de Informação e Comunicação (TIC) têm um papel determinante no
desenvolvimento humano e na qualidade de vida dos cidadãos. A importância das TIC é tal, que
a sua integração rápida e global em todas as áreas de actividade tem sido um instrumento
poderoso ao serviço dos movimentos de libertação dos povos. Em Portugal, as diversas
iniciativas governamentais no âmbito da acessibilidade tecnológica e o investimento em infraestruturas
e equipamentos têm impactos sectoriais distintos. Na educação, a integração das TIC
tem enfrentado desafios complexos e difÃceis de transpor, em virtude da sua desfiguração como
veÃculo de inovação e da baixa literacia tecnológica dos professores. Em consequência, a escola
atrasa-se cada vez mais em relação aos outros sectores da sociedade, posicionando-se
praticamente na etapa inicial da utilização das tecnologias, utilizando-as fundamentalmente na
sua dimensão funcional. Por outro lado, certas polÃticas de investimento nacional no domÃnio das
TIC têm sido desequilibradamente direccionadas para os recursos fÃsicos em desfavor dos
recursos culturais e educativos, provocando uma overdose de equipamentos e uma mÃngua de
conteúdos, ou nas palavras de Rubem Alves, uma Feira de Utilidades muito rica e uma Feira de
Fruições muito pobre.
Inconformado com a escassez de oportunidades de aprendizagem com as TIC que a escola
proporciona às crianças para cultivarem o seu potencial criativo, procurei estudar factores
facilitadores da integração dos recursos digitais na educação, numa perspectiva natural,
sustentável e potenciadora do desenvolvimento da criança. Convicto de que as crianças são
naturalmente criativas e de que são capazes de programar os seus próprios ‘brinquedos’ e
‘brincadeiras digitais’, recorri a estratégias diversificadas de utilização do Squeak Etoys como
linguagem de programação de computadores, para compreender como é que este software pode
contribuir para a fruição das TIC, no sentido da Educação Romântica de Rubem Alves. Decidi
utilizar o Squeak Etoys para abordar a problemática da integração das TIC por se tratar de um
ambiente multimédia de autor, de código fonte aberto, construÃdo com bases pedagógicas
inspiradas no construtivismo de Piaget e Papert. Neste trabalho de investigação, ao longo de quase cinco anos, utilizei metodologias qualitativas, que me permitem ter uma visão holÃstica da
integração das TIC, assentando a investigação na minha própria história de vida, em
apontamentos de investigação-acção e no estudo de múltiplos casos de utilização do Squeak
Etoys em ambientes formais e não-formais de aprendizagem, envolvendo crianças, jovens
estudantes universitários e professores do ensino obrigatório.
O estudo mostrou que as crianças e os adultos valorizam as TIC de formas
substancialmente diferentes, tanto no domÃnio da fruição dos objectos ou recursos, como da sua
utilização funcional. Os conceitos de interacção manifestam-se também sob diferentes
perspectivas nestes dois grupos. As crianças tendem a preferir recursos digitais com interacções
mais complexas, multidireccionais e hipertextuais, ao passo que os adultos tendem a produzir
recursos menos interactivos, unidireccionais e de navegação linear. Da investigação emerge um
conjunto variado de factores que influenciam a integração das TIC na educação, merecendo
destaque a necessidade de a) desenvolver as atitudes dos professores e das lideranças
educativas face à inovação, incluindo mudanças na valorização, no papel das TIC e nas práticas
educativas; b) reconfigurar a resiliência dos professores através de metodologias de integração
das TIC que incluam projectos de rápida aplicabilidade nos contextos de intervenção; c)
promover o desenvolvimento de actividades inovadoras na escola, combinando sustentabilidade
e disrupção de modo a permitir integrar as TIC e assegurar a durabilidade temporal das
estratégias e das novas práticas, promovendo, simultaneamente, rupturas de dentro para fora; d)
incentivar a cooperação entre os diversos participantes no processo educativo, induzindo o
desenvolvimento de comunidades de interesse e estabelecendo sistemas de ajuda que impeçam
que as dificuldades técnicas provoquem o fracasso das iniciativas de integração das TIC.In the Network Society, Information Society, Knowledge Society, Digital Society, or simply
Society, Information and Communication Technologies (ICT) play a crucial role in human
development and quality of life. This importance is so obvious that its global and fast integration
in all areas of activity has been a powerful instrument to the liberation movements. In Portugal
the various government initiatives in the context of technological accessibility and investment in
infrastructures and equipment have different impacts. In education, for example, the integration
of ICT has faced complex challenges, which are difficult to overcome because of its
misrepresentation as a vehicle for innovation and low technological literacy of teachers.
Consequently, the school is retarding in relation to other sectors of society placing it almost at the
initial stage of use of technologies, using them primarily in its functional dimension. Moreover,
some national policies for investment in ICT have been uneven directed to the physical resources
instead of cultural and educational resources, causing an overdose of equipment and a dearth of
content, or in the words of Rubem Alves, a very rich Fair Shopping and a very poor Enjoyments
Fair.
Dissatisfied with the lack of learning opportunities with ICT that the school provides the
children to cultivate their creative potential, I tried to study influencing factors of digital resources
that facilitate its integration in education, in a natural and sustainable perspective which can
boost the child’s development. Convinced children are naturally creative and are able to program
their own 'toys' and 'digital games'. I have used a variety of strategies to use Squeak Etoys as a
programming language, in order to understand how this software can contribute to the enjoyment
of ICTs according to the idea of Romantic Education presented by Rubem Alves. I decided to use
Squeak Etoys to study the integration of ICT in education because it is an open source and free
multimedia environment, built on pedagogical bases inspired by constructivism of Piaget and
Papert. In this research work, over nearly five years, I used qualitative methods, which allowed
me to have a holistic view of ICT integration, basing the research on my own life history, in
episodes of action research and in the study of multiple cases of Squeak Etoys usage in formal settings and non-formal learning, engaging children, young university students and school
teachers of compulsory education.
The study showed that children and adults appreciate ICT in substantially different ways both
in the enjoyment of objects or features, such as its functional use. The concepts of interaction
also have different perspectives between these two groups. Children tend to prefer digital
resources built on more complex interactions, multidirectional and hypertext navigation, while
adults tend to produce resources, which are less interactive, unidirectional and with linear
navigation. The findings point to a variety of factors that can facilitate the integration of ICT in
education, with special attention to the need a) to develop the attitudes of teachers and
educational leaders facing the innovation, including changes in valuation and in the role of ICT in
educational practices, b) reconfigure teacher resilience through integration methodologies of ICT
projects of rapid applicability in intervention contexts, c) promote the development of innovative
activities in school, combining sustainability and disruption that allow integrating ICT ensuring
temporal durability of strategies and new practices, while promoting breaks from the inside out,
d) encourage cooperation between the various participants in the educational process, inducing
the development of communities of interest and establishing support systems that help to
prevent the failure of technical tools causes the failure of ICT integration initiatives