16,658 research outputs found
Desktop Sharing Portal
Desktop sharing technologies have existed since the late 80s. It is often used in scenarios where collaborative computing is beneficial to participants in the shared environment by the control of the more knowledgeable party. But the steps required in establishing a session is often cumbersome to many. Selection of a sharing method, obtaining sharing target’s network address, sharing tool’s desired ports, and firewall issues are major hurdles for a typical non-IT user. In this project, I have constructed a web-portal that helps collaborators to easily locate each other and initialize sharing sessions. The portal that I developed enables collaborated sessions to start as easily as browsing to a URL of the sharing service provider, with no need to download or follow installation instructions on either party’s end. In addition, I have added video conferencing and audio streaming capability to bring better collaborative and multimedia experience
Desktop multimedia environments to support collaborative distance learning
Desktop multimedia conferencing, when two or more persons can communicate among themselves via personal computers with the opportunity to see and hear one another as well as communicate via text messages while working with commonly available stored resources, appears to have important applications to the support of collaborative learning. In this paper we explore this potential in three ways: (a) through an analysis of particular learner needs when learning and working collaboratively with others outside of face-to-face situations; (b) through an analysis of different forms of conferencing environments, including desktop multimedia environments, relative to their effectiveness in terms of meeting learner needs for distributed collaboration; and (c) through reporting the results of a formative evaluation of a prototype desktop multimedia conferencing system developed especially for the support of collaborative learning. Via these analyses, suggestions are offered relating to the functionalities of desktop multimedia conferencing systems for the support of collaborative learning, reflecting new developments in both the technologies available for such systems and in our awareness of learner needs when working collaboratively with one other outside of face-to-face situations
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Leveraging simulation practice in industry through use of desktop grid middleware
This chapter focuses on the collaborative use of computing resources to support decision making in industry. Through the use of middleware for desktop grid computing, the idle CPU cycles available on existing computing resources can be harvested and used for speeding-up the execution of applications that have “non-trivial” processing requirements. This chapter focuses on the desktop grid middleware BOINC and Condor, and discusses the integration of commercial simulation software together with free-to-download grid middleware so as to offer competitive advantage to organizations that opt for this technology. It is expected that the low-intervention integration approach presented in this chapter (meaning no changes to source code required) will appeal to both simulation practitioners (as simulations can be executed faster, which in turn would mean that more replications and optimization is possible in the same amount of time) and the management (as it can potentially increase the return on investment on existing resources)
Collaborative e-science architecture for Reaction Kinetics research community
This paper presents a novel collaborative e-science architecture (CeSA) to address two challenging issues in e-science that arise from the management of heterogeneous distributed environments: (i) how to provide individual scientists an integrated environment to collaborate with each other in distributed, loosely coupled research communities where each member might be using a disparate range of tools; and (ii) how to provide easy access to a range of computationally intensive resources from a desktop. The Reaction Kinetics research community was used to capture the requirements and in the evaluation of the proposed architecture. The result demonstrated the feasibility of the approach and the potential benefits of the CeSA
Reflections on the use of Project Wonderland as a mixed-reality environment for teaching and learning
This paper reflects on the lessons learnt from MiRTLE?a collaborative research project to create a ?mixed reality teaching and learning environment? that enables teachers and students participating in real-time mixed and online classes to interact with avatar representations of each other. The key hypothesis of the project is that avatar representations of teachers and students can help create a sense of shared presence, engendering a greater sense of community and improving student engagement in online lessons. This paper explores the technology that underpins such environments by presenting work on the use of a massively multi-user game server, based on Sun?s Project Darkstar and Project Wonderland tools, to create a shared teaching environment, illustrating the process by describing the creation of a virtual classroom. It is planned that the MiRTLE platform will be used in several trial applications ? which are described in the paper. These example applications are then used to explore some of the research issues arising from the use of virtual environments within an education environment. The research discussion initially focuses on the plans to assess this within the MiRTLE project. This includes some of the issues of designing virtual environments for teaching and learning, and how supporting pedagogical and social theories can inform this process
Continuum: an architecture for user evolvable collaborative virtual environments
Continuum is a software platform for collaborative virtual environments. Continuum\u27s architecture supplies a world model and defines how to combine object state, behavior code, and resource data into this single shared structure. The system frees distributed users from the constraints of monolithic centralized virtual world architectures and instead allows individual users to extend and evolve the virtual world by creating and controlling their own individual pieces of the larger world model. The architecture provides support for data distribution, code management, resource management, and rapid deployment through standardized viewers. This work not only provides this architecture, but it includes a proven implementation and the associated development tools to allow for creation of these worlds
Global Grids and Software Toolkits: A Study of Four Grid Middleware Technologies
Grid is an infrastructure that involves the integrated and collaborative use
of computers, networks, databases and scientific instruments owned and managed
by multiple organizations. Grid applications often involve large amounts of
data and/or computing resources that require secure resource sharing across
organizational boundaries. This makes Grid application management and
deployment a complex undertaking. Grid middlewares provide users with seamless
computing ability and uniform access to resources in the heterogeneous Grid
environment. Several software toolkits and systems have been developed, most of
which are results of academic research projects, all over the world. This
chapter will focus on four of these middlewares--UNICORE, Globus, Legion and
Gridbus. It also presents our implementation of a resource broker for UNICORE
as this functionality was not supported in it. A comparison of these systems on
the basis of the architecture, implementation model and several other features
is included.Comment: 19 pages, 10 figure
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