2,635 research outputs found

    Bipartite electronic SLA as a business framework to support cross-organization load management of real-time online applications

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    Online applications such as games and e-learning applications fall within the broader category of real-time online interactive applications (ROIA), a new class of ‘killer’ application for the Grid that is being investigated in the edutain@grid project. The two case studies in edutain@grid are an online game and an e-learning training application. We present a novel Grid-based business framework that makes use of bipartite service level agreements (SLAs) and dynamic invoice models to model complex business relationships in a massively scalable and flexible way. We support cross-organization load management at the business level, through zone migration. For evaluation we look at existing and extended value chains, the quality of service (QoS) metrics measured and the dynamic invoice models that support this work. We examine the causal links from customer quality of experience (QoE) and service provider quality of business (QoBiz) through to measured quality of service. Finally we discuss a shared reward business ecosystem and suggest how extended service level agreements and invoice models can support this

    Living City, A Collaborative Browser-Based Massively Multiplayer Online Game

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    This work presents the design and implementation of our Browser-based Massively Multiplayer Online Game, Living City, a simulation game fully developed at the University of Messina. Living City is a persistent and real-time digital world, running in the Web browser environment and accessible from users without any client-side installation. Today Massively Multiplayer Online Games attract the attention of Computer Scientists both for their architectural peculiarity and the close interconnection with the social network phenomenon. We will cover these two aspects paying particular attention to some aspects of the project: game balancing (e.g. algorithms behind time and money balancing); business logic (e.g., handling concurrency, cheating avoidance and availability) and, finally, social and psychological aspects involved in the collaboration of players, analyzing their activities and interconnections

    Collaborative virtual gaming worlds in higher education

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    There is growing interest in the use of virtual gaming worlds in education, supported by the increased use of multi‐user virtual environments (MUVEs) and massively multi‐player online role‐playing games (MMORPGs) for collaborative learning. However, this paper argues that collaborative gaming worlds have been in use much longer and are much wider in scope; it considers the range of collaborative gaming worlds that exist and discusses their potential for learning, with particular reference to higher education. The paper discusses virtual gaming worlds from a theoretical pedagogic perspective, exploring the educational benefits of gaming environments. Then practical considerations associated with the use of virtual gaming worlds in formal settings in higher education are considered. Finally, the paper considers development options that are open to educators, and discusses the potential of Alternate Reality Games (ARGs) for learning in higher education. In all, this paper hopes to provide a balanced overview of the range of virtual gaming worlds that exist, to examine some of the practical considerations associated with their use, and to consider their benefits and challenges in learning and teaching in the higher education context

    Re-engineering jake2 to work on a grid using the GridGain Middleware

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    With the advent of Massively Multiplayer Online Games (MMOGs), engineers and designers of games came across with many questions that needed to be answered such as, for example, "how to allow a large amount of clients to play simultaneously on the same server?", "how to guarantee a good quality of service (QoS) to a great number of clients?", "how many resources will be necessary?", "how to optimize these resources to the maximum?". A possible answer to these questions relies on the usage of grid computing. Taking into account the parallel and distributed nature of grid computing, we can say that grid computing allows for more scalability in terms of a growing number of players, guarantees shorter communication time between clients and servers, and allows for a better resource management and usage (e.g., memory, CPU, core balancing usage, etc.) than the traditional serial computing model. However, the main focus of this thesis is not about grid computing. Instead, this thesis describes the re-engineering process of an existing multiplayer computer game, called Jake2, by transforming it into a MMOG, which is then put to run on a grid

    Massively multiplayer online roleplay games for learning

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    This chapter explores whether massively multiplayer online role-play games (MMORPGs) can be usedeffectively to support learning and training communities. The chapter aims to propose that cross-disciplinaryapproaches to the study of game-based learning are needed to support better synthesis ofour current understanding of the effectiveness of learning with games. The chapter therefore includesa brief literature review of online gaming research to date, taken from psychological and educationalresearch perspectives. The chapter explores the main types of online games and highlights the mainthemes of research undertaken through a consideration of the use of online gaming in current learningand training contexts where online gaming is being used to support experiential and discovery learningapproaches. This chapter indicates future directions for cross-disciplinary research approaches in thisfield and considers how collaborative learning could best be supported through this approach

    A Conceptual Business Model Framework for Strategy and Value Addition: A Case Study of a Middleware Firm

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    The traditional business model frameworks and concepts have been mainly used in the field of Information System (IS) and e-commerce for explanatory and descriptive purposes. I believe that there is a potential for the business model concept to be expanded for use by general businesses in strategic management. In this report, I will outline a conceptual framework for building a visual mapping of a business model. The conceptual model is a hybrid of two frameworks with the purpose of being used as a strategic tool for gaining new insight and value addition for any business. The model will be illustrated by a case study of a firm offering Massively Multiplayer Online Game (MMOG) middleware solutions for the online games industry

    Education Unleashed: Participatory Culture, Education, and Innovation in Second Life

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    Part of the Volume on the Ecology of Games: Connecting Youth, Games, and LearningWhile virtual worlds share common technologies and audiences with games, they possess many unique characteristics. Particularly when compared to massively multiplayer online role-playing games, virtual worlds create very different learning and teaching opportunities through markets, creation, and connections to the real world, and lack of overt game goals. This chapter aims to expose a wide audience to the breadth and depth of learning occurring within Second Life (SL). From in-world classes in the scripting language to mixed-reality conferences about the future of broadcasting, a tremendous variety of both amateurs and experts are leveraging SL as a platform for education. In one sense, this isn't new since every technology is co-opted by communities for communication, but SL is different because every aspect of it was designed to encourage this co-opting, this remixing of the virtual and the real
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