92 research outputs found

    Journeys in the postcolonial city: re-imagining spatial politics in Paris and Brussels

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    This thesis examines how recent artistic and political interventions by activist groups in Paris and Brussels are re-mapping legacies of disavowed colonial crimes, notably the legacy of the 17th October 1961 massacre of Algerian protestors and the assassination of Patrice Lumumba. I suggest that by tending to the haunting nature of these traumatic episodes — by being open to the subjective sensations of grief and the inherited socio-economic and political realities in which they are bound — we can encourage new journeys through postcolonial cities and reckon with the spectres of each country’s often maligned colonial past. This thesis draws on four case studies that span social movements and static landmarks, including the digital map 17.10.61 and the multi-purpose building La Colonie, both in Paris, and site-specific walking tours, organised by the Collectif Mémoire Coloniale, and the recently inaugurated Place Patrice Lumumba, both in Brussels. By focusing on different forms of space and ideas of movement, both as a mode of social resistance and a form of journeying through the city, this thesis examines the ways in which colonial inequalities linger in everyday spaces and sites, and how they can be part of a wider process of recognising and working through memories of colonial trauma. By triangulating established theoretical interventions in memory and postcolonial studies with an auto-ethnographic analysis drawn from the guided walks tours, protests and ceremonies in specific sites or alongside certain sites, this thesis advocates for a critical shift in the objects of study that fall under the umbrella of Francophone Postcolonial Studies. It calls for a broader approach to questions of national memory and commemorations that embrace the role of the spatial and the spectral in cementing colonial pasts to present-day realities

    An exploration of virtual criminal investigations in Ghana : legal issues and challenges

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    The widespread cybercrime has caused changes and brought about a need for new investigative skills, laws and enforcement procedures to attack these obstacles. Since technological crimes committed through the information superhighway or the internet is evolving very rapidly, efficacious enforcement of cybercrime is becoming extremely challenging. Cybercrime is both a national and international issue and local legislation alone cannot be able to combat the menace. Digital evidence permeates every aspect of the average person's life in today's society and no matter what you are doing these days, a digital footprint is probably being created and contains some type of digital evidence that can be recovered through digital forensic investigation It requires stringent laws, skilled personnel, well-established institutions, and transnational response. To efficaciously combat cybercrime, countries, states or governments must establish an independent anti-cybercrime unit and design national guidelines for digital evidence collections to combat the canker. This thesis, therefore, presents an examination of the virtual crime or cybercrime investigation challenges and legal issues on electronic evidence in Ghana. The study examines the existing cybercrime laws and practices in Ghana and makes a comparative study from other jurisdictions. Also, the study draws a survey from the international legal framework on cybercrime and electronic evidence on various methods and procedures that can be used to conduct digital forensic search and seizure of electronic evidence and investigation when cybercrimes occur. Recommendations were made which include formulation of stringent laws, establishing the national Cybercrime investigation Strategy and policies, the establishment of national guidelines for digital evidence collections, develop anti-cybercrime tool-kit for the collection of digital evidence, the establishment of digital forensic training institutions in all regions of Ghana for hands-on skilled based training for law enforcement officers and judges to ensure efficiency in the process of digital forensic investigation and prosecution of cybercrimes in Ghana are given.Police PracticeD. Phil. (Criminal Justice

    Negotiating Software: Redistributing Control at Work and on the Web

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    Since the 1970s, digital technologies increasingly determine who gets what, when, and how; and the workings of informational capitalism have concentrated control over those technologies into the hands of just a few private corporations. The normative stance of this dissertation is that control over software should be distributed and subject to processes of negotiation: consensus-based decision making oriented towards achieving collective benefits. It explores the boundaries of negotiating software by trying to effect a change in two different kinds of software using two different approaches. The first approach targets application software – the paradigmatic model of commodified, turn-key computational media – in the context of knowledge work – labour that involves the creation and distribution of information through non-routine, creative, and abstract thinking. It tries to effect change by developing negotiable software as an alternative to the autocratic application model, which is software that embeds the support for distributed control in and over its design. These systems successfully demonstrate the technological feasibility of this approach, but also the limitations of design as a solution to systemic power asymmetries. The second approach targets consent management platforms – pop-up interfaces on the web that capture visitor’s consent for data processing – in the context of the European Union’s data protection regulation. It tries to effect change by employing negotiation software, which is software that supports existing processes of negotiation in complex systems, i.e., regulatory oversight and the exercise of digital rights. This approach resulted in a considerable increase in data protection compliance on Danish websites, but showed that sustainable enforcement using digital tools also requires design changes to data processing technologies. Both approaches to effecting software change – making software negotiable and using software in negotiations – revealed the drawbacks of individualistic strategies. Ultimately, the capacity of the liberal subject to stand up against corporate power is limited, and more collective approaches to software negotiation need to be developed, whether when making changes to designs or leveraging regulation

    Digital twins: a survey on enabling technologies, challenges, trends and future prospects

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    Digital Twin (DT) is an emerging technology surrounded by many promises, and potentials to reshape the future of industries and society overall. A DT is a system-of-systems which goes far beyond the traditional computer-based simulations and analysis. It is a replication of all the elements, processes, dynamics, and firmware of a physical system into a digital counterpart. The two systems (physical and digital) exist side by side, sharing all the inputs and operations using real-time data communications and information transfer. With the incorporation of Internet of Things (IoT), Artificial Intelligence (AI), 3D models, next generation mobile communications (5G/6G), Augmented Reality (AR), Virtual Reality (VR), distributed computing, Transfer Learning (TL), and electronic sensors, the digital/virtual counterpart of the real-world system is able to provide seamless monitoring, analysis, evaluation and predictions. The DT offers a platform for the testing and analysing of complex systems, which would be impossible in traditional simulations and modular evaluations. However, the development of this technology faces many challenges including the complexities in effective communication and data accumulation, data unavailability to train Machine Learning (ML) models, lack of processing power to support high fidelity twins, the high need for interdisciplinary collaboration, and the absence of standardized development methodologies and validation measures. Being in the early stages of development, DTs lack sufficient documentation. In this context, this survey paper aims to cover the important aspects in realization of the technology. The key enabling technologies, challenges and prospects of DTs are highlighted. The paper provides a deep insight into the technology, lists design goals and objectives, highlights design challenges and limitations across industries, discusses research and commercial developments, provides its applications and use cases, offers case studies in industry, infrastructure and healthcare, lists main service providers and stakeholders, and covers developments to date, as well as viable research dimensions for future developments in DTs

    Flexible and intelligent network programming for cloud networks

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    As modern online services are evolving promptly and involving larger amount of data and computation than ever, the demand for cloud networks keeps growing rapidly, which also brings new challenges to network programming. Network programming is a complicated and crucial task for building high-performance cloud networks. Current network programming mainly presents two shortcomings: (1) it is inflexible as adding new data-plane features usually takes several years; (2) it is unintelligent as it heavily depends on human-designed heuristic algorithms to solve production-scale problems. To overcome these shortcomings, this dissertation realizes flexible and intelligent network programming by leveraging the recent development of new technologies both in hardware and software. Specifically, it presents four systems with new performance features that cannot be achieved by conventional network programming: (i) Harmonia: A new replicated storage architecture that provides near-linear scalability without sacrificing consistency. By exploiting the programming flexibility of new-generation programmable switches, Harmonia checks read-write conflicts in network for guaranteeing consistency, and enables any replica to serve reads for objects with no pending writes for near-linear scalability. (ii) RackSched: A microsecond-scale scheduler for rack-scale computers. It proposes a two-layer scheduling framework that integrates the inter-server scheduler in the top-of-rack (ToR) switch with intra-server schedulers on each server. The in-network inter-server scheduler is programmed to realize power-of-k-choices, ensure request affinity, and track server loads accurately and efficiently. (iii) NetVRM: A network management system that supports dynamic register memory sharing in the network. It orchestrates the register memory allocation between multiple concurrent network applications to optimize the multiplexing benefits. This goal is achieved with three major features: a virtual register memory abstraction, a dynamic memory allocation algorithm, and a domain-specific programming language extension. (iv) NeuroPlan: Automated and efficient network planning with deep reinforcement learning (RL). It leverages a two-stage hybrid approach that first uses deep RL to prune a large and complex search space and then uses an Integer Linear Programming (ILP) solver to find the final solution. Such an automated approach avoids human efforts to design heuristic algorithms manually and reduces network plan cost efficiently. We have done theoretical analysis, built testbeds, and evaluated these systems with prototype experiments and simulations under realistic setups from production networks

    Outdoor operations of multiple quadrotors in windy environment

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    Coordinated multiple small unmanned aerial vehicles (sUAVs) offer several advantages over a single sUAV platform. These advantages include improved task efficiency, reduced task completion time, improved fault tolerance, and higher task flexibility. However, their deployment in an outdoor environment is challenging due to the presence of wind gusts. The coordinated motion of a multi-sUAV system in the presence of wind disturbances is a challenging problem when considering collision avoidance (safety), scalability, and communication connectivity. Performing wind-agnostic motion planning for sUAVs may produce a sizeable cross-track error if the wind on the planned route leads to actuator saturation. In a multi-sUAV system, each sUAV has to locally counter the wind disturbance while maintaining the safety of the system. Such continuous manipulation of the control effort for multiple sUAVs under uncertain environmental conditions is computationally taxing and can lead to reduced efficiency and safety concerns. Additionally, modern day sUAV systems are susceptible to cyberattacks due to their use of commercial wireless communication infrastructure. This dissertation aims to address these multi-faceted challenges related to the operation of outdoor rotor-based multi-sUAV systems. A comprehensive review of four representative techniques to measure and estimate wind speed and direction using rotor-based sUAVs is discussed. After developing a clear understanding of the role wind gusts play in quadrotor motion, two decentralized motion planners for a multi-quadrotor system are implemented and experimentally evaluated in the presence of wind disturbances. The first planner is rooted in the reinforcement learning (RL) technique of state-action-reward-state-action (SARSA) to provide generalized path plans in the presence of wind disturbances. While this planner provides feasible trajectories for the quadrotors, it does not provide guarantees of collision avoidance. The second planner implements a receding horizon (RH) mixed-integer nonlinear programming (MINLP) model that is integrated with control barrier functions (CBFs) to guarantee collision-free transit of the multiple quadrotors in the presence of wind disturbances. Finally, a novel communication protocol using Ethereum blockchain-based smart contracts is presented to address the challenge of secure wireless communication. The U.S. sUAV market is expected to be worth $92 Billion by 2030. The Association for Unmanned Vehicle Systems International (AUVSI) noted in its seminal economic report that UAVs would be responsible for creating 100,000 jobs by 2025 in the U.S. The rapid proliferation of drone technology in various applications has led to an increasing need for professionals skilled in sUAV piloting, designing, fabricating, repairing, and programming. Engineering educators have recognized this demand for certified sUAV professionals. This dissertation aims to address this growing sUAV-market need by evaluating two active learning-based instructional approaches designed for undergraduate sUAV education. The two approaches leverages the interactive-constructive-active-passive (ICAP) framework of engagement and explores the use of Competition based Learning (CBL) and Project based Learning (PBL). The CBL approach is implemented through a drone building and piloting competition that featured 97 students from undergraduate and graduate programs at NJIT. The competition focused on 1) drone assembly, testing, and validation using commercial off-the-shelf (COTS) parts, 2) simulation of drone flight missions, and 3) manual and semi-autonomous drone piloting were implemented. The effective student learning experience from this competition served as the basis of a new undergraduate course on drone science fundamentals at NJIT. This undergraduate course focused on the three foundational pillars of drone careers: 1) drone programming using Python, 2) designing and fabricating drones using Computer-Aided Design (CAD) and rapid prototyping, and 3) the US Federal Aviation Administration (FAA) Part 107 Commercial small Unmanned Aerial Vehicles (sUAVs) pilot test. Multiple assessment methods are applied to examine the students’ gains in sUAV skills and knowledge and student attitudes towards an active learning-based approach for sUAV education. The use of active learning techniques to address these challenges lead to meaningful student engagement and positive gains in the learning outcomes as indicated by quantitative and qualitative assessments

    Building the Future Internet through FIRE

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    The Internet as we know it today is the result of a continuous activity for improving network communications, end user services, computational processes and also information technology infrastructures. The Internet has become a critical infrastructure for the human-being by offering complex networking services and end-user applications that all together have transformed all aspects, mainly economical, of our lives. Recently, with the advent of new paradigms and the progress in wireless technology, sensor networks and information systems and also the inexorable shift towards everything connected paradigm, first as known as the Internet of Things and lately envisioning into the Internet of Everything, a data-driven society has been created. In a data-driven society, productivity, knowledge, and experience are dependent on increasingly open, dynamic, interdependent and complex Internet services. The challenge for the Internet of the Future design is to build robust enabling technologies, implement and deploy adaptive systems, to create business opportunities considering increasing uncertainties and emergent systemic behaviors where humans and machines seamlessly cooperate

    Adaptive games for learner and systems (bidirectional) learning

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    Thesis (PhD)--Stellenbosch University, 2022.ENGLISH ABSTRACT:Traditional learning environments are ineffective and inefficient and are failing to adequately equip students and employees with the knowledge and skills required in today’s jobs, let alone prepare them for the jobs of tomorrow. Given the rapidly changing landscapes of technologies and business models, organisations need to be flexible and adaptable to respond to, and even pre-empt future demands. One of the primary shortcomings of existing learning environments is their inflexibility and the ‘one size fits all’ approach followed. Serious games and game-based learning are widely recognised for their potential in providing more effective learning environments, especially when designed in a personalised, adaptive manner, and are explored in this dissertation. In addition to adapting to the individual traits and preferences of users, games are also highly context dependent. Whilst there is a great deal of literature and documented case studies of game-based learning, most focus only on the implementation of one particular game in a specific context. Whilst many existing game design models and approaches focus on achieving improved learning outcomes of learners, there is an opportunity to consider the impact of gameplay on other stakeholders and drive the active development of meta-skills in various stakeholders. Bidirectional learning, where learning simultaneously takes place in a two-way direction [295], has great potential and has, to date, not been incorporated in serious game design. By integrating different perspectives and variable scenarios, the dynamic personalisation of learning trajectories may be possible. Serious games offer a potential platform to aggregate learner behaviours and results, and use these to dynamically configure, adjust and tailor the game to individuals and contexts, ultimately providing a learning environment of improved quality, effectiveness and efficiency. In this dissertation, adaptive, bidirectional games are explored as a means to provide more effective and efficient learning environments for multiple stakeholders. Moreover, an architecture is presented to support the creation of such games for specific scenarios in a faster, more effective and more efficient manner. Following a research-by-design approach, the architecture is iteratively developed and simultaneously applied in four case studies. Experiences and learnings from each case study are infused into subsequent design iterations of the architecture. The architecture allows users to explore and exploit the solution space more deliberately and better understand the various functions and the interrelations between them. The flexible and modular structure of the architecture allows users to prioritise functionalities as required in the given scenario. Furthermore, the directional relations between functions can be interpreted and prioritised as needed given the specific context and requirements. The architecture incorporates various stakeholders in the design process, leading to greater transparency and better understanding throughout the process. More importantly, it emphasises bidirectional learning whereby different stakeholders can learn from gameplay and the aggregated results and behaviours of players.AFRIKAANS OPSOMMING: Tradisionele leeromgewings is oneffektief en ondoeltreffend en slaag nie daarin om studente en werknemers voldoende toe te rus met die kennis en vaardighede wat in die huidige werk benodig is nie, en nog minder vir toekomstige werk. Gegewe die vinnig veranderende landskappe van tegnologie¨e en sakemodelle, moet organisasies buigsaam en aanpasbaar wees om te reageer op, en selfs toekomstige behoeftes te voorkom. Een van die belangrikste tekortkominge van bestaande leeromgewings is die onbuigsaamheid daarvan asook die ‘een grootte pas almal’ benadering wat gevolg word. Ernstige speletjies en spelgebaseerde leer word oor die algemeen erken vir hul potensiaal om meer effektiewe leeromgewings te skep, veral as dit op ’n persoonlike, aanpasbare manier ontwerp is, en word in hierdie proefskrif ondersoek. Benewens die aanpassing by die individuele eienskappe en voorkeure van gebruikers, is speletjies ook baie kontekstafhanklik. Alhoewel daar baie literatuur en gedokumenteerde gevallestudies oor spelgebaseerde leer is, fokus die meeste daarvan slegs op die implementering van een spesifieke spel in ’n spesifieke konteks. Alhoewel baie bestaande spelontwerpmodelle en -benaderings op die verbeterde leeruitkomste van leerders focus, is daar ’n geleentheid om die impak van spel op ander belanghebbendes te oorweeg en die aktiewe ontwikkeling van metavaardighede by verskeie belanghebbendes te dryf. Tweerigtingleer, waar leer gelyktydig in twee rigtinge plaasvind [295], het ’n groot potensiaal en is huidig nog nie in ernstige spelontwerp opgeneem nie. Deur die integrasie van verskillende perspektiewe en veranderlike scenario’s, word die dinamiese personalisering van leertrajekte moontlik. Ernstige speletjies bied ’n moontlike platform om leerdergedrag en -resultate saam te voeg, en dit te gebruik om die spel dinamies te konfigureer en aan te pas by individue en kontekste, wat ’n leeromgewing van verbeterde kwaliteit, effektiwiteit en doeltreffendheid bied. In hierdie proefskrif word aanpasbare, tweerigting speletjies ondersoek as ’n manier om meer effektiewe en doeltreffende leeromgewings vir verskeie belanghebbendes te bied. Boonop word ’n argitektuur aangebied om die skep van sulke speletjies vir spesifieke scenario’s vinniger, meer effektief en doeltreffender te ondersteun. Na aanleiding van ’n navorsing-deur-ontwerp benadering word die argitektuur iteratief ontwikkel en gelyktydig toegepas in vier gevallestudies. Ervarings en leerstellings uit elke gevallestudie word ingesluit in die daaropvolgende ontwerp iterasies van die argitektuur. Met die argitektuur kan gebruikers die oplossingsruimte doelbewus ondersoek en benut, en die verskillende funksies en onderlinge verwantskappe tussen hulle beter verstaan. Die buigsame en modulˆere struktuur van die argitektuur stel gebruikers in staat om funksionaliteite te prioritiseer soos vereis in die gegewe scenario. Verder kan die rigtingverhoudinge tussen funksies ge¨ınterpreteer en geprioritiseer word soos benodig, gegewe die spesifieke konteks en vereistes. Die argitektuur bevat verskillende belanghebbendes in die ontwerpproses, wat lei tot verbeterde deursigtigheid en begrip gedurende die proses. Belangriker nog, dit beklemtoon tweerigtingleer waardeur verskillende belanghebbendes kan leer deur die spel en die saamgestelde resultate en gedrag van spelers.Doctora
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