135,186 research outputs found
Deliverable JRA1.1: Evaluation of current network control and management planes for multi-domain network infrastructure
This deliverable includes a compilation and evaluation of available control and management architectures and protocols applicable to a multilayer infrastructure in a multi-domain Virtual Network environment.The scope of this deliverable is mainly focused on the virtualisation of the resources within a network and at processing nodes. The virtualization of the FEDERICA infrastructure allows the provisioning of its available resources to users by means of FEDERICA slices. A slice is seen by the user as a real physical network under his/her domain, however it maps to a logical partition (a virtual instance) of the physical FEDERICA resources. A slice is built to exhibit to the highest degree all the principles applicable to a physical network (isolation, reproducibility, manageability, ...). Currently, there are no standard definitions available for network virtualization or its associated architectures. Therefore, this deliverable proposes the Virtual Network layer architecture and evaluates a set of Management- and Control Planes that can be used for the partitioning and virtualization of the FEDERICA network resources. This evaluation has been performed taking into account an initial set of FEDERICA requirements; a possible extension of the selected tools will be evaluated in future deliverables. The studies described in this deliverable define the virtual architecture of the FEDERICA infrastructure. During this activity, the need has been recognised to establish a new set of basic definitions (taxonomy) for the building blocks that compose the so-called slice, i.e. the virtual network instantiation (which is virtual with regard to the abstracted view made of the building blocks of the FEDERICA infrastructure) and its architectural plane representation. These definitions will be established as a common nomenclature for the FEDERICA project. Other important aspects when defining a new architecture are the user requirements. It is crucial that the resulting architecture fits the demands that users may have. Since this deliverable has been produced at the same time as the contact process with users, made by the project activities related to the Use Case definitions, JRA1 has proposed a set of basic Use Cases to be considered as starting point for its internal studies. When researchers want to experiment with their developments, they need not only network resources on their slices, but also a slice of the processing resources. These processing slice resources are understood as virtual machine instances that users can use to make them behave as software routers or end nodes, on which to download the software protocols or applications they have produced and want to assess in a realistic environment. Hence, this deliverable also studies the APIs of several virtual machine management software products in order to identify which best suits FEDERICA’s needs.Postprint (published version
Heuristic Evaluation for Serious Immersive Games and M-instruction
© Springer International Publishing Switzerland 2016. Two fast growing areas for technology-enhanced learning are serious games and mobile instruction (M-instruction or M-Learning). Serious games are ones that are meant to be more than just entertainment. They have a serious use to educate or promote other types of activity. Immersive Games frequently involve many players interacting in a shared rich and complex-perhaps web-based-mixed reality world, where their circumstances will be multi and varied. Their reality may be augmented and often self-composed, as in a user-defined avatar in a virtual world. M-instruction and M-Learning is learning on the move; much of modern computer use is via smart devices, pads, and laptops. People use these devices all over the place and thus it is a natural extension to want to use these devices where they are to learn. This presents a problem if we wish to evaluate the effectiveness of the pedagogic media they are using. We have no way of knowing their situation, circumstance, education background and motivation, or potentially of the customisation of the final software they are using. Getting to the end user itself may also be problematic; these are learning environments that people will dip into at opportune moments. If access to the end user is hard because of location and user self-personalisation, then one solution is to look at the software before it goes out. Heuristic Evaluation allows us to get User Interface (UI) and User Experience (UX) experts to reflect on the software before it is deployed. The effective use of heuristic evaluation with pedagogical software [1] is extended here, with existing Heuristics Evaluation Methods that make the technique applicable to Serious Immersive Games and mobile instruction (M-instruction). We also consider how existing Heuristic Methods may be adopted. The result represents a new way of making this methodology applicable to this new developing area of learning technology
A Study of Basic 3D Visualization Architecture for Network Operation and Management Tools
Recently, network operation tools using 3D visualization technologies have become more and more important. Generally, 3D visualized network operation tools are useful for computer network management or operation. However, a development of 3D visualized network operation tools requires advanced technical skills and highly cost.
On the other hand, 3D computer graphics technologies become more familiar in recent years because of that computer hardwares and softwares are rapidly growing and obtain high performance. In this research, we have developed basic architecture of 3D visualization system for network operation and management tools, by using an open source 3DCG software ``Blender'' and a programming language ``Python``. In this paper, we explain details, results of evaluation and efficiency of the proposed architecture
Staging Transformations for Multimodal Web Interaction Management
Multimodal interfaces are becoming increasingly ubiquitous with the advent of
mobile devices, accessibility considerations, and novel software technologies
that combine diverse interaction media. In addition to improving access and
delivery capabilities, such interfaces enable flexible and personalized dialogs
with websites, much like a conversation between humans. In this paper, we
present a software framework for multimodal web interaction management that
supports mixed-initiative dialogs between users and websites. A
mixed-initiative dialog is one where the user and the website take turns
changing the flow of interaction. The framework supports the functional
specification and realization of such dialogs using staging transformations --
a theory for representing and reasoning about dialogs based on partial input.
It supports multiple interaction interfaces, and offers sessioning, caching,
and co-ordination functions through the use of an interaction manager. Two case
studies are presented to illustrate the promise of this approach.Comment: Describes framework and software architecture for multimodal web
interaction managemen
Optical Network Models and their Application to Software-Defined Network Management
Software-defined networking is finding its way into optical networks. Here,
it promises a simplification and unification of network management for optical
networks allowing automation of operational tasks despite the highly diverse
and vendor-specific commercial systems and the complexity and analog nature of
optical transmission. A fundamental component for software-defined optical
networking are common abstractions and interfaces. Currently, a number of
models for optical networks are available. They all claim to provide open and
vendor agnostic management of optical equipment. In this work, we survey and
compare the most important models and propose an intent interface for creating
virtual topologies that is integrated in the existing model ecosystem.Comment: Parts of the presented work has received funding from the European
Commission within the H2020 Research and Innovation Programme, under grant
agreeement n.645127, project ACIN
From Personalization to Adaptivity: Creating Immersive Visits through Interactive Digital Storytelling at the Acropolis Museum
Storytelling has recently become a popular way to guide museum visitors, replacing traditional exhibit-centric descriptions by story-centric cohesive narrations with references to the exhibits and multimedia content. This work presents the fundamental elements of the CHESS project approach, the goal of which is to provide adaptive, personalized, interactive storytelling for museum visits. We shortly present the CHESS project and its background, we detail the proposed storytelling and user models, we describe the provided functionality and we outline the main tools and mechanisms employed. Finally, we present the preliminary results of a recent evaluation study that are informing several directions for future work
Collaborative Development and Evaluation of Text-processing Workflows in a UIMA-supported Web-based Workbench
Challenges in creating comprehensive text-processing worklows include a lack of the interoperability of individual components coming from different providers and/or a requirement imposed on the end users to know programming techniques to compose such workflows. In this paper we demonstrate Argo, a web-based system that addresses these issues in several ways. It supports the widely adopted Unstructured Information Management Architecture (UIMA), which handles the problem of interoperability; it provides a web browser-based interface for developing workflows by drawing diagrams composed of a selection of available processing components; and it provides novel user-interactive analytics such as the annotation editor which constitutes a bridge between automatic processing and manual correction. These features extend the target audience of Argo to users with a limited or no technical background. Here, we focus specifically on the construction of advanced workflows, involving multiple branching and merging points, to facilitate various comparative evalutions. Together with the use of user-collaboration capabilities supported in Argo, we demonstrate several use cases including visual inspections, comparisions of multiple processing segments or complete solutions against a reference standard, inter-annotator agreement, and shared task mass evaluations. Ultimetely, Argo emerges as a one-stop workbench for defining, processing, editing and evaluating text processing tasks
BestConfig: Tapping the Performance Potential of Systems via Automatic Configuration Tuning
An ever increasing number of configuration parameters are provided to system
users. But many users have used one configuration setting across different
workloads, leaving untapped the performance potential of systems. A good
configuration setting can greatly improve the performance of a deployed system
under certain workloads. But with tens or hundreds of parameters, it becomes a
highly costly task to decide which configuration setting leads to the best
performance. While such task requires the strong expertise in both the system
and the application, users commonly lack such expertise.
To help users tap the performance potential of systems, we present
BestConfig, a system for automatically finding a best configuration setting
within a resource limit for a deployed system under a given application
workload. BestConfig is designed with an extensible architecture to automate
the configuration tuning for general systems. To tune system configurations
within a resource limit, we propose the divide-and-diverge sampling method and
the recursive bound-and-search algorithm. BestConfig can improve the throughput
of Tomcat by 75%, that of Cassandra by 63%, that of MySQL by 430%, and reduce
the running time of Hive join job by about 50% and that of Spark join job by
about 80%, solely by configuration adjustment
User-centred design of flexible hypermedia for a mobile guide: Reflections on the hyperaudio experience
A user-centred design approach involves end-users from the very beginning. Considering users at the early stages compels designers to think in terms of utility and usability and helps develop the system on what is actually needed. This paper discusses the case of HyperAudio, a context-sensitive adaptive and mobile guide to museums developed in the late 90s. User requirements were collected via a survey to understand visitors’ profiles and visit styles in Natural Science museums. The knowledge acquired supported the specification of system requirements, helping defining user model, data structure and adaptive behaviour of the system. User requirements guided the design decisions on what could be implemented by using simple adaptable triggers and what instead needed more sophisticated adaptive techniques, a fundamental choice when all the computation must be done on a PDA. Graphical and interactive environments for developing and testing complex adaptive systems are discussed as a further
step towards an iterative design that considers the user interaction a central point. The paper discusses
how such an environment allows designers and developers to experiment with different system’s behaviours and to widely test it under realistic conditions by simulation of the actual context evolving over time. The understanding gained in HyperAudio is then considered in the perspective of the
developments that followed that first experience: our findings seem still valid despite the passed time
Model Checking with Program Slicing Based on Variable Dependence Graphs
In embedded control systems, the potential risks of software defects have
been increasing because of software complexity which leads to, for example,
timing related problems. These defects are rarely found by tests or
simulations. To detect such defects, we propose a modeling method which can
generate software models for model checking with a program slicing technique
based on a variable dependence graph. We have applied the proposed method to
one case in automotive control software and demonstrated the effectiveness of
the method. Furthermore, we developed a software tool to automate model
generation and achieved a 35% decrease in total verification time on model
checking.Comment: In Proceedings FTSCS 2012, arXiv:1212.657
- …