166,823 research outputs found
Building Programmable Wireless Networks: An Architectural Survey
In recent times, there have been a lot of efforts for improving the ossified
Internet architecture in a bid to sustain unstinted growth and innovation. A
major reason for the perceived architectural ossification is the lack of
ability to program the network as a system. This situation has resulted partly
from historical decisions in the original Internet design which emphasized
decentralized network operations through co-located data and control planes on
each network device. The situation for wireless networks is no different
resulting in a lot of complexity and a plethora of largely incompatible
wireless technologies. The emergence of "programmable wireless networks", that
allow greater flexibility, ease of management and configurability, is a step in
the right direction to overcome the aforementioned shortcomings of the wireless
networks. In this paper, we provide a broad overview of the architectures
proposed in literature for building programmable wireless networks focusing
primarily on three popular techniques, i.e., software defined networks,
cognitive radio networks, and virtualized networks. This survey is a
self-contained tutorial on these techniques and its applications. We also
discuss the opportunities and challenges in building next-generation
programmable wireless networks and identify open research issues and future
research directions.Comment: 19 page
Harnessing Technology: analysis of emerging trends affecting the use of technology in education (September 2008)
Research to support the delivery and development of Harnessing Technology: Next Generation Learning 2008ā1
How Do Online Social Networks Drive Internal Communication and Improve Employee Engagement?
The definition of a social network is taking traditional or in person networking activities online. It focuses on facilitating the building of social networks or social relations among people who, for example, share interests, activities, backgrounds, or real-life connections. Given the popularity of social network sites, it is obvious that more and more companies are interested in using them to enhance companyās strategy. Many large organizations had been looking for ways to extract business values from social technologies, and some of them had already run their own social network site on their own servers, what we will refer to as an internal social network. Our research, focusing on looking at the practices of real companiesā internal social network, may reveal some insights or give some inspirations
Peer mentoring in assisting retention ā is a virtual form of support a viable alternative?
Support systems are vital for university entrants and one established means of support is peer mentoring, which has the potential to improve student engagement and retention. Peer mentoring models are generally based on face-to-face contact. However, given the increasing number of higher education institutions using social media, might online models be beneficial in a peer mentoring context? This article describes a literature review and case study that considers the advantages and disadvantages of three potential virtual models to facilitate a peer mentoring scheme. The case study, undertaken at Northumbria University, UK, involved an investigation of mentoring needs and current usage of electronic media where special attention is afforded to a diverse student body. The three models discussed are virtual learning environments (VLE), social networking sites and virtual worlds. We find that the VLE is established within institutions but lacks excitement; social networking is popular particularly with younger students but there may be resentment if this appears to be appropriated by the institution; whilst virtual worlds are unfamiliar to many students and require advanced skills to use successfully. Based on these findings the social networking model is now being run as a pilot study by business programmes at Northumbria University
Web 2.0 technologies for learning at Key Stages 3 and 4: summary report
The research project on Web 2.0 technologies for learning at Key Stages 3 and 4 was a major initiative funded by Becta to investigate the use and impact of such technologies in and out of school. The purpose of this research was to help shape Becta's own thinking and inform policy-makers, schools and local authorities on the potential benefits of Web 2.0 technologies and how their use can be effectively and safely realised. This document is he summary of the reports published for this project
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