40,166 research outputs found
On Making Emerging Trusted Execution Environments Accessible to Developers
New types of Trusted Execution Environment (TEE) architectures like TrustLite
and Intel Software Guard Extensions (SGX) are emerging. They bring new features
that can lead to innovative security and privacy solutions. But each new TEE
environment comes with its own set of interfaces and programming paradigms,
thus raising the barrier for entry for developers who want to make use of these
TEEs. In this paper, we motivate the need for realizing standard TEE interfaces
on such emerging TEE architectures and show that this exercise is not
straightforward. We report on our on-going work in mapping GlobalPlatform
standard interfaces to TrustLite and SGX.Comment: Author's version of article to appear in 8th Internation Conference
of Trust & Trustworthy Computing, TRUST 2015, Heraklion, Crete, Greece,
August 24-26, 201
Social movements in world of warcraft
Virtual worlds provide new forms of social interaction. They offer alternative spaces where social functions can be carried out in online three-dimensional virtual environments. In this paper we explore how collective action on a global scale is enabled by these virtual worlds. We used qualitative research to examine the organization of one social movement in World of Warcraft (WoW), the most widely used massively multiplayer online role playing game in the world. Using New Social Movement Theory, our paper suggests that there are a number of differences between real world and virtual world social movements, namely in their (a) locality, (b) issues, (c) periods of activity, (d) hierarchies, and (e) membership
Peripatetic electronic teachers in higher education
This paper explores the idea of information and communications technology providing a medium enabling higher education teachers to act as freelance agents. The notion of a ‘Peripatetic Electronic Teacher’ (PET) is introduced to encapsulate this idea. PETs would exist as multiple telepresences (pedagogical, professional, managerial and commercial) in PET‐worlds; global networked environments which support advanced multimedia features. The central defining rationale of a pedagogical presence is described in detail and some implications for the adoption of the PET‐world paradigm are discussed. The ideas described in this paper were developed by the author during a recently completed Short‐Term British Telecom Research Fellowship, based at the BT Adastral Park
From Multi-User Virtual Environment to 3D Virtual Learning Environment
While digital virtual worlds have been used in education for a number of years, advances in the capabilities and spread of technology have fed a recent boom in interest in massively multi‐user 3D virtual worlds for entertainment, and this in turn has led to a surge of interest in their educational applications. In this paper we briefly review the use of virtual worlds for education, from informal learning to formal instruction, and consider what is required to turn a virtual world from a Multi‐User Virtual Environment into a fully fledged 3D Virtual Learning Environment (VLE). In this we focus on the development of Sloodle – a system which integrates the popular 3D virtual world of Second Life with the open‐source VLE Moodle. Our intent is not simply to provide additional learning support features for Second Life, but to study more generally the ways in which integrated virtual environments can benefit teaching and learning, and this is the focus of our closing discussion
Supporting Cyber-Physical Systems with Wireless Sensor Networks: An Outlook of Software and Services
Sensing, communication, computation and control technologies are the essential building blocks of a cyber-physical system (CPS). Wireless sensor networks (WSNs) are a way to support CPS as they provide fine-grained spatial-temporal sensing, communication and computation at a low premium of cost and power. In this article, we explore the fundamental concepts guiding the design and implementation of WSNs. We report the latest developments in WSN software and services for meeting existing requirements and newer demands; particularly in the areas of: operating system, simulator and emulator, programming abstraction, virtualization, IP-based communication and security, time and location, and network monitoring and management. We also reflect on the ongoing
efforts in providing dependable assurances for WSN-driven CPS. Finally, we report on its applicability with a case-study on smart buildings
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Fluid leadership in a multi-user virtual environment educational project with teenagers: Schome Park
This paper examines leadership practices in a virtual community, the Schome Park project. Schome Park, based at the Open University, UK, was the first European closed (i.e. protected) island in Teen Second Life, a multi-user 3D virtual environment. This fully realised, complex interactive 3D environment has no imposed narrative and offers significant engagement for educational projects.
The Schome (‘not school not home’) third space community – i.e. not placed in the first space of home or second space of work/school (Oldenburg, 1989) - was set up with the explicit aim of challenging the instructional models and pedagogic practices of the formal, state educational system. In this disembodied environment identities, represented in the virtual world by personalised avatars, possess usefully ambivalent valences. Often adults will join ‘inworld’ educational events organised and delivered by the younger members of the community. Schome makes flexible use of a wiki (collaboratively designed website), asynchronous discussion fora and other communicative media to support learning processes and enhance the development of a physically distanced yet authentic learning community.
The authors propose that the community design in these new spaces created an opportunity for leaders to emerge regardless of contextual hierarchy and to forge a developing culture. The paper makes use of evidence from varied datasets to examine manifestations of leadership in the community and issues arising. Young people have been engaged in proposing, planning, executing and reflecting on teaching and
learning and governance without deference to adults. Our analysis contributes to understandings of the development of leadership within carefully designed educational online communities and some of the challenges involved for adults in facilitating an appropriately supportive environment for young people.
While aware that this innovative experiment continues to face many challenges, we propose that the design of the project offers much to encourage an approach to education in which collaborative, situated engagement in learning and teaching is perceived as a more fruitful model for the twenty-first century than reproduction of traditional hierarchies of teachers and the taught of conventional classrooms
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