881 research outputs found
The Anatomy of the Grid - Enabling Scalable Virtual Organizations
"Grid" computing has emerged as an important new field, distinguished from
conventional distributed computing by its focus on large-scale resource
sharing, innovative applications, and, in some cases, high-performance
orientation. In this article, we define this new field. First, we review the
"Grid problem," which we define as flexible, secure, coordinated resource
sharing among dynamic collections of individuals, institutions, and
resources-what we refer to as virtual organizations. In such settings, we
encounter unique authentication, authorization, resource access, resource
discovery, and other challenges. It is this class of problem that is addressed
by Grid technologies. Next, we present an extensible and open Grid
architecture, in which protocols, services, application programming interfaces,
and software development kits are categorized according to their roles in
enabling resource sharing. We describe requirements that we believe any such
mechanisms must satisfy, and we discuss the central role played by the
intergrid protocols that enable interoperability among different Grid systems.
Finally, we discuss how Grid technologies relate to other contemporary
technologies, including enterprise integration, application service provider,
storage service provider, and peer-to-peer computing. We maintain that Grid
concepts and technologies complement and have much to contribute to these other
approaches.Comment: 24 pages, 5 figure
Virtual reality-based cloud BIM platform for integrated AEC projects
Building Information Modelling (BIM) has demonstrated the need for integrating collaborative design teamsā āproject dataā, to not only help coordinate the design, engineering, fabrication, construction, and maintenance of various trades, but also facilitate project integration and interchange. Numerous potential benefits have inspired several countries to consider the implications of implementing BIM Level 3 (Cloud) as an innovative way of further enhancing the design, management and delivery process, ergo - a paradigm shift towards Integrated Project Delivery (IPD). Amongst the myriad of the available innovative approaches, web-based platforms are particularly beneficial for integrating visualisation components to give continuous sharing of relevant information for geographically dispersed end users. This study presents a game environment supported by a web-based Virtual Reality cloud platform for integrated AEC projects. This paper further explains the adapted Unified-Software-Development-Process of specifying this cloud computing platform, which employed iterative phases of Elaboration, Construction and Transition. This study presents new understanding and insight into the causal drivers and influences associated with successful decision-making design in non-collocated design teams. Research findings form a stepping-stone for developing new relationship models in collaborative environments, particularly gaming interfaces
From flowers to palms: 40 years of policy for online learning
This year sees the 40th anniversary of the first policy paper regarding the use of computers in higher education in the United Kingdom. The publication of this paper represented the beginning of the field of learning technology research and practice in higher education. In the past 40 years, policy has at various points drawn from different communities and provided the roots for a diverse field of learning technology researchers and practitioners. This paper presents a review of learning technology-related policy over the past 40 years. The purpose of the review is to make sense of the current position in which the field finds itself, and to highlight lessons that can be learned from the implementation of previous policies. Conclusions drawn from the review of 40 years of learning technology policy suggest that there are few challenges that have not been faced before as well as a potential return to individual innovation
3D Virtual Worlds and the Metaverse: Current Status and Future Possibilities
Moving from a set of independent virtual worlds to an integrated network of 3D virtual worlds or Metaverse rests on progress in four areas: immersive realism, ubiquity of access and identity, interoperability, and scalability. For each area, the current status and needed developments in order to achieve a functional Metaverse are described. Factors that support the formation of a viable Metaverse, such as institutional and popular interest and ongoing improvements in hardware performance, and factors that constrain the achievement of this goal, including limits in computational methods and unrealized collaboration among virtual world stakeholders and developers, are also considered
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