29,252 research outputs found

    Tracing Internet Path Transparency

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    This project has received funding from the European Union’s Horizon 2020 research and innovation program under grant agreement No 688421, and was supported by the Swiss State Secretariat for Education, Research and Innovation (SERI) under contract number 15.0268. The opinions expressed and arguments employed reflect only the authors’ views. The European Commission is not responsible for any use that may be made of that information. Further, the opinions expressed and arguments employed herein do not necessarily reflect the official views of the Swiss Government.Peer reviewedPublisher PD

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Digital Architecture as Crime Control

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    This paper explains how theories of realspace architecture inform the prevention of computer crime. Despite the prevalence of the metaphor, architects in realspace and cyberspace have not talked to one another. There is a dearth of literature about digital architecture and crime altogether, and the realspace architectural literature on crime prevention is often far too soft for many software engineers. This paper will suggest the broad brushstrokes of potential design solutions to cybercrime, and in the course of so doing, will pose severe criticisms of the White House\u27s recent proposals on cybersecurity. The paper begins by introducing four concepts of realspace crime prevention through architecture. Design should: (1) create opportunities for natural surveillance, meaning its visibility and susceptibility to monitoring by residents, neighbors, and bystanders; (2) instill a sense of territoriality so that residents develop proprietary attitudes and outsiders feel deterred from entering a private space; (3) build communities and avoid social isolation; and (4) protect targets of crime. There are digital analogues to each goal. Natural-surveillance principles suggest new virtues of open-source platforms, such as Linux, and territoriality outlines a strong case for moving away from digital anonymity towards psuedonymity. The goal of building communities will similarly expose some new advantages for the original, and now eroding, end-to-end design of the Internet. An understanding of architecture and target prevention will illuminate why firewalls at end points will more effectively guarantee security than will attempts to bundle security into the architecture of the Net. And, in total, these architectural lessons will help us chart an alternative course to the federal government\u27s tepid approach to computer crime. By leaving the bulk of crime prevention to market forces, the government will encourage private barricades to develop - the equivalent of digital gated communities - with terrible consequences for the Net in general and interconnectivity in particular

    Tracking and Tracing in Food Networks: The Case of the Feed Industry

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    This paper discusses an organisational framework for Tracking & Tracing and quality management in the agriculture and food network and thus providing increased transparency therein. The legal and market environments that especially European companies of the compound feeds sector face today is being analyzed with respect to resulting recent and present requirements. A technological solution for companies and supply chains that helps dealing with these requirements is presented with an organisational glance inside the QM-G system.Tracking & Tracing, Feed Industry, Inter-Organizational Information System QM-G, Agribusiness, Industrial Organization,

    Bridging global divides with tracking and tracing technology

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    Product-tracking technology is increasingly available to big players in the value chain connecting producers to consumers, giving them new competitive advantages. Such shifts in technology don't benefit small producers, especially those in developing regions, to the same degree. This article examines the practicalities of leveling the playing field by creating a generic form of tracing technology that any producer, large or small, can use. It goes beyond considering engineering solutions to look at what happens in the context of use, reporting on work with partners in Chile and India and reflecting on the potential for impact on business and community well-being

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Measuring and Managing Answer Quality for Online Data-Intensive Services

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    Online data-intensive services parallelize query execution across distributed software components. Interactive response time is a priority, so online query executions return answers without waiting for slow running components to finish. However, data from these slow components could lead to better answers. We propose Ubora, an approach to measure the effect of slow running components on the quality of answers. Ubora randomly samples online queries and executes them twice. The first execution elides data from slow components and provides fast online answers; the second execution waits for all components to complete. Ubora uses memoization to speed up mature executions by replaying network messages exchanged between components. Our systems-level implementation works for a wide range of platforms, including Hadoop/Yarn, Apache Lucene, the EasyRec Recommendation Engine, and the OpenEphyra question answering system. Ubora computes answer quality much faster than competing approaches that do not use memoization. With Ubora, we show that answer quality can and should be used to guide online admission control. Our adaptive controller processed 37% more queries than a competing controller guided by the rate of timeouts.Comment: Technical Repor
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