1,031 research outputs found

    KYPO Cyber Range: Design and Use Cases

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    The physical and cyber worlds are increasingly intertwined and exposed to cyber attacks. The KYPO cyber range provides complex cyber systems and networks in a virtualized, fully controlled and monitored environment. Time-efficient and cost-effective deployment is feasible using cloud resources instead of a dedicated hardware infrastructure. This paper describes the design decisions made during it’s development. We prepared a set of use cases to evaluate the proposed design decisions and to demonstrate the key features of the KYPO cyber range. It was especially cyber training sessions and exercises with hundreds of participants which provided invaluable feedback for KYPO platform development

    Event Loops as First-Class Values: A Case Study in Pedagogic Language Design

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    The World model is an existing functional input-output mechanism for event-driven programming. It is used in numerous popular textbooks and curricular settings. The World model conflates two different tasks -- the definition of an event processor and its execution -- into one. This conflation imposes a significant (even unacceptable) burden on student users in several educational settings where we have tried to use it, e.g., for teaching physics. While it was tempting to pile on features to address these issues, we instead used the Scheme language design dictum of removing weaknesses that made them seem necessary. By separating the two tasks above, we arrived at a slightly different primitive, the reactor, as our basis. This only defines the event processor, and a variety of execution operators dictate how it runs. The new design enables programmatic control over event-driven programs. This simplifies reflecting on program behavior, and eliminates many unnecessary curricular dependencies imposed by the old design. This work has been implemented in the Pyret programming language. The separation of concerns has enabled new curricula, such as the Bootstrap:Physics curriculum, to take flight. Thousands of students use this new mechanism every year. We believe that reducing impedance mismatches improves their educational experience

    Use of Cloud Gaming in Education

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    The use of digital games in education has been the subject of research for many years and their usefulness has been confirmed by many studies and research projects. Standardized tests, such as PISA test, show that respondents achieved better reading, math and physics results if they used the computer more for gaming-related activities. It has been proven that the application of video games in education increases student motivation, improves several types of key skills—social and intellectual skills, reflexes and concentration. Nevertheless, there are several challenges associated with the application of video games in schools and they can be categorized as technical (network and end device limitations), competency (teachers’ knowledge in the area), qualitative (lack of educational games of high quality), and financial (high cost of purchasing games and equipment). The novel architecture for delivery of gaming content commonly referred to as “cloud gaming” has the potential to solve most of the present challenges of using games in education. A well-designed cloud gaming platform would enable seamless and simple usage for both students and teachers. While solving most of the present problems, cloud gaming introduces a set of new research challenges which will be discussed in this section

    Comparing Sense of Community Scores Between Online Information Technology Students Based Domestically and Those Based Internationally

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    The purpose of this quantitative, causal-comparative study is to investigate a student’s sense of community within a globally-available, online, asynchronous, Information Technology (IT) course and explore whether there is a difference in the sense of community scores if the student is currently residing in the United States or is currently residing outside of the United States. A sample size of N = 297 students was drawn from a convenience sample of online students who had self-enrolled in IT classes as part of an IT degree program. The Rovai’s Classroom Community Scale was used to calculate the sense of classroom community for two independent groups. Initially, a Multivariate analysis of variance (MANOVA) was used for analysis; however, a Mann-Whitney U test was ultimately applied because of failed assumptions. The final results found that the shapes of the three dependent variables were significantly different across the two measured groups, therefore mean rank scores were measured rather than the medians. It was found that the null hypothesis should be rejected for both the Connectedness variable and the Total_CCS_Score variable, while the null hypothesis should be retained for the Learning variable. The research shows that the experience for online IT students is significantly different for students based in the United States and those based outside of the United States. Future studies should consider exploring how to provide or ensure access to the necessary technology and also instructional design elements that might make experiences more alike among the two groups

    A multi-fold assessment framework for virtualized collaborative and social learning scenarios

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    Proposem un procés de virtualització de sessions col·laboratives en directe a partir de fòrums de discussió i xats web amb l'objectiu de produir recursos d'aprenentatge en línia interactius per a ser utilitzats pels alumnes i generar un efecte positiu en la participació de l'alumne. Per tal de millorar encara més la implicació de l'aprenentatge, vam dotar al nostre procés de virtualització d'un marc d'avaluació múltiple que proporciona la consciència efectiva i la retroalimentació constructiva als alumnes de la col·laboració original amb interaccions entre els membres del grup. La investigació presentada es centra en l'avaluació electrònica d'aprenentatge col·laboratiu i social i s'estén amb analítiques d'aprenentatge i tècniques d'anàlisi de xarxa social que són capaces d'analitzar i representar les interaccions cognitives i socials amb sessions de col·laboració en viu subjacents.Proponemos un proceso de virtualización de sesiones colaborativas en directo a partir de foros de discusión y chats web con el objetivo de producir recursos de aprendizaje en línea interactivos para ser utilizados por los alumnos y generar un efecto positivo en la participación del alumno. Con el fin de mejorar aún más la implicación del aprendizaje, dotamos a nuestro proceso de virtualización de un marco de evaluación múltiple que proporciona la conciencia efectiva y la retroalimentación constructiva a los alumnos de la colaboración original con interacciones entre los miembros del grupo. La investigación presentada se centra en la evaluación electrónica de aprendizaje colaborativo y social y se extiende con analíticas de aprendizaje y técnicas de análisis de red social que son capaces de analizar y representar las interacciones cognitivas y sociales con sesiones de colaboración en vivo subyacentes.We propose a virtualization process of live collaborative sessions from Web discussion forums and chats with the aim to produce interactive and attractive online learning resources to be used by learners, thus having a positive effect in learner engagement. In order to enhance further learning engagement, we endow our virtualization process with a multifold assessment framework that provides effective awareness and constructive feedback to learners from the original collaborative interactions among group members. The research presented focuses on e-assessment of collaborative and social learning and extends it with Learning Analytics and Social Network Analysis techniques that are able to analyse and represent cognitive and social interactions underlying live collaborative sessions

    Security Evaluation of Virtualized Computing Platforms

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    In this thesis, security experiments were conducted to evaluate embedded security protocol performance of two leading server operating systems, Apple’s MAC OS server LION Vs. Microsoft’s Windows server 2012 R2 OS under different types of security attack. Furthermore, experiments were conducted to understand and evaluate the effect of virtualization using Hyper-V with Windows 2012 R2 OS on MAC hardware platform. For these experiments, connection rate, connection latency, non-paged pool allocations and processor core utilization for different OS, virtual machines, and under different traffic types were measured

    CloudIoT paradigm acceptance for e-learning: analysis and future challenges

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    E-learning is the theme interrelated to the virtualized distance learning with the help of electronic communication machines, certainly with the help of Internet. CloudIoT paradigm is the combination of cloud resource and internet of thing which become prevalent now days due to the flexibility and fast access for those reason different countries used CloudIoT paradigm different purposes. E-learning is one of the best examples where virtual environment provides cost-effective alternative to physical labs as well as to run scientific applications. The world order change in education sector due to Covid-19 all activity shift in to e-learning system. In this paper we present the review about CloudIoT paradigm and it usage in e-learning system as well as we extant taxonomy of CloudIoT paradigm for e-leaning purpose. In the related work section we present the existing contribution in the field of e-learning using CloudIoT paradigm are highlighted. We also contemporaneous the most standard framework which carried out for e-leaning using CloudIoT paradigm is discuss. The contribution section of the paper present the issue being faced by in adopting CloudIoT paradigm for e-learning are discussed along with recommendation and future work
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