17 research outputs found
A Survey of the Ability of the Linux Operating System to Support Online Game Execution
Linux has suffered sluggish home user uptake due mainly to the dominance of rivals, and has seen numerous incarnations as a gaming platform fall flat. Gaming is a particularly sensitive application given its intensive bandwidth and system response requirements; these applications therefore place specific demands on the Operating System platform on which game play is supported. In this work, the ability of the Linux operating system to support execution of online games is explored through a survey of the state-of-the-art in this area. Given the recent increase in cloud-based online gaming, it can be concluded that the time is ripe for more widespread Linux uptake, especially in the gaming domain. This is particularly true today given the amount of exposure to Information Technology across society in general, and ongoing deployment of Internet of Things environments: Linux's open source, modular and freely customisable design may therefore not be as daunting as before, and the unique benefits of this platform may be exploited for the experiences it can bring to applications in general and, specific to the context of this work, players in their game play. This paper makes a unique contribution to the field: Although a number of articles are available within the general area of Linux and gameplay, a thorough survey on this issue has not been seen so far. This is therefore the gap to which this paper contributes
The Design of a Gamification Algorithm in a Music Practice Application
Keeping track of pupils' progress across different instruments and lessons, and what they are meant to be practicing, can be challenging. The typical solution is to use a book in which teachers write notes and pupils record practice. This can, however, easily be lost or become illegible. Furthermore, music education and self-directed practice is one area of education which is not widely gamified, with gamification describing a technique that drives specific human behaviors, motivates users, and has proven success in influencing learning. An application could therefore be created to respond to these needs by recording and tracking music practice whilst also gamifying student learning. An algorithm which accommodates these requirements is presented in this paper
Bringing IPTV to the Market through Differentiated Service Provisioning
The world of telecommunications continues to provide radical technologies. Offering the benefits of a superior television experience at reduced long-term costs, IPTV is the newest offering. Deployments, however, are slow to be rolled out; the hardware and software support necessary is not uniformly available. This paper examines the challenges in providing IPTV services and the limitations in developments to overcome these challenges. Subsequently, a proposal is made which attempts to help solve the challenge of fulfilling real-time multimedia transmissions through provisioning for differentiated services. Initial implementations in Opnet are documented, and the paper concludes with an outline of future work
A Smart City Economy Supported by Service Level Agreements: A Conceptual Study into the Waste Management Domain
The full potential of smart cities is not yet realized, and opportunities continue to exist in relation to the business models which govern service provision in cities. In saying this, we make reference to the waste services made available by councils across cities in the United Kingdom (UK). In the UK, smart waste management (SWM) continues to exist as a service trialed across designated cities, and schemes are not yet universally deployed. This therefore exists as a business model which might be improved so that wider roll-out and uptake may be encouraged. In this paper, we present a proposal of how to revise SWM services through integrating the Internet service provider (ISP) into the relationship alongside home and business customers and the city council. The goal of this model is to give customers the opportunity for a more dynamic and flexible service. Furthermore, it will introduce benefits for all parties, in the sense of more satisfied home and business owners, ISPs with a larger customer base and greater profits, and city councils with optimized expenses. We propose that this is achieved using personalized and flexible SLAs. A proof-of-concept model is presented in this paper, through which we demonstrate that the cost to customers can be optimized when they interact with the SWM scheme in the recommended ways
Recommended from our members
Active participation in synchronous online learning
Online synchronous education has recently been vital in replacing face-to-face teaching during the pandemic. Although there is increasing use of synchronous technologies in higher education, there are still challenges which need to be addressed. The most significant of these is lack of active participation by students. Even where educators are experienced in running synchronous online learning sessions, previous research has shown that these sessions tend to be didactic in nature, and interactive elements are often not used. Students’ unwillingness to use audio or video channels is one factor, which denies educators the non-verbal feedback intrinsic to face-to-face teaching. In general, there may be a lack of student engagement, with students attending but in a passive capacity, with a reluctance to contribute.
There is a need to address two related challenges: designing synchronous online sessions which have active learning built in; and overcoming students’ inhibitions regarding active participation. This article discusses these topics, based on prior research and practice. It then briefly presents selected data from a student survey at the UK Open University. The survey collected quantitative and qualitative data to gain an understanding of students’ experiences and views about online synchronous sessions: for example, what value do students place on active participation, and why? The aim of this investigation is to make online synchronous learning more interactive, engaging and effective
Гражданская правосубъектность несовершеннолетних
Цель ВКР – исследование гражданской правосубъектности несовершеннолетних, выявление проблем правового регулирования данного института, внесение предложений по совершенствованию законодательства для устранения указанных проблем