48 research outputs found

    Content Management in Ruby on Rails

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    Web development is currently driven by model-view-controller (MVC) frameworks. How has content management adapted to this scenario? This paper reviews content management features in Ruby on Rails framework and its most popular plug-ins. These features are distributed among the different layers of the MVC architectur

    A novel P2P and cloud computing hybrid architecture for multimedia streaming QoS cost functions

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    Since its appearance, peer-to-peer technology has given raise to various multimedia streaming applications. Today, cloud computing offers different service models as a base for successful end user applications. In this paper we propose joining peer-to-peer and cloud computing into new architectural realization of a distributed cloud computing network for multimedia streaming, in a both centralized and peer-to-peer distributed manner. This architecture merges private and public clouds and it is intended for a commercial use, but in the same time scalable to offer the possibility of non-profitable use. In order to take advantage of the cloud paradigm and make multimedia streaming more efficient, we introduce APIs in the cloud, containing build-in functions for automatic QoS calculation, which permits negotiating QoS parameters such as bandwidth, jitter and latency, among a cloud service provider and its potential clients

    Opportunities and Challenges of Implementing P2P Streaming Applications in the Web

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    P2P applications are increasingly present on the web. We have identified a gap in current proposals when it comes to the use of traditional P2P overlays for real-time multimedia streaming. We analyze the possibilities and challenges to extend WebRTC in order to implement JavaScript APIs for P2P streaming algorithms

    An agile container-based approach to TaaS

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    Current cloud deployment scenarios imply a need for fast testing of user oriented software in diverse, hetero-geneous and often unknown hardware and network environ-ments, making it difficult to ensure optimal or reproducible in-site testing. The current paper proposes the use of container based lightweight virtualization with a ready-to-run, just-in-time deployment strategy in order to minimize time and resources needed for streamlined multicomponent prototyping in PaaS systems. To that end, we will study a specific case of use consisting of providing end users with pre-tested custom prepackaged and preconfigured software, guaranteeing the viability of the aforementioned custom software, the syntactical integrity of the provided deployment system, the availability of needed dependencies as well as the sanity check of the already deployed and running software. From an architectural stand-point, by using standard, common use deployment packages as Chef or Puppet hosted in parallellizable workloads over ready-to-run Docker images, we can minimize the time required for full-deployment multicomponent systems testing and valida-tion, as well as wrap the commonly provided features via a user-accessible RESTful API. The proposed infrastructure is currently available and freely accessible as part of the FIWARE EU initiative, and is open to third party collaboration and extension from a FOSS perspective

    Arquitecturas de Generación de Contenido Colaborativo para sistemas basados en Realidad Aumentada Móvil

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    La evolución actual de los terminales móviles ha propiciado el surgimiento de un nuevo campo de investigación relacionado con las aplicaciones móviles colaborativas basadas en Realidad Aumentada. Debido a su inmadurez, es necesaria una conceptualización de términos que aclaren un entorno hasta el momento complejo y poco estructurado. Este artículo propone una nueva taxonomía llamada “Pirámide de Generación de Contenido Colaborativo” que clasifica este tipo de aplicaciones en tres niveles: aisladas, sociales y en tiempo real. Dicha clasificación describe las diferentes arquitecturas que se deben tener en cuenta para conseguir sistemas de cada uno de estos niveles, teniendo en cuenta la forma en que el contenido aumentado es generado y cómo se lleva a cabo la colaboración. Por tanto, el principal objetivo es clarificar terminología relativa a este nuevo paradigma, a la vez que se propone un marco para identificar y clasificar futuras investigaciones relativas a este entorno

    Advanced Videoconferencing based on WebRTC

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    Lately, videoconference applications have experienced an evolution towards the World Wide Web. New technologies have given browsers real-time communications capabilities. In this context, WebRTC aims to provide this functionality by following and defining standards. Being a new effort, WebRTC still lacks advanced videoconferencing services such as session recording, media mixing and adjusting to varying network conditions. This paper analyzes these challenges and proposes an architecture based on a traditional communications entity, the Multipoint Control Unit or MCU as a solution

    Generating Awareness from Collaborative Working Environment using Social Data

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    Nowadays, Internet is a place where social networks have reached an important impact in collaboration among people over the world in different ways. This paper proposes a new paradigm of building CSCW tools for business world following these new ideas provided by the social web to collaborate and generate awareness. An implementation of these concepts is described, including the components we provide to collaborate in workspaces, (such as videoconference, chat, desktop sharing, forums or temporal events), and the way we generate awareness from these complex social data structures. We also present figures and validation results in the paper to stress that this architecture has been defined to support awareness generation via joining current and future social data from business and social networks worlds, based on the idea of using social data stored in the cloud

    Work in Progress - Developing Joint Degrees through E-Learning Systems

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    The development of Joint Degrees is an important mechanism for opening higher education systems nationwide, adapting them to the international standard, and promoting quality assessment to a broader environment. Since e-Learning systems covers a wide range of academic programs, and as joint degrees such as e-Learning are rapidly growing trends, finding a suitable solution that enables universities to design joint degrees through their own e-Learning systems becomes necessary. This paper introduces the design of a federated service-oriented architecture, which through collaboration agreements, will allow the development of new curricula and the participation in the unstoppable process of globalization

    Knowledge Management and Information Systems based on Workflow Technology

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    Knowledge management is critical for the success of virtual communities, especially in the case of distributed working groups. A representative example of this scenario is the distributed software development, where it is necessary an optimal coordination to avoid common problems such as duplicated work. In this paper the feasibility of using the workflow technology as a knowledge management system is discussed, and a practical use case is presented. This use case is an information system that has been deployed within a banking environment. It combines common workflow technology with a new conception of the interaction among participants through the extension of existing definition languages

    Collaborative Content Generation Architectures for the Mobile Augmented Reality Environment

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    The increasing adoption of smartphones by the society has created a new research area in mobile collaboration. This new domain offers an interesting set of possibilities due to the introduction of augmented reality techniques, which provide an enhanced collaboration experience. As this area is relatively immature, there is a lack of conceptualization, and for this reason, this paper proposes a new taxonomy called Collaborative Content Generation Pyramid that classifies the current and future mobile collaborative AR applications in three different levels: Isolated, Social and Live. This classification is based on the architectures related to each level, taking into account the way the AR content is generated and how the collaboration is carried out. Therefore, the principal objective of this definition is to clarify terminology issues and to provide a framework for classifying new researches across this environment
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