49 research outputs found

    The Medianet Project: Integration of Multimedia Services for the next Generations Business oriented Internet

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    This work is at: 10th IEEE International Symposium on Parallel and Distributed Processing with Applications, took place July 10-13, 2012 in Madrid, Spain.This article gathers the foundational premises of the MEDIANET project as well as intermediate results obtained along its firsts two years. MEDIANET is a Spanish project founded by the Comunidad de Madrid government, which strives for a significant scientific advance in the future media Internet where important advances are necessary to allow end-users to perceive a good quality of experience. The network technologies objectives consist of the definition and validation of new proposals for the efficient transport of high bandwidth, real-time data flows in a decentralized way where the network provides mechanisms to seamlessly request and configure devices to increase the quality of experience perceived by end-users. Furthermore, new experiences with layer 2 networks and a cross-layer design will be tested with high bandwidth demanding media services. An important objective is to develop, evaluate in depth and implement on diverse platforms , a new low latency transparent bridge protocol based in on-demand path set up, suitable for campus and data center networks. The global result will be an integrated and independent advancement in future media Internet protocols, algorithms, switching architectures and standards.The funds for the MEDIANET project are provided by the Comunidad de Madrid government under reference number S2009/TIC-1468.Publicad

    Performance Models for Frost Prediction in Public Cloud Infrastructures

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    Sensor Clouds have opened new opportunities for agricultural monitoring. These infrastructures use Wireless Sensor Networks (WSNs) to collect data on-field and Cloud Computing services to store and process them. Among other applications of Sensor Clouds, frost prevention is of special interest among grapevine producers in the Province of Mendoza - Argentina, since frost is one of the main causes of economic loss in the province. Currently, there is a wide offer of public cloud services that can be used in order to process data collected by Sensor Clouds. Therefore, there is a need for tools to determine which instance is the most appropriate in terms of execution time and economic costs for running frost prediction applications in an isolated or cluster way. In this paper, we develop models to estimate the performance of different Amazon EC2 instances for processing frosts prediction applications. Finally, we obtain results that show which is the best instance for processing these applications

    iCanCloud: a flexible and scalable cloud infrastructure simulator

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    Simulation techniques have become a powerful tool for deciding the best starting conditions on pay-as-you-go scenarios. This is the case of public cloud infrastructures, where a given number and type of virtual machines (in short VMs) are instantiated during a specified time, being this reflected in the final budget. With this in mind, this paper introduces and validates iCanCloud, a novel simulator of cloud infrastructures with remarkable features such as flexibility, scalability, performance and usability. Furthermore, the iCanCloud simulator has been built on the following design principles: (1) it's targeted to conduct large experiments, as opposed to others simulators from literature; (2) it provides a flexible and fully customizable global hypervisor for integrating any cloud brokering policy; (3) it reproduces the instance types provided by a given cloud infrastructure; and finally, (4) it contains a user-friendly GUI for configuring and launching simulations, that goes from a single VM to large cloud computing systems composed of thousands of machines.This research was partially supported by the following projects: Spanish MEC project TESIS (TIN2009-14312-C02-01), and Spanish Ministry of Science and Innovation under the grant TIN2010-16497.Publicad

    A Performance/Cost Model for a CUDA Drug Discovery Application on Physical and Public Cloud Infrastructures

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    Virtual Screening (VS) methods can considerably aid drug discovery research, predicting how ligands interact with drug targets. BINDSURF is an efficient and fast blind VS methodology for the determination of protein binding sites, depending on the ligand, using the massively parallel architecture of graphics processing units(GPUs) for fast unbiased prescreening of large ligand databases. In this contribution, we provide a performance/cost model for the execution of this application on both local system and public cloud infrastructures. With our model, it is possible to determine which is the best infrastructure to use in terms of execution time and costs for any given problem to be solved by BINDSURF. Conclusions obtained from our study can be extrapolated to other GPU‐based VS methodologiesIngeniería, Industria y Construcció

    An Electroactive and Self-Assembling Bio-Ink, based on Protein-Stabilized Nanoclusters and Graphene, for the Manufacture of Fully Inkjet-Printed Paper-Based Analytical Devices

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    Hundreds of new electrochemical sensors are reported in literature every year. However, only a few of them makes it to the market. Manufacturability, or rather the lack of it, is the parameter that dictates if new sensing technologies will remain forever in the laboratory in which they are conceived. Inkjet printing is a low-cost and versatile technique that can facilitate the transfer of nanomaterial-based sensors to the market. Herein, an electroactive and self-assembling inkjet-printable ink based on protein-nanomaterial composites and exfoliated graphene is reported. The consensus tetratricopeptide proteins (CTPRs), used to formulate this ink, are engineered to template and coordinate electroactive metallic nanoclusters (NCs), and to self-assemble upon drying, forming stable films. The authors demonstrate that, by incorporating graphene in the ink formulation, it is possible to dramatically improve the electrocatalytic properties of the ink, obtaining an efficient hybrid material for hydrogen peroxide (H2O2) detection. Using this bio-ink, the authors manufactured disposable and environmentally sustainable electrochemical paper-based analytical devices (ePADs) to detect H2O2, outperforming commercial screen-printed platforms. Furthermore, it is demonstrated that oxidoreductase enzymes can be included in the formulation, to fully inkjet-print enzymatic amperometric biosensors ready to use

    Educational Web Tool for Digital Image Processing

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    En este trabajo se propuso un modelo de una herramienta que ayuda al aprendizaje en el área de procesamiento digital de imágenes dirigido a los alumnos de grado y postgrado de la Facultad Politécnica. Además, se llevó a cabo la implementación de la primera fase de la herramienta.CONACYT – Consejo Nacional de Ciencia y TecnologíaPROCIENCI

    Infraestructura para la expansión de escenarios de guerra digital como apoyo a la docencia en ciberseguridad

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    El objetivo de este proyecto ha sido dotar al alumnado de un entorno persistente donde realizar ejercicios de ciberseguridad, extendiendo la infraestructura ya disponible en los laboratorios de la Facultad de Informática, pero limitada en el tiempo de acceso a los mismos

    Realidad Aumentada en el Museo de Informática García Santesmases (MIGS++)

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    El principal objetivo del presente proyecto ha sido el desarrollo de una aplicación móvil de exploración aumentada para el Museo de Informática García Santesmases. Esta aplicación servirá para la inclusión de contenidos audiovisuales (imágenes, vídeo, texto) sobre las piezas existentes en el propio museo, aumentando la información que actualmente se puede observar en el museo

    Museo Interactivo del Videojuego

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    En esta memoria se describen los resultados del Proyecto Nº 197 de la convocatoria Innova-Docencia del curso 2017-2018. En este proyecto se propuso la creación del Museo Interactivo de los Videojuegos, un espacio web en el que los videojuegos exhibidos sean creados por nuestros propios estudiantes y que dé visibilidad a las actividades relacionadas con Desarrollo de Videojuegos de la Facultad de Informática
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