105 resultados para Distributed virtual environments (DVE)


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Virtual worlds have become highly popular in recent years with reports of over a billion people accessing these worlds and the virtual goods market growing to near $50 US billion dollars. An undesirable outcome to this popularity and market value is thriving criminal activity in these worlds.  The most profitable transgression at the moment in virtual worlds is named Virtual Property Theft.  The aim of this study is to gain insight using an online survey, as to how thieves in these synthetic worlds conduct their criminal activities.  This survey asked questions on: thief profiling, how theft was conducted, times of criminal activity, which items are stolen and distributed, victim targeting and criminal profiteering.  This survey is the first to report an insight into the criminal mind of virtual thieves.  The results of this study will provide a pathway for designing an effective anti-theft mechanism capable of abolishing this criminal enterprise.

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With the advent of social networks, it became apparent that the social aspect of designing and learning plays a crucial role in students’ education. The ease of communication, leadership opportunity, democratic interaction, teamwork, and the sense of community are some of the aspects that are now in the centre of design interaction. Online interactions, multimedia, mobile computing and face-to-face learning create blended learning environments to which some Virtual Design Studios (VDS) have reacted. On the sample of a design studio at Deakin University the paper discusses details of the Social Network VDS, its pedagogical implications to PBL, and presents how it is successful in empowering architectural students to collaborate and communicate design proposals that integrate a variety of skills, deep learning, and construction of knowledge. It studies the effectiveness of the generated social intelligence and explores the facilitation of students’ self-directed learning. Hereby the paper studies the construction of knowledge via social interaction and how blended learning environments foster motivation and information exchange.

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This paper focuses on effective learning spaces in contemporary higher education. Drawing on empirical data from a qualitative study of international students’ experience of blended learning programs conducted in three computing courses in two Australian universities, a range of issues and challenges are reported. Three pedagogical principles are then presented that respond to these challenges: 1. Enabling learners – learning how to learn in virtual learning spaces; 2. Programming for flexible learning – learning how to manage virtual learning environments; and, 3. Transforming learning – learning how to capitalise on the affordances of new technologies. The pedagogical principles are presented together with examples of types of practices that they support.

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The paper presents the findings of the first year of a nationally funded Australian Learning and Teaching Council (ALTC) project on the quality management of online learning environments by and through distributed leadership. The project is being undertaken by five Australian universities with major commitments to online and distance education. Each university, however, has a distinctive location, history and profile in the sector. The first year of the project has seen the development of a quality management framework with six interrelated elements. The framework is being applied, refined and validated in the second year of the project. Allied with the development of the framework, was the conduct of focus groups at each of the five partner institutions in the middle of the first year. These focus groups composed a range of staff involved collectively in the leadership of the organisation's online learning environment. Prominence was given to the nature and value of strategic planning, due diligence conducted in selecting and mainstreaming technologies, evaluation approaches informing decision making, and the various relationships between different leadership levels and domains. A number of key issues which emerged relating to the elements identified in the framework are examined.

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3D virtual reality, including the current generation of multi-user virtual worlds, has had a long history of use in education and training, and it experienced a surge of renewed interest with the advent of Second Life in 2003. What followed shortly after were several years marked by considerable hype around the use of virtual worlds for teaching, learning and research in higher education. For the moment, uptake of the technology seems to have plateaued, with academics either maintaining the status quo and continuing to use virtual worlds as they have previously done or choosing to opt out altogether. This paper presents a brief review of the use of virtual worlds in the Australian and New Zealand higher education sector in the past and reports on its use in the sector at the present time, based on input from members of the Australian and New Zealand Virtual Worlds Working Group. It then adopts a forward-looking perspective amid the current climate of uncertainty, musing on future directions and offering suggestions for potential new applications in light of recent technological developments and innovations in the area.

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In today’s changing economy, moving rapidly beyond industrial and information priorities, the creative arts, industries and enterprises have a powerful capacity for transforming a society’s cultural and economic capabilities and growth. One of the greatest challenges for present and future workplace participants in the context of this rapid change is the need to adapt to changing roles within a capitalism which has moved beyond a focus on the production of commodities to a greater social and economic flexibility. Gee talks of the ‘new capitalism’ requiring ‘shape-shifting portfolio people’ , creative and entrepreneurial individuals who can take on multiple identities. The key to managing this change is to focus on building a capacity to design new identities, affinity groups and networks. The virtual villages project described in this paper is a creative response to building ‘shape-shifting’ skills, focusing on the power of narrative immersion through virtual world environments to explore issues for rural and regional communities. The project aims to assist local communities in geographically diverse regions to develop their capacities for designing new identities through participating in the creation of digital storylines and characters for problem-solving. This will also have the outcome of an expanded affinity group (the project participants and their digital audiences) and potentially global networks (the archipelago). The concept of virtual villages utilizes associational narrative techniques, exploring portals of virtual worlds, thresholds of community discovery and fragments of narrative as the framework. Developing associational narratives which explore and share creative problem solving across diverse virtual villages will provide both individuals and the community with the ‘shape-shifting’ capacity to situate themselves beyond current community networks and identities.

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Interconnected distributed computing systems, such as computing Grids and federated Clouds, have been of special importance in both industry and academia. Resources provided in these environments are usually shared between users from different groups and/or organizations. Therefore these environments are prone to contention between user requests for accessing resources. Particularly, resource contention takes place when a user requests cannot be admitted or cannot sufficiently access resources because they are occupied by other requests. In this paper, we deal with different types of resource contentions occurring in interconnected distributed systems as well as approaches for resolving them. Approaches developed to resolve resource contentions share similarities in many aspects while being different in other aspects. We investigate the features of these approaches, identify and categorize the similarities and differences of them. Additionally, we review various resource management systems of interconnected distributed systems and group them based on the identified specifications.

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A significant feature of contemporary doctoral education is the continuing trend for research and research education to migrate beyond discipline-based institutional teaching and research structures. The result is a more diverse array of settings and arrangements for doctoral education linked to an increasingly global research enterprise. Recognising the complexity of what is a distributed environment challenges some commonly held assumptions about doctoral education and its practice. Drawing on data gathered in an Australian study of PhD programme development in Australia carried out in 2006–2009, the article describes the fluid and complex arrangements forming the ‘experienced environments’ for doctoral candidates, an environment that can afford them varying opportunities and challenges for completing their candidacy. Some implications for doctoral education are discussed.

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With the explosion of big data, processing large numbers of continuous data streams, i.e., big data stream processing (BDSP), has become a crucial requirement for many scientific and industrial applications in recent years. By offering a pool of computation, communication and storage resources, public clouds, like Amazon's EC2, are undoubtedly the most efficient platforms to meet the ever-growing needs of BDSP. Public cloud service providers usually operate a number of geo-distributed datacenters across the globe. Different datacenter pairs are with different inter-datacenter network costs charged by Internet Service Providers (ISPs). While, inter-datacenter traffic in BDSP constitutes a large portion of a cloud provider's traffic demand over the Internet and incurs substantial communication cost, which may even become the dominant operational expenditure factor. As the datacenter resources are provided in a virtualized way, the virtual machines (VMs) for stream processing tasks can be freely deployed onto any datacenters, provided that the Service Level Agreement (SLA, e.g., quality-of-information) is obeyed. This raises the opportunity, but also a challenge, to explore the inter-datacenter network cost diversities to optimize both VM placement and load balancing towards network cost minimization with guaranteed SLA. In this paper, we first propose a general modeling framework that describes all representative inter-task relationship semantics in BDSP. Based on our novel framework, we then formulate the communication cost minimization problem for BDSP into a mixed-integer linear programming (MILP) problem and prove it to be NP-hard. We then propose a computation-efficient solution based on MILP. The high efficiency of our proposal is validated by extensive simulation based studies.

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Data deduplication is a technique for eliminating duplicate copies of data, and has been widely used in cloud storage to reduce storage space and upload bandwidth. However, there is only one copy for each file stored in cloud even if such a file is owned by a huge number of users. As a result, deduplication system improves storage utilization while reducing reliability. Furthermore, the challenge of privacy for sensitive data also arises when they are outsourced by users to cloud. Aiming to address the above security challenges, this paper makes the first attempt to formalize the notion of distributed reliable deduplication system. We propose new distributed deduplication systems with higher reliability in which the data chunks are distributed across multiple cloud servers. The security requirements of data confidentiality and tag consistency are also achieved by introducing a deterministic secret sharing scheme in distributed storage systems, instead of using convergent encryption as in previous deduplication systems. Security analysis demonstrates that our deduplication systems are secure in terms of the definitions specified in the proposed security model. As a proof of concept, we implement the proposed systems and demonstrate that the incurred overhead is very limited in realistic environments.

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Abstract:-Global language and cultural communicative competency is an ever increasing requirement in our connected world. Learners of Arabic at the only five Australian universities where Arabic is taught have access to predominantly on-campus delivery modes. One of the main challenges learners face when learning another language (L2) in an academic setting in countries where that language is not actively used – so little L2 exposure – is that it is harder to provide meaningful contexts for learning. This restriction in L2 exposure in the formal academic framework is due to the limited face-to-face learning time and, more significantly, is compounded by lack of exposure to the language‟s authentic use settings. Students are often isolated from the target language‟s authentic discourse communities and native speakers. This situation is exacerbated for Cloud (online) students, studying in relative isolation. All of these factors make developing communicative oral fluency in Modern Standard Arabic (MSA) moredifficult and challenging for many learners. This paper will discuss two innovative approaches used at Deakin University in Melbourne, Australia to enable learners of Arabic at Deakin University to practice their developing skills by listening, practising, and experiencing directly how the language is used outside the classroom boundaries as well as allow learners to develop their oral and cultural communicative competency by engaging them in simulating and evolving authentic language scenarios with native Arabic speakers through the Virtual World (VW).

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Our understanding of how air-breathing marine predators cope with environmental variability is limited by our inadequate knowledge of their ecological and physiological parameters. Due to their wide distribution along both coasts of the sub-continent, South American sea lions (Otaria byronia) provide a valuable opportunity to study the behavioral and physiological plasticity of a marine predator in different environments. We measured the oxygen stores and diving behavior of South American sea lions throughout most of its range, allowing us to demonstrate that diving ability and behavior vary across its range. We found no significant differences in mass-specific blood volumes of sea lions among field sites and a negative relationship between mass-specific oxygen storage and size, which suggests that exposure to different habitats and geographical locations better explains oxygen storage capacities and diving capability in South American sea lions than body size alone. The largest animals in our study (individuals from Uruguay) were the most shallow and short duration divers, and had the lowest mass-specific total body oxygen stores, while the deepest and longest duration divers (individuals from Southern Chile) had significantly larger mass-specific oxygen stores, despite being much smaller animals.Our study suggests that the physiology of air-breathing diving predators is not fixed, but that it can be adjusted, to a certain extent, depending on the ecological setting and or habitat. These adjustments can be thought of as a "training effect" as the animal continues to push its physiological capacity through greater hypoxic exposure, its breath holding capacity increases.

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The rapid development and increasing complexity of computer systems and communication networks coupled with the proliferation of services and applications in both Internet-based and ad-hoc based environments have brought network and system security issues to the fore. We have been witnessing ever-increasing cyber attacks on the network and system leading to tarnished confidence and trusts in the use of networked distributed systems. As a result, there is an increasing demand for development of new trust, security and privacy approaches to guarantee the privacy, integrity, and availability of resources in networked distributed systems.