13 resultados para virtualizzazione, reti, virtual networking, sistemi operativi

em Deakin Research Online - Australia


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In 2009, Deakin University and the Chinese University of Hong Kong trailed the use of Web 2.0 technologies to enhance learning outcomes in a third-year architectural design studio that was modelled on the virtual design studios (VDSs) of the past decades. The studio developed the VDS further by integrating a social learning environment into the blended learning experience. The Web 2.0 VDS utilized the social networking site Ning.com, YouTube, Skype and various three-dimensional modelling, video and image processing, and chat software to deliver lectures, communicate learning goals, disseminate learning resources, submitting, providing feedback and comments to various design works, and assessing of students’ outcomes. This research centres on issues of learning and teaching associated with the development of a social network VDS.

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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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Virtual communities of practice (VCoPs) are online business networks which are increasingly used by large organisations as a key strategy for creating value in the knowledge-based economy of the 21st Century.This paper examines the applicability of VCoPs to cross-industry regionally clustered small business networks. Interviews conducted with government and industry informants in two regional areas of Australia indicate that these strategies used for establishing VCoPs are applicable to such small business networks. Both regions had regional networks with active member involvement displaying CoP characteristics. Significant social capital existed on which VCoPs could be built, and there were viable alternatives to satisfy the roles of sponsors and leaders. There were, however, significant impediments that will have to be addressed before VCoPs can be  implemented such as the apparent reluctance of many SME owners to use the Internet and ICT generally, and the preference for informal networking. Funding to ensure that VCoPs are sustainable was also an issue. VCoPs appear to be extremely useful in linking small businesses in regional areas and in the development of viable regional clusters.

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Three-dimensional virtual environments (3dves) are the new generation of digital multi-user social networking platforms. Their immersive character allows users to create a digital humanised representation or avatar, enabling a degree of virtual interaction not possible through conventional text-based internet technologies. As recent international experience demonstrates, in addition to the conventional range of cybercrimes (including economic fraud, the dissemination of child pornography and copyright violations), the 'virtual-reality' promoted by 3dves is the source of great speculation and concern over a range of specific and emerging forms of crime and harm to users. This paper provides some examples of the types of harm currently emerging in 3dves and suggests internal regulation by user groups, terms of service, or end-user licensing agreements, possibly linked to real-world criminological principles. This paper also provides some directions for future research aimed at understanding the role of Australian criminal law and the justice system more broadly in this emerging field.

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In 2009, Deakin University and the Chinese University of Hong Kong trailed the use of Web 2.0 technologies to enhance learning outcomes in a third year architectural design studio that was modelled on the Virtual Design Studios (VDS) of past decades. The studio developed the VDS further by integrating a social learning environment into the blended learning experience. The Web 2.0 VDS utilised the social networking sites Ning.com, YouTube and Skype; various 3D modelling and video- and/or image-processing software; plus chat-software. These were used in combination to deliver lectures, communicate learning goals, disseminate learning resources, submit work, and provide feedback and comments on various design works in assessing students’ outcomes. This paper centres on issues of learning and teaching associated with the development of a Social Network VDS (SNVDS).

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Practical experience in porting a large virtual reality system from C/C++ to Java indicates that porting this type of real-time application is both feasible, and has several merits. The ability to transfer objects in space and time allows useful facilities such as distributed agent support and persistence to be added. Reflection and type comparisons allow flexible manipulations of objects of different types at run-time. Native calls and native code compilation reduce or remove the overhead of interpreting code.Problems encountered include difficulty in achieving cross-platform code portability, limitations of the networking libraries in Java, and clumsy coding practices forced by the language.

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Online communications, multimedia, mobile computing and face-to-face learning create blended learning environments to which some Virtual Design Studios (VDS) have reacted to. Social Networks (SN), as instruments for communication, have provided a potentially fruitful operative base for VDS. These technologies transfer communication, leadership, democratic interaction, teamwork, social engagement and responsibility away from the design tutors to the participants. The implementation of Social Network VDS (SNVDS) moved the VDS beyond its conventional realm and enabled students to develop architectural design that is embedded into a community of learners and expertise both online and offline. Problem-based learning (PBL) becomes an iterative and reflexive process facilitating deep learning. The paper discusses details of the SNVDS, its pedagogical implications to PBL, and presents how the SNVDS is successful in enabling architectural students to collaborate and communicate design proposals that integrate a variety of skills, deep learning, knowledge and construction with a rich learning experience.

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This chapter explores five ethical dilemmas associated with using Social Networking Sites (SNS) in classrooms. First, do we have the right to colonize or marginalize students’ out of school social networking practices in the classroom? Second, should we access students’ out of classroom virtual identities from their SNS in a classroom context? Third, should we be engaging students’ social networking in public performances of the curriculum? Fourth, are we prepared for recognising and responding to illicit activity in SNS? Fifth, do teachers understand the implications of exposing their out of school identities to their students who inhabit the same social network? The authors do not dispute that SNS in the classroom can be a rich site for learning, but they argue that the concept of ethics as a process of analyzing and respecting the other is essential if we are to responsibly engage with SNS in the classroom.

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As the proportion of older adults continues to grow in many Western countries, there are increasing concerns about how to meet their needs. Ensuring social connectedness and inclusion is one way to support older adults’ wellbeing. Online social networking has become common place amongst younger age groups, suggesting its possible usefulness for older adults, in order to combat isolation and loneliness. Some quantitative studies have already explored the amount and degree of online social networking amongst older adults. To add further understanding of how older adults experience social inclusion via the internet, the current qualitative study aimed to explore older adults’ subjective experience of online social networking. Findings demonstrated a number of supports and barriers to social inclusion which reflect barriers to social inclusion of older adults in the non-virtual world. Recommendations to support social inclusion of isolated older adults via online social networking are suggested.

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Online interactions, multimedia, mobile computing and face-to-face learning create blended learning environments to which some Virtual Design Studios (VDS) have reacted. Social Networks (SN), as instruments for communication, have provided a potentially fruitful operative base for VDS. These technologies transfer communication, leadership, democratic interaction, teamwork, social engagement and responsibility away from the design tutors to the participants. The implementation of a Social Network VDS (SNVDS) moved the VDS beyond its conventional realm and enabled students to develop architectural design that is embedded into a community of learners and their expertise both online and offline. Problem-based learning (PBL) becomes an iterative and reflexive process facilitating deep learning. The paper discusses details of the SNVDS, its pedagogical implications to PBL, and presents how the SNVDS is successful in empowering architectural students to collaborate and communicate design proposals that integrate a variety of skills, deep learning, knowledge and construction with a rich learning experience.

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A collaborative constructivist model of e-learning enabled second year undergraduate students and art educators to establish a community of learners within an augmented immersive learning environment. Artistic practice and work based learning was enhanced through the creation of digital artifacts to support shared knowledge building using authentic learning tasks and social networking.

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In recent years, we have witnessed substantial exploitation of real-time streaming applications, such as video surveillance system on road crosses of a city. So far, real world applications mainly rely on the traditional well-known client-server and peer-to-peer schemes as the fundamental mechanism for communication. However, due to the limited resources on each terminal device in the applications, these two schemes cannot well leverage the processing capability between the source and destination of the video traffic, which leads to limited streaming services. For this reason, many QoS sensitive application cannot be supported in the real world. In this paper, we are motivated to address this problem by proposing a novel multi-server based framework. In this framework, multiple servers collaborate with each other to form a virtual server (also called cloud-server), and provide high-quality services such as real-time streams delivery and storage. Based on this framework, we further introduce a (1-?) approximation algorithm to solve the NP-complete "maximum services"(MS) problem with the intention of handling large number of streaming flows originated by networks and maximizing the total number of services. Moreover, in order to backup the streaming data for later retrieval, based on the framework, an algorithm is proposed to implement backups and maximize streaming flows simultaneously. We conduct a series of experiments based on simulations to evaluate the performance of the newly proposed framework. We also compare our scheme to several traditional solutions. The results suggest that our proposed scheme significantly outperforms the traditional solutions.