895 resultados para Virtual Computer World


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La motivació d'aquest projecte és establir quina és la diferència en quant a rendiment entre una màquina en format clàssic i una virtual, quan es tracta d'executar aplicacions d'alt rendiment (HPC). A partir de les conclusions extretes, es podrà decidir si és recomanable instal·lar aquest tipus d'aplicacions en servidors virtuals, o per contra, és millor instal·lar-les sobre plataformes clàssiques.

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El objetivo del presente trabajo es medir en los sistemas distribuidos cuánto supone el coste energético con la utilización de máquinas virtuales en función de las tecnologías de almacenamiento empleadas y determinar si existen posibles estrategias que mejoren este ahorro de consumo.

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Aquest treball explica com una pime passa d'un entorn de servidors majoritàriament físic a un entorn virtual aprofitant la necessitat d'actualitzar la infraestructura. La plataforma de virtualització utilitzada serà VMware tant per a servidors com per a escriptoris.

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Les nouvelles technologies de l’information et des communications occupent aujourd’hui une place importante dans les entreprises, quelle que soit la taille ou le(s) domaine(s) d’activité de ces dernières. Elles participent de manière positive au développement de la vie économique. Elles sont toutefois à l’origine d’une nouvelle forme de criminalité qui menace la sécurité et l’intégrité des systèmes informatiques dans l’entreprise. Celle-ci est d’une ampleur difficile à évaluer, mais surtout difficile à maîtriser avec les dispositions législatives déjà en place, laissant par là même apparaître qu’une adaptation au niveau juridique est inévitable. Certains pays industrialisés ont ainsi décidé de mettre en place un cadre juridique adéquat pour garantir aux entreprises la sécurité de leurs systèmes informatiques. Notre étude va justement porter sur les dispositifs mis en place par deux systèmes juridiques différents. Forcés de prendre en compte une réalité nouvelle – qui n’existait pas nécessairement il y a plusieurs années –, la France et le Canada ont décidé de modifier respectivement leurs codes pénal et criminel en leur ajoutant des dispositions qui répriment de nouvelles infractions. À travers cet exposé, nous allons analyser les infractions qui portent atteinte à la sécurité du système informatique de l’entreprise à la lumière des outils juridiques mis en place. Nous allons mesurer leur degré d’efficacité face à la réalité informatique. En d’autres termes, il s’agit pour nous de déterminer si le droit va répondre ou non aux besoins de l’informatique.

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The CAFS search engine is a real machine in a virtual machine world; it is the hardware component of ICL's CAFS system. The paper is an introduction and prelude to the set of papers in this volume on CAFS applications. It defines The CAFS system and its context together with the function of its hardware and software components. It examines CAFS' role in the broad context of application development and information systems; it highlights some techniques and applications which exploit the CAFS system. Finally, it concludes with some suggestions for possible further developments. 'Search out thy wit for secret policies And we will make thee famous through the world' Henry VI, 1:3

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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[ES] Las necesidades básicas de las empresas suelen ser las mismas, ya sea una empresa grande que pequeña, la infraestructura sobre la que montan sus procesos de negocio y las aplicaciones para gestionarlos suelen ser casi iguales. Si dividimos la infraestructura TIC de una empresa en hardware, sistema y aplicaciones, podemos ver que en la mayoría de ellas el sistema es casi idéntico. Además, gracias a la virtualización, que ha entrado de manera arrolladora en el mundo de la informática, podemos independizar totalmente el software del hardware, de forma que obtenemos una flexibilidad enorme a la hora de planificar despliegues de infraestructura. Sobre estas dos ideas, uniformidad de sistema e independencia de hardware, son sobre las que se va a desarrollar el siguiente TFG. Para el desarrollo de la primera de ellas se realizará el estudio de la infraestructura básica ( sistema) que cualquier empresa suele tener. Se intentará dar una solución que sea válida para una gran cantidad de empresas de nuestro entorno y se realizará el diseño del mismo. Con la segunda idea desarrollaremos un sistema basado en servicios, que sea lo suficientemente completa para poder dar respuesta a las necesidades vistas pero, a su vez, suficientemente flexible para que el crecimiento en capacidades o servicios se pueda realizar de forma sencilla sin que la estructura del sistema, o sus módulos deban modificarse para realizarlos. Por tanto, vamos a realizar un diseño integral y completa, de forma que será tanto de hardware como de software, haciendo énfasis en la integración de los sistemas y la interrelación entre los distintos elementos de ellos. Se dará, a su vez, la valoración económica del mismo. Por último, y como ejemplo de la flexibilidad del diseño elegido veremos dos modificaciones sobre el diseño original. El primero de ellos será una ampliación para dar mayor seguridad en cuanto a redundancia de almacenamiento y, ya en un paso definitivo, montar un CPD remoto. El segundo de ellos será un diseño de bajo coste, en el que, mantenimiento los mismos servicios, bajaremos el coste del diseño con productos con algo menos de prestaciones, pero manteniendo la solución en conjunto unos altos niveles de calidad y servicio.

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Stand-alone and networked surgical virtual reality based simulators have been proposed as means to train surgical skills with or without a supervisor nearby the student or trainee -- However, surgical skills teaching in medicine schools and hospitals is changing, requiring the development of new tools to focus on: (i) importance of mentors role, (ii) teamwork skills and (iii) remote training support -- For these reasons, a surgical simulator should not only allow the training involving a student and an instructor that are located remotely, but also the collaborative training of users adopting different medical roles during the training sesión -- Collaborative Networked Virtual Surgical Simulators (CNVSS) allow collaborative training of surgical procedures where remotely located users with different surgical roles can take part in the training session -- To provide successful training involving good collaborative performance, CNVSS should handle heterogeneity factors such as users’ machine capabilities and network conditions, among others -- Several systems for collaborative training of surgical procedures have been developed as research projects -- To the best of our knowledge none has focused on handling heterogeneity in CNVSS -- Handling heterogeneity in this type of collaborative sessions is important because not all remotely located users have homogeneous internet connections, nor the same interaction devices and displays, nor the same computational resources, among other factors -- Additionally, if heterogeneity is not handled properly, it will have an adverse impact on the performance of each user during the collaborative sesión -- In this document, the development of a context-aware architecture for collaborative networked virtual surgical simulators, in order to handle the heterogeneity involved in the collaboration session, is proposed -- To achieve this, the following main contributions are accomplished in this thesis: (i) Which and how infrastructure heterogeneity factors affect the collaboration of two users performing a virtual surgical procedure were determined and analyzed through a set of experiments involving users collaborating, (ii) a context-aware software architecture for a CNVSS was proposed and implemented -- The architecture handles heterogeneity factors affecting collaboration, applying various adaptation mechanisms and finally, (iii) A mechanism for handling heterogeneity factors involved in a CNVSS is described, implemented and validated in a set of testing scenarios

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The growing demand for large-scale virtualization environments, such as the ones used in cloud computing, has led to a need for efficient management of computing resources. RAM memory is the one of the most required resources in these environments, and is usually the main factor limiting the number of virtual machines that can run on the physical host. Recently, hypervisors have brought mechanisms for transparent memory sharing between virtual machines in order to reduce the total demand for system memory. These mechanisms “merge” similar pages detected in multiple virtual machines into the same physical memory, using a copy-on-write mechanism in a manner that is transparent to the guest systems. The objective of this study is to present an overview of these mechanisms and also evaluate their performance and effectiveness. The results of two popular hypervisors (VMware and KVM) using different guest operating systems (Linux and Windows) and different workloads (synthetic and real) are presented herein. The results show significant performance differences between hypervisors according to the guest system workloads and execution time.

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The movement of graphics and audio programming towards three dimensions is to better simulate the way we experience our world. In this project I looked to use methods for coming closer to such simulation via realistic graphics and sound combined with a natural interface. I did most of my work on a Dell OptiPlex with an 800 MHz Pentium III processor and an NVIDlA GeForce 256 AGP Plus graphics accelerator -high end products in the consumer market as of April 2000. For graphics, I used OpenGL [1], an open·source, multi-platform set of graphics libraries that is relatively easy to use, coded in C . The basic engine I first put together was a system to place objects in a scene and to navigate around the scene in real time. Once I accomplished this, I was able to investigate specific techniques for making parts of a scene more appealing.

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Joining efforts of academic and corporate teams, we developed an integration architecture - MULTIS - that enables corporate e-learning managers to use a Learning Management System (LMS) for management of educational activities in virtual worlds. This architecture was then implemented for the Formare LMS. In this paper we present this architecture and concretizations of its implementation for the Second Life Grid/OpenSimulator virtual world platforms. Current systems are focused on activities managed by individual trainers, rather than groups of trainers and large numbers of trainees: they focus on providing the LMS with information about educational activities taking place in a virtual world and/or being able to access within the virtual world some of the information stored in the LMS, and disregard the streamlining of activity setup and data collection in multi-trainer contexts, among other administrative issues. This architecture aims to overcome the limitations of existing systems for organizational management of corporate e-learning activities.

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The development of renewable energy sources and Distributed Generation (DG) of electricity is of main importance in the way towards a sustainable development. However, the management, in large scale, of these technologies is complicated because of the intermittency of primary resources (wind, sunshine, etc.) and small scale of some plants. The aggregation of DG plants gives place to a new concept: the Virtual Power Producer (VPP). VPPs can reinforce the importance of these generation technologies making them valuable in electricity markets. VPPs can ensure a secure, environmentally friendly generation and optimal management of heat, electricity and cold as well as optimal operation and maintenance of electrical equipment, including the sale of electricity in the energy market. For attaining these goals, there are important issues to deal with, such as reserve management strategies, strategies for bids formulation, the producers’ remuneration, and the producers’ characterization for coalition formation. This chapter presents the most important concepts related with renewable-based generation integration in electricity markets, using VPP paradigm. The presented case studies make use of two main computer applications:ViProd and MASCEM. ViProd simulates VPP operation, including the management of plants in operation. MASCEM is a multi-agent based electricity market simulator that supports the inclusion of VPPs in the players set.

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This book was produced in the scope of a research project entitled “Navigating with ‘Magalhães’: Study on the Impact of Digital Media in Schoolchildren”. This study was conducted between May 2010 and May 2013 at the Communication and Society Research Centre, University of Minho, Portugal and it was funded by the Portuguese Foundation for Science and Technology (PTDC/CCI-COM/101381/2008).

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(Excerto) In times past, learning to read, write and do arithmetic was to get on course to earn the “writ of emancipation” in society. These skills are still essential today, but are not enough to live in society. Reading and critically understanding the world we live in, with all its complexity, difficulties and challenges, require not only other skills (learning to search for and validate information, reading with new codes and grammar, etc) but, to a certain extent, also metaskills, matrixes and mechanisms that are transversal to the different and new literacies, are necessary. They are needed not just to interpret but equally to communicate and participate in the little worlds that make up our everyday activities as well as, in a broader sense, in the world of the polis, which today is a global world.