916 resultados para Distributed virtual environments (DVE)


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In current cloud services hosting solutions, various mechanisms have been developed to minimize the possibility of hosting staff from breaching security. However, while functions such as replicating and moving machines are legitimate actions in clouds, we show that there are risks in administrators being able to perform them. We describe three threat scenarios related to hosting staff on the cloud architecture and indicate how an appropriate accountability architecture can mitigate these risks in the sense that the attacks can be detected and the perpetrators identified. We identify requirements and future research and development needed to protect cloud service environments from these attacks.

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In this paper, we discuss the design aspects of a dynamic distributed directory scheme (DDS) to facilitate efficient and transparent access to information files in mobile environments. The proposed directory interface enables users of mobile computers to view a distributed file system on a network of computers as a globally shared file system. In order to counter some of the limitations of wireless communications, we propose improvised invalidation schemes that avoid false sharing and ensure uninterrupted usage under disconnected and low bandwidth conditions.

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Addressing core issues in mobile surveillance, we present an architecture for querying and retrieving distributed, semi-permanent multi-modal data through challenged networks with limited connectivity. The system provides a rich set of queries for spatio-temporal querying in a surveillance context, and uses the network availability to provide best quality of service. It incrementally and adaptively refines the query, using data already retrieved that exists on static platforms and on-demand data that it requests from mobile platforms. We demonstrate the system using a real surveillance system on a mobile 20 bus transport network coupled with static bus depot infrastructure. In addition, we show the robustness of the system in handling different conditions in the underlying infrastructure by running simulations on a real, but historic dataset collected in an offline manner.

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We present a distributed, surveillance system that works in large and complex indoor environments. To track and recognize behaviors of people, we propose the use of the Abstract Hidden Markov Model (AHMM), which can be considered as an extension of the Hidden Markov Model (HMM), where the single Markov chain in the HMM is replaced by a hierarchy of Markov policies. In this policy hierarchy, each behavior can be represented as a policy at the corresponding level of abstraction. The noisy observations are handled in the same way as an HMM and an efficient Rao-Blackwellised particle filter method is used to compute the probabilities of the current policy at different levels of the hierarchy The novelty of the paper lies in the implementation of a scalable framework in the context of both the scale of behaviors and the size of the environment, making it ideal for distributed surveillance. The results of the system demonstrate the ability to answer queries about people's behaviors at different levels of details using multiple cameras in a large and complex indoor environment.

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Two main problems prevent the deployment of content delivery in a wireless sensor network: the address, which is widely used in the Internet as the identifier, is meaningless in wireless network, and the routing efficiency is a big concern in wireless sensor network. This paper presents an embedded multi-level ring (MVR) structure to address those two problems. The MVR uses names rather than addresses to identify sensor nodes. The MVR routes packets on the name identifiers without being aware the location. Some sensor nodes are selected as the backbone nodes and are placed on the different levels of the virtual rings. MVR hashes nodes and contents identifiers, and stores them at the backbone nodes. MVR takes the cross-level routing to improve the routing efficiency. Further, MVR is constructed decentralized and runs on the mobile nodes themselves, requiring no central control. Experiments using ns2 simulator for up to 200 nodes show that the storage and bandwidth requirements of MVR grow slowly with the size of the network. Furthermore, MVR has demonstrated as self-administrating, fault-tolerant, and resilient under the different workloads. We also discuss alternative implementation options, and future work.

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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. Technologies and skills are the base on which learners interact. 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. The paper examines Virtual Design Studios (VDS) that used media-rich platforms and analyses the influence the social aspect plays in solving all problems on the sample of a design studio at Deakin University. 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. It presents its finding based on VDS that were held over the past three years.

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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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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.