977 resultados para platforms


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The infrastructure cloud (IaaS) service model offers improved resource flexibility and availability, where tenants - insulated from the minutiae of hardware maintenance - rent computing resources to deploy and operate complex systems. Large-scale services running on IaaS platforms demonstrate the viability of this model; nevertheless, many organizations operating on sensitive data avoid migrating operations to IaaS platforms due to security concerns. In this paper, we describe a framework for data and operation security in IaaS, consisting of protocols for a trusted launch of virtual machines and domain-based storage protection. We continue with an extensive theoretical analysis with proofs about protocol resistance against attacks in the defined threat model. The protocols allow trust to be established by remotely attesting host platform configuration prior to launching guest virtual machines and ensure confidentiality of data in remote storage, with encryption keys maintained outside of the IaaS domain. Presented experimental results demonstrate the validity and efficiency of the proposed protocols. The framework prototype was implemented on a test bed operating a public electronic health record system, showing that the proposed protocols can be integrated into existing cloud environments.

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Using the United Kingdom (UK) as a case study, this article analyses the growing commercial and regulatory significance of broadcaster-distributor relations within the contemporary television industry. The first part of the article argues that despite important changes in broadcast delivery technology, more recently shaped by the growth of the Internet, and the associated growth of options of receiving television content, the traditional delivery platforms (digital terrestrial, satellite and cable) remain by far the preferred choice for viewers in Britain. At the same time, public service broadcasters continue to be the biggest investors in domestic original non-sport content and account for over half of all television viewing. The strength of PSBs in content and their growing reliance on commercial proprietary subscription platforms (cable and satellite) and gradually on the Internet presents challenges in the nexus between broadcasters and distributors. The article focuses on the debate over retransmission fees between PSBs and Sky, and on the question of whether Sky should be required to offer some of its premium content to rival pay-TV platforms. These two examples highlight the impact regulatory intervention can have on the balance of power between broadcasters and distributors. The article concludes that such debates concerning the commercial relations between content providers and distributors will remain pivotal and become more heated given that similar issues are raised in the Internet environment.

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Much recent commentary on citizen media has focused on online platforms as means through which citizens may disseminate self-produced media content that challenges dominant discourses or makes visible hidden realities. This chapter goes beyond a concern with media content to explore the much broader range of socially situated practices that develop around citizen media. Drawing on Couldry’s proposal for a practice paradigm in media research, it suggests shifting the focus from ‘citizen media’ to ‘citizen media practices’ and demonstrates, through a case study of communication activism in the World Social Forum, how this framework can bring into view a broad range of citizen media practices (beyond those directly concerned with the production and circulation of media content), the different forms of agency that such practices make possible, and the social fabric they can help generate. I conclude by arguing that a practice framework necessitates a rethink of the way that the concept of (counter-) publics is used in the context of citizen media. Citizen media practices of the kind described here can be understood not only as practices of ‘making public’ previously unreported issues and perspectives, but as practices of public¬-making: practices that support the formation of publics.

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The use of perceptual inputs is an emerging area within HCI that suggests a developing Perceptual User Interface (PUI) that may prove advantageous for those involved in mobile serious games and immersive social network environments. Since there are a large variety of input devices, software platforms, possible interactions, and myriad ways to combine all of the above elements in pursuit of a PUI, we propose in this paper a basic experimental framework that will be able to standardize study of the wide range of interactive applications for testing efficacy in learning or information retrieval and also suggest improvements to emerging PUIs by enabling quick iteration. This rapid iteration will start to define a targeted range of interactions that will be intuitive and comfortable as perceptual inputs, and enhance learning and information retention in comparison to traditional GUI systems. The work focuses on the planning of the technical development of two scenarios, and the first steps in developing a framework to evaluate these and other PUIs for efficacy and pedagogy.

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Trabalho de Projeto apresentado ao Instituto de Contabilidade e Administração do Porto para a obtenção do grau de Mestre em Tradução e Interpretação Especializadas, sob orientação da Mestre Graça Chorão

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This paper is part of the results from the project "Implementation Strategies and Development of an Open and Distance Education System for the University of the Azores" funded by the European Social Fund. http://hdl.handle.net/10400.3/2327

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Dissertação para obtenção do grau de Engenharia Civil na Área de Especialização de Edificações

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Este trabalho pretende avaliar e melhorar o modo de execução da aplicação da técnica de rebentamento com explosivos, aumentando a fragmentação e reduzindo o custo no conjunto das operações de perfuração, carga, detonação e fragmentação secundária e compreender a influência na variação do custo das operações face às melhorias adoptadas. A investigação foi executada na pedreira da Mota-Engil, Engenharia S.A. ‘’ Bouça do Menino’’ Vila Verde, Cervães, tendo os dados iniciais sido recolhidos em 2004 (ano de referência) e comparados com os seguintes 4 anos. A perfuração é geralmente um dos principais factores que influenciam o resultado de um rebentamento, já que do seu rigor pode depender a eficiência do explosivo. Hoje em dia, para além da adequação dos métodos de execução ao local a fragmentar, existem ferramentas que nos permitem visualizar com rigor as circunstâncias em que se desenvolvem os trabalhos, nomeadamente as utilizadas pelos equipamentos de perfuração para controlo de profundidade, inclinação e direcção, a utilização de feixes ‘’laser’’ que nos permitem manter o nivelamento das plataformas, o ‘’laser’’ profile que nos ajuda a definir o posicionamento e inclinação dos furos relativamente à frente livre antes de executar a perfuração, ou ainda, a utilização de equipamentos de registo de coordenadas que nos permitem verificar o posicionamento do furo após a sua execução e decidir sobre a sua utilização mais correcta em função da sua posição. A utilização destas ferramentas associadas a um ‘’software’’ de desenho é ainda uma excelente ferramenta de formação para os operadores da perfuração e utilização dos explosivos, já que permite visualizar e compreender a relação da posição dos furos com o resultado do rebentamento.

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We live in a changing world. At an impressive speed, every day new technological resources appear. We increasingly use the Internet to obtain and share information, and new online communication tools are emerging. Each of them encompasses new potential and creates new audiences. In recent years, we witnessed the emergence of Facebook, Twitter, YouTube and other media platforms. They have provided us with an even greater interactivity between sender and receiver, as well as generated a new sense of community. At the same time we also see the availability of content like it never happened before. We are increasingly sharing texts, videos, photos, etc. This poster intends to explore the potential of using these new online communication tools in the cultural sphere to create new audiences, to develop of a new kind of community, to provide information as well as different ways of building organizations’ memory. The transience of performing arts is accompanied by the need to counter that transience by means of documentation. This desire to ‘save’ events reaches its expression with the information archive of the different production moments as well as the opportunity to record the event and present it through, for instance, digital platforms. In this poster we intend to answer the following questions: which online communication tools are being used to engage audiences in the cultural sphere (specifically between theater companies in Lisbon)? Is there a new relationship with the public? Are online communication tools creating a new kind of community? What changes are these tools introducing in the creative process? In what way the availability of content and its archive contribute to the organization memory? Among several references, we will approach the two-way communication model that James E. Grunig & Todd T. Hunt (1984) already presented and the concept of mass self-communication of Manuel Castells (2010). Castells also tells us that we have moved from traditional media to a system of communication networks. For Scott Kirsner (2010), we have entered an era of digital creativity, where artists have the tools to do what they imagined and the public no longer wants to just consume cultural goods, but instead to have a voice and participate. The creativity process is now depending on the public choice as they wander through the screen. It is the receiver who owns an object which can be exchanged. Virtual reality has encouraged the receiver to abandon its position of passive observer and to become a participant agent, which implies a challenge to organizations: inventing new forms of interfaces. Therefore, we intend to find new and effective online tools that can be used by cultural organizations; the best way to manage them; to show how organizations can create a community with the public and how the availability of online content and its archive can contribute to the organizations’ memory.

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Trabalho Final de Mestrado para obtenção do grau de Mestre em Engenharia Civil na Área de Especialização de Estruturas

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Projeto para obtenção do grau de Mestre em Engenharia Informática e de Computadores

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Dissertação apresentada à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Audiovisual e Multimédia.

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Trabalho de projeto apresentado à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Audiovisual e Multimédia.

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Trabalho Final de Mestrado para obtenção do grau de Mestre em Engenharia de Electrónica e Telecomunicações

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Dissertação de natureza Científica para obtenção do grau de Mestre em Engenharia Civil