930 resultados para Peer tutor


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Many forms of formative feedback are used in dance training to refine the dancer’s spatial and kinaesthetic awareness in order that the dancer’s sensorimotor intentions and observable danced outcomes might converge. This paper documents the use of smartphones to record and playback movement sequences in ballet and contemporary technique classes. Peers in pairs took turns filming one another and then analysing the playback. This provided immediate visual feedback of the movement sequence as performed by each dancer. This immediacy facilitated the dancer’s capacity to associate what they felt as they were dancing with what they looked like during the dance. The often-dissonant realities of self-perception and perception by others were thus guided towards harmony, generating improved performance and knowledge relating to dance technique. An approach is offered for potential development of peer review activities to support summative progressive assessment in dance technique training.

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This magazine article examines the challenges of digital disruption and the way the struggle for legitimacy is playing out in mainstream and social media. Using ride-sharing as a case study, our team at the QUT Digital media research centre seeks to develop the tools policy-makers need to make evidence-based policy decisions in response to digital disruption.

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This paper describes the types of support that teachers are accessing through the Social Network Site (SNS) 'Facebook'. It describes six ways in which teachers support one another within online groups. It presents evidence from a study of a large, open group of teachers online over a twelve week period, repeated with multiple groups a year later over a one week period. The findings suggest that large open groups in SNSs can be a useful source of pragmatic advice for teachers but that these groups are rarely a place for reflection on or feedback about teaching practice.

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As the virtual world grows more complex, finding a standard way for storing data becomes increasingly important. Ideally, each data item would be brought into the computer system only once. References for data items need to be cryptographically verifiable, so the data can maintain its identity while being passed around. This way there will be only one copy of the users family photo album, while the user can use multiple tools to show or manipulate the album. Copies of users data could be stored on some of his family members computer, some of his computers, but also at some online services which he uses. When all actors operate over one replicated copy of the data, the system automatically avoids a single point of failure. Thus the data will not disappear with one computer breaking, or one service provider going out of business. One shared copy also makes it possible to delete a piece of data from all systems at once, on users request. In our research we tried to find a model that would make data manageable to users, and make it possible to have the same data stored at various locations. We studied three systems, Persona, Freenet, and GNUnet, that suggest different models for protecting user data. The main application areas of the systems studied include securing online social networks, providing anonymous web, and preventing censorship in file-sharing. Each of the systems studied store user data on machines belonging to third parties. The systems differ in measures they take to protect their users from data loss, forged information, censorship, and being monitored. All of the systems use cryptography to secure names used for the content, and to protect the data from outsiders. Based on the gained knowledge, we built a prototype platform called Peerscape, which stores user data in a synchronized, protected database. Data items themselves are protected with cryptography against forgery, but not encrypted as the focus has been disseminating the data directly among family and friends instead of letting third parties store the information. We turned the synchronizing database into peer-to-peer web by revealing its contents through an integrated http server. The REST-like http API supports development of applications in javascript. To evaluate the platform’s suitability for application development we wrote some simple applications, including a public chat room, bittorrent site, and a flower growing game. During our early tests we came to the conclusion that using the platform for simple applications works well. As web standards develop further, writing applications for the platform should become easier. Any system this complex will have its problems, and we are not expecting our platform to replace the existing web, but are fairly impressed with the results and consider our work important from the perspective of managing user data.

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As the virtual world grows more complex, finding a standard way for storing data becomes increasingly important. Ideally, each data item would be brought into the computer system only once. References for data items need to be cryptographically verifiable, so the data can maintain its identity while being passed around. This way there will be only one copy of the users family photo album, while the user can use multiple tools to show or manipulate the album. Copies of users data could be stored on some of his family members computer, some of his computers, but also at some online services which he uses. When all actors operate over one replicated copy of the data, the system automatically avoids a single point of failure. Thus the data will not disappear with one computer breaking, or one service provider going out of business. One shared copy also makes it possible to delete a piece of data from all systems at once, on users request. In our research we tried to find a model that would make data manageable to users, and make it possible to have the same data stored at various locations. We studied three systems, Persona, Freenet, and GNUnet, that suggest different models for protecting user data. The main application areas of the systems studied include securing online social networks, providing anonymous web, and preventing censorship in file-sharing. Each of the systems studied store user data on machines belonging to third parties. The systems differ in measures they take to protect their users from data loss, forged information, censorship, and being monitored. All of the systems use cryptography to secure names used for the content, and to protect the data from outsiders. Based on the gained knowledge, we built a prototype platform called Peerscape, which stores user data in a synchronized, protected database. Data items themselves are protected with cryptography against forgery, but not encrypted as the focus has been disseminating the data directly among family and friends instead of letting third parties store the information. We turned the synchronizing database into peer-to-peer web by revealing its contents through an integrated http server. The REST-like http API supports development of applications in javascript. To evaluate the platform s suitability for application development we wrote some simple applications, including a public chat room, bittorrent site, and a flower growing game. During our early tests we came to the conclusion that using the platform for simple applications works well. As web standards develop further, writing applications for the platform should become easier. Any system this complex will have its problems, and we are not expecting our platform to replace the existing web, but are fairly impressed with the results and consider our work important from the perspective of managing user data.

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Video streaming applications have hitherto been supported by single server systems. A major drawback of such a solution is that it increases the server load. The server restricts the number of clients that can be simultaneously supported due to limitation in bandwidth. The constraints of a single server system can be overcome in video streaming if we exploit the endless resources available in a distributed and networked system. We explore a P2P system for streaming video applications. In this paper we build a P2P streaming video (SVP2P) service in which multiple peers co-operate to serve video segments for new requests, thereby reducing server load and bandwidth used. Our simulation shows the playback latency using SVP2P is roughly 1/4th of the latency incurred when the server directly streams the video. Bandwidth consumed for control messages (overhead) is as low as 1.5% of the total data transfered. The most important observation is that the capacity of the SVP2P grows dynamically.

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Clock synchronisation is an important requirement for various applications in wireless sensor networks (WSNs). Most of the existing clock synchronisation protocols for WSNs use some hierarchical structure that introduces an extra overhead due to the dynamic nature of WSNs. Besides, it is difficult to integrate these clock synchronisation protocols with sleep scheduling scheme, which is a major technique to conserve energy. In this paper, we propose a fully distributed peer-to-peer based clock synchronisation protocol, named Distributed Clock Synchronisation Protocol (DCSP), using a novel technique of pullback for complete sensor networks. The pullback technique ensures that synchronisation phases of any pair of clocks always overlap. We have derived an exact expression for a bound on maximum synchronisation error in the DCSP protocol, and simulation study verifies that it is indeed less than the computed upper bound. Experimental study using a few TelosB motes also verifies that the pullback occurs as predicted.

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Particle Swarm Optimization is a parallel algorithm that spawns particles across a search space searching for an optimized solution. Though inherently parallel, they have distinct synchronizations points which stumbles attempts to create completely distributed versions of it. In this paper, we attempt to create a completely distributed peer-peer particle swarm optimization in a cluster of heterogeneous nodes. Since, the original algorithm requires explicit synchronization points we modified the algorithm in multiple ways to support a peer-peer system of nodes. We also modify certain aspect of the basic PSO algorithm and show how certain numerical problems can take advantage of the same thereby yielding fast convergence.

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Content Distribution Networks (CDNs) are widely used to distribute data to large number of users. Traditionally, content is being replicated among a number of surrogate servers, leading to high operational costs. In this context, Peer-to-Peer (P2P) CDNs have emerged as a viable alternative. An issue of concern in P2P networks is that of free riders, i.e., selfish peers who download files and leave without uploading anything in return. Free riding must be discouraged. In this paper, we propose a criterion, the Give-and-Take (G&T) criterion, that disallows free riders. Incorporating the G&T criterion in our model, we study a problem that arises naturally when a new peer enters the system: viz., the problem of downloading a `universe' of segments, scattered among other peers, at low cost. We analyse this hard problem, and characterize the optimal download cost under the G&T criterion. We propose an optimal algorithm, and provide a sub-optimal algorithm that is nearly optimal, but runs much more quickly; this provides an attractive balance between running time and performance. Finally, we compare the performance of our algorithms with that of a few existing P2P downloading strategies in use. We also study the computation time for prescribing the strategy for initial segment and peer selection for the newly arrived peer for various existing and proposed algorithms, and quantify cost-computation time trade-offs.

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Analisa o uso do aplicativo de compartilhamento de arquivos, os chamados peer-to-peer, em relação à privacidade e ao direito autoral dos usuários de internet.

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Case study about how Gateshead Council is working with a number of adult learning and skills providers to develop and recognise digital literacy through continuous professional development (CPD), online resources and online badges that acknowledge staff achievement.

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提出并实现了一种建立在Peer-to-Peer 搜索策略上的自组织、自适应、高效和可靠的文件系统DISPFS(Double ID Space basedPeer-to-peer File System)。它在双层ID 空间中构造虚拟存储节点,不仅有效地取得了文件系统内的负载均衡、提高系统利用率,而且保证了动态环境中文件的可靠、快速获取。试验数据表明,DISPFS 在系统接近满负荷运行和文件插入/删除操作频繁的双重压力下依然保持优良的性能。

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Real-time adaptive music is now well-established as a popular medium, largely through its use in video game soundtracks. Commercial packages, such as fmod, make freely available the underlying technical methods for use in educational contexts, making adaptive music technologies accessible to students. Writing adaptive music, however, presents a significant learning challenge, not least because it requires a different mode of thought, and tutor and learner may have few mutual points of connection in discovering and understanding the musical drivers, relationships and structures in these works. This article discusses the creation of ‘BitBox!’, a gestural music interface designed to deconstruct and explain the component elements of adaptive composition through interactive play. The interface was displayed at the Dare Protoplay games exposition in Dundee in August 2014. The initial proof-of- concept study proved successful, suggesting possible refinements in design and a broader range of applications.