Academic literature on the topic 'COMPUTERS / Desktop Applications / General'

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Journal articles on the topic "COMPUTERS / Desktop Applications / General"

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Cohen Zilka, Gila. "Reducing the Digital Divide among Children Who Received Desktop or Hybrid Computers for the Home." Journal of Information Technology Education: Research 15 (2016): 233–51. http://dx.doi.org/10.28945/3519.

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Researchers and policy makers have been exploring ways to reduce the digital divide. Parameters commonly used to examine the digital divide worldwide, as well as in this study, are: (a) the digital divide in the accessibility and mobility of the ICT infrastructure and of the content infrastructure (e.g., sites used in school); and (b) the digital divide in literacy skills. In the present study we examined the degree of effectiveness of receiving a desktop or hybrid computer for the home in reducing the digital divide among children of low socio-economic status aged 8-12 from various localities across Israel. The sample consisted of 1,248 respondents assessed in two measurements. As part of the mixed-method study, 128 children were also interviewed. Findings indicate that after the children received desktop or hybrid computers, changes occurred in their frequency of access, mobility, and computer literacy. Differences were found between the groups: hybrid computers reduce disparities and promote work with the computer and surfing the Internet more than do desktop computers. Narrowing the digital divide for this age group has many implications for the acquisition of skills and study habits, and consequently, for the realization of individual potential. The children spoke about self improvement as a result of exposure to the digital environment, about a sense of empowerment and of improvement in their advantage in the social fabric. Many children expressed a desire to continue their education and expand their knowledge of computer applications, the use of software, of games, and more. Therefore, if there is no computer in the home and it is necessary to decide between a desktop and a hybrid computer, a hybrid computer is preferable.
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DE BLANCHE, ANDREAS, and STEFAN MANKEFORS-CHRISTIERNIN. "AVAILABILITY OF UNUSED COMPUTATIONAL RESOURCES IN AN ORDINARY OFFICE ENVIRONMENT." Journal of Circuits, Systems and Computers 19, no. 03 (May 2010): 557–72. http://dx.doi.org/10.1142/s0218126610006293.

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The study presented in this paper highlights an important issue that was subject for discussions and research about a decade ago and now have gained new interest with the current advances of grid computing and desktop grids. New techniques are being invented on how to utilize desktop computers for computational tasks but no other study, to our knowledge, has explored the availability of the said resources. The general assumption has been that there are resources and that they are available. The study is based on a survey on the availability of resources in an ordinary office environment. The aim of the study was to determine if there are truly usable under-utilized networked desktop computers available for non-desktop tasks during the off-hours. We found that in more than 96% of the cases the computers in the current investigation was available for the formation of part-time (night and weekend) computer clusters. Finally we compare the performance of a full time and a metamorphosic cluster, based on one hypothetical linear scalable application and a real world welding simulation.
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Galassi, Giuseppe, and Richard V. Mattessich. "Some Clarification to the Evolution of the Electronic Spreadsheet." Journal of Emerging Technologies in Accounting 11, no. 1 (December 1, 2014): 99–104. http://dx.doi.org/10.2308/jeta-51114.

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ABSTRACT As early as 1961 Mattessich suggested (in an article in The Accounting Review) to use budget simulation in form of a computerized spreadsheet. This was followed up by him in a mathematical model, outlined in his book Accounting and Analytical Methods (Mattessich 1964a) with a corresponding computer program (in FORTRAN IV on mainframe computers), including illustrations in a companion volume (Simulation of the Firm through a Budget Computer Program, Mattessich 1964b). Five years later (in 1969) Rene Pardo and Remy Landau co-presented “LANPAR” (LANguage for Programming Arrays at Random) at Random Corporation. This electronic spreadsheet type was also used on mainframe computers for budgeting at Bell Canada, AT&T, Bell operating companies, and General Motors. In 1978, Dan Bricklin and Robert Frankston introduced VisiCalc, the first commercialized spreadsheet program for personal desktop (Apple) computers. This program became the trailblazer for future developments of electronic spreadsheets.
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Kalawsky, R. S., S. P. Nee, I. Holmes, and P. V. Coveney. "A grid-enabled lightweight computational steering client: a .NET PDA implementation." Philosophical Transactions of the Royal Society A: Mathematical, Physical and Engineering Sciences 363, no. 1833 (August 5, 2005): 1885–94. http://dx.doi.org/10.1098/rsta.2005.1617.

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The grid has been developed to support large-scale computer simulations in a diverse range of scientific and engineering fields. Consequently, the increasing availability of powerful distributed computing resources is changing how scientists undertake large-scale modelling/simulation. Instead of being limited to local computing resources, scientists are now able to make use of supercomputing facilities around the world. These grid resources comprise specialized distributed three-dimensional visualization environments through to massive computational systems. The scientist usually accesses these resources from reasonably high-end desktop computers. Even though most modern desktop computers are provided with reasonably powerful three-dimensional graphical hardware, not all scientific applications require high-end three-dimensional visualization because the data of interest is essentially numerical or two-dimensional graphical data. For these applications, a much simpler two-dimensional graphical displays can be used. Since large jobs can take many hours to complete the scientist needs access to a technology that will allow them to still monitor and control their job while away from their desks. This paper describes an effective method of monitoring and controlling a set of chained computer simulations by means of a lightweight steering client based on a small personal digital assistant (PDA). The concept of using a PDA to steer a series of computational jobs across a supercomputing resource may seem strange at first but when scientists realize they can use these devices to connect to their computation wherever there is a wireless network (or cellular phone network) the concept becomes very compelling. Apart from providing a much needed easy-to-use interface, the PDA-based steering client has the benefit of freeing the scientist from the desktop. It is during this monitoring stage that the hand-held PDA client is of particular value as it gives the application scientist greater freedom to leave his or her desk but still communicate with their simulation, with the proviso that they remain within the range of a wireless network.
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Guerrero, Ginés D., Baldomero Imbernón, Horacio Pérez-Sánchez, Francisco Sanz, José M. García, and José M. Cecilia. "A Performance/Cost Evaluation for a GPU-Based Drug Discovery Application on Volunteer Computing." BioMed Research International 2014 (2014): 1–8. http://dx.doi.org/10.1155/2014/474219.

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Bioinformatics is an interdisciplinary research field that develops tools for the analysis of large biological databases, and, thus, the use of high performance computing (HPC) platforms is mandatory for the generation of useful biological knowledge. The latest generation of graphics processing units (GPUs) has democratized the use of HPC as they push desktop computers to cluster-level performance. Many applications within this field have been developed to leverage these powerful and low-cost architectures. However, these applications still need to scale to larger GPU-based systems to enable remarkable advances in the fields of healthcare, drug discovery, genome research, etc. The inclusion of GPUs in HPC systems exacerbates power and temperature issues, increasing the total cost of ownership (TCO). This paper explores the benefits of volunteer computing to scale bioinformatics applications as an alternative to own large GPU-based local infrastructures. We use as a benchmark a GPU-based drug discovery application called BINDSURF that their computational requirements go beyond a single desktop machine. Volunteer computing is presented as a cheap and valid HPC system for those bioinformatics applications that need to process huge amounts of data and where the response time is not a critical factor.
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Rui, Cao, Ruan Lin, and Xiong Bin. "Design and Development of a Evaporative Cooling System for Desktop Computers." Applied Mechanics and Materials 441 (December 2013): 584–89. http://dx.doi.org/10.4028/www.scientific.net/amm.441.584.

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The authors designed a set of adherent self-circulation evaporative cooling system for a general desktop computer, and also tested its performance.The results show that: this cooling system can effectively dissipate heat of the CPU, the temperature will be kept below 50°C while operating at full load; For this application,we remove the fan of the CPU and achieve zero-noise and zero-power of computer equipment basically.
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Choyke, P. L., B. J. Putnam, M. Koby, G. Mossy, I. M. Feuerstein, and R. Summers. "Morphing radiologic images: applications on a desktop computer." American Journal of Roentgenology 166, no. 3 (March 1996): 527–29. http://dx.doi.org/10.2214/ajr.166.3.8623621.

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Jacobson, Michael J., and Martha H. Weller. "A Profile of Computer Use among the University of Illinois Humanities Faculty." Journal of Educational Technology Systems 16, no. 2 (December 1987): 83–98. http://dx.doi.org/10.2190/x1v2-d2y9-megp-0uve.

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The faculty of the School of Humanities of the University of Illinois at Urbana-Champaign (UIUC) were surveyed to assess their current use of and attitudes towards educational computing. The respondents were generally self-trained in computer use, indicated positive attitudes to, and made frequent use of computers. Frequency of computer use, level of general computing skills, computer interest, and anxiety were analyzed according to respondent rank, sex, and age. Faculty perceptions of obstacles to computer use in the humanities indicate a need to address issues of funding for hardware, quality of software, training, and technical support. The main faculty interests in applications software include word processing, desktop publishing, graphics, database management, communications, and computer-assisted instruction. While recognizing that humanities faculty do not have the same level of involvement in computing as faculty in more “technical” disciplines, UIUC humanists, as a group, are clearly not intimidated by computer technology.
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C, Jaymar, and Marifel Grace Capili-Kummer. "Giddy Ion Reloaded: Desktop Manager, Optimizer with Multi Utility Tool." International Journal of Recent Technology and Engineering 9, no. 5 (January 30, 2021): 154–58. http://dx.doi.org/10.35940/ijrte.e5238.019521.

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The performance of our computer is vital in fulfilling the task of the user. The paper presents a solution for maintaining the performance of the computer specifically computers with Windows operating systems. In this article, the fundamental difference and problem of the Windows operating system are defined which roots in the architectural design of using single configuration storage. The security hole of windows authentication, the exploitation of Microsoft EFS, and the acquisition of password hashes from Microsoft SAM are also discussed. Various existing utility software is evaluated to investigate if they meet the user define criteria. This paper also proposes a user-level implementation of the AES 256 encryption algorithm for securing user files and a Network Blocking algorithm based on ARP Spoofing techniques that provide a user-level network monitoring capability. The proposed application is called “Giddy-ION Reloaded” which consists of four main modules; machine information acquisition and monitoring, machine optimization, machine cleaning, and tools module that is divided into submodule; encryption and decryption, network monitoring, desktop management, network optimization/ control, and task automation. The testing was conducted with the participants coming from a computer college, continuing education trainer/faculty, and various IT experts. The response from these groups was statistically treated and analyzed, where the Giddy ION rank top and shows promising results. The study is limited to windows machines with 64-bit support architecture. The developed application is ready for implementation and deployment as evidenced by its high overall performance rating as evaluated by the participants against the ISO 25010 standards.
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Katz, J. S., and Diana Hicks. "Desktop scientometrics." Scientometrics 38, no. 1 (January 1997): 141–53. http://dx.doi.org/10.1007/bf02461128.

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Dissertations / Theses on the topic "COMPUTERS / Desktop Applications / General"

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Talla, Deependra. "Architectural techniques to accelerate multimedia applications on general-purpose processors." Access restricted to users with UT Austin EID Full text (PDF) from UMI/Dissertation Abstracts International, 2001. http://wwwlib.umi.com/cr/utexas/fullcit?p3035985.

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Blake, Carl David. "A REAL-TIME MULTI-TASKING OPERATING SYSTEM FOR GENERAL PURPOSE APPLICATIONS." Thesis, The University of Arizona, 1985. http://hdl.handle.net/10150/275400.

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Luengo, Imanol. "Hierarchical super-regions and their applications to biological volume segmentation." Thesis, University of Nottingham, 2018. http://eprints.nottingham.ac.uk/48719/.

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Advances in Biological Imaging technology have made possible imaging of sub-cellular samples with an unprecedented resolution. By using Tomographic Reconstruction biological researchers can now obtain volumetric reconstructions for whole cells in near-native state using cryo-Soft X-ray Tomography or even smaller sub-cellular regions with cryo-Electron Tomography. These technologies allow for visualisation, exploration and analysis of very exciting biological samples, however, it doesn’t come without its challenges. Poor signal-to-noise ratio, low contrast and other sample preparation and re-construction artefacts make these 3D datasets to be a great challenge for the image processing and computer vision community. Without previous available annotations due to the biological relevance of the datasets (which makes them not being publicly available) and the scarce previous research in the field, (semi-)automatic segmentation of these datasets tends to fail. In order to bring state-of-the-art in computer vision closer to the biological community and overcome the difficulties previously mentioned, we are going to build towards a semi-automatic segmentation framework. To do so, we will first introduce superpixels, a group of adjacent pixels that share similar characteristics that reduce whole images to a few superpixels that still preserve important information of the image. Superpixels have been used in the recent literature to speed up object detection, tracking and scene parsing systems. The reduced representation of the image with a few regions allows for faster processing on the subsequent algorithms applied over them. Two novel superpixel algorithms will be presented, introducing with them what we call a Super-Region Hierarchy. A Super-Region Hierarchy is composed of similar regions agglomerated hierarchically. We will show that exploiting this hierarchy in both directions (bottom-up and top-down) helps improving the quality of the superpixels and generalizing them toimages of large dimensionality. Then, superpixels are going to be extended to 3D (named supervoxels), resulting in a variation of two new algorithms ready to be applied to large biological volumes. We will show that representing biological volumes with supervoxels helps not only to dramatically reduce the computational complexity of the analysis (as billions of voxels can be accurately represented with few thousand supervoxels), but also improve the accuracy of the analysis itself by reducing the local noisy neighbourhood of these datasets when grouping voxel features within supervoxels. These regions are only as powerful as the features that represent them, and thus, an in-depth discussion about biological features and grouping methods will lead the way to our first interactive segmentation model, by gathering contextual information from super-regions and hierarchical segmentation layers to allow for segmentation of large regions of the volume with few user input (in the form of annotations or scribbles). Moving forward to improve the interactive segmentation model, a novel algorithm will be presented to extract the most representative (or relevant) sub-volumes from a 3D dataset, since the lack of training data is one of the deciding factors for automatic approaches to fail. We will show that by serving small sub-volumes to the user to be segmented and applying Active Learning to select the next best sub-volume, the number of user interactions needed to completely segment a 3D volume is dramatically reduced. A novel classifier based on Random Forests will be presented to better benefit from these regions of known shape. To finish, SuRVoS will be introduced. A novel fully functional and publicly available workbench based on the work presented here. It is a software tool that comprises most of the ideas, problem formulations and algorithms into a single user interface. It allows a user to interactively segment arbitrary volumetric datasets in a very intuitive and easy to use manner. We have then covered all the topics from data representation to segmentation of biological volumes, and provide with a software tool that hopefully will help closing the gap between biological imaging and computer vision, allowing to generate annotations (or ground truth as it is known in computer vision) much quicker with the aim of gathering a large biological segmentation database to be used in future large-scale completely automatic projects.
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Bhih, A. "High performance decentralised community detection algorithms for big data from smart communication applications." Thesis, Liverpool John Moores University, 2018. http://researchonline.ljmu.ac.uk/8399/.

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Many systems in the world can be represented as models of complex networks and subsequently be analysed fruitfully. One fundamental property of the real-world networks is that they usually exhibit inhomogeneity in which the network tends to organise according to an underlying modular structure, commonly referred to as community structure or clustering. Analysing such communities in large networks can help people better understand the structural makeup of the networks. For example, it can be used in mobile ad-hoc and sensor networks to improve the energy consumption and communication tasks. Thus, community detection in networks has become an important research area within many application fields such as computer science, physical sciences, mathematics and biology. Driven by the recent emergence of big data, clustering of real-world networks using traditional methods and algorithms is almost impossible to be processed in a single machine. The existing methods are limited by their computational requirements and most of them cannot be directly parallelised. Furthermore, in many cases the data set is very big and does not fit into the main memory of a single machine, therefore needs to be distributed among several machines. The main topic of this thesis is about network community detection within these big data networks. More specifically, in this thesis, a novel approach, namely Decentralized Iterative Community Clustering Approach (DICCA) for clustering large and undirected networks is introduced. An important property of this approach is its ability to cluster the entire network without the global knowledge of the network topology. Moreover, an extension of the DICCA called Parallel Decentralized Iterative Community Clustering approach (PDICCA) is proposed for efficiently processing data distributed across several machines. PDICCA is based on MapReduce computing platform to work efficiently in distributed and parallel fashion. In addition, the real-world networks are usually noisy and imperfect with missing and false edges. These imperfections are often difficult to eliminate and highly affect the quality and accuracy of conventional methods used to find the community structure in the network. However, in real-world networks, node attribute information is also available in addition to topology information. Considering more than one source of information for community detection could produce meaningful clusters and improve the robustness of the network. Therefore, a pre-processing approach that considers attribute information, shared neighbours and connectivity information aspects of the network for community detection is presented in this thesis as part of my research. Finally, a set of real-world mobile phone usage data obtained from Cambridge Laboratories (Device Analyzer) has been analysed as an exploratory step for viability to apply the algorithms developed in this thesis. All the proposed approaches have been evaluated and verified for feasibility using real-world large data set. The evaluation results of these experimentations prove very promising for the type of large data networks considered.
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Bailey, Julian Donald. "The integration of hypermedia based learning applications into undergraduate engineering degree courses." Thesis, University of Southampton, 1996. https://eprints.soton.ac.uk/47544/.

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This thesis describes work carried out over the three years March 1993 to March 1996 concerning the integration of computer based learning elements into classically taught undergraduate engineering degree courses. The design and implementation of three separate computer applications are discussed, along with evaluation results from each. The first of these applications concerns the metallography of phase transformations and forms part of the first year engineering course in materials at the University of Southampton. The application is intended to teach both knowledge and understanding of the subject. The second application concerned engineering design. The intention of this application was to create an environment where the students could obtain all of the information required in creating the specifications for their design and for drawing up the design itself. This application is intended to allow the students to develop skills in engineering design. The final application was not 'intended for students' use directly. It is a shell from which applications of the style of the Phase Diagrams Application could be created and its intention was to encourage academics to create their own applications and thereby make the production of CBL materials more common. It is shown, within this thesis, that computer based learning/teaching can be used successfully to teach undergraduate engineering students knowledge and understanding of subjects and to improve their skill in using that understanding. Possible solutions to the problems in using CBL applications widely are also discussed, along with recommendations for a new approach to CBL development.
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Nallur, Vivek. "A decentralized self-adaptation mechanism for service-based applications in the cloud." Thesis, University of Birmingham, 2012. http://etheses.bham.ac.uk//id/eprint/3383/.

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This thesis presents a Cloud-based-Multi-Agent System (Clobmas) that uses multiple double auctions, to enable applications to self-adapt, based on their QoS requirements and budgetary constraints. We design a marketplace that allows applications to select services, in a decentralized manner. We marry the marketplace with a decentralized service evaluation and- selection mechanism, and a price adjustment technique to allow for QoS constraint satisfaction. Applications in the cloud using the Software-As-A-Service paradigm will soon be commonplace. In this context, long-lived applications will need to adapt their QoS, based on various parameters. Current service-selection mechanisms fall short on the dimensions that service based applications vary on. Clobmas is shown to be an effective mechanism, to allow both applications (service consumers) and clouds (service providers) to self-adapt to dynamically changing QoS requirements. Furthermore, we identify the various axes on which service applications vary, and the median values on those axes. We measure Clobmas on all of these axes, and then stress-test it to show that it meets all of our goals for scalability.
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Quek, Melissa. "The role of simulation in developing and designing applications for 2-class motor imagery brain-computer interfaces." Thesis, University of Glasgow, 2013. http://theses.gla.ac.uk/4503/.

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A Brain-Computer Interface (BCI) can be used by people with severe physical disabilities such as Locked-in Syndrome (LiS) as a channel of input to a computer. The time-consuming nature of setting up and using a BCI, together with individual variation in performance and limited access to end users makes it difficult to employ techniques such as rapid prototyping and user centred design (UCD) in the design and development of applications. This thesis proposes a design process which incorporates the use of simulation tools and techniques to improve the speed and quality of designing BCI applications for the target user group. Two different forms of simulation can be distinguished: offline simulation aims to make predictions about a user’s performance in a given application interface given measures of their baseline control characteristics, while online simulation abstracts properties of inter- action with a BCI system which can be shown to, or used by, a stakeholder in real time. Simulators that abstract properties of BCI control at different levels are useful for different purposes. Demonstrating the use of offline simulation, Chapter 3 investigates the use of finite state machines (FSMs) to predict the time to complete tasks given a particular menu hierarchy, and compares offline predictions of task performance with real data in a spelling task. Chapter 5 aims to explore the possibility of abstracting a user’s control characteristics from a typical calibration task to predict performance in a novel control paradigm. Online simulation encompasses a range of techniques from low-fidelity prototypes built using paper and cardboard, to computer simulation models that aim to emulate the feel of control of using a BCI without actually needing to put on the BCI cap. Chapter 4 details the develop- ment and evaluation of a high fidelity BCI simulator that models the control characteristics of a BCI based on the motor-imagery (MI) paradigm. The simulation tools and techniques can be used at different stages of the application design process to reduce the level of involvement of end users while at the same time striving to employ UCD principles. It is argued that prioritising the level of involvement of end users at different stages in the design process is an important strategy for design: end user input is paramount particularly at the initial user requirements stage where the goals that are important for the end user of the application can be ascertained. The interface and specific interaction techniques can then be iteratively developed through both real and simulated BCI with people who have no or less severe physical disabilities than the target end user group, and evaluations can be carried out with end users at the final stages of the process. Chapter 6 provides a case study of using the simulation tools and techniques in the development of a music player application. Although the tools discussed in the thesis specifically concern a 2-class Motor Imagery BCI which uses the electroencephalogram (EEG) to extract brain signals, the simulation principles can be expected to apply to a range of BCI systems.
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Phiri, Lighton. "Investigating the Impact of Organised Technology-driven Orchestration on Teaching." Thesis, University of Cape Town, 2018. http://pubs.cs.uct.ac.za/archive/00001263/.

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Orchestration of learning involves the real-time management of activities performed by educators in learning environments, with a particular focus on the effective use of technology. While different educational settings present unique problems, the common challenges have been noted to primarily be as a result of multiple heterogeneous activities and their associated intrinsic and extrinsic constraints. In addition to these challenges, this thesis argues that the complexities of orchestration are further amplified due to the ad hoc nature of the approaches and techniques used to orchestrate learning activities. The thesis proposes a streamlined approach to technology-driven orchestration of learning, in order to address these challenges and complexities. Specifically, the thesis proposes an organised approach that focuses on three core aspects of orchestration: activity management, resource management and sequencing of learning activities. Orchestration was comprehensively explored in order to identify the core aspects essential for streamlining technology-driven orchestration. Proof-of-concept orchestration toolkits, based on the proposed orchestration approach, were implemented and evaluated in order to assess the feasibility of the approach, its effectiveness and its potential impact on the teaching experience. Comparative analysis and guided orchestration controlled studies were conducted to compare the effectiveness of ad hoc orchestration with streamlined orchestration and to measure the orchestration load, respectively. In addition, a case study of a course that employed a flipped classroom strategy was conducted to assess the feasibility of the proposed approach. The feasibility was further assessed by integrating a workflow, based on the proposed approach, that facilitates the sharing of reusable orchestration packages. The results from the studies suggest that the streamlined approach is more effective when compared to ad hoc orchestration and has a potential to provide a positive user experience. The results also indicate that the approach imposes acceptable orchestration load during scripting of learning activities. Case studies conducted in authentic educational settings suggest that the approach is feasible, and potentially applicable to useful practical usage scenarios. The long-term implications are that streamlining of technology-driven orchestration could potentially improve the effectiveness of educators when orchestrating learning activities.
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Talla, Deependra 1975. "Architectural techniques to accelerate multimedia applications on general-purpose processors." 2001. http://hdl.handle.net/2152/10844.

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Κουμούτσος, Κωνσταντίνος. "Σχεδιασμός και ανάπτυξη λογισμικού ΕΛ/ΛΑΚ (open source) για διαχείριση οποιασδήποτε ενσωματωμένης (embedded) και μη συσκευής." Thesis, 2011. http://nemertes.lis.upatras.gr/jspui/handle/10889/4352.

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Οι ενσωματωμένες συσκευές αποτελούν μια κατηγόρια υπολογιστών ειδικού σκοπού με ραγδαία αύξηση τα τελευταία χρόνια. Σε αντίθεση με τους γνωστούς σε όλους υπολογιστές γενικού σκοπού που μπορούν να επιτελέσουν σχεδόν οποιαδήποτε λειτουργία, οι ενσωματωμένες συσκευές επιτελούν μόνο συγκεκριμένες λειτουργίες, οι οποίες είναι προκαθορισμένες κατά τον σχεδιασμό τους. Η διαχείριση τέτοιων και μη συσκευών αποτελεί ένα τεράστιο κεφάλαιο αφού η διαφορετικότητα των λειτουργιών τους, δημιουργεί ένα διαφορετικό τρόπο αντιμετώπισης τους κατά την πρακτική της διαχείρισης. Υπάρχει περιορισμός στα διαθέσιμα εργαλεία για την διαχείριση όλων των ενσωματωμένων συστημάτων με ένα εργαλείο, αλλά η ερεύνα μας επικεντρώνεται στη διαχείριση οικογενειών τέτοιων συσκευών με κριτήριο τη λειτουργία του ειδικού σκοπού που επιτελούν. Σκοπός λοιπόν της εργασίας είναι ο σχεδιασμός και η ανάπτυξη λογισμικού για την ομαδική διαχείριση οικογένειας ενσωματωμένων συσκευών και κοινών υπολογιστών γενικού σκοπού οπουδήποτε λειτουργικού συστήματος. Η συνεισφορά της υπάρχουσας εργασίας συνοψίζεται στις εξής συνιστώσες: 1. Οι ενσωματωμένες συσκευές στις οποίες επικεντρωθήκαμε αφορούν δικτυακές συσκευές (ασύρματες ή ενσύρματες) πολλών λειτουργιών (Access Points, Clients, Repeaters,Points to Points, WDS, Transparent Clients, Routers). 2. Το λογισμικό για υπολογιστές ειδικού σκοπού που δημιουργήθηκε μπορεί να εκτελεστεί τόσο σε λειτουργικά συστήματα MS Windows όσο και σε *ΝΙΧ. 3. Η ανάπτυξη του λογισμικού έγινε βάση του συστήματος ORSM, το οποίο είναι ένα εργαλείο ανοικτού κώδικα για την απομακρυσμένη διαχείριση συστημάτων και δικτύων. (Με αστερίσκο * τόσο στα περιεχόμενα όσο και στο κύριο μέρος της εργασίας δείχνουμε τις δυνατότητες του νέου λογισμικού σε σχέση με το σύστημα ORSM). Συνοπτικά οι δυνατότητες διαχείρισης αφορά τις παρακάτω λειτουργίες: • Ανακάλυψη περιουσιακών στοιχείων (Inventory Process). • Παρακολούθηση απόδοσης συστημάτων (Monitoring). • Εγκατάσταση και απεγκατάσταση λογισμικού (Software Deployment). • Απομακρυσμένο έλεγχο (Remote Desktop). • Εκτέλεση εντολών κελύφους (Remote Command).
An embedded system is a special-purpose computer system designed to perform one or a few dedicated functions, often with real-time computing constraints. It is usually embedded as a part of a complete device including hardware and mechanical parts. In contrast, a general-purpose computer, such as a personal computer, can do many different tasks depending on programming. Embedded systems control many of the common devices in use today. Managing infrastructure with such devices (embedded and general purpose computers) is usually demanding and expensive but nevertheless essential for organizations. There is a limit in tools which achieve effective management to those infrastructure topologies. At present, open management solutions are few and immature however there are tools such as OpenRSM aiming to deliver lightweight, remote and customizable management, easily customizable to cover the needs of small organizations. OpenRSM implements a generic management framework that models generalized use cases that can be exploited by users to adapt the tool to their needs. However, given maturity of the tool, it is unclear how easy it would be for users to extend it in order to include management of new types of devices. As network environments grow to digital ecosystems, the management targets increase in number and diversity. Wireless active elements, handheld systems or embedded devices are becoming common and need to be brought under standard management practices in the same manner as routers or workstations. This paper describes how the OpenRSM management functionality can be extended in order to provide customizable management of embedded devices and more specifically of wireless access points (the symbol * shows the new extension of ORSM). In general the management capabilities which are embed to OPENRSM system and target to wireless active elements are: (Inventory process, monitoring, firmware upgrade, save/reload configuration settings, remote commands, and discovery process).
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Books on the topic "COMPUTERS / Desktop Applications / General"

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Read, Gilgen, ed. Special edition using Corel WordPerfect 9. Indianapolis, Ind: Que, 1999.

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Napier, H. Albert. Microsoft Office business simulation basics. Boston: Thomson/Course Technology, 2004.

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Mebberson, Scott. Foundation Flash MX applications. Birmingham, UK: Friends of ED, 2003.

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Holding, Helen. Mastering Microsoft Office. 2nd ed. Basingstoke: Palgrave, 2001.

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Cable, Sandra. Succeeding in business with Microsoft Office Access 2007: A problem-solving approach. Boston, Mass: Thomson Course Technology, 2008.

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Chaudhary, Rachna. VBA professional projects. [Rocklin, Calif.]: Premier Press, 2002.

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David, Paradice, ed. Applications development in Microsoft Access 2000. Cambridge, MA: Course Technology, 1999.

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F, Makedon, ed. Computed synchronization for multimedia applications. Boston: Kluwer Academic, 1999.

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Owen, Charles B. Computed synchronization for multimedia applications. Boston: Kluwer Academic Publishers, 1999.

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Picture yourself learning Microsoft Office 2008 for Mac. Boston, MA: Course Technology/Cengage Learning, 2008.

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Book chapters on the topic "COMPUTERS / Desktop Applications / General"

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Marwedel, Peter. "System Software." In Embedded Systems, 203–37. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-60910-8_4.

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AbstractIn order to cope with the complexity of applications of embedded systems, reuse of components is a key technique. As pointed out by Sangiovanni-Vincentelli (The context for platform-based design. IEEE Design and Test of Computers, 2002), software and hardware components must be reused in the platform-based design methosdology (see p. 296). These components comprise knowledge from earlier design efforts and constitute intellectual property (IP). Standard software components that can be reused include system software components such as embedded operating systems (OSs) and middleware. The last term denotes software that provides an intermediate layer between the OS and application software. This chapter starts with a description of general requirements for embedded operating systems. This includes real-time capabilities as well as adaptation techniques to provide just the required functionality. Mutually exclusive access to resources can result in priority inversion, which is a serious problem for real-time systems. Priority inversion can be circumvented with resource access protocols. We will present three such protocols: the priority inheritance, priority ceiling, and stack resource protocols. A separate section covers the ERIKA real-time system kernel. Furthermore, we will explain how Linux can be adapted to systems with tight resource constraints. Finally, we will provide pointers for additional reusable software components, like hardware abstraction layers (HALs), communication software, and real-time data bases. Our description of embedded operating systems and of middleware in this chapter is consistent with the overall design flow.
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Ip, Barry, and Gabriel Jacobs. "Visual and Physical Interfaces for Computer and Video Games." In Encyclopedia of Human Computer Interaction, 692–98. IGI Global, 2006. http://dx.doi.org/10.4018/978-1-59140-562-7.ch104.

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Over the last three decades and, above all, during the last few years, advances in areas that have been crucial for the success of the now multi-billion-dollar computer and video game industry (in particular, those of graphics and gameplay complexity) have been nothing short of breathtaking. Present-day console games run on machines offering quite remarkable possibilities to game developers. Their stylish presentation and compelling interactivity continue to set exceedingly high standards to which many serious applications running on desktop computers can only aspire. In spite of their adolescent image, games (particularly, console games) have continually raised general computer-user expectations.
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Chen, Chin Kang, and Mohammad Nabil Almunawar. "Cloud Computing in Higher Education." In Impact of Economic Crisis on Education and the Next-Generation Workforce, 285–308. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-9455-2.ch013.

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This shift involves the movement of applications, documents and other stored content from desktop-based to web-based through the utility known as the ‘cloud'. The cloud links thousands of computers and servers together where users are not limited to one device but are able to access their documents and other contents through any computer device, provided it has the ability to connect to the Internet. This allows for better storage capacity, lower costs, scalability and on-demand access. Higher education institutions are opting to reap the same benefits of cloud computing. Students, academics, administrators, and other users will be able to access computing resources through university applications, e-mail, databases and other cloud hosting services. This book chapter provides a general understanding of cloud computing systems and what benefits and challenges of cloud computing in higher education. It is followed by the trends of cloud computing usage and considerations needed for adopting cloud computing. The chapter will end with recommendations needed for adopting cloud computing.
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Dawson, Maurice, Jorja Wright, and Marwan Omar. "Mobile Devices." In Mobile Computing and Wireless Networks, 1103–23. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-8751-6.ch047.

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Mobile devices are becoming a method to provide an efficient and convenient way to access, find and share information; however, the availability of this information has caused an increase in cyber attacks. Currently, cyber threats range from Trojans and viruses to botnets and toolkits. Presently, 96% of mobile devices do not have pre-installed security software while approximately 65% of the vulnerabilities are found within the application layer. This lack in security and policy driven systems is an opportunity for malicious cyber attackers to hack into the various popular devices. Traditional security software found in desktop computing platforms, such as firewalls, antivirus, and encryption, is widely used by the general public in mobile devices. Moreover, mobile devices are even more vulnerable than personal desktop computers because more people are using mobile devices to do personal tasks. This review attempts to display the importance of developing a national security policy created for mobile devices in order to protect sensitive and confidential data.
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Dawson, Maurice, Jorja Wright, and Marwan Omar. "Mobile Devices." In New Threats and Countermeasures in Digital Crime and Cyber Terrorism, 8–29. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8345-7.ch002.

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Mobile devices are becoming a method to provide an efficient and convenient way to access, find and share information; however, the availability of this information has caused an increase in cyber attacks. Currently, cyber threats range from Trojans and viruses to botnets and toolkits. Presently, 96% of mobile devices do not have pre-installed security software while approximately 65% of the vulnerabilities are found within the application layer. This lack in security and policy driven systems is an opportunity for malicious cyber attackers to hack into the various popular devices. Traditional security software found in desktop computing platforms, such as firewalls, antivirus, and encryption, is widely used by the general public in mobile devices. Moreover, mobile devices are even more vulnerable than personal desktop computers because more people are using mobile devices to do personal tasks. This review attempts to display the importance of developing a national security policy created for mobile devices in order to protect sensitive and confidential data.
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Djordjevic-Kajan, S. "Context-Aware Mobile Geographic Information Systems." In Encyclopedia of Mobile Computing and Commerce, 129–37. IGI Global, 2007. http://dx.doi.org/10.4018/978-1-59904-002-8.ch023.

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A new breed of computing devices is taking more and more ground in the highly dynamic market of computer hardware. We refer to smart phones and PocketPCs, which redefine typical usage procedures we are all familiar with in traditional, desktop information systems. Dimensions of this class of computing devices allow users to keep them at hand virtually at all times. This omnipresence allows development of applications that will truly bring to life the motto: “availability always and everywhere.” Hardware and software characteristics of the aforementioned devices require a somewhat modified approach when developing software for them. Not only technical characteristics should be considered in this process, but also a general set of functionalities such an application should provide. Equally important is the fact that the typical user will be on the move, and his attention will be divided between the application and events occurring in his environment. Fundamentally new and important input to mobile applications is constantly changing the user environment. The term that is used most frequently and describes the user environment is a context, and applications that are able to independently interpret a user’s context and autonomously adapt to it are named context-aware applications.
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Bourguet, Marie-Luce. "An Overview of Multimodal Interaction Techniques and Applications." In Encyclopedia of Human Computer Interaction, 451–56. IGI Global, 2006. http://dx.doi.org/10.4018/978-1-59140-562-7.ch068.

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Desktop multimedia (multimedia personal computers) dates from the early 1970s. At that time, the enabling force behind multimedia was the emergence of the new digital technologies in the form of digital text, sound, animation, photography, and, more recently, video. Nowadays, multimedia systems mostly are concerned with the compression and transmission of data over networks, large capacity and miniaturized storage devices, and quality of services; however, what fundamentally characterizes a multimedia application is that it does not understand the data (sound, graphics, video, etc.) that it manipulates. In contrast, intelligent multimedia systems at the crossing of the artificial intelligence and multimedia disciplines gradually have gained the ability to understand, interpret, and generate data with respect to content. Multimodal interfaces are a class of intelligent multimedia systems that make use of multiple and natural means of communication (modalities), such as speech, handwriting, gestures, and gaze, to support human-machine interaction. More specifically, the term modality describes human perception on one of the three following perception channels: visual, auditive, and tactile. Multimodality qualifies interactions that comprise more than one modality on either the input (from the human to the machine) or the output (from the machine to the human) and the use of more than one device on either side (e.g., microphone, camera, display, keyboard, mouse, pen, track ball, data glove). Some of the technologies used for implementing multimodal interaction come from speech processing and computer vision; for example, speech recognition, gaze tracking, recognition of facial expressions and gestures, perception of sounds for localization purposes, lip movement analysis (to improve speech recognition), and integration of speech and gesture information. In 1980, the put-that-there system (Bolt, 1980) was developed at the Massachusetts Institute of Technology and was one of the first multimodal systems. In this system, users simultaneously could speak and point at a large-screen graphics display surface in order to manipulate simple shapes. In the 1990s, multimodal interfaces started to depart from the rather simple speech-and-point paradigm to integrate more powerful modalities such as pen gestures and handwriting input (Vo, 1996) or haptic output. Currently, multimodal interfaces have started to understand 3D hand gestures, body postures, and facial expressions (Ko, 2003), thanks to recent progress in computer vision techniques.
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Bourguet, Marie-Luce. "An Overview of Multimodal Interaction Techniques and Applications." In Human Computer Interaction, 95–101. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-87828-991-9.ch008.

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Desktop multimedia (multimedia personal computers) dates from the early 1970s. At that time, the enabling force behind multimedia was the emergence of the new digital technologies in the form of digital text, sound, animation, photography, and, more recently, video. Nowadays, multimedia systems mostly are concerned with the compression and transmission of data over networks, large capacity and miniaturized storage devices, and quality of services; however, what fundamentally characterizes a multimedia application is that it does not understand the data (sound, graphics, video, etc.) that it manipulates. In contrast, intelligent multimedia systems at the crossing of the artificial intelligence and multimedia disciplines gradually have gained the ability to understand, interpret, and generate data with respect to content. Multimodal interfaces are a class of intelligent multimedia systems that make use of multiple and natural means of communication (modalities), such as speech, handwriting, gestures, and gaze, to support human-machine interaction. More specifically, the term modality describes human perception on one of the three following perception channels: visual, auditive, and tactile. Multimodality qualifies interactions that comprise more than one modality on either the input (from the human to the machine) or the output (from the machine to the human) and the use of more than one device on either side (e.g., microphone, camera, display, keyboard, mouse, pen, track ball, data glove). Some of the technologies used for implementing multimodal interaction come from speech processing and computer vision; for example, speech recognition, gaze tracking, recognition of facial expressions and gestures, perception of sounds for localization purposes, lip movement analysis (to improve speech recognition), and integration of speech and gesture information. In 1980, the put-that-there system (Bolt, 1980) was developed at the Massachusetts Institute of Technology and was one of the first multimodal systems. In this system, users simultaneously could speak and point at a large-screen graphics display surface in order to manipulate simple shapes. In the 1990s, multimodal interfaces started to depart from the rather simple speech-and-point paradigm to integrate more powerful modalities such as pen gestures and handwriting input (Vo, 1996) or haptic output. Currently, multimodal interfaces have started to understand 3D hand gestures, body postures, and facial expressions (Ko, 2003), thanks to recent progress in computer vision techniques.
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Pavlovski, Christopher J., and Stella Mitchell. "Mobility and Multimodal User Interfaces." In Human Computer Interaction, 1213–22. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-87828-991-9.ch076.

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Traditional user interface design generally deals with the problem of enhancing the usability of a particular mode of user interaction, and a large body of literature exists concerning the design and implementation of graphical user interfaces. When considering the additional constraints that smaller mobile devices introduce, such as mobile phones and PDAs, an intuitive and heuristic user interface design is more difficult to achieve. Multimodal user interfaces employ several modes of interaction; this may include text, speech, visual gesture recognition, and haptics. To date, systems that employ speech and text for application interaction appear to be the mainstream multimodal solutions. There is some work on the design of multimodal user interfaces for general mobility accommodating laptops or desktop computers (Sinha & Landay, 2002). However, advances in multimodal technology to accommodate the needs of smaller mobile devices, such as mobile phones and portable digital assistants, are still emerging. Mobile phones are now commonly equipped with the mechanics for visual browsing of Internet applications, although their small screens and cumbersome text input methods pose usability challenges. The use of a voice interface together with a graphical interface is a natural solution to several challenges that mobile devices present. Such interfaces enable the user to exploit the strengths of each mode in order to make it easier to enter and access data on small devices. Furthermore, the flexibility offered by multiple modes for one application allows users to adapt their interactions based on preference and on environmental setting. For instance, handsfree speech operation may be conducted while driving, whereas graphical interactions can be adopted in noisy surroundings or when private data entry, such as a password, is required in a public environment. In this article we discuss multimodal technologies that address the technical and usability constraints of the mobile phone or PDA. These environments pose several additional challenges over general mobility solutions. This includes computational strength of the device, bandwidth constraints, and screen size restrictions. We outline the requirements of mobile multimodal solutions involving cellular phones. Drawing upon several trial deployments, we summarize the key designs points from both a technology and usability standpoint, and identify the outstanding problems in these designs. We also outline several future trends in how this technology is being deployed in various application scenarios, ranging from simple voice-activated search engines through to comprehensive mobile office applications.
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Bruns, Ralf, and Jürgen Dunkel. "Model-Driven Development of Mobile Information Systems." In Software Design and Development, 235–52. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-4301-7.ch013.

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Significant improvements in the development of business applications for mobile devices have been made in recent years. However, the state of the art in software development is for mobile computing still not as mature as it is for conventional information systems on desktop computers. Therefore, declarative and code generation approaches should be preferred instead of manually coding. In the BAMOS project an architecture has been designed and implemented for the generic and flexible development of mobile information systems. The architecture is based on the declarative description of the available services and enables the access to service-oriented architecture (SOA) systems for mobile devices. In this chapter, the authors present a model-driven approach for generating almost the complete source code of mobile services. By applying model-driven development, a new service can be conveniently modeled with a graphical modeling tool and the graphical models are then used to generate the corresponding XML descriptions of the mobile user interface and the workflow specification. In order to use such a service no specific source code has to be implemented on the mobile device. In addition, an alternative modeling approach based on a textual representation of the models using a formal grammar expressed in EBNF is presented.
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Conference papers on the topic "COMPUTERS / Desktop Applications / General"

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Batkiewicz, Thomas, Abhishek Seth, Bryan Walter, Jared Knutzon, and James H. Oliver. "A General Architecture for Distributed VR Interfaces." In ASME 2008 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2008. http://dx.doi.org/10.1115/detc2008-49845.

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This paper describes a software architecture useful in creating new virtual reality interfaces across a clustered network of computers. The architecture takes advantage of a concept common to desktop application development, the event loop, and provides a method by which it can be shared effectively between nodes in a cluster. This method improves upon the common replication approach to cluster synchronization by creating a single, simple object to share, as well as by supporting node specialization in a generic cluster. The method is designed to be easily added to existing applications as well as speed the development of virtual reality interface prototypes. An example application is discussed to demonstrate the current capabilities and limitations of the architecture. Future implications and improvements are also discussed.
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Proctor, Frederick M., and Justin R. Hibbits. "Performance Comparisons of Timing Techniques in a Non-Real-Time Environment." In ASME 2005 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2005. http://dx.doi.org/10.1115/detc2005-85234.

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General-purpose computers are increasingly being used for serious control applications, due to their prevalence, low cost and high performance. Real-time operating systems are available for PCs that overcome the nondeterminism inherent in desktop operating systems. Depending on the timing requirements, however, many users can get by with a non-real-time operating system. This paper discusses timing techniques applicable to non-real-time operating systems, using Linux as an example, and compares them with the performance that can be obtained with true real-time OSes.
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Sgroi, Kevin J., and Scott E. Spetka. "Analysis of Multi-Threaded Code Execution on Small Multi-Core Architectures." In ASME 2010 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2010. http://dx.doi.org/10.1115/detc2010-29135.

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Utilizing threads and other parallel execution techniques efficiently to achieve concurrency on multiple processors/cores is becoming more difficult as the complexity of engineering applications increases. While hardware performance and scalability in this environment have been well-studied, software and operating system aspects of parallel code execution deserve additional attention. This is especially the case for smaller multi-core architectures such as those found in desktop computers. A matrix-multiply application has been customized to generate a multi-threaded load for testing, to address issues associated with mixing a multi-threaded load with available Linux benchmarking tools. This application was executed with the UNIXBENCH benchmark test suite in this study to conduct experiments designed to reveal problem areas that should be considered when implementing applications on modern parallel computing architectures. The analysis covers five types of operations: CPU intensive, Inter-process communication with pipes, shell script execution, file I/O and System call overhead. The results indicate that shell script execution, file I/O and system call overhead had the most degradation in performance as the multi-threaded load was increased. Pipe-based communication (directly between processes) and CPU intensive operations tended to scale well as the load increased.
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Jain, P. B., M. R. Cacan, S. Leadenham, C. De Marqui, and A. Erturk. "An Experimental Investigation Into the Performance of a T-Shaped Piezoelectric Flow Energy Harvester." In ASME 2013 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/detc2013-13374.

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The harvesting of flow energy by exploiting aeroelastic and hydroelastic vibrations has received growing attention over the last few years. The goal in this research field is to generate low-power electricity from flow-induced vibrations of scalable structures involving a proper transduction mechanism for wireless applications ranging from manned/unmanned aerial vehicles to civil infrastructure systems located in high wind areas. The fundamental challenge is to enable geometrically small flow energy harvesters while keeping the cut-in speed (lowest flow speed that induces persistent oscillations) low. An effective design with reduced cut-in speed is known to be the T-shaped cantilever arrangement that consists of a horizontal piezoelectric cantilever with a perpendicular vertical beam attachment at the tip. The direction of incoming flow is parallel to the horizontal cantilever and perpendicular to the vertical and symmetric tip attachment. Vortex-induced vibration resulting from flow past the tip attachment is the source of the aeroelastic response. For a given width of the T-shaped harvester with fixed thickness parameters, an important geometric parameter is the length ratio of the tip attachment to the cantilever. In this paper we investigate the effect of this geometric parameter on the piezoaeroelastic response of a T-shaped flow energy harvester. A controlled desktop wind tunnel system is used to characterize the electrical and mechanical response characteristics for broad ranges of flow speed and electrical load resistance using different vertical tip attachment lengths for the same horizontal piezoelectric cantilever. The variations of the electrical power output and cut-in speed with changing head length are reported along with an investigation into the electroaeroelastic frequency response spectra.
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Szegvari, P., and C. Hentschel. "Scalable software defined receivers running on desktop computers using General Purpose Graphics Processing Units." In 2010 IEEE International Conference on Consumer Electronics (ICCE 2010). IEEE, 2010. http://dx.doi.org/10.1109/icce.2010.5418704.

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Samadiani, Emad, Yogendra Joshi, Hendrik Hamann, Madhusudan K. Iyengar, Steven Kamalsy, and James Lacey. "Reduced Order Thermal Modeling of Data Centers via Distributed Sensor Data." In ASME 2009 InterPACK Conference collocated with the ASME 2009 Summer Heat Transfer Conference and the ASME 2009 3rd International Conference on Energy Sustainability. ASMEDC, 2009. http://dx.doi.org/10.1115/interpack2009-89187.

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In this paper, an effective and computationally efficient Proper Orthogonal Decomposition (POD) based reduced order modeling approach is presented, which utilizes selected sets of observed thermal sensor data inside the data centers to help predict the data center temperature field as a function of the air flow rates of Computer Room Air Conditioning (CRAC) units. The approach is demonstrated through application to an operational data center of 102.2 m2 (1,100 square feet) with a hot and cold aisle arrangement of racks cooled by one CRAC unit. While the thermal data throughout the facility can be collected in about 30 minutes using a 3D temperature mapping tool, the POD method is able to generate temperature field throughout the data center in less than 2 seconds on a high end desktop PC. Comparing the obtained POD temperature fields with the experimentally measured data for two different values of CRAC flow rates shows that the method can predict the temperature field with the average error of 0.68 °C or 3.2%.
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Byers, J. L. "Weibull Analysis Techniques on a Desktop Computer." In ASME 1988 International Gas Turbine and Aeroengine Congress and Exposition. American Society of Mechanical Engineers, 1988. http://dx.doi.org/10.1115/88-gt-285.

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This paper presents a summary of a task to provide individual Navy project engineers with analytical tools that enable them to perform Weibull failure and related analyses on a desktop computer. Similar tools have been available on mainframe computers for over a decade while only fragmented and incomplete tools existed for desktop computers. There is now available an integrated computer program that allows Navy project engineers and other Navy analysts to perform rigorous trade-off and what-if analyses in an interactive manner without having to send the problem off to their organizational central computer facility. The resulting computer codes exist in several forms to fit the various needs and computer configurations, such as: direct input of data, data file creation and update, and non-printing versions for those who have no printer available. Included in the codes are three Monte Carlo routines and several test plan generation codes. These codes have not been released to the general public as yet and are currently restricted to Navy units such as laboratories, Naval Aircraft Rework Facilities (NARF) and the Naval Air Systems Command Headquarters (NAVAIR). Public release is expected in mid-FY 89.
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Dai, Xingya, Xinya Sun, Wei Dong, Xiang Yan, and Yindong Ji. "M out of N Safety Computing System Based on General-Purpose Computers." In 2016 International Conference on Computer and Information Technology Applications. Paris, France: Atlantis Press, 2016. http://dx.doi.org/10.2991/iccita-16.2016.17.

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Barbierato, Luca, Daniele Salvatore Schiera, Edoardo Patti, Enrico Macii, Enrico Pons, Ettore Francesco Bompard, Andrea Lanzini, Romano Borchiellini, and Lorenzo Bottaccioli. "GAMES: A General-Purpose Architectural Model for Multi-energy System Engineering Applications." In 2020 IEEE 44th Annual Computers, Software, and Applications Conference (COMPSAC). IEEE, 2020. http://dx.doi.org/10.1109/compsac48688.2020.00-59.

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Piyarali, Ali, Jeff Galbraith, Kathy Hitsman-Carter, and Dave Mayfield. "Product Standards Data System for Online Document Management." In ASME 1993 International Computers in Engineering Conference and Exposition. American Society of Mechanical Engineers, 1993. http://dx.doi.org/10.1115/edm1993-0110.

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Abstract:
Abstract With the current emphasis on simultaneous engineering, organizations are realizing the need to share paper based information in a timely manner to expedite the product development process. The Boeing Company embarked on an ambitious project allowing online access to over 7000 documents spread over 68,000 pages. The Product Standards Data System (PSDS) provides view only copies of all product, process, tooling and design standards through a DOS. UNIX or OS/2 based workstation or an Apple Macintosh. In addition to viewing, the document creation process was automated using a Standardized General Markup Language (SGML) compatible desktop publishing package. The system is based on a tiered architecture and uses a multi-vendor solution to address the required functionality.
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