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Big Project: Project Darkstar
BIG PROJECT: PROJECT DARKSTAR Karl Haberl, Seth Proctor, Tim Blackman, Jon Kaplan, Jennifer Kotzen Sun Microsystems Laboratories Project Darkstar - Outline • Some Background > The online games market, industry challenges, Darkstar goals, why Sun Labs? • The Technology > Architecture, recent work, technical challenges • Project Wonderland > A view of Darkstar from the developer's point of view • Community > Current activities and plans for the future 2 Project Darkstar: Background 3 Online Games Market • Divided into 3 groups: > Casual/Social – cards, chess, dice, community sites > Mass Market – driving, classic, arcade, simple > Hardcore – MMOG, FPS, RTS • Online mobile still very small • Online games are currently the fastest growing segment of the games industry • Online game subscriptions estimated to hit $11B by 2011* *(Source: DFC intelligence) > not including microtransactions, shared advertising, ... 4 The Canonical MMOG: World of Warcraft • Approximately 9 million subscribers > Average subscription : $15/month > Average retention : two years + > $135 million per month/$1.62 Billion per year run rate > For one game (they have others) • Unknown number of servers • ~2,700 employees world wide • Company is changing > Was a game company > Now a service company World of Warcraft™ is a trademark and Blizzard Entertainment is a trademark or registered trademark of Blizzard Entertainment in the U.S. and/or other countries. 5 Ganz - Webkinz • Approximately 5+ million subscribers > Subscription comes with toy purchase > Subscription lasts one year > Average 100k users at any time > Currently only US and Canada; soon to be world wide > Aimed at the 8-12 demographic • And their mothers... • The company is changing > Was a toy company > Becoming a game/social site company Webkinz® is a registered Trademark of Ganz®. -
Collaborative Virtual 3D Environment for Internet-Accessible Physics Experiments
COLLABORATIVE VIRTUAL 3D ENVIRONMENT FOR INTERNET-ACCESSIBLE PHYSICS EXPERIMENTS Collaborative Virtual 3D Environment for Internet-Accessible Physics Experiments doi:10.3991/ijoe.v5s1.1014 Tina Scheucher1,2, Philip H. Bailey2, Christian Gütl1,3, V. Judson Harward2 1 Graz University of Technology, Graz, Austria 2 Massachusetts Institute of Technology, Cambridge, USA 3 Curtin University of Technology, Perth, WA Abstract—Immersive 3D worlds have increasingly raised the were the two main technological advances that have en- interest of researchers and practitioners for various learn- abled the development of 3D VEs and have generally in- ing and training settings over the last decade. These virtual creased the potential of the World Wide Web. Such envi- worlds can provide multiple communication channels be- ronments provide the illusion of being immersed within a tween users and improve presence and awareness in the 3D space, and enable the user to perform actions and be- learning process. Consequently virtual 3D environments haviors which are analogous to those she can initiate in facilitate collaborative learning and training scenarios. the real world [16]. The fact that users can gain experience in the same way that they can in the real world opens new In this paper we focus on the integration of internet- and interesting opportunities for physics education. By accessible physics experiments (iLabs) combined with the expanding reality beyond the limits of the classroom in TEALsim 3D simulation toolkit in Project Wonderland, both time and space, the educator can enrich the student’s Sun's toolkit for creating collaborative 3D virtual worlds. learning experience to ease understanding of abstract Within such a collaborative environment these tools provide physics concepts [8]. -
Solaris 10 End of Life
Solaris 10 end of life Continue Oracle Solaris 10 has had an amazing OS update, including ground features such as zones (Solaris containers), FSS, Services, Dynamic Tracking (against live production operating systems without impact), and logical domains. These features have been imitated in the market (imitation is the best form of flattery!) like all good things, they have to come to an end. Sun Microsystems was acquired by Oracle and eventually, the largest OS known to the industry, needs to be updated. Oracle has set a retirement date of January 2021. Oracle indicated that Solaris 10 systems would need to raise support costs. Oracle has never provided migratory tools to facilitate migration from Solaris 10 to Solaris 11, so migration to Solaris has been slow. In September 2019, Oracle decided that extended support for Solaris 10 without an additional financial penalty would be delayed until 2024! Well its March 1 is just a reminder that Oracle Solaris 10 is getting the end of life regarding support if you accept extended support from Oracle. Combined with the fact gdpR should take effect on May 25, 2018 you want to make sure that you are either upgraded to Solaris 11.3 or have taken extended support to obtain any patches for security issues. For more information on tanningix releases and support dates of old and new follow this link ×Sestive to abort the Unix Error Operating System originally developed by Sun Microsystems SolarisDeveloperSun Microsystems (acquired by Oracle Corporation in 2009)Written inC, C'OSUnixWorking StateCurrentSource ModelMixedInitial release1992; 28 years ago (1992-06)Last release11.4 / August 28, 2018; 2 years ago (2018-08-28)Marketing targetServer, PlatformsCurrent: SPARC, x86-64 Former: IA-32, PowerPCKernel typeMonolithic with dynamically downloadable modulesDefault user interface GNOME-2-LicenseVariousOfficial websitewww.oracle.com/solaris Solaris is the own operating system Of Unix, originally developed by Sunsystems. -
Support for Mobile Augmented and Synthesized Worlds
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Illinois Digital Environment for Access to Learning and Scholarship Repository Support for Mobile Augmented and Synthesized Worlds December 17, 2007 Won J. Jeon and Roy H. Campbell {wonjeon, rhc}@uiuc.edu Department of Computer Science University of Illinois at Urbana-Champaign Abstract Virtual worlds provide 3D-immersive experiences to users and some of them already have already launched commercial service to users. As computing environment becomes more heterogeneous, more mobile users are anticipated to access the virtual world with their mobile devices. However, still there are challenges and problems to be addressed for mobile users. In this report, state-of-art virtual world platforms are presented and their key features are compared. We compare possible approaches to tackle these problems to support virtual worlds for mobile devices. Transcoding scheme at the proxy is presented and evaluated for a given computing and networking environment. 1. Introduction A virtual world is a computer-simulated or synthesized environment where multiple users inhabit and interact to each other via avatars. The world mimics the real world via simulated real world physics and the persistence of the world comes from maintaining and updating the state of the world around the clock. Historically this concept is rooted from distributed interactive simulation (DIS) and massively multiplayer online role- playing game (MMORPG). DIS is used mainly by military organizations whereas MMORPG has gained huge popularity among general users or gamers. The world is typically represented as 2D or 3D graphics to multiple users. -
Changing Java Applications
Menu Topics Archives Downloads Subscribe The code underpinning the Brazilian CODING healthcare system—and other world- changing Java applications The code underpinning the Brazilian Thanks for the memories healthcare system—and other world- Developer software for the win changing Java applications Banking on financial software Games and visualization Your reactions to the list of the 25 greatest Efficient communication Java apps ever written Science and AI applications by Alexa Morales August 28, 2020 It was with a smidge of trepidation that I offered my list of the 25 greatest Java applications, frameworks, platforms, and libraries ever written. After all, developers are a demanding audience. But the article received hundreds of comments on Reddit, Slashdot, Hacker News, and Twitter, and it inspired many letters to the editor. The piece even received happy social media posts from those who made the list, including the US National Security Agency and a.i. solutions. The US National Security Agency was secretly pleased we noticed its Ghidra binary decompilation tool. The team from a.i. solutions was happy its DSTE trajectory design tool made the list. The tenor of conversation was both positive and polite. That speaks volumes about the excellent character of Java developers, don’t you think? But, developers being who they are, opinions on what should have made the list abounded. The good news is, Java has transformed the world. The bad news is, my list didn’t represent enough of the world beyond the United States. For example, there’s the Java code written to manage the Brazilian Healthcare Information System and the Brazilian tax system (Duke’s Choice Award winner in 2005). -
Proceedings of the Linux Symposium Volume
Proceedings of the Linux Symposium Volume Two July 19th–22nd, 2006 Ottawa, Ontario Canada Contents Evolution in Kernel Debugging using Hardware Virtualization With Xen 1 Nitin A. Kamble Improving Linux Startup Time Using Software Resume (and other techniques) 17 Hiroki Kaminaga Automated Regression Hunting 27 A. Bowen, P. Fox, J. Kenefick, A. Romney, J. Ruesch, J. Wilde, & J. Wilson Hacking the Linux Automounter—Current Limitations and Future Directions 37 Ian Maxwell Kent & Jeff Moyer Why NFS Sucks 51 Olaf Kirch Efficient Use of the Page Cache with 64 KB Pages 65 Dave Kleikamp and Badari Pulavarty Startup Time in the 21st Century: Filesystem Hacks and Assorted Tweaks 71 Benjamin C.R. LaHaise Using Hugetlbfs for Mapping Application Text Regions 75 H.J. Lu, K. Doshi, R. Seth, & J. Tran Towards a Better SCM: Revlog and Mercurial 83 Matt Mackall Roadmap to a GL-based composited desktop for Linux 91 K.E. Martin and K. Packard Probing the Guts of Kprobes 101 A. Mavinakayanahalli, P. Panchamukhi, J. Keniston, A. Keshavamurthy, & M. Hiramatsu Shared Page Tables Redux 117 Dave McCracken Extending RCU for Realtime and Embedded Workloads 123 Paul E. McKenney OSTRA: Experiments With on-the-fly Source Patching 139 Arnaldo Carvalho de Melo Design and Implementation to Support Multiple Key Exchange Protocols for IPsec 143 K. Miyazawa, S. Sakane, K. Kamada, M. Kanda, & A. Fukumoto The State of Linux Power Management 2006 151 Patrick Mochel I/O Workload Fingerprinting in the Genetic-Library 165 Jake Moilanen X86-64 XenLinux: Architecture, Implementation, and Optimizations 173 Jun Nakajima, Asit Mallick GCC—An Architectural Overview, Current Status, and Future Directions 185 Diego Novillo Shared-Subtree Concept, Implementation, and Applications in Linux 201 Al Viro & Ram Pai The Ondemand Governor 215 Venkatesh Pallipadi & Alexey Starikovskiy Linux Bootup Time Reduction for Digital Still Camera 231 Chan-Ju Park A Lockless Pagecache in Linux—Introduction, Progress, Performance 241 Nick Piggin The Ongoing Evolution of Xen 255 I. -
Research Article High-Level Development of Multiserver Online Games
Hindawi Publishing Corporation International Journal of Computer Games Technology Volume 2008, Article ID 327387, 16 pages doi:10.1155/2008/327387 Research Article High-Level Development of Multiserver Online Games Frank Glinka, Alexander Ploss, Sergei Gorlatch, and Jens Muller-Iden¨ Department of Mathematics and Computer Science, University of Munster,¨ 48149 Munster,¨ Germany Correspondence should be addressed to Frank Glinka, [email protected] Received 2 February 2008; Accepted 17 April 2008 Recommended by Jouni Smed Multiplayer online games with support for high user numbers must provide mechanisms to support an increasing amount of players by using additional resources. This paper provides a comprehensive analysis of the practically proven multiserver distribution mechanisms, zoning, instancing, and replication, and the tasks for the game developer implied by them. We propose a novel, high-level development approach which integrates the three distribution mechanisms seamlessly in today’s online games. As a possible base for this high-level approach, we describe the real-time framework (RTF) middleware system which liberates the developer from low-level tasks and allows him to stay at high level of design abstraction. We explain how RTF supports the implementation of single-server online games and how RTF allows to incorporate the three multiserver distribution mechanisms during the development process. Finally, we describe briefly how RTF provides manageability and maintenance functionality for online games in a grid context with dynamic resource allocation scenarios. Copyright © 2008 Frank Glinka et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. -
A Survey of Technologies for Building Collaborative Virtual Environments
The International Journal of Virtual Reality, 2009, 8(1):53-66 53 A Survey of Technologies for Building Collaborative Virtual Environments Timothy E. Wright and Greg Madey Department of Computer Science & Engineering, University of Notre Dame, United States Whereas desktop virtual reality (desktop-VR) typically uses Abstract—What viable technologies exist to enable the nothing more than a keyboard, mouse, and monitor, a Cave development of so-called desktop virtual reality (desktop-VR) Automated Virtual Environment (CAVE) might include several applications? Specifically, which of these are active and capable display walls, video projectors, a haptic input device (e.g., a of helping us to engineer a collaborative, virtual environment “wand” to provide touch capabilities), and multidimensional (CVE)? A review of the literature and numerous project websites indicates an array of both overlapping and disparate approaches sound. The computing platforms to drive these systems also to this problem. In this paper, we review and perform a risk differ: desktop-VR requires a workstation-class computer, assessment of 16 prominent desktop-VR technologies (some mainstream OS, and VR libraries, while a CAVE often runs on building-blocks, some entire platforms) in an effort to determine a multi-node cluster of servers with specialized VR libraries the most efficacious tool or tools for constructing a CVE. and drivers. At first, this may seem reasonable: different levels of immersion require different hardware and software. Index Terms—Collaborative Virtual Environment, Desktop However, the same problems are being solved by both the Virtual Reality, VRML, X3D. desktop-VR and CAVE systems, with specific issues including the management and display of a three dimensional I. -
Jim Waldo Is Gordon Mckay Professor of the Practice of Computer Science in the School of Engineering and Applied Sciences At
Jim Waldo is Gordon McKay Professor of the Practice of Computer Science in the School of Engineering and Applied Sciences at Harvard, where he teaches courses in distributed systems and privacy; the Chief Technology Officer for the School of Engineering and Applied Sciences; and a Professor of Policy teaching on topics of technology and policy at the Harvard Kennedy School. Jim designed clouds at VMware; was a Distinguished Engineer with Sun Microsystems Laboratories, where he investigated next-generation large-scale distributed systems; and got his start in distributed systems at Apollo Computer. While at Sun, he was the technical lead of Project Darkstar, a multi- threaded, distributed infrastructure for massive multi-player on-line games and virtual worlds; the lead architect for Jini, a distributed programming system based on Java; and an early member of the Java software organization. Before joining Sun, Jim spent eight years at Apollo Computer and Hewlett Packard working in the areas of distributed object systems, user interfaces, class libraries, text and internationalization. While at HP, he led the design and development of the first Object Request Broker, and was instrumental in getting that technology incorporated into the first OMG CORBA specification. Jim is the author of "Java: the Good Parts" (O'Reilly) and co-authored "The Jini Specifications" (Addison- Wesley). He edited "The Evolution of C++: Language Design in the Marketplace of Ideas" (MIT Press). He co-chaired a National Academies study on privacy, and co-edited the report "Engaging Privacy and Information Technology in a Digital Age." He is the author of numerous journal and conference proceedings articles, and holds over 50 patents. -
Geoff Ulman.Pdf
Browsing Data in 3D: An Immersive First Person File Browser GEOFFREY ULMAN Rose-Hulman Institute of Technology ADVISOR: DR. J.P. MELLOR Rose-Hulman Institute of Technology Draft: 3-23-2005 Abstract As the data typical computer users receive and store daily increases, traditional hierarchical file browsers are becoming less and less useful in helping organize and retrieve that data. People do not have the time to create sufficiently “deep” hierarchies which accurately reflect the semantic structure of their data. More fundamentally, file hierarchies impose a single organization on the data, meaning interaction with the data is based on how the data was stored, not which properties pertain to the current task. Numerous solutions to this problem have been proposed, ranging from complicated search and indexing schemes (Google Desktop Search) to Microsoft Longhorn’s WinFS file system and others. This paper, however, focuses on addressing the question “where is my data?” by fundamentally changing the file browser metaphor so that interaction with computer data takes place in a 3-D virtual space which simulates an actual physical desk/office. First, current similar solutions using 3-D techniques are discussed and evaluated. Second, possible benefits of 3-D file browser interfaces are suggested. Finally, a list of design principles for use in 3-D user interface development was created by condensing research from HCI, human cognition and perception, VR, and UI design. These form the basis of the prototype immersive 3-D first person file browser currently under development. Abstract............................................................................................................................... 1 1. Introduction..................................................................................................................... 3 2. Interface Metaphor and Design Paradigms..................................................................... 5 3. -
Software Requirements Specification
SOFTWARE REQUIREMENTS SPECIFICATION by car'eless İrfan DURMAZ Gürkan SOLMAZ Erkan ACUN 2009 Table of Contents 1. Purpose of the Document....................................................................................................................3 2. Project Introduction............................................................................................................................ 3 2.1 Project Background.............................................................................................................................................3 2.2 Project Definition................................................................................................................................................4 2.3 Project Goals and Scope......................................................................................................................................4 3. The Process.......................................................................................................................................... 4 3.1 Process Model................................................................................................................................................... 4 3.2 Team Organization............................................................................................................................................ 6 3.3 Project Constraints............................................................................................................................................ 6 3.3.1 Project -
Rotating Windows and Billboarded Icons
Using Perspective in 3D File Management: Rotating Windows and Billboarded Icons John R. Maltby School of Commerce and Management, Southern Cross University [email protected] Abstract make an interface more usable, or that they can improve efficiency or productivity. A key premise of many of the The evaluation and comparison of 2D and 3D workspace current designs is that 3D virtual environments can more environments is a hot topic. Much has been said effectively engage spatial cognition and perception than concerning the promise of 3D workspaces but much less can 2D environments. However, to date, research studies has been realised. Part of the problem appears to be the have provided conflicting conclusions: certain studies difficulty of developing 3D GUIs with high usabilities have indicated that spatial memory can help locate items and effective navigation mechanisms. Many early in a 3D environment (e.g. [6][12][13][14]); others have environments simulated a 3D office but all suffered from indicated the reverse (e.g. [15][16]). The result is that all a range of problems, from poor navigation to issues of of currently available 3D GUIs have been less than spatial cognition. Indeed, most researchers now consider successful, with many suffering from major navigation an office to be an inappropriate metaphor for an problems [17]. Part of the problem in obtaining evidence effective 3D computer environment. This paper describes that the use of 3D images can improve efficiency or the development of a 3D workspace based directly on the productivity is the large number of differences that arise WIMP metaphor as opposed to a desktop or office between a typical 3D environment and a normal 2D metaphor.