scholarly journals Implementation of transition and coexistence mechanisms for IPV4-IPV6 protocols in computer centers on supported high performance academic networks

2015 ◽  
Vol 13 (34) ◽  
pp. 83-106
Author(s):  
Carlos Andrés Martínez Alayón ◽  
Roberto Ferro Escobar ◽  
Víctor José Arrieta Zambrano

This document aims to contextualize the reader about some of the mechanisms that currently exist for IPv4-IPv6 transition and evidence some aspects that must be taken into account when evaluating and implementing some of them, specifically in centers of high performance computing and academic networks to support research projects. It also aims to show the implementation and support of IPv6 in e-learning technology platforms.

Author(s):  
Bolanle A. Olaniran ◽  
Oladayo Olaniran ◽  
David Edgell

Knowledge construction, or new knowledge creation, is believed to be a way to allow learners to gain an in-depth knowledge and a greater control over the materials they are learning. E-learning technology platforms, that facilitate e-collaboration among learners, represent a way to foster knowledge construction. This chapter however, explores challenges facing knowledge construction especially when looking at “Culture” and how it affects two different learning philosophies or paradigms. This chapter elucidates some of the challenges and offers a new direction for accommodating different learners’ needs.


Author(s):  
Laimonis Zacs ◽  
Anita Jansone

<p><em>In this paper the authors describe solution for solving various analytical problems in <em>E-learning, Course Management Systems like Moodle by using HPC</em></em> <em>(High Performance Computing) and Apache Hadoop open source technologies in Liepaja University. The problem is that nowadays there are collecting huge amounts of analytics data from several gigabytes to petabytes, which is hard to store, process, analyse and visualize. This article reflects one of the solutions concerning distributed parallel processing of huge amounts of data across inexpensive, industry-standard servers that can store and process the data, can scale without limits and provides technological opportunities of reliable, scalable and distributed computing.</em><em> </em></p><p> </p>


Author(s):  
E.V. Shirinkina

The relevance of this study is due to the fact that in conditions of a limited budget, companies face important questions: what system to choose to support their HR cycle; to stop at a boxed solution or to develop their own; how to correctly calculate the costs of implementation and support of the system. Misunderstandings between technology platform developers and consumers may be hidden in the terminology used. When a decision-maker is looking for a system for storing educational content, the choice may not be the most optimal option, but the option that is most popular or has the widest functionality. The article presents the key trends and directions, technologies and solutions that are in the focus of corporate training; identifies the key technological platforms of e-learning in the human capital management system. The empirical basis of the study was the materials of the international consulting companies EFMD, ELearning Inside, Technavio, Metaari. The practical significance of this study lies in revealing the issues that companies face when choosing or creating their training system. The introduction of e-learning technological platforms in the human capital management system will not be easy in any case, but already at the beginning of this path it is necessary to keep the end user in mind.


Author(s):  
Mark H. Ellisman

The increased availability of High Performance Computing and Communications (HPCC) offers scientists and students the potential for effective remote interactive use of centralized, specialized, and expensive instrumentation and computers. Examples of instruments capable of remote operation that may be usefully controlled from a distance are increasing. Some in current use include telescopes, networks of remote geophysical sensing devices and more recently, the intermediate high voltage electron microscope developed at the San Diego Microscopy and Imaging Resource (SDMIR) in La Jolla. In this presentation the imaging capabilities of a specially designed JEOL 4000EX IVEM will be described. This instrument was developed mainly to facilitate the extraction of 3-dimensional information from thick sections. In addition, progress will be described on a project now underway to develop a more advanced version of the Telemicroscopy software we previously demonstrated as a tool to for providing remote access to this IVEM (Mercurio et al., 1992; Fan et al., 1992).


2020 ◽  
Vol 1 (1) ◽  
pp. 20-27
Author(s):  
E. V. Karmanova ◽  
V. A. Shelemetyeva

The article is devoted to the implementation of gamification methods in the educational process. The characteristic features of light and hard gamification are presented. The appropriateness of using gamification when applying e-learning technology is considered. Classification of courses based on hard gamification taking into account the technological features of development is proposed: courses-presentations, courses — computer games, VR/AR courses. The article also illustrates the use of various game elements of easy gamification using the example of the module “Level up! — Gamification” of the Moodle LMS. The capabilities of this module can be used in an electronic course by any teacher who has the skills of working with the Moodle.The authors present the analysis of the development of a training course in sales techniques using hard and light gamification technologies, where the course development was assessed for its complexity, manufacturability, and resource requirements. The results of the analysis showed that the development of courses using hard gamification requires much more financial and time-consuming than the development of courses using light gamification.The article evaluates the results of the educational intensiveness intense “Island 10–22”, held in July 2019 in Skolkovo, in which 100 university teams, teams of research and educational centers, teams of schoolchildren — winners of competitions, olympiads, hackathons (“Young Talents”) participated. The results of the intense confirmed the effectiveness of the use of light gamification methods in adult training. Thus, the conclusions presented in the article reveal a number of advantages that light gamification has in comparison with hard gamification.


MRS Bulletin ◽  
1997 ◽  
Vol 22 (10) ◽  
pp. 5-6
Author(s):  
Horst D. Simon

Recent events in the high-performance computing industry have concerned scientists and the general public regarding a crisis or a lack of leadership in the field. That concern is understandable considering the industry's history from 1993 to 1996. Cray Research, the historic leader in supercomputing technology, was unable to survive financially as an independent company and was acquired by Silicon Graphics. Two ambitious new companies that introduced new technologies in the late 1980s and early 1990s—Thinking Machines and Kendall Square Research—were commercial failures and went out of business. And Intel, which introduced its Paragon supercomputer in 1994, discontinued production only two years later.During the same time frame, scientists who had finished the laborious task of writing scientific codes to run on vector parallel supercomputers learned that those codes would have to be rewritten if they were to run on the next-generation, highly parallel architecture. Scientists who are not yet involved in high-performance computing are understandably hesitant about committing their time and energy to such an apparently unstable enterprise.However, beneath the commercial chaos of the last several years, a technological revolution has been occurring. The good news is that the revolution is over, leading to five to ten years of predictable stability, steady improvements in system performance, and increased productivity for scientific applications. It is time for scientists who were sitting on the fence to jump in and reap the benefits of the new technology.


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