scholarly journals Uma Análise Experimental Sistemática do Envelhecimento e Rejuvenescimento da Plataforma Docker

Author(s):  
Lucas Santos ◽  
Laécio Rodrigues ◽  
Matheus Torquato ◽  
Francisco Airton Silva

Software aging has been a subject explored for almost thirty years. Even with so many years of scientific research, new investigations will be needed due to new technologies. The Docker platform, for example, appeared in 2013 and, although it has been deeply explored, it still needs studies on software aging. Studies show that containers are lighter than virtual machines, however, running many containers can lead to aging. This paper presents a study of aging and rejuvenation of the Docker platform. An experiment was carried out for thirty days, which indicated different levels of aging by varying hardware capacity. We have applied an approach called SWARE. SWARE facilitates the detection of aging signs and rejuvenation effectiveness in a single experiment. Evidences have shown that resource consumption remains high after stopping the workload generation.

Sensors ◽  
2021 ◽  
Vol 21 (14) ◽  
pp. 4663
Author(s):  
Janaina Cavalcanti ◽  
Victor Valls ◽  
Manuel Contero ◽  
David Fonseca

An effective warning attracts attention, elicits knowledge, and enables compliance behavior. Game mechanics, which are directly linked to human desires, stand out as training, evaluation, and improvement tools. Immersive virtual reality (VR) facilitates training without risk to participants, evaluates the impact of an incorrect action/decision, and creates a smart training environment. The present study analyzes the user experience in a gamified virtual environment of risks using the HTC Vive head-mounted display. The game was developed in the Unreal game engine and consisted of a walk-through maze composed of evident dangers and different signaling variables while user action data were recorded. To demonstrate which aspects provide better interaction, experience, perception and memory, three different warning configurations (dynamic, static and smart) and two different levels of danger (low and high) were presented. To properly assess the impact of the experience, we conducted a survey about personality and knowledge before and after using the game. We proceeded with the qualitative approach by using questions in a bipolar laddering assessment that was compared with the recorded data during the game. The findings indicate that when users are engaged in VR, they tend to test the consequences of their actions rather than maintaining safety. The results also reveal that textual signal variables are not accessed when users are faced with the stress factor of time. Progress is needed in implementing new technologies for warnings and advance notifications to improve the evaluation of human behavior in virtual environments of high-risk surroundings.


2015 ◽  
Vol 26 (3) ◽  
pp. 519-539
Author(s):  
Andreas Kaminski

Debates on new technologies commonly seem to be irrational. In an even higher degree this might be true for the expectations that are evoked by recent biotechnologies. A typical constellation is like this: While A expresses fears (more precisely: angst) concerning a new technology, those fears are taken up to be absurd by B. And while B criticizes that A?s scenarios lack a realistic basis, A complains about not being taken serious. Thus the conflicting parties accuse each other of behaving irrational (?why can they not understand what is so obvious?) or even malicious (?they actually do not try to?). This article deals with this mutual suspicion of irrationality and provides an explanation focusing on structural reasons for conflicts of that kind. An explanation is reached on the basis of a model that describes the genesis of expectations regarding technological potentials. These expectations are concerned with the anticipation that a technology has the power to fundamentally change our life. Based on this model a different examination of discourses on technologies is possible: The existence of structurally different levels of communication about technology is demonstrated - plus that the levels themselves can stay undiscovered by the conflicting groups due to structural reasons. And as the levels in communication remain concealed the impression of a slippery slope of rationality prevails.


Author(s):  
Shruthi P. ◽  
Nagaraj G. Cholli

Cloud Computing is the environment in which several virtual machines (VM) run concurrently on physical machines. The cloud computing infrastructure hosts multiple cloud service segments that communicate with each other using the interfaces. This creates distributed computing environment. During operation, the software systems accumulate errors or garbage that leads to system failure and other hazardous consequences. This status is called software aging. Software aging happens because of memory fragmentation, resource consumption in large scale and accumulation of numerical error. Software aging degrads the performance that may result in system failure. This happens because of premature resource exhaustion. This issue cannot be determined during software testing phase because of the dynamic nature of operation. The errors that cause software aging are of special types. These errors do not disturb the software functionality but target the response time and its environment. This issue is to be resolved only during run time as it occurs because of the dynamic nature of the problem. To alleviate the impact of software aging, software rejuvenation technique is being used. Rejuvenation process reboots the system or re-initiates the softwares. This avoids faults or failure. Software rejuvenation removes accumulated error conditions, frees up deadlocks and defragments operating system resources like memory. Hence, it avoids future failures of system that may happen due to software aging. As service availability is crucial, software rejuvenation is to be carried out at defined schedules without disrupting the service. The presence of Software rejuvenation techniques can make software systems more trustworthy. Software designers are using this concept to improve the quality and reliability of the software. Software aging and rejuvenation has generated a lot of research interest in recent years. This work reviews some of the research works related to detection of software aging and identifies research gaps.


Sensors ◽  
2021 ◽  
Vol 21 (19) ◽  
pp. 6563
Author(s):  
Yutong Wu ◽  
Jinhe Zhou

With the emergence of virtualization technology, Network Function Virtualization (NFV) and Software Defined Networking (SDN) make the network function abstract from the hardware and allow it to be run on virtual machines. These technologies can help to provide more efficient services to users by Service Function Chaining (SFC). The sequence of multiple VNFs required by network operators to perform traffic steering is called SFC. Mapping and deploying SFC on the physical network can enable users to obtain customized services in time. At present, a key problem in deploying SFC is how to reduce network resource consumption and load pressure while ensuring the corresponding services for users. In this paper, we first introduce an NFV architecture for SFC deployment, and illustrate the SFC orchestration process which is based on SRv6 in multi-domain scenario. Then, we propose an effective SFC dynamic orchestration algorithm. First, we use Breadth-First Search algorithm to traverse network and find the shortest path for deploying VNFs. Next, we use the improved Ant Colony Optimization algorithm to generate the optimal deployment scheme. Finally, we conduct a series of experiments to verify the performance of our algorithm. Compared with other deployment algorithms, the results show that our solution effectively optimizes end-to-end delay, bandwidth resource consumption and load balancing.


2009 ◽  
Vol 9 (2) ◽  
pp. 152-164 ◽  
Author(s):  
Andreas Kjellin ◽  
Lars Winkler Pettersson ◽  
Stefan Seipel ◽  
Mats Lind

New technologies and techniques allow novel kinds of visualizations and different types of 3D visualizations are constantly developed. We propose a categorization of 3D visualizations and, based on this categorization, evaluate two versions of a space-time cube that show discrete spatiotemporal data. The two visualization techniques used are a head-tracked stereoscopic visualization (‘strong 3D’) and a static monocular visualization (‘weak 3D’). In terms of effectiveness and efficiency the weak 3D visualization is as good as the strong 3D and thus the need for advanced 3D visualizations in these kinds of tasks may not be necessary.


2008 ◽  
pp. 789-805
Author(s):  
Stephen A. Rains ◽  
Craig R. Scott

This chapter examines the technologies available to virtual teams and issues associated with training virtual teams. We first evaluate the benefits and limitations of technologies to aid communication and collaboration. We consider the merits and limitations of asynchronous and synchronous discussion tools, groupware and collaboration tools, and electronic meeting systems. We then offer three different levels of training possible for virtual teams and discuss some key issues associated with training. Each level of training varies in intensity and is dependent upon the nature of the assignment and team objectives. The chapter concludes with some predictions and recommendations about the future of new technologies and virtual teams in the educational setting. Throughout the chapter, special considerations are made for those virtual teams operating in the traditional classroom.


2022 ◽  
pp. 180-193

The issue of sustainability of smart cities is approached in this chapter from two different angles: dimensions sector-specific and city governance. Following a short review of smart city sectors, emphasis is placed on the concept of smart governance of cities. The concept of smart governance is reviewed especially regarding cooperation with city governments of other cities within the region or country and empowering citizens. Different levels are presented with focus on four main conditions for smart governance, namely participation in decision-making, public and social services, transparent governance, and political strategies and perspectives. The chapter presents sustainability of smart governance through a paradigm of sustainability as an effectual model based on sustainability, wellbeing, productivity, and resilience. Finally, the chapter addresses the success criteria of sustainable smart cities regarding different aspects, such open data, agility to new technologies, cross-sectoral harmonization, and careful policy, strategy, and program alignment.


2002 ◽  
Vol 30 (4) ◽  
pp. 459-465 ◽  
Author(s):  
Elizabeth S. Jenkins ◽  
Caren Broadhead ◽  
Robert D. Combes

Microarray technology has the potential to affect the number of laboratory animals used, the severity of animal experiments, and the development of non-animal alternatives in several areas of scientific research. Microarrays can contain hundreds or thousands of microscopic spots of DNA, immobilised on a solid support, and their use enables global patterns of gene expression to be determined in a single experiment. This technology is being used to improve our understanding of the operation of biological systems during health and disease, and their responses to chemical insults. Although it is impossible to predict with certainty any future trends regarding animal use, microarray technology might not initially reduce animal use, as is often claimed to be the case. The accelerated pace of research as a result of the use of microarrays could increase overall animal use in basic and applied biological research, by increasing the numbers of interesting genes identified for further analysis, and the number of potential targets for drug development. Each new lead will require further evaluation in studies that could involve animals. In toxicity testing, microarray studies could lead to increases in animal studies, if further confirmatory and other studies are performed. However, before such technology can be used more extensively, several technical problems need to be overcome, and the relevance of the data to biological processes needs to be assessed. Were microarray technology to be used in the manner envisaged by its protagonists, there need to be efforts to increase the likelihood that its application will create new opportunities for reducing, refining and replacing animal use. This comment is a critical assessment of the possible implications of the application of microarray technology on animal experimentation in various research areas, and makes some recommendations for maximising the application of the Three Rs.


2019 ◽  
Vol 24 (3) ◽  
pp. 274-283 ◽  
Author(s):  
Vytaute Starkuviene ◽  
Stefan M. Kallenberger ◽  
Nina Beil ◽  
Tautvydas Lisauskas ◽  
Bastian So-Song Schumacher ◽  
...  

Due to high associated costs and considerable time investments of cell-based screening, there is a strong demand for new technologies that enable preclinical development and tests of diverse biologicals in a cost-saving and time-efficient manner. For those reasons we developed the high-density cell array (HD-CA) platform, which miniaturizes cell-based screening in the form of preprinted and ready-to-run screening arrays. With the HD-CA technology, up to 24,576 samples can be tested in a single experiment, thereby saving costs and time for microscopy-based screening by 75%. Experiments on the scale of the entire human genome can be addressed in a real parallel manner, with screening campaigns becoming more comfortable and devoid of robotics infrastructure on the user side. The high degree of miniaturization enables working with expensive reagents and rare and difficult-to-obtain cell lines. We have also optimized an automated imaging procedure for HD-CA and demonstrate the applicability of HD-CA to CRISPR-Cas9- and RNAi-mediated phenotypic assessment of the gene function.


Author(s):  
Stephen A. Rains ◽  
Craig R. Scott

This chapter examines the technologies available to virtual teams and issues associated with training virtual teams. We first evaluate the benefits and limitations of technologies to aid communication and collaboration. We consider the merits and limitations of asynchronous and synchronous discussion tools, groupware and collaboration tools, and electronic meeting systems. We then offer three different levels of training possible for virtual teams and discuss some key issues associated with training. Each level of training varies in intensity and is dependent upon the nature of the assignment and team objectives. The chapter concludes with some predictions and recommendations about the future of new technologies and virtual teams in the educational setting. Throughout the chapter, special considerations are made for those virtual teams operating in the traditional classroom.


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