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1

Johnston, Benjamin M. "Desktop sharing in virtual worlds." CardinalScholar 1.0, 2010. http://liblink.bsu.edu/uhtbin/catkey/1567414.

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This thesis details the integration of a common collaboration technique, desktop sharing, into a virtual world environment. Previous literature shows no intersection between these fields. This thesis will illustrate that existing collaboration technology can be integrated into virtual worlds with a minimal amount of effort. Outlined in this thesis are the developmental and procedural challenges encountered in demonstrating seamless desktop sharing in a virtual environment and a stress test of the integrated system revealing that the inclusion of desktop sharing resulted in minor performance loss. The Problem Current virtual world technology has limited capability for collaboration because of a lack of collaboration tools. This thesis proposes that it is feasible to take a common collaboration tool such as desktop sharing and introduce it into a virtual world.
Department of Computer Science
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Sayers, Heather. "Navigation in desktop virtual environments." Thesis, University of Ulster, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.405164.

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Modjeska, David K. "Hierarchical data visualization in desktop virtual reality." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape3/PQDD_0014/NQ53695.pdf.

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Bodily, Kent D. Katz Jeffrey S. "Dead reckoning in a desktop virtual environment." Auburn, Ala, 2008. http://repo.lib.auburn.edu/EtdRoot/2008/SPRING/Psychology/Dissertation/Bodily_Kent_52.pdf.

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Morar, Sonali S. "The perception of depth in desktop virtual environments." Thesis, Brunel University, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.392077.

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6

Patali, Rohit. "Utility-Directed Resource Allocation in Virtual Desktop Clouds." The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1306872632.

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7

Cronin, Paul. "A basis for learning with desktop virtual environments." Thesis, University of Edinburgh, 2001. http://hdl.handle.net/1842/22124.

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An important question in current educational research concerns the effectiveness of using virtual environments (VE's) as pedagogical tools. To date no clear consensus has been reached. This is partly due to the infancy of the technology and the disparate nature of virtual environments. In this thesis a particular class of virtual environment: image-based desktop VE's, is evaluated in the context of teaching about a geology field-trip. The thesis employs two levels of description: one theoretical and the other practical. On the theoretical level the objective is to demonstrate the effectiveness of desktop virtual learning environments for teaching and learning. Thus, a framework for learning in desktop VE's is proposed. This contains three elements: desktop virtual environments, spatial information and an eclectic pedagogical approach to learning. These elements interact with each other through three independence mechanisms: spatialisation of learning, the affordance of virtual environments for spatial information and the reification of learning. Finally these elements and mechanisms are examined through the individual cognitive differences among individuals. Using research from spatial cognition, educational psychology and virtual environments, six experiments evaluate several hypotheses from the framework. The outcome of this research supports most aspects of the framework. The strongest features include the affordances of virtual environments for spatial information and elements of an eclectic pedagogical approach. Most interesting however are the interactive effects of individual differences on learning. The practical level of description charts the development, design, application and evaluation of a virtual learning environment. This begins with the earliest consultations into user needs and educational objectives for the virtual environment. Evaluating and improving the usability of this environment forms the basis for the experiments described throughout the thesis. The practical objective is therefore to enhance the pedagogical effectiveness of a virtual learning environment by refining and evaluating its design.
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Greenwood, Susanne. "Influences on navigation in a desktop virtual environment." Thesis, Brunel University, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.519515.

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9

Gillette, Stefan E. "Cloud Computing and Virtual Desktop Infrastructures in Afloat Environments." Thesis, Monterey, California. Naval Postgraduate School, 2012. http://hdl.handle.net/10945/7349.

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The phenomenon of “cloud computing” has become ubiquitous among users of the Internet and many commercial applications. Yet, the U.S. Navy has conducted limited research in this nascent technology. This thesis explores the application and integration of cloud computing both at the shipboard level and in a multi-ship environment. A virtual desktop infrastructure, mirroring a shipboard environment, was built and analyzed in the Cloud Lab at the Naval Postgraduate School, which offers a potential model for the foundation of a cloud computing infrastructure in a network environment aboard ship. This research develops a Concept of Operations to propose how a cloud computing infrastructure may be employed and how it might operate in a multi-ship environment. This thesis' findings indicate that cloud computing, when combined with virtualization technologies, can improve interoperability via the loose coupling of systems, decrease network footprints via server consolidation, and increase elasticity of resources. Additionally, cloud computing may alleviate bandwidth constraints because data and information in a cloud network can be stored, shared, and accessed locally. This could also reduce if not eliminate reachback through satellites. Future efforts in this area of research may involve more rigorous testing, and opportunities toward improved security, as well as leveraging ever-improving cloud software.
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Glaser, William R. "The impact of user-input devices on virtual desktop trainers." Thesis, Monterey, California. Naval Postgraduate School, 2010. http://hdl.handle.net/10945/5160.

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Virtual desktop trainers have become ubiquitous in the U.S. military and have the capability of altering their user interface. The military will gladly pay for additional peripheral devices but only if they can demonstrate improved training effectiveness. This research project seeks to establish an input device configuration solution for virtual desktop trainers. Specifically, we compared the standard laptop keyboard and mouse to a configuration incorporating a game controller. Additionally, we investigated the value of incorporating a head-tracking device. These peripheral devices could minimize the time required to gain sufficient gaming proficiency, resulting in more time dedicated to training military skills. We employed a within subjects experimental design to evaluate young active duty Soldier's ability to move and shoot in a virtual environment using different input devices. We found that the keyboard and mouse was superior to the game controller configuration in overall performance. The one exception was during the driving event. The head tracker was found to be detrimental to overall performance. Our recommended configuration consisted of the keyboard and mouse without the head tracker for standard users and only providing game controllers to Soldiers who drive vehicles
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Teichrieb, Verônica. "Desktop virtual reality in the enchancement of digital elevation models." Universidade Federal de Pernambuco, 2004. https://repositorio.ufpe.br/handle/123456789/2846.

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Modelos digitais de elevação são representações topográficas. Estes modelos podem conter diversos erros, o que causa incerteza sobre a confiabilidade dos dados. O uso confiável de dados de elevação requer que a incerteza associada aos dados seja levada em consideração e que os erros responsáveis por esta incerteza sejam identificados e removidos. Porém, um problema crítico é o fato de que estes erros podem ser causados por várias razões diferentes em cada modelo digital de elevação gerado, o que torna a sua identificação e a sua correção muito difíceis. Vários estudos propuseram metodologias para detectar e quantificar, e também para remover diferentes tipos de erros. Contudo, estes procedimentos aplicam algoritmos especializados em detectar erros com características particulares, produzindo bons resultados apenas quando o modelo contém predominantemente estes tipos específicos de erros. Atualmente, as metodologias de identificação e de correção de erros de diferentes tipos em modelos digitais de elevação não estão consolidadas e não são eficientes, e não existem ferramentas disponíveis para os usuários de modelos digitais de elevação. Esta tese supre a necessidade de definir métodos para atacar a problemática de erros em modelos digitais de elevação. Para isso, uma metodologia foi definida e uma ferramenta foi implementada para melhorar a qualidade de modelos digitais de elevação. A metodologia é baseada em interfaces de realidade virtual, que permitem a representação precisa de dados complexos, a visualização realista de objetos com formas sofisticadas que possuem características como altura e profundidade, e que são bastante interativas para explorar informações. Um conjunto de técnicas de visualização, interação e navegação, baseadas em interfaces de realidade virtual e adequadas para manipular modelos de terreno, foi definido. De acordo com a metodologia, usuários experientes de modelos digitais de elevação devem realizar três atividades básicas em um ambiente virtual apresentando um modelo digital de elevação tridimensional, para identificar e remover erros. Uma destas três atividades é visualizar e explorar o modelo digital de elevação, a fim de obter conhecimento sobre os dados que pode ser usado para interpretar e verificar visualmente o modelo. Analisar o modelo digital de elevação usando ferramentas de análise especializadas, de forma que características e representações estatísticas podem ser usadas para realizar o controle de qualidade dos dados e identificar áreas de erro no modelo, é outra atividade a ser realizada pelo usuário. Finalmente, uma terceira atividade é a edição de áreas de erro encontradas no conjunto de dados, de forma a melhorar o modelo digital de elevação. O sistema, chamado DEMEditor, foi desenvolvido com base nesta metodologia, para usuários experientes de modelos digitais de elevação. O DEMEditor constrói modelos de realidade virtual desktop baseados em modelos digitais de elevação de radar de abertura sintética interferométrico, e permite a visualização, exploração, análise e edição destes modelos. A realidade virtual desktop está cada vez mais se tornando uma opção atrativa por causa da sua habilidade em construir ambientes bastante realistas e interativos de baixo custo, que podem ser utilizados por qualquer organização. O sistema aperfeiçoa a cadeia de processamento para gerar modelos digitais de elevação de alta precisão; após o processamento dos dados brutos em um modelo digital de elevação, este modelo pode ser analisado de forma a verificar se os dados estão corretos e erros podem ser identificados e corrigidos para melhorá-lo. O DEMEditor foi utilizado para melhorar modelos digitais de elevação gerados a partir de dados reais, através da realização de estudos de caso. De fato, a eficácia do sistema foi confirmada.A interpretação visual tem um papel importante neste trabalho, pois emprega o conhecimento do usuário sobre os dados no processo de tomada de decisão sobre áreas (de erro) a serem melhoradas no modelo digital de elevação. O conhecimento prévio do usuário permite a identificação de qualquer tipo de erro, não havendo a necessidade de utilizar algoritmos de detecção automática especializados em detectar erros com características particulares
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Rajagopalan, Sudharsan. "LEVERAGING OPENFLOW FOR RESOURCE PLACEMENT OF VIRTUAL DESKTOP CLOUD APPLICATIONS." The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1367456412.

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13

Nensén, Mattias, and Henrik Hedlund. "Nätverkets och användarens påverkan på latens i en Virtual Desktop-miljö." Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-44832.

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I en värld där kraven på flexibilitet, säkerhet och hårdvaruoptimering är nyckelfaktorer när det kommer till att välja IT-miljöer för företag blir virtuella skrivbord mer och mer poulära. Med dessa miljöer finns det också problem när det kommer till användarupplevelsen om nätverket ifråga inte kan uppfylla de krav som ett sådant system ställer. I detta arbete undersöks implikationerna vissa nätverksvariabler kan ha för en Virtual Desktop-infrastruktur, VDI. För att belysa dessa problem har två tester utförts på en VDI miljö. Det första testet gick ut på att mäta latensen då skrivbordsmiljön renderades för klienten från virtualiseringsservern vid olika nätverksdiamterar. Det andra testet gick ut på att mäta samma latens vid olika nätverksbelasting på anslutningen mellan klienten och virtualiseringsservern. När det blev tydligt att nyckelfaktorn var nätverksbelastningen skapades ett test för att undersöka klientens möjlighet till påverkan av bandbredden. Överföringen av data till användarens lokala skrivbord som i förlängningen huseras på virtualiseringsservern tog upp hela bandbredden och lämnade inget för VDI-trafiken och stänger i förlängningen ner hela VDI systemet. Detta löstes genom att implementera Quality Of Service medelst Traffic Policing . Därmed kan användarens möjlighet att nyttja bandbredden till virtualiseringsservern begränsas.
In a world where the demand for flexibility, security, and hardware optimization are key factors when it comes to implementing a corporate IT environment Virtual Desktop solutions a gaining more and more ground. With these environments there are also issues when it comes to user experience if the network in question is unable to fulfill the specifications that such an environment requires. We have looked at the implications some network variables might have for a VDI solution. To shed a light on these issues we have conducted two tests in an VDI environment. The first test consisted of measuring the latency at which the desktop on the client was rendered from the virtualization server at different network sizes. The second test was to measure the same latency at different bandwidth loads on the line between the client and the Virtualization Host. As we realised that the key factor was the bandwidth load, we made a test to measure the way a client could influence that bandwidth. We saw that by transferring data to the desktop (i.e. the Virtualization Host) one user could personally take up the whole bandwidth and leave noting for the VDI traffic, rendering it useless. This was solved by implementing Quality of Service in the form of Traffic policing, thus restricting the amount of bandwidth the user could use for file transfers.
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Kondaveeti, Divya. "Correlatie van Traffic Patterns en Prestatieproblemen in Remote Virtual Desktop Environments." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16008.

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Daghestani, L. "The design, implementation and evaluation of a desktop virtual reality for teaching numeracy concepts via virtual manipulatives." Thesis, University of Huddersfield, 2013. http://eprints.hud.ac.uk/id/eprint/19037/.

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Virtual reality offers new possibilities and new challenges for teaching and learning. For students in elementary mathematics, it has been suggested that virtual reality offers new ways of representing numeracy concepts in the form of virtual reality manipulatives. The main goal of this thesis is to investigate the effectiveness of using desktop virtual reality as a cognitive tool to enhance the conceptual understanding of numeracy concepts by elementary school children, specifically addition and subtraction. This research investigated the technical and educational aspects of virtual reality manipulatives for children beginning to learn numeracy by implementing a prototype mathematical virtual learning environment (MAVLE) application and exploring its educational effectiveness. This research provides three main contributions. First, the proposed design framework for the virtual reality model for cognitive learning. This framework provides an initial structure that can be further refined or revised to generate a robust design model for virtual reality learning environments. Second, the prototyping and implementation of a practical virtual reality manipulatives application ‘MAVLE’ for facilitating the teaching and learning processes of numeracy concepts (integer addition and subtraction) was proposed. Third, the evaluation of conceptual understanding of students’ achievements and the relationships among the navigational behaviours for the desktop virtual reality were examined, and their impacts on students’ learning experiences were noted. The successful development of the virtual reality manipulatives provides further confirmation for the high potential of virtual reality technology for instructional use. In short, the outcomes of this work express the feasibility and appropriateness of how virtual reality manipulatives are used in classrooms to support students’ conceptual understanding of numeracy concepts. Virtual reality manipulatives may be the most appropriate mathematics tools for the next generation. In conclusion, this research proposes a feasible virtual reality model for cognitive learning that can be used to guide the design of other virtual reality learning environments.
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Anderson, Lisa Dawn. "The role of image resolution to locomotion tasks in virtual desktop wayfinding." [Tampa, Fla.] : University of South Florida, 2009. http://digital.lib.usf.edu/?e14.2831.

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Anderson, Lisa Dawn. "The Role of Image Resolution to Locomotion Tasks in Virtual Desktop Wayfinding." Scholar Commons, 2008. https://scholarcommons.usf.edu/etd/1831.

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An experimental study at a large research university evaluated the role of image resolution on 60 participant's locomotion tasks in an interior virtual desktop wayfinding environment. Four virtual environments were developed using different resolutions for wayfinding images including high level 150 ppi, medium high level 100 ppi, medium level 75 and low level 30 ppi images. The environment was designed to accommodate forward, backward, sideways and figure 8 locomotion tasks as defined by the VEPAB. The effects of the different image resolutions on time-on-task performance scores to navigate through the environment, object-based visual attention as recorded by two eye movements - saccade and gaze fixation detections in viewing the images and the perceived usability of the computer system and virtual environment as measured by two post tests - the System Usability Scale and the Virtual Environment Presence Questionnaire were evaluated. Eye movement scores were collected with an eye tracking system that used the dark pupil method of eye analysis with a video lipstick camera. Results indicate that image resolution has a statistically (p < .05) significant effect on time-on-task performance wayfinding tasks and on object-based visual attention as indicated by gaze fixation scores. Participants fixated longer on lower resolution images, which affected their time-on-task performance. Resolution did not have a statistically significant effect on the perceived usability of the computer system or virtual environment.
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Falvo, Marcio Rodrigo. "Uma avaliação experimental do uso de desktops virtuais." Universidade Federal de São Carlos, 2014. https://repositorio.ufscar.br/handle/ufscar/574.

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A server cluster connected to the Internet can support virtual desktops in a virtual computing environment. Each user can have his/her own virtual desktop, accessed through the Internet by means of devices such as laptop, PC, notebook, tablet or smartphone. The benefits of desktop virtualization include the possibility of improving utilization of computational resources such as processor, memory, disk and network; a more efficient management; centralized backup, and remote accessibility independently on the user location. Education institutions have traditionally used local desktops for use of faculty, administrative and technical staffs, as well as for their students. Managing these desktops requires a technical staff to take care of installation, configuration, updating and maintaining in a personalized manner, according to each user profile. In this manner, administration is costly and inefficient. Several companies increasingly adopted virtual desktops delivered by an infrastructure of centralized servers, while education institutions are late in this process. The diversity of applications used by different areas of teaching create demand for studies to better understand the performance of virtual desktop infrastructure. The purpose of this study is to evaluate virtual desktop infrastructure from the perspective of user quality of experience. To accomplish this, a virtual desktop infrastructure have been deployed at UFSCAR, and a set of experiments were carried out at our labs employing five different applications. To evaluate the influence of the networking quality of service on the user experience, we produced 5 scenarios with different communication latencies. Finally, we also executed experiments to evaluate the demand for computational resources (e.g., processor, memory, I/O, and network) as more virtual desktops are spawned. This experiment can provide important information for future capacity planning.
Um conjunto de servidores conectados à Internet pode prover desktops virtuais em um ambiente virtual de computação. Cada usuário pode ter seu próprio desktop virtual, acessando através da Internet por meio de dispositivos como um computador comum ou dispositivos moveis, como um notebook, tablet ou celular. Dentre os benefícios da virtualização de desktops, incluem-se a melhoria na utilização dos recursos de computacionais como processador, memória, disco e rede, a redução de custos para a administração dos recurso (que passa a atuar de forma centralizada e mais eficiente), backup centralizado e possibilidade de acesso remoto, onde quer que o usuário esteja. Muitas empresas já vem adotando o uso de desktops virtuais no ambiente de trabalho dos seus funcionários e colaboradores. Entre¬tanto, as instituições de ensino tradicionalmente utilizam desktops locais, tanto para uso do corpo docente, corpo administrativo e técnico, como também para os seus alunos. Como o tema e bem pouco explorado no ambiente de universidades e instituições de ensino superior, o presente trabalho tem como objetivo principal responder algumas questões sobre a utilização de desktops virtuais. O que se pode esperar em termos da qualidade de experiência dos usuários de desktops virtuais em função de sua execução remota? Quais aplicações típicas apresentam maior ou menor degradação em termos de qualidade de experiência a medida que alguns parâmetros da rede (como por exemplo a latência) se degradam? Qual e o consumo de recursos (processador, memória, E/S e rede) para a execução de desktops virtuais? Como principais contribuições, este trabalho apresenta uma avaliação experimental de uma infraestrutura de desktops virtuais implementada na Secretaria de Informática da UFSCar. Foram realizados experimentos para avaliar a qualidade de experiência do usuário com um conjunto de cinco aplicações típicas de um laboratório de ensino da universidade. Foram testados seis níveis de qualidade de serviço da rede para medir o seu impacto na qualidade de experiência dos usuários. Também foram feitos testes variando-se a quantidade de desktops virtuais executando simultaneamente para verificar o consumo de recursos, que servirá de base para um futuro planejamento de capacidade.
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PAMPLONA, JUNIOR Alcides Renato da Silva. "Hidrogeradora virtual: utilização de técnicas de realidade virtual desktop para o estudo de uma unidade hidrelétrica de energia." Universidade Federal do Pará, 2006. http://repositorio.ufpa.br/jspui/handle/2011/7268.

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Eletronorte - Centrais Elétricas do Norte do Brasil S/A
Esta dissertação apresenta a concepção, projeto e implementação de um ambiente educacional que usa técnicas de Realidade Virtual Desktop para estudo de uma planta industrial. O aplicativo utiliza modelos CAD das peças constituintes da planta organizados hierarquicamente e tem como base de dados documentos no padrão XML. Apresenta também uma área textual por meio da qual o usuário recebe informações sobre o que está sendo exibido no mundo virtual. Para o estudo de caso é utilizada a planta de uma Unidade Hidrelétrica de Energia.
This dissertation presents the conception, project and implementation of an educational environment that uses Virtual Reality Desktop techniques for study of an industrial plant. The application uses CAD models of plants constituent parts, hierarchically organized having as database documents in XML format. It also presents a textual area through which trainee receives information on what is being shown in virtual world. For case study the plant of a Hydroelectric Generating Unity is used.
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Sullivan, Joseph A. "Helicopter terrain navigation training using a wide field of view desktop virtual environment." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1998. http://handle.dtic.mil/100.2/ADA356059.

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Thesis (M.S. in Computer Science) Naval Postgraduate School, September 1998.
Thesis advisor(s): Rudolph P. Darken. "September 1998." Includes bibliographical references (p. 97-99). Also Available online.
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Farooq, Umer. "Mobile Collaborative Virtual Environments: A Paradigm Shift from Desktop to Mobile Online Communities." Thesis, Virginia Tech, 2002. http://hdl.handle.net/10919/30841.

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There are myriad examples of virtual communities and environments available for collaborative activities. However, most of these environments are confined to the desktop and thus preclude collaboration while users are on the move. Through a scenario-based design process, this article establishes the importance of mobile collaborative environments that are readily accessible for users on mobile devices. The element of mobile accessibility for collaborative environments renders them ubiquitousâ they can be used anywhere and at any time. A working prototype is then presented that has been developed to supplement an existing desktop-based online virtual community. The prototype illustrates a generic, extensible and platform-independent architecture for translating a desktop collaborative environment into a mobile system. Based on the prototype, we also foresee its application for users in fieldwork settings, particularly for learning and educational activities of teachers, students, and peers through collaboration in a distributed environment.
Master of Science
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Venkataraman, Aishwarya. "Defragmentation of Resources in Virtual Desktop Clouds for Cost-Aware Utility-Maximal Allocation." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1339747492.

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Swann, Jeremy Andrew. "Common ground breakdown during collaborative virtual environment navigation with wall-sized and desktop displays." Thesis, University of Leeds, 2015. http://etheses.whiterose.ac.uk/11695/.

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During collaborative data analysis participants are reliant on a shared common ground to be able to understand others' locations and actions, breakdowns in which require remedial action before other activities can continue. This thesis investigates the frequency and severity of common ground breakdowns that occur during collaborative navigation, when a wall-sized display user (master) directs a desktop user (slave) within a Collaborative Virtual Environment (CVE). A series of experiments were conducted to investigate this form of collaborative navigation and evaluate the developed solutions. These experiments required participants using a desktop display to view a wall-sized display user's navigation to targets within a 3D landscape, before attempting to re-visit these targets themselves. Experiments 1 and 2 were conducted to establish the typical frequency and severity of common ground breakdowns when the desktop user is attempting to find singular and multiple targets. Participants exhibited non-trivial levels of common ground breakdown over different types of movement and input device used by the wall-sized display master. Although they frequently had sufficient common ground to reach the approximate area of a target, this was insufficient for them to be able to complete the task. The remainder of the research investigated two distinct classes of solution to these breakdown: additional views and path visualisations. For additional views, a large field of view (FOV) context view and local overview map were provided. Experiment 3 evaluated their effect and demonstrated that neither of which reduced the level of common ground breakdown exhibited by desktop users. Behavioural changes of participants using the context view still led to similar task failures. For path visualisation, two representations of paths between targets, string and heatmap were provided. Experiment 4 provides evidence that both representations significantly increased participant's success rate. Behavioural data showed that participants visited areas unrelated to their search less frequently and remained closer to the desired path. In conclusion, this research has four major contributions. First, a classification of the types, severity and frequency of common ground breakdowns that occur between desktop and wall-sized display users conducting master-slave navigation within a CVE. Second, evidence is provided that additional views are not beneficial in reducing the level of breakdown for the desktop users. Third, path visualisations are shown to be effective in reducing the level of breakdown experienced by the desktop users, and allowing more effective navigational behaviour. Finally, the successful application of heatmaps in aiding navigation when previous applications have been limited to analytical use.
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Bleisch, Susanne Barbara. "Evaluating the appropriateness of visually combining quantitative data representations with 3D desktop virtual environments using mixed methods." Thesis, City University London, 2011. http://openaccess.city.ac.uk/1092/.

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Matthias, Robert D., and John P. Becker. "Virtual Desktop Infrastructures (VDIs) Supporting Agile Sea Basing A Study on Improving Embarkable Integration Onboard Amphibious Flagships." Thesis, Monterey, California. Naval Postgraduate School, 2012. http://hdl.handle.net/10945/6829.

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Given the deliberate planning and effective practice of seabasing in support of the DoDs broadening Range of Military Operations (ROMO), the U.S. Navy (USN) has found itself playing host to a litany of disparate organizations working together in highly dynamic environments. No USN platform is better suited to meet the challenge of organizational integration than our amphibious units. Designed for and well-practiced in the embarkation, deployment, and debarkation of a two-thousand-strong Marine Expeditionary Unit (MEU), amphibious leadership and supporting personnel are still hindered by inefficient IT integration processes, hardware incompatibilities, and resulting security measures. Network integration for embarkable personnel and their deployed equipment has been identified as a priority requiring improvement. Changing institutionalized architectures and their supporting processes cannot deliver sufficient agility. Re-engineering calls for a technology insertion as well. Virtual Desktop Infrastructures (VDIs) may prove a viable option for enhanced interoperability onboard amphibious ships in the near future.
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Meinel, Christoph, Christian Willems, Sebastian Roschke, and Maxim Schnjakin. "Virtualisierung und Cloud Computing : Konzepte, Technologiestudie, Marktübersicht." Universität Potsdam, 2011. http://opus.kobv.de/ubp/volltexte/2011/4970/.

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Virtualisierung und Cloud Computing gehören derzeit zu den wichtigsten Schlagworten für Betreiber von IT Infrastrukturen. Es gibt eine Vielzahl unterschiedlicher Technologien, Produkte und Geschäftsmodelle für vollkommen verschiedene Anwendungsszenarien. Die vorliegende Studie gibt zunächst einen detaillierten Überblick über aktuelle Entwicklungen in Konzepten und Technologien der Virtualisierungstechnologie – von klassischer Servervirtualisierung über Infrastrukturen für virtuelle Arbeitsplätze bis zur Anwendungsvirtualisierung und macht den Versuch einer Klassifikation der Virtualisierungsvarianten. Bei der Betrachtung des Cloud Computing-Konzepts werden deren Grundzüge sowie verschiedene Architekturvarianten und Anwendungsfälle eingeführt. Die ausführliche Untersuchung von Vorteilen des Cloud Computing sowie möglicher Bedenken, die bei der Nutzung von Cloud-Ressourcen im Unternehmen beachtet werden müssen, zeigt, dass Cloud Computing zwar große Chancen bietet, aber nicht für jede Anwendung und nicht für jeden rechtlichen und wirtschaftlichen Rahmen in Frage kommt.. Die anschließende Marktübersicht für Virtualisierungstechnologie zeigt, dass die großen Hersteller – Citrix, Microsoft und VMware – jeweils Produkte für fast alle Virtualisierungsvarianten anbieten und hebt entscheidende Unterschiede bzw. die Stärken der jeweiligen Anbieter heraus. So ist beispielsweise die Lösung von Citrix für Virtual Desktop Infrastructures sehr ausgereift, während Microsoft hier nur auf Standardtechnologie zurückgreifen kann. VMware hat als Marktführer die größte Verbreitung in Rechenzentren gefunden und bietet als einziger Hersteller echte Fehlertoleranz. Microsoft hingegen punktet mit der nahtlosen Integration ihrer Virtualisierungsprodukte in bestehende Windows-Infrastrukturen. Im Bereich der Cloud Computing-Systeme zeigen sich einige quelloffene Softwareprojekte, die durchaus für den produktiven Betrieb von sogenannten privaten Clouds geeignet sind.
Virtualization and Cloud Computing belong to the most important issues for operators of large ICT infrastructures today. There are a large number of various technologies, products, and business models for entirely different application scenarios. The study at hand gives a detailed overview on latest developments in concepts and technologies of virtualization – beginning with classic server virtualization, continuing with infrastructures for virtual workplaces, through to application virtualization and makes an attempt to classify all these variants of virtualization. When investigating on the concepts of Cloud Computing, the report introduces basic principles as well as different types of architecture and use cases. The extensive analysis of benefits of Cloud Computing and possible reservations when using cloud resources within an enterprise context is evidence that Cloud Computing offers great opportunities, but is not worth considering for any kind of application scenario, legal framework or business scenario. The subsequent market study on virtualization technology shows that each of the major manufacturers – Citrix, Microsoft, and VMware – offer products for any variant of virtualization and highlights the important differences between the products and the respective strengths of the vendors. For example, the Citrix solution on Virtual Desktop Infrastructures comes up very well-engineered, while Microsoft can only rely on standard technology in this field. VMware, the market leader in virtualization technology, has gained the biggest popularity in data centers and offers the only product implementing real fault tolerance. On the other hand, Microsoft is able to score with seamless integration of their virtualization products into existing Windows-based infrastructures. In the area of Cloud Computing systems, there are some open source software projects that are very possibly suitable for the productive operation of so called private clouds.
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Spatuzzi, Antonio. "TRANSFER OF SPATIAL KNOWLEDGE IN A VIRTUAL ENVIRONMENT : Comparing the acquisition of spatial knowledge between head mounted displays and desktop displays." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11591.

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This project starts with the idea to develop a game to train people in evacuation drills. The game has to allow people to learn evacuation plans. To do it, the core aspect to be considered is the transfer of spatial knowledge from a virtual environment. Hence in this study, the transfer of spatial knowledge has been evaluated. In particular, the acquisition from a virtual environment has been compared between head mounted display and desktop display. 26 subjects have participated in the experiment. They have been divided in two groups: the first group played the game with a desktop display, the second group played with a head mounted display. The collected data and feedback underline that it is possible to acquire spatial knowledge from a virtual environment, and that participants who used a desktop display obtain more nformation than participants who used head mounted display.
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Yoon, So-Yeon Laffey James M. "Impact of desktop virtual reality on system usability a case study of online consumer survey using a VR integrated decision support system /." Diss., Columbia, Mo. : University of Missouri-Columbia, 2004. http://hdl.handle.net/10355/5800.

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Thesis (Ph. D.)--University of Missouri-Columbia, 2004.
The entire dissertation/thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file (which also appears in the research.pdf); a non-technical general description, or public abstract, appears in the public.pdf file. Title from title screen of research.pdf file viewed on (June 29, 2006) Vita. Includes bibliographical references.
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Mahmoud, Ayman Hassaan Ahmed. "An investigation into the validity and efficiency of web-based desktop virtual environments in environmental representation and design visualisation." Thesis, University of Sheffield, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.341873.

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30

Li, Min. "A resource management framework for cloud computing." Diss., Virginia Tech, 2014. http://hdl.handle.net/10919/47804.

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The cloud computing paradigm is realized through large scale distributed resource management and computation platforms such as MapReduce, Hadoop, Dryad, and Pregel. These platforms enable quick and efficient development of a large range of applications that can be sustained at scale in a fault-tolerant fashion. Two key technologies, namely resource virtualization and feature-rich enterprise storage, are further driving the wide-spread adoption of virtualized cloud environments. Many challenges arise when designing resource management techniques for both native and virtualized data centers. First, parameter tuning of MapReduce jobs for efficient resource utilization is a daunting and time consuming task. Second, while the MapReduce model is designed for and leverages information from native clusters to operate efficiently, the emergence of virtual cluster topology results in overlaying or hiding the actual network information. This leads to two resource selection and placement anomalies: (i) loss of data locality, and (ii) loss of job locality. Consequently, jobs may be placed physically far from their associated data or related jobs, which adversely affect the overall performance. Finally, the extant resource provisioning approach leads to significant wastage as enterprise cloud providers have to consider and provision for peak loads instead of average load (that is many times lower). In this dissertation, we design and develop a resource management framework to address the above challenges. We first design an innovative resource scheduler, CAM, aimed at MapReduce applications running in virtualized cloud environments. CAM reconciles both data and VM resource allocation with a variety of competing constraints, such as storage utilization, changing CPU load and network link capacities based on a flow-network algorithm. Additionally, our platform exposes the typically hidden lower-level topology information to the MapReduce job scheduler, which enables it to make optimal task assignments. Second, we design an online performance tuning system, mrOnline, which monitors the MapReduce job execution, tunes the parameters based on collected statistics and provides fine-grained control over parameter configuration changes to the user. To this end, we employ a gray-box based smart hill-climbing algorithm that leverages MapReduce runtime statistics and effectively converge to a desirable configuration within a single iteration. Finally, we target enterprise applications in virtualized environment where typically a network attached centralized storage system is deployed. We design a new protocol to share primary data de-duplication information available at the storage server with the client. This enables better client-side cache utilization and reduces server-client network traffic, which leads to overall high performance. Based on the protocol, a workload aware VM management strategy is further introduced to decrease the load to the storage server and enhance the I/O efficiency for clients.
Ph. D.
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31

Kuznetcova, Irina. "Video Games as Deweyan Worlds: A Desktop/Mobile VR Game-based Intervention to Improve Visuospatial Self-efficacy in Middle School Students." The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1588244345618764.

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32

Silonosov, Alexandr. "Identifying the role of remote display Protocol in behavioral biometric systems based on free-text keystroke dynamics, an experiment." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20124.

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The ubiquity and speed of Internet access led over the past decade to an exponential increase in the use of thin clients and cloud computing, both taking advantage of the ability to remotely provide computing resources. The work investigates the role of remote display Protocol in behavioral biometric systems based on free-text keystroke dynamics. Authentication based on keystroke dynamics is easy in use, cheap, invisible for user and does not require any additional sensor.I n this project I will investigate how network characteristics affect the keystroke dynamics pattern in remote desktop scenario. Objectives: The aim of this project is to investigate the role of remote display Protocol in behavioral biometric system based on free-text keystroke dynamics, by measuring how network characteristics influence the computation of keystroke pattern in Virtual Desktop Infrastructure (VDI). Method: This thesis will answer all of its research question with the help of a Systematic Literature Review (SLR) and an Experiment. Literature review was conducted to gather information about the keystroke dynamics analysis, the applied algorithms and their performance; and to clarify the controlled changes of networking performance in VDI based scenario. Using the acquired knowledge, implemented keystroke dynamics pattern algorithm based on Euclidian distance statistical method, designed an experiment and performed a series of tests, in order to identify the influence of remote display protocol to keystroke pattern. Results: Through the SLR, keystroke dynamics analysis working structure is identified and illustrated, essential elements are summarized, and a statistical approach based on Euclidian distance is described; a technique to simulate and measure networklatency in VDI scenario is described including essential elements and parameters of VDI testbed. Keystroke analysis algorithm, dataset replication code and VDItestbed are implemented. The controlled experiment provided measurements of the metrics of the algorithm and network performance mentioned in objectives. Conclusions: During experimentation, I found that timing pattern in the keystroke dynamics data is affected by VDI in normal network conditions by 12% in average. Higher latency standard deviation, jitter, packet loss as well as remote display protocol overheads have a significant combined impact onto keystroke pattern. Moreover I found what maximum possible delay values does not affect keystroke pattern in a larger extent.
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Johansson, Andreas, and Sebastian Pettersson. "Virtuella skrivbord i kommunal verksamhet." Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Data- och elektroteknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-15877.

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Today it’s common that companies and organizations are facing several challenges and problems when it comes to making their IT-environment more efficient. Some of these are the management of user’s computers and file security. Comput-er users are often tied to their personal computer due to personal programs and files. Because of this users lack the mobility and flexibility to be able to work at different places within and outside of the organization.Virtual desktop is one of the offered solutions to these problems and comes with several possibilities. The virtual technique makes it possible to run several virtual machines on a few physical computers in the datacenter. Companies are still quite careful about implementing virtual desktops since it requires a small change for the computer users. They are also unsure how the users will be affected by work-ing with a virtual desktop. Mullsjö commune where the research was performed were interested in virtual desktops, they had a few hunches about what sort of possibilities one might gain by investing in virtual desktop. The IT administration wasn’t sure how it might affect their computer users, and they also lacked the time required to investigate how the computer users experience working with a virtual desktop. Because of these problems the purpose of this thesis was to study how computer users experience working with a virtual desktop and what sort of possi-bilities it can create for the organization. The purpose and research questions were broken down into several assumptions to make it easier to answer the questions that the thesis is built around.Initially a research took place at three chosen computer users and two IT adminis-trators to be able to retrieve information and problems that might exist. A litera-ture review was performed around virtual desktop. With the help of the collected information from the initial research a test environment could be set up, consist-ing of one virtual desktop per computer user. The computer users used their virtual desktop throughout a normal work day and were then asked how they experienced working with a virtual desktop. The experience of the computer users in Mullsjö commune turned out to be positive and didn’t bring any major adjust-ments in their work. Differences between the computer users existed that made them experience the virtual desktop and its possibilities in different ways. With the help of the literature review regarding virtual desktops, several possibilities could be compiled, e.g. the possibility to use older computers longer, increased flexibil-ity, increased security and the ability to reduce the costs.A summary is presented that consists of the results from the research of the expe-rience among the users and the literature review. The assumptions are being used to be able to compare the two results to see if they can strengthen each other. The conclusion of virtual desktop is that it most likely can be implemented without affecting the experience of the computer user and that it also will create several possibilities. It’s however important to involve the user and find out their needs.
Idag står företag, organisationer och myndigheter inför flera utmaningar när det gäller att effektivisera sin IT-miljö. Det finns flera problem som man vill lösa runt hanteringen och säkerheten av datoranvändarnas datorer. Det förekommer även att datoranvändare kan vara knutna till sin personliga dator vilket medför att de inte kan arbeta på olika platser inom och utanför organisationen.Virtuella skrivbord är en lösning på dessa problem och medför flera möjligheter. Den virtuella tekniken gör det möjligt att samköra flera virtuella datorer på ett fåtal kraftfulla fysisk datorer i datacentret. Många företag är dock ännu försiktiga när det gäller virtuella skrivbord då det innebär en viss förändring för datoranvän-darna och är osäkra på hur de kommer att uppleva att arbeta via ett virtuellt skriv-bord. Mullsjö kommun där arbetet har utförts, var intresserade av virtuella skriv-bord och hade vissa aningar om vilka möjligheter virtuella skrivbord kunde med-föra. IT-administrationen var dock osäker på hur det skulle påverka och upplevas av datoranvändarna, de hade dessutom inte den tid som krävs för att undersöka detta. Med tanke på dessa problem blev syftet med examensarbetet att undersöka hur datoranvändaren upplever det att arbeta via ett virtuellt skrivbord samt vilka möjligheter virtuella skrivbord kan medföra. Syftet och frågeställningarna bröts ner i flera antaganden om virtuella skrivbord för att enklare kunna besvara dem.Först i undersökningen gjordes förundersökningar hos tre utvalda datoranvändare och IT-administratörerna för att ta reda på information och problem. En littera-turgenomgång gjordes även av virtuella skrivbord. Genom informationen ifrån de tre förundersökningarna kunde en testmiljö konfigureras upp med ett virtuellt skrivbord per datoranvändare. Datoranvändarna fick testköra sitt virtuella skriv-bord och fick därefter svara på hur de upplevde det. Upplevelsen bland datoran-vändarna i Mullsjö kommun var positiv och medförde ingen större omställning i deras arbete. Skillnader fanns i datoranvändarnas behov som gjorde att de upplev-de de virtuella skrivborden och möjligheterna på olika sätt. Genom litteraturge-nomgången av virtuella skrivbord sammanställdes ett antal möjligheter som virtu-ella skrivbord kan medföra. T.ex. skapas möjligheterna att kunna utnyttja äldre datorer längre, ökad flexibilitet, ökad säkerhet och reducerade kostnader.I slutet av undersökningen presenteras en sammanfattning av resultaten ifrån efterundersökningen av upplevelsen hos användarna och litteraturgenomgången av virtuella skrivbord. Detta görs med hjälp av de antaganden som gjorts för att kontrollera ifall de båda undersökningarna kan styrka varandra.Slutsatserna om virtuella skrivbord är att det med största sannolikhet kan införas utan att göra användarens upplevelse sämre och att virtuella skrivbord kan skapa flera möjligheter. Man bör dock involvera användarna och undersöka deras behov.
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34

Bignatto, Junior Pedro Wilson. "Um modelo para estimativa do consumo de energia de desktops virtuais." Universidade Federal de São Carlos, 2016. https://repositorio.ufscar.br/handle/ufscar/7775.

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The virtualization of computing resources is becoming increasingly frequent for several purposes. An example is desktop virtualization, in which the user’s workstation is virtualized, executed in a data center, and delivered to users as a service. Users can access their virtual desktops over the network, from anywhere, anytime, using simplified clients as smartphones or tablets. Besides mobility, desktop virtualization brings significant reduction in management costs and administration of desktops. In the present work we propose a model that estimates the energy consumption of a desktop virtualization service. The proposed model aims to assist decision-making on the provision of resources and improving energy efficiency. The model takes into account energy consumption during all the lifecycle of a virtualized desktop since the instantiation. From the experiments, applying the model, it was concluded that for applications with low transmission rate of frames and commands, such as a web browser, it is better to instantiate an VD instead of running as a local desktop. It happens because the energy cost of running is amortized through the sharing of resources between the various connected users into the server, in addition to the low cost of transmission. The best energy efficiency has been obtained as a result of instantiating an VD on a datacenter (DC) with acessible through a local area network (LAN), in which the energy consumption per bit transmission is suffucuently low to compensate energy cost of VD migration between different DCs.
A virtualização de recursos computacionais está se tornando cada vez mais frequente para diversas finalidades. Um exemplo é a virtualização de desktops, em que a estação de trabalho do usuário é virtualizada e executada em um centro de dados, e são entregues aos seus usuários sob a forma de um serviço. Os usuários podem acessar seus desktops virtuais via Internet, de qualquer lugar e a qualquer hora, utilizando clientes simplificados como smartphones ou tablets. Além da mobilidade, a virtualização de desktops traz enorme redução nos custos de gerência e administração. Esta dissertação propõe um modelo que a permite estimar o custo energético de um serviço de virtualização de desktops. Esse modelo tem por finalidade auxiliar a tomada de decisões sobre o provisionamento de recursos, melhorando a eficiência energética. Para essa estimativa, são considerados os custos energéticos que compõem a entrega do desktop virtual, desde a instanciação até sua execução no centro de dados. A partir dos experimentos realizados, aplicando o modelo proposto, foi possível concluir que para aplicações com taxa de transmissão de quadros e comandos baixa ou regular, como um navegador web por exemplo, consome-se menos energia para executar um VD do que executar um desktop local. Isso acontece porque o custo energético de execução é amortizado por meio do compartilhamento de recursos entre os diversos usuários conectados ao mesmo servidor, além do baixo custo de transmissão. A melhor eficiência energética obtida foi resultado de instanciar um VD em um datacenter (DC) com acesso a rede local (LAN), em que o consumo energético de transmissão por bit é menor e tão pequeno que compensou no decorrer do tempo, inclusive, o custo energético da migração do VD entre diferentes DCs.
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35

Pierre, Fanny. "La nature de l'écrit judiciaire devant les juridictions répressives françaises." Thesis, Aix-Marseille 3, 2011. http://www.theses.fr/2011AIX32020/document.

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L'écrit judiciaire s’analyse à la fois comme un moyen de communication et d'argumentation devant les juridictions répressives françaises. C'est un instrument utile et nécessaire à la bonne administration de la justice qui connaît à l'ère des nouvelles technologies, de profondes mutations. Extrêmement formel dans ses retranchements, ce n’est que par sa présence que le jugement peut trouver force exécutoire. Mais si sa fonction demeure purement probatoire au sein de l’institution judiciaire, sa nature tend aujourd’hui à évoluer. Il est en effet plus aisé d’accéder aux bases juridiques constituées de ces écrits, notamment via l’internet. L’écrit judiciaire se démocratise donc par sa facilité d’accès alors même qu’il reste abscons et que le nombre de ses rédacteurs habilités reste très limité. Présent à tous les niveaux de la procédure pénale française en ce qu’il permet d’assurer le secret (de l’enquête, de l’instruction, des délibérations), l’écrit devient cependant de moins en moins sûr. Informatisé, il est souvent la cible d’intrusion et de convoitise, ce qui pourrait mettre à mal les tribunaux répressifs astreints à la discrétion. Informatique, il permet un archivage et une rapidité de traitement hors pair. Certaines procédures telle celle que l’on retrouve devant la chambre criminelle de la Cour de cassation sont complètement numériques et non plus seulement numérisées, grâce à un bureau virtuel spécialement conçu à cet effet. Le changement de support de l’écrit judiciaire est en définitive ambivalent. Des progrès sans précédent sont à en attendre, de même que les dangers actuels qu’il présente sont préoccupants. L’écrit papier traditionnel ne satisfait plus les besoins de notre temps, or l’écrit électronique n’a pas connu un essor suffisant et n’a pas acquis assez d’autorité pour être accepté comme tel. Le présent travail universitaire se situe lui-même à la croisée des chemins, entre un écrit papier imparfait et un écrit électronique toujours tâtonnant
Legal writing can be analyzed both as a communication and an argumentation means before the French criminal courts. It is undoubtedly a useful and required way to a good rendering of justice, and moreover a deeply mutating one in our era of new technologies. Formal by essence, it is only through writing that the legal decision can be executed. If it mainly functions as way of proof within the institution, its nature is evolving. The access to databases consisting of these written records is easier through the internet. The legal writing is both more democratic through easier access, and hermetic as its authorized producers are limited in number. While present at every layer of the criminal procedure as it assures its secrecy (from the investigation to the deliberation), it is becoming less safe. Digitalized, it is coveted and sometimes penetrated from the outside, thwarting the obligation of confidentiality that binds the institution. Digital, it allows an unmatched archiving and data-processing. Some procedures, beyond their mere digitalization, are exclusively digital before the “Cour de cassation” criminal chamber, thanks to a tailored virtual desktop. This change in support is double-sided. Unprecedented progress as well as potential threats are to be expected. While the traditional paper writing no longer matches our modern needs, its digital counterpart has not grown enough in usage and authority to be accepted as such. The current dissertation thesis itself is a the crossroads of these trends, between an imperfect paper writing and a still struggling digital writing
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Digiere, Adriano Ricardo. "Camada de gerenciamento para comunicação entre computadores baseada em redes sem fio (WSE-OS) /." São José do Rio Preto : [s.n.], 2011. http://hdl.handle.net/11449/98660.

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Orientador: Roberta Spolon
Banca: João Paulo Papa
Banca: Regina Helena Carlucci Santana
Resumo: O maior custo de propriedade de computadores não é o hardware ou o software, mas sim o tempo que os profissionais de informática gastam em suporte e manutenção dos ambientes computacionais. Em um conglomerado de computadores em rede, cada computador torna- se uma entidade gerenciada individualmente, o que gera contínuas solicitações de alterações de configuração, como instalação de atualizações de software, conexão e configuração de periféricos, criação de perfis de e-mail e aplicação de patches. Além disso, existe ainda o risco de furto de dados e invasão por hackers quando os computadores dos usuários não estão protegidos. Aliado a este cenário, a constante evolução dos sistemas computacionais e seu potencial de processamento, a cada dia são necessárias novas técnicas de aproveitamento destes recursos. Soluções que visam facilitar o gerenciamento de ambientes com grande massa de computadores de forma a tirar o máximo proveito do poder computacional concentrado em servidores já se tornaram necessidades reais, não só em grandes corporações, mas também em pequenas e médias empresas, além de outros tipos organizações, como por exemplo, instituições de ensino. Frente esta necessidade, focando uma ferramenta compatível neste cenário de crescimento, este trabalho apresenta um modelo de gerenciamento centralizado, nomeado WSE-OS (Wireless Sharing Environment - Operating Systems), baseado em técnicas de virtualização e acesso remoto seguro combinadas a um sistema de arquivos remotos em espaço de usuário. Esta solução elimina a necessidade da instalação e configuração de aplicativos "máquina a máquina", além de tirar maior proveito do poder computacional existente nos servidores. A principal característica deste modelo que o destaca das soluções atuais é que ele é especificamente elaborado para operar sobre redes... (Resumo completo, clicar acesso eletrônico abaixo)
Abstract: The largest cost of desktop ownership is not the hardware or software, but the time that administrators spend on support and maintenance of computing environments. In a conglomerate of computers in a network, each computer becomes an entity managed individually, which generates continuous requests for configuration changes, such as installing software updates, configuration and connection of peripherals, profiling email and applying patches. Moreover, there is the risk of data theft and hacking when users' computers are not protected. Allied to this scenario, the constant evolution of computer systems and their potential for processing, each day requires new techniques for exploitation of these resources. Solutions aimed facilitating the management of environments with large mass of computers to take maximum advantage of computing power concentrated on servers have become real needs, not only in large corporations but also small and medium enterprises, besides other types organizations, such as educational institutions. Facing this need, focusing on a tool that supported this growth scenario, this work presents a centralized management model, named WSE-OS (Wireless Sharing Environment - Operating Systems) based on virtualization techniques and secure remote access combined with a remote file system in user space. This solution eliminates the need for installing and configuring applications "machine to machine", besides take greater advantage of existing computing power on the servers . The main feature of this model that highlights the current solutions is that it is specifically designed to operate on networks with low transmission rates, such as wireless networks. The WSE-OS is able to perform the replication of operating system images in an environment with WLAN communication, which makes management more flexible and independent of physical connections, besides offer... (Complete abstract click electronic access below)
Mestre
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37

Crepaldi, Luis Gustavo. "Middleware de comunicação entre objetos distribuídos para gerenciamento de computadores baseado em redes sem fio (WSE-OS) /." São José do Rio Preto : [s.n.], 2011. http://hdl.handle.net/11449/98663.

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Resumo: Para simplificar o gerenciamento de computadores, vários sistemas de administração estruturados por conexões físicas adotam técnicas avançadas para gestão de configuração de software. No entanto, a forte ligação entre hardware e o software faz com que haja uma individualização desta gerência, além da penalização da mobilidade e ubiqüidade do poder computacional. Neste cenário, cada computador torna-se uma entidade individual a ser gerenciada, exigindo operações manuais de configuração da imagem de sistema. Tecnologias que oferecem gestão centralizada baseadas em conexões físicas cliente-servidor, combinando técnicas de virtualização com a utilização de sistemas de arquivos distribuídos, refletem a degradação em flexibilidade e facilidade de instalação deste sistema gerenciador. Outras arquiteturas para gerenciamento centralizado que estruturam o compartilhamento de dados através de conexões físicas e dependem do protocolo PXE, apresentam os mesmos impasses descritos anteriormente. Diante das limitações dos modelos de gerenciamento centralizado baseado em conexões físicas, o objetivo deste trabalho é o desenvolvimento de um middleware de comunicação cliente-servidor como parte integrante e necessária para um ambiente de gerenciamento centralizado em redes de comunicações sem fio. Este ambiente, denominado WSE-OS (Wireless Sharing Enviroment ? Operating Systems), é um modelo baseado Virtual Desktop Infrastructure (VDI) que associa técnicas de virtualização e sistema de acesso remoto seguro para criação de uma arquitetura distribuída como base de um sistema de gestão. WSE-OS é capaz de realizar a replicação de sistemas operacionais em um ambiente de comunicação sem fio além de oferecer abstração de hardware aos clientes. O WSE-OS pode substituir o boot local com disco rígido por um boot de uma Imagem de Sistema Única... (Resumo completo, clicar acesso eletrônico abaixo)
Abstract: To simplify computer management, various administration systems structured with physical connections adopt advanced techniques to manage software configuration. Nevertheless, the strong link between hardware and software makes for an individualism of that management, besides penalizing computational mobility and ubiquity. In this scenario, each computer becomes an individual entity to be managed, requiring manual operations of the system image configuration. Technologies that offer centralized management based on client-server physical connections, combining virtualization techniques with the use of distributed file systems in clusters with distributed processing on network computers reflect the deterioration in flexibility and ease of installation and maintenance of distributed applications. Other architectures for centralized management that structure the sharing of data through physical connections and depend on the PXE protocol, present the same dilemmas described above. Given the limitations models of centralized management based on physical connections, the objective of this project is the development of a middleware for client-server communication as part necessary of an environment for centralized management in wireless communications networks. This environment, called WSE-OS (Wireless Sharing Environment ? Operating Systems), is a model based Virtual Desktop Infrastructure (VDI), which combines virtualization techniques and secure access system for creating a distributed architecture as the basis for a management system. WSE-OS is capable of replicating operating systems in a wireless environment, addition to providing hardware abstraction to clients. The WSE-OS can replace the boot with local hard disk to a boot from SSI (Single System Image) virtualized in server via communication middleware, increasing flexibility and allowing multiple operating systems... (Complete abstract click electronic access below)
Orientador: Marcos Antônio Cavenaghi
Coorientador: Roberta Spolon
Banca: João Paulo Papa
Banca: Regina Helena Carlucci Santana
Mestre
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38

Digiere, Adriano Ricardo [UNESP]. "Camada de gerenciamento para comunicação entre computadores baseada em redes sem fio (WSE-OS)." Universidade Estadual Paulista (UNESP), 2011. http://hdl.handle.net/11449/98660.

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Made available in DSpace on 2014-06-11T19:29:40Z (GMT). No. of bitstreams: 0 Previous issue date: 2011-03-31Bitstream added on 2014-06-13T19:59:30Z : No. of bitstreams: 1 digiere_ar_me_sjrp.pdf: 1496121 bytes, checksum: 2cc2450b0bec5e0610a6820222483893 (MD5)
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
O maior custo de propriedade de computadores não é o hardware ou o software, mas sim o tempo que os profissionais de informática gastam em suporte e manutenção dos ambientes computacionais. Em um conglomerado de computadores em rede, cada computador torna- se uma entidade gerenciada individualmente, o que gera contínuas solicitações de alterações de configuração, como instalação de atualizações de software, conexão e configuração de periféricos, criação de perfis de e-mail e aplicação de patches. Além disso, existe ainda o risco de furto de dados e invasão por hackers quando os computadores dos usuários não estão protegidos. Aliado a este cenário, a constante evolução dos sistemas computacionais e seu potencial de processamento, a cada dia são necessárias novas técnicas de aproveitamento destes recursos. Soluções que visam facilitar o gerenciamento de ambientes com grande massa de computadores de forma a tirar o máximo proveito do poder computacional concentrado em servidores já se tornaram necessidades reais, não só em grandes corporações, mas também em pequenas e médias empresas, além de outros tipos organizações, como por exemplo, instituições de ensino. Frente esta necessidade, focando uma ferramenta compatível neste cenário de crescimento, este trabalho apresenta um modelo de gerenciamento centralizado, nomeado WSE-OS (Wireless Sharing Environment – Operating Systems), baseado em técnicas de virtualização e acesso remoto seguro combinadas a um sistema de arquivos remotos em espaço de usuário. Esta solução elimina a necessidade da instalação e configuração de aplicativos “máquina a máquina”, além de tirar maior proveito do poder computacional existente nos servidores. A principal característica deste modelo que o destaca das soluções atuais é que ele é especificamente elaborado para operar sobre redes...
The largest cost of desktop ownership is not the hardware or software, but the time that administrators spend on support and maintenance of computing environments. In a conglomerate of computers in a network, each computer becomes an entity managed individually, which generates continuous requests for configuration changes, such as installing software updates, configuration and connection of peripherals, profiling email and applying patches. Moreover, there is the risk of data theft and hacking when users' computers are not protected. Allied to this scenario, the constant evolution of computer systems and their potential for processing, each day requires new techniques for exploitation of these resources. Solutions aimed facilitating the management of environments with large mass of computers to take maximum advantage of computing power concentrated on servers have become real needs, not only in large corporations but also small and medium enterprises, besides other types organizations, such as educational institutions. Facing this need, focusing on a tool that supported this growth scenario, this work presents a centralized management model, named WSE-OS (Wireless Sharing Environment – Operating Systems) based on virtualization techniques and secure remote access combined with a remote file system in user space. This solution eliminates the need for installing and configuring applications machine to machine, besides take greater advantage of existing computing power on the servers . The main feature of this model that highlights the current solutions is that it is specifically designed to operate on networks with low transmission rates, such as wireless networks. The WSE-OS is able to perform the replication of operating system images in an environment with WLAN communication, which makes management more flexible and independent of physical connections, besides offer... (Complete abstract click electronic access below)
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39

Crepaldi, Luis Gustavo [UNESP]. "Middleware de comunicação entre objetos distribuídos para gerenciamento de computadores baseado em redes sem fio (WSE-OS)." Universidade Estadual Paulista (UNESP), 2011. http://hdl.handle.net/11449/98663.

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Made available in DSpace on 2014-06-11T19:29:40Z (GMT). No. of bitstreams: 0 Previous issue date: 2011-03-31Bitstream added on 2014-06-13T18:59:19Z : No. of bitstreams: 1 crepaldi_lg_me_sjrp.pdf: 1446703 bytes, checksum: 5212981cdddeca5acc9e64906c893d50 (MD5)
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Universidade Estadual Paulista (UNESP)
Para simplificar o gerenciamento de computadores, vários sistemas de administração estruturados por conexões físicas adotam técnicas avançadas para gestão de configuração de software. No entanto, a forte ligação entre hardware e o software faz com que haja uma individualização desta gerência, além da penalização da mobilidade e ubiqüidade do poder computacional. Neste cenário, cada computador torna-se uma entidade individual a ser gerenciada, exigindo operações manuais de configuração da imagem de sistema. Tecnologias que oferecem gestão centralizada baseadas em conexões físicas cliente-servidor, combinando técnicas de virtualização com a utilização de sistemas de arquivos distribuídos, refletem a degradação em flexibilidade e facilidade de instalação deste sistema gerenciador. Outras arquiteturas para gerenciamento centralizado que estruturam o compartilhamento de dados através de conexões físicas e dependem do protocolo PXE, apresentam os mesmos impasses descritos anteriormente. Diante das limitações dos modelos de gerenciamento centralizado baseado em conexões físicas, o objetivo deste trabalho é o desenvolvimento de um middleware de comunicação cliente-servidor como parte integrante e necessária para um ambiente de gerenciamento centralizado em redes de comunicações sem fio. Este ambiente, denominado WSE-OS (Wireless Sharing Enviroment ? Operating Systems), é um modelo baseado Virtual Desktop Infrastructure (VDI) que associa técnicas de virtualização e sistema de acesso remoto seguro para criação de uma arquitetura distribuída como base de um sistema de gestão. WSE-OS é capaz de realizar a replicação de sistemas operacionais em um ambiente de comunicação sem fio além de oferecer abstração de hardware aos clientes. O WSE-OS pode substituir o boot local com disco rígido por um boot de uma Imagem de Sistema Única...
To simplify computer management, various administration systems structured with physical connections adopt advanced techniques to manage software configuration. Nevertheless, the strong link between hardware and software makes for an individualism of that management, besides penalizing computational mobility and ubiquity. In this scenario, each computer becomes an individual entity to be managed, requiring manual operations of the system image configuration. Technologies that offer centralized management based on client-server physical connections, combining virtualization techniques with the use of distributed file systems in clusters with distributed processing on network computers reflect the deterioration in flexibility and ease of installation and maintenance of distributed applications. Other architectures for centralized management that structure the sharing of data through physical connections and depend on the PXE protocol, present the same dilemmas described above. Given the limitations models of centralized management based on physical connections, the objective of this project is the development of a middleware for client-server communication as part necessary of an environment for centralized management in wireless communications networks. This environment, called WSE-OS (Wireless Sharing Environment ? Operating Systems), is a model based Virtual Desktop Infrastructure (VDI), which combines virtualization techniques and secure access system for creating a distributed architecture as the basis for a management system. WSE-OS is capable of replicating operating systems in a wireless environment, addition to providing hardware abstraction to clients. The WSE-OS can replace the boot with local hard disk to a boot from SSI (Single System Image) virtualized in server via communication middleware, increasing flexibility and allowing multiple operating systems... (Complete abstract click electronic access below)
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40

Mohan, Saravanan. "Feasibility study of Hybrid Cloud adoption in education and manufacturing." The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1367453037.

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41

Malkannagari, Akash Reddy. "Comparative Analysis of Virtual Desktops in Cloud : Performance of VMware Horizon View and OpenStack VDI." Thesis, Blekinge Tekniska Högskola, Institutionen för kommunikationssystem, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10861.

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Context. With the evolvement of cloud computing in recent years many companies have stated providing various services using it. Desktop as a Service, DaaS is one of services in the cloud computing in which the backend of Virtual Desktop Infrastructure, VDI is hosted by a cloud service provider. Although in SaaS, Software as a Service Web applications are used, all kinds of applications can be used in DaaS. There are many companies which provide VDI for private cloud and they are VMware Horizon, XenDesktops by Citrix, OpenStack VDI solution and etc. Objectives. In this thesis two VDI solutions are analyzed based on the virtual desktop launch time and the performance of the desktop in various test cases. The VDI solutions considered are VMware Horizon view and OpenStack VDI. Methods. The method for this research consists of two stages. The first stage was a qualitative analysis in which literature study and a survey was conducted. In the next stage, experiment was setup where different performance metrics were calculated when the virtual desktop was put under several test cases. Results. Results collected include the virtual desktops launch time in two scenarios and several performance metrics such as CPU usage, memory usage, average IO size, average latency, throughput, IOPS and queue length at the processor. Conclusions. Performance of Virtual desktop running on OpenStack VDI was better in most of the test cases. In the test scenario where disk was put under stress OpenStack VDI solution performance was better than VMware Horizon View. Even considering the launch time for virtual desktops, OpenStack VDI performed better compared to VMware Horizon View.
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42

Kanmantha, Reddy Pruthvi Raj Reddy. "Comparative Analysis of Virtual Desktops in Cloud : Performance comparison of OpenStack Private Cloud and AWS Public cloud." Thesis, Blekinge Tekniska Högskola, Institutionen för kommunikationssystem, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10840.

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43

Abidi, Leila. "Revisiter les grilles de PCs avec des technologies du Web et le Cloud computing." Thesis, Sorbonne Paris Cité, 2015. http://www.theses.fr/2015USPCD006/document.

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Le contexte de cette thèse est à l’intersection des contextes des grilles de calculs, des nouvelles technologies du Web ainsi que des Clouds et des services à la demande. Depuis leur avènement au cours des années 90, les plates-formes distribuées, plus précisément les systèmes de grilles de calcul (Grid Computing), n’ont pas cessé d’évoluer permettant ainsi de susciter multiple efforts de recherche. Les grilles de PCs ont été proposées comme une alternative aux super-calculateurs par la fédération des milliers d’ordinateurs de bureau. Les détails de la mise en oeuvre d’une telle architecture de grille, en termes de mécanismes de mutualisation des ressources, restent très difficile à cerner. Parallèlement, le Web a complètement modifié notre façon d’accéder à l’information. Le Web est maintenant une composante essentielle de notre quotidien. Les équipements ont, à leur tour, évolué d’ordinateurs de bureau ou ordinateurs portables aux tablettes, lecteurs multimédias, consoles de jeux, smartphones, ou NetPCs. Cette évolution exige d’adapter et de repenser les applications/intergiciels de grille de PCs qui ont été développés ces dernières années. Notre contribution se résume dans la réalisation d’un intergiciel de grille de PCs que nous avons appelé RedisDG. Dans son fonctionnement, RedisDG reste similaire à la plupart des intergiciels de grilles de calcul, c’est-à-dire qu’il est capable d’exécuter des applications sous forme de «sacs de tâches» dans un environnement distribué, assurer le monitoring des noeuds, valider et certifier les résultats. L’innovation de RedisDG, réside dans l’intégration de la modélisation et la vérification formelles dans sa phase de conception, ce qui est non conventionnel mais très pertinent dans notre domaine. Notre approche consiste à repenser les grilles de PCs à partir d’une réflexion et d’un cadre formel permettant de les développer, de manière rigoureuse et de mieux maîtriser les évolutions technologiques à venir
The context of this work is at the intersection of grid computing, the new Web technologies and the Clouds and services on demand contexts. Desktop Grid have been proposed as an alternative to supercomputers by the federation of thousands of desktops. The details of the implementation of such an architecture, in terms of resource sharing mechanisms, remain very hard. Meanwhile, the Web has completely changed the way we access information. The equipment, in turn, have evolved from desktops or laptops to tablets, smartphones or NetPCs. Our approach is to rethink Desktop Grids from a reflexion and a formal framework to develop them rigorously and better control future technological developments. We have reconsidered the interactions between the traditional components of a Desktop Grid based on the Web technology, and given birth to RedisDG, a new Desktop Grid middelware capable to operate on small devices, ie smartphones, tablets like the more traditional devicves (PCs). Our system is entirely based on the publish-subscribe paradigm. RedisDG is developped with Python and uses Redis as advanced key-value cache and store
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44

Hsiao, Ping-hui, and 蕭炳輝. "Virtual Remote Desktop - Implementation." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/26910999255355844380.

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碩士
大同大學
資訊工程學系(所)
97
PC Desktop is an important interface between computer and user, there are many applications that can share localhost desktop to networked PC in recent years. These applications change our use habit deeply, it let us can use PC remotely via network communication. Network can transfer localhost desktop to different plcaes and people can view the same desktop concurrently. We can add some intermedia materials to achieve convenient of network communication. Now there are many applications that provides remote desktop function, likes UltraVNC, pcAnywhere, Netmeeting, and remote desktop is built in Windows XP Professional version. Above applications get its special functionality, but these applications are suitable for personal used. We want to introudce how to implement remote desktop function in this thesis, we want to create a remote desktop platform with basic functions. We can use platfrom to develop various application software. For example, we can develop an education application that create a virtual desktop for teacher to put presentation power point then share virtual desktop to viewer, by this way, it is convenient for teacher put the teaching material on main desktop. For personal used, we can develop an application that let another PC desktop as extend desktop of localhost. We can develop many application base on this remote desktop program, this is what we want to do in the thesis.
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45

Liou, Chwan-Jye, and 劉傳傑. "Desktop Virtual Classroom on ATM." Thesis, 1996. http://ndltd.ncl.edu.tw/handle/55212599695119090220.

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碩士
國立中正大學
資訊工程學系
84
It is generally recognized that distant learning will be an importantapplication of NII in the near future. However, current distant learningexperiments require video conferencing rooms equipped with professionalaudio/video equipment and professional operators. In this thesis, we develop a Desktop Virtual Classroom (DVC) which only requires general purpose workstation and video capture cards. With DVC system, a teacherand more than one students can form a virtual classroom environment remotelyover ATM networks. Besides two-way interactive communication of audio andvideo among the teacher and students, DVC system also provide share whiteboardapplication for graphic communication, chat room application for text-baseddiscussion, and synchronized display of HTML-based lecture notes. Therefore, with the help of shared tools and advant ATM technology, our DVC system provides a better teaching and learning environment than the conventionalface-to-face method.
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46

Tsai, Yih-Tsung, and 蔡易璁. "Virtual Desktop in Cloud Computing Environment." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/19064072825870335433.

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碩士
元智大學
資訊工程學系
99
Recently, with continuously advanced technological development, the price of computers becomes much cheaper. Even buying a laptop needs much cheaper price now. Nevertheless, we seldom bring a laptop with us for travelling. We may use public computers in a library, or in a classroom. In that ways, we will feel inconvenient because the public computer may be lack of some computer software and our own data files. At present, virtual desktops in cloud computing may help us to solve this problem. No matter what time or what place, we can obtain our familiar desktops as long as the computer is equipped with a browser. In this thesis, we will study and build up a virtual desktop in the cloud computing environment.
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47

"Distant pointing in desktop collaborative virtual environments." Thesis, 2013. http://hdl.handle.net/10388/ETD-2013-03-976.

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Deictic pointing—pointing at things during conversations—is natural and ubiquitous in human communication. Deictic pointing is important in the real world; it is also important in collaborative virtual environments (CVEs) because CVEs are 3D virtual environments that resemble the real world. CVEs connect people from different locations, allowing them to communicate and collaborate remotely. However, the interaction and communication capabilities of CVEs are not as good as those in the real world. In CVEs, people interact with each other using avatars (the visual representations of users). One problem of avatars is that they are not expressive enough when compare to what we can do in the real world. In particular, deictic pointing has many limitations and is not well supported. This dissertation focuses on improving the expressiveness of distant pointing—where referents are out of reach—in desktop CVEs. This is done by developing a framework that guides the design and development of pointing techniques; by identifying important aspects of distant pointing through observation of how people point at distant referents in the real world; by designing, implementing, and evaluating distant-pointing techniques; and by providing a set of guidelines for the design of distant pointing in desktop CVEs. The evaluations of distant-pointing techniques examine whether pointing without extra visual effects (natural pointing) has sufficient accuracy; whether people can control free arm movement (free pointing) along with other avatar actions; and whether free and natural pointing are useful and valuable in desktop CVEs. Overall, this research provides better support for deictic pointing in CVEs by improving the expressiveness of distant pointing. With better pointing support, gestural communication can be more effective and can ultimately enhance the primary function of CVEs—supporting distributed collaboration.
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48

Bila, Nilton. "Energy-oriented Partial Desktop Virtual Machine Migration." Thesis, 2013. http://hdl.handle.net/1807/35778.

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Modern offices are crowded with personal computers. While studies have shown these to be idle most of the time, they remain powered, consuming up to 60% of their peak power. Hardware based solutions engendered by PC vendors (e.g., low power states, Wake-on-LAN) have proven unsuccessful because, in spite of user inactivity, these machines often need to remain network active in support of background applications that maintain network presence. Recent solutions have been proposed that perform consolidation of idle desktop virtual machines. However, desktop VMs are often large requiring gigabytes of memory. Consolidating such VMs, creates large network transfers lasting in the order of minutes, and utilizes server memory inefficiently. When multiple VMs migrate simultaneously, each VM’s experienced migration latency grows, and this limits the use of VM consolidation to environments in which only a few daily migrations are expected per VM. This thesis introduces partial VM migration, an approach that transparently migrates only the working set of an idle VM, by migrating memory pages on-demand. It creates a partial replica of the desktop VM on the consolidation server by copying only VM metadata, and transferring pages to the server, as the VM accesses them. This approach places desktop PCs in low power state when inactive and resumes them to running state when pages are needed by the VM running on the consolidation server. Jettison, our software prototype of partial VM migration for off-the-shelf PCs, can deliver 78% to 91% energy savings during idle periods lasting more than an hour, while providing low migration latencies of about 4 seconds, and migrating minimal state that is under an order of magnitude of the VM’s memory footprint. In shorter idle periods of up to thirty minutes, Jettison delivers savings of 7% to 31%. We present two approaches that increase energy savings attained with partial VM migration, especially in short idle periods. The first, Context-Aware Selective Resume, expedites PC resume and suspend cycle times by supplying a context identifier at desktop resume, and initializing only devices and code that are relevant to the context. CAESAR, the Context-Aware Selective Resume framework, enables applications to register context vectors that are invoked when the desktop is resumed with matching context. CAESAR increases energy savings in short periods of five minutes to an hour by up to 66%. The second approach, the low power page cache, embeds network accessible low power hardware in the PC, to enable serving of pages to the consolidation server, while the PC is in low power state. We show that Oasis, our prototype page cache, addresses the shortcomings of energy-oriented on-demand page migration by increasing energy savings, especially during short idle periods. In periods of up to an hour, Oasis increases savings by up to twenty times.
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49

Yiu-Tzuo, Chen, and 陳宇佐. "Desktop Virtual Store on High Speed Network." Thesis, 1998. http://ndltd.ncl.edu.tw/handle/55013541936314767266.

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碩士
國立雲林科技大學
資訊管理研究所
86
The volcanic development of Internet causes the public interest. Many kinds of applications are transformed into the Internet continuously. With the extensive exploration in Internet, the behavior of human consumption has been changed.People begin to take attention to the concept of 〝Internet-Marketing〞.Internet-marketing is executed via desktop virtual store(DVS). Honestly, the improved consumption mode makes consumers feel more convenient and timesaving. At the same time, efficient multimedia information make internet-marketing be much aware. The study take the effect of internet-marketing be the premise, and set the implementation of DVS applied in high-speed network be the final goal. Except discussing the basic conditions when building DVS, the study uses the WWW browser be the platform to run well-applied tools that can advance the effect of internet-marketing. The lack of interactive channel in DVS is a major hurdle when executing internet-marketing. According to 〝real-time interaction〞can provide better effect when shopping, the study tries to build a serious of supporting tools like interactive white-board、interactive web page design、virtual reality, and real-time interactive multimedia using video and audio, to help internet- marketing. The broadband high-speed network and the applications under it must be the trend in the future. Therefore, the tools in the study are designed under high- speed network. Besides that, the tools combine related technology and software components,all of these make the implementation of DVS become better-effect, convenient, and low-cost.
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50

Yu, Wei-Che, and 余維哲. "Desktop Virtual Classroom System on MBone-over-ATM." Thesis, 1996. http://ndltd.ncl.edu.tw/handle/27973424845884607594.

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Abstract:
碩士
國立交通大學
資訊科學學系
84
Most of interactive distant teaching and learning systems that already existtoday have the following characteristics: dedicated networks, room-based videoconferencing, and professional equipment operators, which are all costly and lack of in user- friendliness and portability. This paper reports our efforts in developing a MBone-based Virtual Classroom[1] system over the NCTU ATM testbed which eliminates the above three characteristics by a shared ATM LAN or Internet, a desktop implementation, and a software-controlled environment. This system provides a distant teaching and learning environment in which chairmen (teachers) and participants(students) can be connected remotely from their own workstation sites. The chairman can create a class session for participants to join and multicast his or her video/audio to all participants in this session so that participants can see/hear the chairman's video/audio from their monitors and speakers. A Class Session Control Protocol is developed to allow the chairman of a session to control the class entrance and video/audio sending of participants in this session. As a result, tens or even hundreds of participants may enter one class session which means our system is scalable and applicable in the practical environment. Moreover, a research on the multicast routing protocols of the MBone is also put in this thesis. We first have a survey of the Distance Vector Multicast Routing Protocol and then propose a modified method of the DVMRP to decrease the network cost.
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