Software-Defined Networking proposes a new paradigm by separating the control plane from the data plane. The control plane's main responsibility is deployed in a centralized component called SDN controller. Therefore, the SDN based network becomes dependent on a single functional entity (although it may have multiple instances) in order to accomplish its routing and policy rules. The SDN controller is vulnerable to degradation due to a well-known phenomenon called Software Aging. To the best of our knowledge, this work is the first that assesses the impacts of software aging on current implementation of SDN controllers. We show that such a phenomenon must not be neglected in future software architecture designs and implementations.
Serious games and gamified interventions have become increasingly popular among researchers and therapists dealing with the autistic audience. The number of studies on technology for autism has multiplied, with the aim to foster independence and improve learning outcomes. Nevertheless, designing interventions for Autism Spectrum Disorder is challenging, due to the complex clinical conditions and the broad range of symptoms covered by the disturbance. Thus, this systematic review investigates the current status of gamification resources for autism, with a special interest in the gamification elements and the User Interface design. We describe the planning and the searching procedures and present the data extracted from 30 primary sources. The studies analyzed show a multitude of gamification elements and a plethora of methods and strategies to support decision-making and improve accessibility in the development of autism-specific software. It is concluded that the existence of methodological gaps related to the definition of the target audience and the conduction of testing may impose additional challenges to the development process, whilst the combination of gamification elements is generally positive.
This paper discusses novel dynamic‐load‐balancing and user‐allocation mechanisms for an advanced session‐based file‐store architecture to improve overall system performance. Such an architecture comprises several LAN‐based file servers working together, implementing a global and distributed file‐store for a loosely coupled distributed computing system. The load‐balancing and user‐allocation algorithms are responsibilities of a high‐level co‐ordinator server, which may be either centralized or distributed. The mechanism discussed considers three basic parameters in order to optimize the global performance: the individual file‐server performance, the cost of connection between user workstations and file servers and the cost of accessing different file servers. The paper presents the algorithms developed, together with a brief description of the file‐store architecture and associated environment. Results obtained from a simulation study and practical aspects are also presented and discussed.
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