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Virtual communities and team formation 虚拟社区和团队形成
Pub Date : 2003-09-01 DOI: 10.1145/973381.973386
Yanru Zhang, Michael Weiss
With the growth of global computer networks, virtual communities have become an important new way for people to interact. People are beginning to realize that networks are not only affecting the way businesses operate, but also our everyday lives [7]. One of the simplest examples of a virtual community is online chat. Through a chat application, one can participate in diverse discussions with numerous people, many of whom are strangers.
随着全球计算机网络的发展,虚拟社区已经成为人们互动的一种重要的新方式。人们开始意识到网络不仅影响着商业运作方式,而且也影响着我们的日常生活[7]。虚拟社区最简单的例子之一是在线聊天。通过聊天应用程序,人们可以与许多人进行各种各样的讨论,其中许多人都是陌生人。
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引用次数: 6
Tracing the development of denial of service attacks: a corporate analogy 追踪拒绝服务攻击的发展:一个企业类比
Pub Date : 2003-09-01 DOI: 10.1145/973381.973385
Yanet Manzano
Over the last ten years, the number of Internet hosts has grown at an accelerated rate; slowdowns and traffic jams are plaguing the information superhighway. Consequently, companies struggle to meet the rising demand for speedy quality service. Unfortunately, the control mechanisms available today are not enough to handle the congestion problem we currently face. When we talk about the causes of congestion today, we have to decompose them into two major categories: one is congestion caused by legitimate traffic, and the other is congestion caused by malicious activities. In this article, we are going to focus on congestion created by malicious activities, specifically Denial of Service (DOS) Attacks.
在过去的十年里,互联网主机的数量以加速的速度增长;减速和交通堵塞正困扰着这条信息高速公路。因此,企业难以满足日益增长的对快速优质服务的需求。不幸的是,目前可用的控制机制不足以处理我们目前面临的拥塞问题。当我们今天谈论拥塞的原因时,我们必须将其分解为两大类:一类是由合法流量引起的拥塞,另一类是由恶意活动引起的拥塞。在本文中,我们将重点关注恶意活动,特别是拒绝服务(DOS)攻击造成的拥塞。
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引用次数: 6
A day in the life of... Stuart Cheshire 生命中的一天……斯图尔特柴郡
Pub Date : 2003-09-01 DOI: 10.1145/973381.973383
Stuart Cheshire
What I work on: All aspects of how computers communicate with each other, and how computers and humans communicate with each other (See "Wizard without Portfolio"). How I arrived at my present job: In the 1990s, while at Stanford, I wrote the multi-player network shareware game Bolo, which was a big hit at places like Apple. I was also vocal, even back then, about the abysmal state of ease-of-use for computer networking. When the good people at Apple heard in 1997 that I was close to finishing my PhD, they called me up and asked if I'd like to go and work there to pursue my goal of networking ease-of-use. I think the lesson from that is that if you do good stuff
我从事的工作:计算机如何相互通信的所有方面,以及计算机和人类如何相互通信(参见“Wizard without Portfolio”)。如何获得现在的工作:20世纪90年代,当我还在斯坦福大学时,我编写了多人网络共享软件游戏《Bolo》,这款游戏在苹果等公司大受欢迎。即使在当时,我也曾直言不讳地说过,计算机网络的易用性糟糕透顶。1997年,当苹果公司的优秀人士听说我即将完成博士学位时,他们打电话给我,问我是否愿意去那里工作,以实现我的目标,即使网络易于使用。我认为从中得到的教训是,如果你做了好事
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引用次数: 2
Using the web to enhance and transform education 利用网络加强和改变教育
Pub Date : 2003-09-01 DOI: 10.1145/973381.973387
M. Hulme, M. Locasto
The impact of the Internet on the mechanics and culture of education and research is only beginning to manifest itself. There are a great number of open problems and challenges in this area. This article reviews some of the current trends in classroom computing and the use of Web technology in education. The article also explores how the strengths of technology have successfully been applied to the needs of education in both academic and business environments.
互联网对教育和研究的机制和文化的影响才刚刚开始显现。这一领域还存在大量的问题和挑战。本文回顾了课堂计算和Web技术在教育中的应用的一些当前趋势。本文还探讨了技术的优势如何成功地应用于学术和商业环境中的教育需求。
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引用次数: 11
Networking: more fun, less hassle 社交:更有趣,更少麻烦
Pub Date : 2003-06-01 DOI: 10.1145/904080.904081
K. Pentikousis
Do you know what a "LAN party" is? Have you ever participated in a LAN party? If your answer is "no," you do not know how much fun you are missing. A LAN party is a formal, and sometimes informal, ad-hoc gathering of computer game aficionados, in which dozens of players compete against each other over a local area network (LAN). Gamers look forward to playing against some other human beings, instead of playing against the machine. One can do this over a residential connection (be it dialup or broadband), but there is so much more excitement when the players are actually collocated: the joy of doing well mixed with the "despair" of losing yet another round fill the same room. Players are eager to leave the solitude of their room to discover the solidarity of a LAN party. In a way, a LAN party demonstrates that computer networks enable people not only to communicate, find information, do business, and even make money, but to have fun as well.
你知道局域网派对是什么吗?你曾经参加过局域网聚会吗?如果你的回答是“不”,你不知道你错过了多少乐趣。局域网聚会是一种正式的,有时是非正式的,计算机游戏爱好者的特别聚会,其中数十名玩家在局域网(LAN)上相互竞争。玩家们期待着与其他人类对抗,而不是与机器对抗。玩家可以通过住宅连接(无论是拨号还是宽带)来实现这一点,但当玩家们真正在一起时,会有更多的兴奋感:在同一个房间里,玩得好带来的喜悦与又一轮输掉的“绝望”混合在一起。玩家渴望离开自己房间的孤独,去发现局域网的团结。在某种程度上,局域网表明,计算机网络不仅使人们能够交流、查找信息、做生意,甚至赚钱,而且还能娱乐。
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引用次数: 0
Zero configuration networking 零配置组网
Pub Date : 2003-06-01 DOI: 10.1145/904080.904084
D. Stirling, Firas Al-Ali
The Routing Information Protocol [RIP] is extended to include a network-wide unique interface identifier [UID] that allows the zeroconfiguration multiple router [R1, R2] network to detect subnet conflicts. Detected conflicts are automatically repaired by the respective routers assigning and advertising new subnet mappings. The extended, Zeroconfiguration Routing Information Protocol [ZRIP] employs a NORMAL/CHANGE status flag associated with each routing table entry to resolve ambiguity between normal routing advertisements and conflict notifications. Address re-mapping and name-to-address resolution is provided to support both network address translation [NAT] and virtualized address paradigms.
路由信息协议(RIP)扩展到包含一个全网唯一接口标识符(UID),该标识符允许零配置多路由器[R1, R2]网络检测子网冲突。检测到的冲突由各自的路由器分配和发布新的子网映射来自动修复。扩展的零配置路由信息协议[ZRIP]使用与每个路由表项相关联的NORMAL/CHANGE状态标志来解决正常路由通告和冲突通知之间的歧义。提供地址重映射和名称到地址解析,以支持网络地址转换(NAT)和虚拟地址范式。
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引用次数: 81
Bluetooth: a technical overview 蓝牙:技术概述
Pub Date : 2003-06-01 DOI: 10.1145/904080.904083
Myra Dideles
Bluetooth is a low-power, short-range wireless technology originally developed for replacing cables when connecting devices like mobile phones, headsets and computers. It has since evolved into a wireless standard for connecting electronic devices to form Personal Area Networks (PANs) as well as ad hoc networks. Not only will cables be unnecessary for connecting devices, but connections will also be done seamlessly without the need for installations and software drivers. With this technology, devices will be able to discover any other Bluetooth-enabled device, determine its capabilities and applications, and establish connections for data exchange.
蓝牙是一种低功耗、短距离的无线技术,最初是为了在连接手机、耳机和电脑等设备时取代电缆而开发的。它已经发展成为连接电子设备以形成个人区域网络(pan)以及自组织网络的无线标准。连接设备不仅不需要电缆,而且连接也将无缝完成,无需安装和软件驱动程序。有了这项技术,设备将能够发现任何其他支持蓝牙的设备,确定其功能和应用,并建立数据交换连接。
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引用次数: 22
Game-state fidelity across distributed interactive games 分布式互动游戏的游戏状态保真度
Pub Date : 2003-06-01 DOI: 10.1145/1144382.1144385
Aaron McCoy, D. Delaney, Tomas E. Ward
Distributed interactive games offer players a three dimensional virtual world experience. Within this virtual world, players interact with each other and with their environment in real-time. They experience the same events, but from different viewpoints. As interactive games have evolved, they have driven the technologies underlying them. The distinguishing feature of any distributed interactive game is the network: the medium by which information is exchanged and shared between participants. The network impacts not only the design and development of distributed interactive games, but also their potential entertainment value. In this article, four of the fundamental networking issues and their effect on the design and operation of distributed interactive games will be discussed. In addition, a description of the different communication architectures used in distributed interactive games will be provided. Finally, as an illustrative example, these issues will be related to Unreal Tournament, a popular distributed interactive game.
分布式互动游戏为玩家提供三维虚拟世界体验。在这个虚拟世界中,玩家彼此之间以及与环境实时互动。他们经历同样的事件,但从不同的角度。随着互动游戏的发展,它们已经推动了其基础技术的发展。任何分布式互动游戏的显著特征都是网络:参与者之间交换和共享信息的媒介。网络不仅影响着分布式互动游戏的设计和开发,也影响着其潜在的娱乐价值。本文将讨论四个基本的网络问题及其对分布式互动游戏设计和运营的影响。此外,还将提供分布式交互游戏中使用的不同通信架构的描述。最后,作为一个说明性的例子,这些问题将与虚幻竞技场有关,这是一款流行的分布式互动游戏。
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引用次数: 3
The application of artificial intelligence to transportation system design 人工智能在交通系统设计中的应用
Pub Date : 2003-03-01 DOI: 10.1145/904073.904076
Ricardo M. Hoar, Joanne K. Penner
The negative effects of a poorly designed transportation system affect everyone. Time wasted in traffic affects our health, our economy, and our environment. People stuck in traffic are not working, shopping or enjoying leisure time and can suffer emotional distress. Furthermore, fuel consumed by idling cars produces additional greenhouse gases that may contribute to global warming. In 1995, 26% of all emissions were found to come from transportation, and those emissions are rising [5]. Reducing automobile emissions will be an essential part of meeting the Kyoto Accord's target emission levels.
设计不良的交通系统的负面影响影响到每个人。浪费在交通上的时间会影响我们的健康、经济和环境。被堵在路上的人无法工作、购物或享受休闲时光,还会遭受情绪困扰。此外,怠速汽车消耗的燃料会产生额外的温室气体,可能会导致全球变暖。1995年,26%的温室气体排放来自交通运输,而这一比例还在上升。减少汽车排放将是实现《京都议定书》目标排放水平的重要组成部分。
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引用次数: 2
A parallel algorithm for DNA alignment DNA比对的并行算法
Pub Date : 2003-03-01 DOI: 10.1145/904073.904077
Thomas E. Royce, Rance D. Necaise
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引用次数: 7
期刊
ACM Crossroads
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