SD-WAN – AKA A Three Stranded Cord Is Not Easily Broken

Many of us have heard the adage: “A Three Stranded Cord is Not Easily Broken.” Inherently, we understand that this is true. We see this demonstrated for example when we purchase rope: lots of strings intertwined. Over the years as the cords weaken, one may break but the rope still holds. With this basic explanation, you now understand SD-WAN.

Now let me explain a little further.

Whenever a new technology solution arrives on the scene it takes a while before its widespread adoption. Part of the reason is that new terms are created and blended with our existing vocabulary creating confusion. SD-WAN is a new technology born out of a recognition that one of the major expenses for many organizations is their bandwidth. Over the years numerous technologies have been introduced to reduce these costs:

MUXes
Voice over Frame-Relay
VoIP
WAN Optimizers

Just to name a few.

The carriers have also been trying to stretch and maximize their investments. For most of us the network has become a utility. We expect an always on network and use it constantly. Just look around, the proliferation of hand held mobile devices with a plethora of applications that allow non-stop communication, entertainment, and access to information (Maps, Google, Starbucks) has created a demand for bandwidth that is frankly challenging to meet. Each of the respective carriers is adding bandwidth daily. I work with a number of them and Time Warner, AT&T and others are laying fiber all over metropolitan areas. Private companies have cropped up that lay and sell both dark and lit fiber.

We also see that the cellular companies are adding and upgrading cell sites and working to partner with other cellular companies to exchange bandwidth. The appetite for bandwidth is so high that 3rd party companies are building cell sites and selling or renting them to the highest bidder.

Enough said, back to SDN-WAN.

This demand for higher amounts bandwidth is a challenge for most, if not all, organizations. Every CIO is faced with the need to increase the amount of bandwidth, while trying to maintain costs. IT Budgets are consistently flat and 80% of the IT budget is spent just maintaining the status quo. The reality of today is that the network IS a utility and if it goes down, most organizations come to a grinding halt. “All the while, of course, the IT department is expected to deliver value for money by minimizing capital expenditure and operational costs wherever possible.” My focus is the SDN over SPB, and while I seek to build secure, resilient, always on infrastructures that are easy to manage and deploy, eventually we have to leave the premise and traverse the WAN. Whenever I have to extend my network fabric over the WAN I am faced with the reality that the single MPLS pipe they pay for becomes my single point of failure. It doesn’t matter that my SDN network built on SPB has sub second failover, if that WAN link is the only link, my network is down. Those virtual servers and applications are cutoff from the users. I now bring in my carriers and help the customers to create a more resilient WAN.

Enter in SD WAN.

Talari and other companies have developed technologies and algorithms that allow the bonding together of multiple lower costs links from different carriers into a single, higher aggregate bandwidth pipe, that has higher availability and throughput than a traditional more expensive MPLS network. In addition, because we have spread the bandwidth over different medium (cable, fiber, G4, etc), and different companies, the failure of any one link does not bring the network down and is therefore more resilient. So, the adage: A three stranded cord… applies.

There are a number of organizations that are offering SD-WAN, and there are a number of great white papers available for those of you that would like to get a better understanding of what, how, who, etc. Most traditional router/WAN Optimize vendors have begun to develop products in this area, so make sure, when investigating them to do your research. I work with a number of carriers and they are starting to include this as part of their service. They provide multiple connections over different technologies and incorporate the SD-WAN service as a bundle. I suspect that this trend will become common place. It seems like a win-win to me. As with most technologies today, there are hosted and premise offerings and many include firewalls, etc. Make sure if you opt for a hosted solution, that behind the scenes, they are not creating a single point of failure. As always: Caveat Emptor a.k.a. get references.

Take Control Of Your Storage Media Costs With the HPE LTO Ultrium

Prior in the month, we shone the focus on the HPE LTO Ultrium capacity media and the Green Tape Tests that guarantee HPE information cartridges are the most solid recorded media accessible.

Many individuals remarked that they had not seen this data exhibited along these lines some time recently. Be that as it may, some additionally inquired as to whether I could clarify a smidgen more about what this sort of testing means for everyday tape use and unwavering quality generally.

So why does HPE put such a great amount of cash in Green Tape Tests and whatever is left of HPE’s Extreme Testing for capacity media?

This is on account of enhanced media unwavering quality will significantly lessen the expense of your reinforcement and filing system.

Take a gander at the two outlines underneath. They demonstrate the limit got from HPE LTO-7 media versus that of a main rival brand utilizing fresh out of the box new ‘green tape’ cartridges. More than 1,000 cycles, the HPE media conveyed around 6 TB of local limit for every full reinforcement, precisely per the LTO-7 determination. With the non-HPE media, it was an alternate story. One test ended at 500 cycles and the second at 250 cycles because of maintained limit misfortune, well underneath 6 TB.

The Significance Of Blunder Rate

The motivation behind why the limit diminishes is a result of high mistake rate. At the point when a tape is problematic, one pointer of this is the drive needs to make numerous endeavors to effectively compose a square or pieces of information. Each retry utilizes a tiny bit more tape which is clearly a limited asset inside every cartridge. At last, different retries brought on by mistakes confines the measure of tape accessible for putting away new information and diminishes the limit of the cartridge general.

In the diagram above, you can see a reliable loss of limit of between 15-20%. Presently think about that as some of HPE’s Enterprise clients use more than 200,000 cartridges for each year. Would you be able to envision the expense of an extra 30,000 cartridges to recuperate 15% of lost stockpiling potential. On that sort of scale, the expense of lost limit keeps running into millions.

In any case, even in little and moderate sized associations, the shrouded expense of media unwavering quality can be huge. Also, here’s another imperative point. In mechanized situations with numerous tapes being used, it might be hard to survey the effect of poor media unwavering quality. Be that as it may, much the same as low expanded tires can eat into the mileage and expansion the expenses of motoring, so subs standard quality influence your clients’ main concern.

Certifiable Illustrations

How about we expect your information store is 600,000 GB. Contingent upon your information and pressure proportion, you could require 400 LTO-5 tapes to store that measure of substance.

A HPE LTO-5 tape costs $22 and Another Brand costs $20. Altogether, 500 tapes from HPE will cost $8,800 versus $8,000 for the contender.

However, in the event that you are encountering 15% limit misfortune on the non-HPE tape, then as opposed to getting 600,000 GB, you are just accomplishing 510,000 – a deficit of 90,000 GB.

That implies you require an extra 60 information cartridges, costing an extra $1,200, to document every one of your information.

So now, the less solid non-HPE media has fetched you over $400 more than HPE, despite the fact that it’s ticket cost is $2 per tape less expensive.

What’s more, this is even before we figure the extra IT expense of sourcing, purchase and handle the extra tapes, to say nothing of the potential interruption to server farm exercises. Bunch considers flourish on the mind boggling expense of server farm downtime. Whilst we are not discussing lost information in essence here, anything that removes IT staff from all the more requesting, worth included undertakings mission-basic frameworks will undoubtedly have a much higher expense than simply the $400 of media reserve funds. I discovered a few measurements ascertaining the expense of IT efficiency amid a spontaneous server farm blackout as being $42,000. For corporate clients, this is not a paltry thought!

Conclusion

All in all, in this way, poor limit and exchange measurements have genuine outcomes. Diminished limit implies more tapes are expected to reinforcement the same measure of information. That implies more cost. Slower exchange speeds mean longer reinforcements or reinforcement windows being surpassed or broke, pulling in important IT asset to settle the issues. Once more, the extra superfluous expense can be huge and effectively upset any advantages from picking a less expensive tape.

Teaching Through VR Technology

Virtual Reality , VR in short is a very advanced technology, which is an integration of computer science, robotics, instrumentation, multimedia, sensors, optics, 3-D technology, etc. Each technology, which converges to form VR, in itself, is very sophisticated and hi-tech. VR is a powerful user interface technology. This current technology doesn’t even require physical presence of a person. Information is important and this promising technology provides the best way to visualize it, enabling directly interaction for the user.

VR has full-blown applications in industries like automobile and aviation. Its implementations are now being expanded to fields like education and medicine. In education, Mutual Telexistence (convergence of VR and robotics), Virtual Rooms and Distributed VR have emerged. In medicine, very advanced softwares have been developed to treat growing number of painful procedures. Some of the examples include:

a. Wound care of burn patients

b. Endoscopic therapy after Single Event Multilevel Surgery (SEMLS) for cerebral palsy

c. Dental pain and anxiety

d. Pain/anxiety during injections

e. Overcome phobias like spider phobias

f. Treat various anxiety disorders like Post-traumatic Stress Disorder (PTSD)

g. In artificial limb development

Virtual Environments (VE) for education have been discussed in various ways. While advanced multi-user educational VEs are still a speculation, simpler VEs based on standard technologies have been in existence for some time.

For distance education purposes, distributed VR is useful. Virtual Reality system can be networked to support multiple-user immersion environments joined over long distances. The sites implementing VR technology must be networked using low band modem-to-modem over telephone lines, the Internet, and high bandwidth telecommunications. The emergence of the Virtual Reality Modeling Language (VRML) as a standard method of modeling virtual reality objects and worlds coupled with the wide spread deployment of WWW browsers that support VRML allows the creation of such distributed virtual environments, which can be accessed through Internet. This paves the way for participation of more geographically dispersed users in multi-user virtual reality interface systems.

Applications of VR

The fields in which VR has been implemented are summarized below-

Education and conferencing.

Civilian and military training simulators.

Business and scientific visualization.

Architecture, design, prototyping (Research and Industry).

Art and leisure.

Surgery and rehabilitation.

Telexistence, tele-immersion and Immersive 3D virtual environments (IVR).

SnowWorld, SpiderWorld, ChocolateWorld, SuperSnowWorld.

VR in Education

Virtual Reality technology offers educators a truly new and innovative way to teach and engage students. It is a cutting-edge technology that allows students to step through the computer screen into a 3D interactive environment. Using a special headset and glove, it places students inside of a simulated virtual environment that looks and feels like the real world. Integrating virtual reality into everyday learning has revolutionized teaching and learning processes.

A helpful analogy to better understand the nature of the virtual environment is that of a student exploring a forest for the first time. A student will best learn about the forest not from reading about it or listening to someone talk about it, but by walking into it – becoming a part of it. The student is free to explore the forest any way he/she likes. The biology class where students are learning cell structure is supplemented by a trip to the Virtual Reality Lab where students enter and explore a human cell. Discovery and experience become the best teacher.

Virtual reality is created by an impressive, exciting technology that engages the student. It draws its power from three principles: visual, experiential, and self-directed learning, the most effective ways to teach students. Virtual reality allows students to be fully involved in their education, instead of merely passive observers, focusing first and foremost on the learning needs of students. The age-old problem educators face is how to better involve students in their studies. Traditional teaching methods have sometimes not been effective in the goal of seizing students attention, relegating students to a passive role in the classroom.

Understanding virtual reality-based learning means understanding the shift from text-based education to multi-sensory, experiential learning. Virtual reality copies the way people have always learned – by interacting with the world. It allows hands-on activities to facilitate active learning.

I hear and I forget. I see and I understand. I do and I remember , said Confucius, the wise Chinese Philosopher. Thus, Learning is most effective when it is an active discovery process and realistic learning is more effective as a learning device. VR is learning without boundaries.

Steve

Virtual Reality can bring simulation-based learning environments closer to real-life experience. Instead of watching the simulated world through a desktop window, students are immersed in a 3D computer simulation of their work environment, where they can improve their skills through practice on realistic tasks. VR simulation environments are essentially valuable in domains where real life training is expensive or hazardous such as surgery, air combat and control of complex equipment. In addition using networked virtual reality systems, multiple students (possible at different work sites) can learn to perform collaborative or competitive tasks together.

Immersive virtual environments also allow the computer tutor to inhabit the virtual world with the student. To explore the use of intelligent tutoring systems in virtual reality, a pedagogical agent , Steve (Soar Training Expert for Virtual Environments) has been developed which physically collaborates with students, enabling new types of interaction.

Steve s Capabilities

Each student s interface to the virtual world is provided by special-purpose hardware and Lockheed Martin s Vista Viewer software. Students get a 3D immersive view of the world through a head-mounted display (HMD). Vista uses data from a position and orientation sensor on the HMD to update the student s view as they move around. Students interact with the virtual world using a 3D mouse or data gloves. Sensors on the mouse and gloves keep track of the student s hands, and Vista software sends out messages when the student touches virtual objects. These messages are received and handled by the RIDES software which controls the behaviour of the virtual world.

Steve requires two capabilities Steve must be able to demonstrate and explain tasks, and he must be able to monitor students performing tasks, providing assistance when needed. When demonstrating, Steve performs and explains each step of the task. Steve is currently represented by a head and a hand that can manipulate and point at objects.

Steve inhabits the virtual world along with students. To provide a collaborative style of interaction with the student, Steve can gracefully shift between demonstrating a task and monitoring the student s performance of the task. During Steve s demonstrations, the student can interrupt and ask to finish the task, in which case Steve shifts to monitoring. When monitoring a student, the student can always ask Steve to demonstrate a recommended action. Thus, VR supports a natural and flexible collaboration between student and tutor.

Distributed VR and VRML

The idea behind distributed VR is very simple; a simulated world runs not on one computer system, but on several. The computers are connected over a network (possibly the global Internet) and people using those computers are able to interact in real time, sharing the same virtual world. In theory, people may be stationed anywhere in world at different locations, all interacting in a meaningful way in VR. There may be a number of obstacles in establishing such type of an environment, like limited-bandwidth links, latency in delivery of update information and heterogeneous platforms.

The environment in which a distributed VR user is immersed is three-dimensional to the eye and ear. Moving in the environment changes the user s visual and auditory perspective. Unlike a video conferencing system (where an attendee s screen shows other attendees in their own videoconferencing rooms), distributed VR users assemble in a virtual world – they are all seen, for example, seated together around a conference table in one room, or walking together in a virtual building. Every user of a distributed VR appears in the computer environment as an avatar – either a customized graphical representation, a video of the user, or some combination of both – which he or she controls. The user, besides interacting with one another, also deals with one or more computer simulations.

This idea of distributed VR can possibly be implemented using the Virtual Reality Modeling Language (VRML) that aims to aid Internet with 3D spaces. These 3D spaces in VRML are known as worlds. These worlds can be environments or single objects with the file suffix as.wrl. VRML defines a set of objects and functions for modeling simple 3D graphics. These are known as nodes, which are arranged in hierarchies called scene graphs. There is a top-down arrangement in which nodes that are described earlier in a scene affect later ones, but this can be limited by the use of separator nodes. A VRML file is an ASCII file which is interpreted by the browser and converted into a 3D display of the described world. VRML is designed to fit into the existing infrastructure of the Internet and the WWW. It uses existing standards wherever possible, even if those standards have some shortcomings when used with VRML.

In one of the versions of VRML, also known as Moving Worlds, either object in the world can act and react to each other under program control, or they can respond to the user s actions in some way. The features that Moving Worlds currently include are:

I. International character sets for text can be displayed using UTF-8 encoding

ii. A set of new nodes has been added to increase the realism in models that are intended to represent the outdoor world around

iii. Sound generating nodes will also enhance the sense of realism

iv. New sensor nodes will set off certain events when one enters specific areas, or click on certain objects. So, for example, as the viewer approaches an object it can be triggered to start some action or make a noise

v. Collision detection ensures that objects can act as if solid. That is, the user, will not go through walls and floors

vi. Script nodes allow for the animation of objects in the world and the interaction of the world with other applications, for example databases

vii. Multi-user environments. There are many approaches to creating multi-user worlds, and the Moving Worlds aims to provide the functionality required for these, but without dictating which approach is to be used

Virtual Environment based on distributed VR

All the concepts of VR technology highlighted above can be combined in an effective manner to create a virtual environment, just like Steve s room on top of a network. Concept can be implemented on an intranet; and using VRML as the remedial technology along with the existing standards for Internet and World Wide Web it can be further extended to operate in a globalized environment like Internet. VRML produces a hyperspace (or a world), a 3-dimensional space that appears on the display screen. Users can figuratively move within this space by pressing keys to turn left, right, up or down, or go forwards or backwards. The images on the screen will change to create a feel of actual movement through a real space.

The user must access the remote VR server and select the service they require. The remote server then downloads the necessary executable code into the local server from where the student can interact with the virtual environment. It is envisaged that the future educational establishments will want to make their VR based educational programmes available to others. Anyone with appropriate hardware will be able to access these systems for a subscription fee. The main advantage of this approach is that organizations will be able to access appropriate VR based educational material without having to develop material themselves. It is highly likely that it will be possible to gain access to a very wide variety of educational material in this manner. However, there are a number of issues such as copyright and how much capability will be required in the local system.

Conclusion

Within the higher education community there has been an increase in the use of information technology such as multi-media with considerable success. Multi-media based systems provide the student with a very rich source of educational material in a form that makes learning exciting. VR has extremely wide application across a whole range of disciplines and the enabling technology has reached a sufficient level of maturity for it to be seriously applied to education, training and research in higher education. The costs associated with a VR system have been prohibitive for educational establishments (this is still true for fully immersive VR systems) but recent technological developments in computer hardware and software now make it feasible to look at VR as an important aid.

Though VR technology proves to be excellent in any field, yet it is not very popular. The reason being that fully immersive VR setup is still very expensive. The prohibitive costs and inaccessibility of VR technologies, coupled with issues of usability, educator training, operation and maintenance, present important drawbacks for the educational use of VR making it difficult to incorporate in dwindling educational budgets. In spite of these concerns and objections regarding the appropriateness and educational efficacy of virtual reality, there remain compelling reasons for believing that VR learning environments for students warrant serious investigation and can provide strong tools for learning.

DB Access Through VR Technology

Introduction:

This article will make us well-versed with technological aspects of Virtual Reality and its applications especially in the field of scientific databases and clinical trials. Virtual Reality , VR in short is a computer-generated, multidimensional sensory, artificial environment that users experience via interference tools that enable them to immerse themselves in the new environment, navigate within it and interact with objects and characters inhabiting the environment. This gives the user the impression of being in that world. VR is a way for humans to visualize, manipulate and interact with computers and extremely complex data like scientific databases. This article acquaints the readers that VR provides a uniquely different interface to access scientific database, which is a SANDBOX: Scientists Accessing Necessary Data Based on eXperimentation. This virtual reality tool allows the investigator to collect data from the scientific databases without ever typing in a query. The article describes in detail about scientific DB, need of SANDBOX along with how it works and its implementation in NASA. It also provides an insight into the digital Eye Bank used in clinical trials. The article is concluded with some recommendations on the full-fledged scope of VR in clinical trials along with its usage in the areas of Internal Medicine and Surgery.

Virtual reality:

We are familiar with the movie, Matrix and its series. The concept or, the technology used in this movie is Virtual Reality! British Novelist, Roald Dahl, has rightly said, We make realities out of our dreams and dreams out of our realities. We are the dreamers of the dream. Agent Smith and Neo are fighting with each other in a virtual environment; they have immersed themselves in a computer-generated artificial environment. What does the term virtual means? It means something which is not real; as simple as ABC! According to the American Heritage Dictionary, virtual means, existing in essence or effect though not in actual fact or form . Technology, which converges to form VR, is itself very sophisticated and hi-tech. This promising technology provides the best way to visualize information, enabling direct interaction for the user.

We live in a world whose properties we have come to know well through long familiarity. A display connected to a digital computer gives us a chance to gain familiarity with concepts not realizable in the physical world. It is a looking glass into a mathematical world. The ultimate display is a room within which a computer can control the existence of matter. The cardinal virtue of virtual reality is the ability to give users the sense that they are somewhere else .

Implementations of VR

BMW uses VR to generate various models during car production, Flight simulators are used to train pilots, NASA uses it to train astronauts for space walk, having virtual super-powers in a game may incite people to better behavior in the real world. Participants who were given the power to fly like Superman in virtual reality were more helpful afterward, out of virtual reality. The researchers suggest that embodying a superpower in virtual reality may make players to ‘think like superheroes’ and thus, facilitate subsequent helpful behavior in the real world. Some of the implementations present in various fields are:

Automobile, Aviation and NASA

Education like Mutual Telexistence, Virtual Rooms, Distributed VR, Steve etc

Internal Medicine

Anxiety disorders like PTSD

Artificial limb development,

Wound care of burn patients SnowWorld etc

Phobias SpiderWorld etc

Pain/anxiety during injections

Endoscopic therapy after Single Event Multilevel Surgery (SEMLS) for cerebral palsy

Train surgeons for laparoscopic cholecystectomy

Virtual Superheroes, 30 Jan 2013

SANDBOX

Scientific databases store large amounts of information typically collected through experimentation. This information is then made available to investigators from a wide range of disciplines, mostly unfamiliar with databases and their associated query languages. A new interface to scientific databases, the SANDBOX: Scientists Accessing Necessary Data Based On eXperimentation has come. The SANDBOX is a virtual reality tool allowing an investigator to visualize the contents of a scientific database while retrieving data. As the data in these databases was typically collected through experimentation, an investigator can use the SANDBOX to retrieve data from the database by placing virtual instruments into a virtual reenactment of the original experiment in the same way as investigator uses an actual instrument to collect data from nature. These instruments give visual and auditory feedback, allowing the user to browse through the data, setting up and running experiments until they have collected the data they need. The SANDBOX allows users to become immersed in the DB. SANDBOX gives the investigator an environment to work in, rather than just a screen to look at. A prototype of the SANDBOX on a subset of NASA’s FIFE scientific database using the CAVE virtual reality theatre to access climatology theatre has already been implemented.

The CAVE is a projection based virtual reality system. The user enters a 10 foot by 10 foot by 10 foot room (or even 20ft by 20ft by 20ft in NASA) where images are projected onto the three of the walls and the floor. When the user dons a pair of lightweight StereoView LCD shutter glasses, the projected images fill the room and surround the user. The user can move around the room reasonably unencumbered, and can walk around or through the virtual objects in the CAVE. Since they can see their own bodies, users have a true sense of being inside the virtual environment. The user carries a physical three button wand to interact with the virtual objects in the CAVE.

SANDBOX is composed of 3 main components: VR Interface, Preprocessor and Local Memory. The VR Interface is responsible for maintaining the virtual environment. It displays the virtual instruments visually and audibly, and monitors the user s actions within the virtual environment. Based on the user s actions, the VR Interface sends requests to the Preprocessor to obtain the necessary data. Based on the current virtual time the VR Interface displays the appropriate data from the local memory. The Preprocessor is responsible for interfacing with the various components of the scientific DB to quickly retrieve data according to the needs of the VR interface and store it in Local Memory. The Local Memory maintains all the info necessary to support the VR Interface. This includes info on the user, the various tracking devices and the instruments that the user has placed in the virtual environment. The database schema is hidden from the user, while still giving the user access to the data. They deal with familiar concepts and instruments in a more natural environment. They can perform visualization while retrieving data.

User is surrounded by an elevated 3D plane on the floor, a pallet of instruments to choose from the right wall, a calendar to choose date from the left wall and a graph, which is displayed on front wall. All the values are displayed in the form of a graph.

Each scientific DB has its own set of instruments. The instruments on the pallet are 3D and animated. Left column of the instrument pallet has instruments like thermometer, wind sock and water beaker, which is linked to columns in relational DB. Center column of the instrument pallet has instruments like LANDSAT satellite, airplane and helicopter, which is linked to graphic files. Right column of the instrument pallet has instruments like Notepad and camera, which is linked to metadata. The user can pick an instrument off the instrument pallet, carry it over to a site, and place it there. Once the instrument is placed at a site, it begins to operate. The mercury level in the thermometer rises and falls with the temperature. The water level in the beaker rises and falls with the rainfall. The orientation of the wind-sock changes with the direction, and speed of the wind. The user can also hear the instruments. A beaker makes a drip sound when its water level rises. The faster the water level is rising, the louder the drip . The average strength of the wind measured by all the wind-socks is used to generate the whoosh sound the strength of the wind determines the pitch of the whoosh . The average temperature measured by all the thermometers is used to generate a cicada sound the higher the temperature, the louder the cicada . An instrument draws attention to itself when there is a change in the value it is monitoring. A user requiring information about a site (textual meta-data) can place the notepad at a site. A page with the text then appears above it. A user requiring a photograph taken at a site (graphical meta-data) can place the camera at a site. The picture of that site then appears above it. In the actual scientific DB, the user would have to integrate this info manually probably through SQL queries. When the user places virtual instruments into the virtual environment, they convert data and give the user feedback in visual and auditory form. The investigator can use this feedback to add additional instruments to the experiment, move the instruments to other locations, or remove unnecessary instruments. There is a continuous visual representation of the instruments on the pallet, placed at sites, and in the user s hand. The user physically places instruments instead of typing queries and can immediately see the result of an action. This allows a novice user to quickly begin using the system to run experiments. Instruments have their current values displayed graphically, audibly, and numerically.

The user can change the settings on a virtual environment using the menu. They can set the minimum and maximum values displayed by the instrument. They can even turn on or off whether the instrument displays quantitative values overhead, whether its values are shown on graph, and whether the instrument makes sound. Each instrument maintains its own individual settings.

Sequence of Actions to create SANDBOX

  1. Create the space and time mapping functions
  2. Use the existing metadata in the DB to create a familiar environment
  3. Choose the instrument classes, access functions, and filter functions from an existing library, or create them as needed
  4. Create the linkages as needed

The first 2 steps are necessary to setup the virtual environment

After that, instruments can be created and linked to DB as they are needed

Digital Eye Bank

Clinical trials can be time-consuming, expensive and intrusive, but they are also necessary. Thus, University of Tennessee Space Institute in Tullahoma developed an invention that makes clinical trials more efficient by moving them into the virtual world. Digital Eye bank is a computer software eye modeling program. It includes data from people s eyes for researchers to use when testing their inventions. It takes data from eyes of patients and builds it into models from the commercial optics program to be used for researchers virtual clinical trials. The idea of Eye Bank is to use existing clinical data and build in realistic and personalized eye models stored in a ready-to-use tool kit like a group of volunteers, said Chen. Then we can call on any specific eye to test a newly designed optical instrument on the computer and see what kind of performance the design gets. This testing can be done repeatedly without hurting real human subjects.

These days in most of the clinical trials, the types and conditions of eyes that are studied are not as varied as desired because it is difficult and expensive to find the diversity and range of subjects. Hence, it results in uncertainty in the performance of new instruments to detect and diagnose a range of unusual eye conditions. In the virtual world, users can manipulate the eye, such as opening it partially or rotating the pupil. They can also add certain conditions like growing a cataract or, developing a tear duct issue. This allows users to see how well their instrument measures in response to such conditions. For instance, we can predict how one person’s eye can react to LASIK surgery and simulate the day and night vision after the procedure,” said Chen. “Today, it is also not well known on how the long-term outcome of new interventions would be. But in the virtual world, we could induce cataract and dry eye and other aging conditions to predict the possible complicated outcomes and problems.” Eye Bank can also be helpful in medical education like training students on diseased eyes. Though it s currently used for optical research yet researchers see broad applications for this promising technology.

Conclusion

VR has wide application areas and has reached sufficient levels of maturity but its set-up is still expensive. VR can even be useful in detection of safety signals.

Signal is the information about an adverse event. Safety signals warrant further investigations, which include new adverse events that are not currently documented in the product label especially if serious and in rare untreated populations or, maybe an apparent increase in the severity of an adverse event that is already included in the product label or, occurrence of serious adverse events known to be extremely rare in the general population or, previously unrecognized interactions with other medicines, dietary supplements, foods, or medical devices etc.

VR can be used by any of the Statistical teams of pharmaceutical industries. There s full-fledged scope of VR in clinical trials in future: VR on top of Data Warehouse of clinical trial.

Why Technology Should Be Used in the Classroom

We are faced today with the younger generation that uses gadgets are their means of entertainment and source of fun. No matter how we try to do away with it and let our children experience the childhood we had, it has become a fact that we really have to face.

With this, a lot of professionals in the field of education have come to realize that Technology could be a perfect tool for learning. Children as young as 3 or 4 years old are capable of handling these gadgets thus are expected to be knowledgeable in operating one.

However, teachers must be sure that their students would not be so soaked with stressful learning alone but must have time for fun – allowing them to explore their imaginations. Integrating Technology in the classroom would allow these young individuals to develop their technical skills. These skills are all valuable for them to survive their generation.

A specific example to this is the use of iPads. Here are a few of what can be done:

  1. Documentation needs for student research can be made so easy with the camera.
  2. On higher education and when it comes to art or architecture, 3D models can be created with a 3D creator app, linked to a 3D printer.
  3. Find quiz apps online such as those that allow teachers to create flash cards or other types of interesting types of quizzes.
  4. An iPad could be a game show, applications for this are available too.
  5. Get linked online and play a lot of songs in the classroom that would usher to a more fun while learning. This is essential for the younger ones, especially.
  6. Recording a discussion on audio or video would be a lot helpful for students who would love to review before their exams.
  7. Install game apps that are also tools for learning, especially for the younger ones

As the classroom would have digital learning tools, it does not only benefit the students but the teachers as well. As children would engage more in the classroom discussions, teachers will not have hard time getting their attention for each subject. While it’s normal that children do have different interests, certain applications when used can also make a not so interesting subject become interesting and even fun.

There may still be schools today that are not into the use of Technology. Thus, allow me to share a few points below about why you must make use of technology in the classroom:

  1. With the use of such tools and wireless technology, it would be easy for students to determine their future career as they get a fast discovery of their line of interests.
  2. Learning styles can be diverse. Teachers can combine both the traditional way of teaching while using new applications.
  3. Being tech-savvy allows students to be more aware about their environment, not only in their local area but about world events and social awareness.
  4. Students would love to engage in the classroom activities, naturally because they love technology.
  5. Using tools for the day to day discussions allows the students to be excited about what’s next and would be more apt to learn.
  6. Research won’t be an issue at all, as students may have full, yet disciplined access to the internet.
  7. Teachers and students both can have access to digital textbooks and get more updated versions online.
  8. Teachers and students get the chance to discover more learning apps.

There has to be no debating whether to use technology in the classroom or not. Truth of the fact is, we all need technology today and everyone must accept it.

A Short Introduction to the Revolutionary 3D Printing Technology

One of the most remarkable technologies to have been developed in recent years has to be that of 3D printing. This technology enables you to use a specialized printer to create the things you design on a computer with the help of certain materials. If you are planning to use this technology, it helps to know a bit about it like the working of the technology, salient features, scanners and 3D modelling applications, how to print etc.

How Does This Technology Work?

In order to 3D print something, you need to create the concept art of the object first. A virtual design has to be created in the form of a specialized file such as CAD. CAD files can be created with the help of a 3D scanner if you are planning on cloning a specific object. A 3D modeling application will also suffice if you want to create the design on your computer.

3D Scanners: These specialized scanners can make use of various technologies in order to create a 3D model. Some examples include volumetric sacking and structured light among others. 3D scanners are an important part of 3D printing technology but they can be rather expensive but cheap DIY kits are also available.

3D Modeling Applications: Like scanners, you can find a range of these applications. Professional grade applications are quite costly. On the other hand, free or cheap applications are also available for beginners to create concept art with. Some applications even come with tutorials to help you get started.

Printing the Model

Once you have readied the model, you need to work on it further to get it ready for 3D printing. In order to prepare the model, a process known as slicing is used. In it, the model is sliced into numerous horizontal layers. In order to do so, you need a specialized software. Some modeling applications have this function built into them. In some cases, you may have to use a specific slicing tool that is compatible with the 3D printer. Once completed, the actual printing process can be started. The time required for the printing to be completed depends on the printer you are using, the materials you are working with and the complexity of the structure.

3D printing technology has certainly progressed far. However, it still has a long way to go till it becomes a part of homes like regular 2D printers.

Biometric Revolution In Indian Banking

More so often Indian bankers are confronted with a perplexing question that whether a person transacting is their actual client or a fraudster. And this issue can better and accurately be answered by biometrics science only. The idea of biometrics banking has revolutionised the whole Indian banking system. And the extent of revolution is such that people are excited to replace their banking PINs with their fingerprints. Accessibility to biometrics data is of great use when it comes to recognising who exactly is transacting with the banks. It relieves the doubt and works towards the prevention of fraud and facilitates safe and seamless transaction.

The biometric machines are simple yet explicit, and that’s the reason they are gaining popularity among Indian bankers. And banks across the country are in their stride to set-up ATMs empowered with biometric technology. The technology is significantly contributing towards tapping the potential of promising rural market.Biometric ATMs are looked upon as one of the most viable options for the countryside, considering the illiteracy prevailing there. Though these machines are expensive to install, they offer high security and allowing banks to expand their scope rapidly.

Biometric technology has a great potential to play an exclusive role in the banking industry about convenience, safety and efficiency. It has a great perspective when it comes to online mobile banking and payments. It offers comfortable and secure verification of the identity of customers while unbundling of payments. Biometric authentication adds to the convenience and therefore replacing other hamstring authentication procedures. The system is efficient enough to come the fall over back systems such as loss of password or resets password. Further, the banks are in a position to define the role, usage and function of the technology depending on the risk associated and customer acceptance.

Now, people in India have an online biometric identity in the form of an Aadhaar card. Banks across the country have linked the accounts with Aadhaar to get the biometric information of the account holders. An Aadhaar card provides online verification and authentication by using fingerprints and other biometric details at any time and from anywhere. It has not only allowed the government to transfer the benefits of their schemes directly to all those people for whom plans are drawn and avoid the role of middleman and avert corruption. Banks are also in an excellent position to verify the account holder and have safe transactions.

Biometric banking has significantly changed the way people have looked at the services provided by the banks. Now, a tribal woman from a remote village in India can get her old age pension from an Aadhaar enabled ATM just by pressing her finger. The use of biometric technology has opened doors of financial equality for all those who are lagging behind just because of the barriers of illiteracy and regional language. It enhanced the safety of the transaction and simplified the authentication of customers. It has transformed the business model of banks and allowed them to bring various reforms so that banking services are within reach of the greatest population of the country.

Mobile Analytics – Get Insights Into the Performance of Your Mobile Offering

Mobility Services

In this fast-moving world, there is an impending need to be able to access information and take decisions anytime and from anywhere. Mobility is spearheading this transformation by putting businesses on the move, helping them connect with customers, partners, employees and machines 24×7. Mobility services are being offered by companies across a wide variety of handheld devices: from smartphones, tablets, infotainment gadgets, biometric devices, digital TVs and set-top boxes, to digital cameras, USB & Wi-Fi enabled digital photo frames and various IP Phones.

Some of these services include:

• Mobile strategy, application development and life cycle management
• Cloud integration, platform porting and migration
• Middleware media integration
• Mobile enablement for Business Intelligence and Analytics
• Mobile applications QA and testing
• Performance optimization
• Wireframe design, usability and GUI engineering
• IoT and connected devices implementation

The Need for Mobile Analytics

Trillions of bytes of data in the form of images, videos, app data, business transactions, GPS information and social media updates is being created as the number of mobile devices skyrocket. In order to get the most from these large amounts of data, managing, monitoring, and analyzing such data through mobile analytics becomes inevitable. Through mobile analytics, enterprises can achieve important and useful insight into a wide variety of business-critical activities, helping them transform the way they do business and thus achieve a competitive edge by offering unique customer experiences.

Also, as the world gets more and more global, enterprises are spreading their wings across several geographic locations. In this global age, users expect to have full access to real-time information, and want to be well-connected and informed round-the-clock. Through mobile analytics, enterprises are facilitating quick and seamless sharing of vital information, thereby connecting employees with customers and improving business productivity in the long run.

Mobile Analytics Benefits

Through mobile analytics, enterprises can achieve a plethora of benefits. Let’s look at a few:

• Access to Real-Time Data: Mobile analytics enables users to have access to real-time data. This ensures users are updated with the most recent data, which in turn helps them in making timely, accurate decisions.

• Insight into Marketing ROI: Using mobile analytics, organizations can track, measure and monitor crucial metrics across mobile websites and apps for a variety of form factors. Analysis of these metrics enables organizations to understand the contribution of mobility to their bottom line, and get insight of the ROI of their mobile marketing investments.

• Measure App Performance: Mobile analytics enables organizations to understand how successful their mobile offerings are, thereby helping them prioritize investments for the future. By measuring only those mobility metrics that matter, enterprises can understand usage patterns of their apps, giving them a clear understanding of mobile engagement and enabling them to make data-driven decisions.

• Optimize User Engagement: Mobile analytics helps organizations in measuring app usage metrics like monthly active users, new users, etc and get information on app revenue. By tracking key app-related trends, organizations can make crucial decisions to increase user engagement and monetize their apps.

• Analyze Mobile Activity: Mobile analytics provide enterprises with the ability to explore and analyze digital data. Such analysis helps in understanding the usage patterns of mobile offering, and enables enterprises to revamp their strategies based on the success and failure of current offering.

• Optimize Mobile Campaigns: Using mobile analytics, organizations can see how their mobile campaigns are working. They can track conversion and sales data generated through the mobile channel, compare it with other channels and devise necessary strategies to improve transactions.

Augment Customer Experiences

Mobile technology plays a significant role in business life, allowing enterprises to empower employees and understand customers like never before. Offering rich tools and reporting capabilities, mobile analytics enables personalized interactions with customers. By understanding the ROI of mobile investment, and optimizing mobile strategy, organizations can make customer experiences worthwhile with mobile analytics.

Loren is native of California state and known as a Technical guy. I worked in many projects that relied on the impact of emerging software technologies. Apart from this reading articles and content fascinates me that’s why writing has always seemed like a natural transition. For being writer, you need inspiration and such sites motivate & inspire me for a writing.

Article Source: http://EzineArticles.com/9493654

iBeacon With HomeKit – What We Can Look Forward To

iBeacon is a Bluetooth Low Energy (BLE) communication technology that enables mobile apps to capture signals from beacons in the physical world and react to them. It allows mobile apps to gauge their position on a micro-scale and deliver hyper-contextual content to users based on their location. We take a look at how these two Internet of Thing (IoT) endeavours by Apple will work together to make our lives simpler.

iBeacon on HomeKit

Currently, iBeacon has been largely marketed by Apple for the retail environment. With HomeKit, the home-grown BLE technology by Apple will be accessible to a larger customer base that is setting up a smart home. At its most basic level, the iBeacon will inform Apple’s smart home of the user’s presence when they come home and all systems will turn on as per pre-set conditions to welcome them and ready to use.

Using iBeacon in Smart Home Devices

iBEacon can be used to define actions for the smart appliances such as lighting, ventilators, heating/cooling systems, television etc. among other things. With Siri integration, simple voice commands and spoken reminders will automate the systems and activate appliances. Different apps such as the Calendar app and Notes app can also be used to work in tandem with Home Kit and iBeacon to give commands to the various smart appliances in the house.

HomeKit currently offers native support with iBeacon to control lighting in the house, there is a lot more that can be done if the imagination is stretched. For instance, a Beacon placed in the key will help your smartphone to track they key when it is misplaced within the house. Also, when the key is inserted in the lock, the variously programmed lights will be switched on as soon as one enters the house.

Apple iBeacon for the House

In 2014, Apple submitted a proposal for creating the first dedicated iBeacon – compatible beacon hardware for its Smart Home product. Apple iBeacon will turn the iPhone, iPad or other compatible iOS device into a temporarily discoverable beacon. Thus, used with HomeKit, the user will be able to control locks, lights, doors, security cameras, switches, plugs, kitchen appliances and much more. Apple will not be supplying the hardware for iBeacon as many third party hardware beacon devices are already available. Apple iBeacon will act more as a centralized control hub that can be triggered from the iPhone or iWatch.

What Kind of Smart Home Applications Can You Build Using iBeacon and HomeKit

There are a host of applications that are available for controlling lighting and other basic activities within the house. However, these are yet to be fully developed to be truly effectual. We bring you a few ideas where iBeacon can be applied with HomeKit to create a smart living space.

An iBeacon to notify select recipients of your arrival. For instance, the presence of family members can be detected via the application as they enter or leave the home

Automatically lock or turn off appliances such as computers, laptops or television in the house when the beacon device is not in proximity

Take photographs from the security camera or webcam remotely and email it to oneself by triggering the camera using the iBeacon. This way, any intruders photograph can be captured and stored securely even while the resident of the house is not at home

Turn on the music system in the car or at home to play any specific song when the beacon device is in proximity

Beacons are easy to install and set up and BLE Beacon shipments are expected to exceed over 400 million units in the next five years as per an ABI Research report. With the iOS 10 all set to hit the markets by next year, the use of iBeacon technology will soon be widespread globally.

Protecting Your IT Assests

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Having a dedicated staff to analyze and maintain IT investments is becoming increasingly necessary among businesses of all sizes. Unfortunately, the cost of having dedicated IT staff on the payroll can be extremely prohibitive for small and medium-sized businesses. Often the tasks of trying to maintain, troubleshoot and correct IT or computer system problems falls to the owner or an employee with only rudimentary computer skills. This leads to distractions and major time drains that take them away from their core business responsibilities.

Fortunately, managed IT service providers are now available to help these same businesses in an affordable fashion. Finding a managed IT provider is a big task. With the wrong one, you will end up right back where you started. However with the right managed IT provider, productivity and workflow can flourish.

For the best possible results, ask these questions when choosing a managed IT provider:

Are you familiar with my industry? This is a simple question that often gets overlooked in the name of convenience. Remember that a managed IT provider will make your life simpler, but the process of finding the right one takes careful planning. Be sure this potential provider is familiar with your workflow style.

How will my information, as well as my customers’ information, remain safe? A managed IT provider will specialize in ensuring the security of information – your own confidential information as well as that of your clients. Be as inquisitive as possible when it comes to details like these.

What do you bring to the table? Beyond the abilities of a managed IT provider are their connections. What are they authorized to distribute and use? Furthermore, establish whether their toolbox is sufficient for the specific needs of your company.

Where will you start? Oftentimes, a managed IT provider must correctly assess your company’s current situation before moving onto optimization. For example, how will a managed IT provider incorporate your current physical systems?

How big is my up-front investment? You’re running a business, which means that you must always consider the bottom line. The right managed IT provider will be sure to construct a plan that works for your needs and minimizes your in-house expenses.

Managed IT service providers have a range of IT services available to help clients optimize their computer systems. Many offer free, no-obligation assessments to help understand the current state of your computer systems and business requirements. They’ll then work with you develop a plan that minimizes threats, safeguards your system, avoids costly downtime and maximizes the productivity from your systems.

Richard Hermann is owner and CEO of TC Technologies, Inc. The company has been awarded the CompTIA Managed Print Trustmark and is dedicated to delivering Smart Office Document Solutions for our clients. This includes cost containment, cost reduction and business process enhancements to improve the production and use of documents both hardcopy and electronically.