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Ticket Resolution Summary Owner Reporter
#1401 fixed Using the MarsGame to teach STEM concepts peter.stickney@bbn.com mark.torpey@lmco.com
Description

Demo Title: Using the MarsGame to teach STEM concepts.

One-sentence layman's description: This demo will show the ADL True Game Based Learning Mars Game prototype as deployed on GENI. Mars Game is an Open Source web-based game that leverages HTML5 technologies in modern web browsers, with the goal of teaching basic programming and math concepts at the 8th-10th grade level.

Who should see this demo? Attendees interested in Education, US Ignite applications and learn more about Digital Game-based learning.

Demo description paragraph(s):

The True Game project is hypothesizing that Games can be effective learning tools of domain knowledge. The current perception of game-based educational applications revolves around the insertion of learning content into a graphics engine or virtual environment, in the belief that the simple use of a “game engine” will make the application more game-like, and thus more engaging and more effective. The problem with this approach is that it overlooks the key point: Games are captivating not because of improved visual quality or scoring, but because content – in the form of story and gameplay – is skillfully designed to be fun. With these ideas in mind, we developed and evaluated a prototype game that teaches ninth and tenth grade STEM concepts, specifically programming and math. We conducted a randomized control trial to evaluate whether the game improved students’ engagement and learning outcomes. We will demonstrate the game and its usage of the Virtual World Framework, a next generation web based collaboration platform.

List of equipment that will need AC connections (e.g. laptop, switch, monitor):

The demo runs on standard PC or Mac based machines, with the only significant requirement being a relatively modern / modest video card (as the game is 3d and utilizes WebGL). The web browser runs on the client machine, with the Game being hosted on a VWF-enabled Web Server, which we have several currently hosted on GENI. The prototype game is single-user, and is currently designed to download much of the game content at startup rather than during gameplay, so bandwidth and latency do not (yet) have a huge impact on gameplay (although they do effect startup time).

Total number of wired network connections (sum standard IP and VLAN connections): 1 standard IP

Number of wired layer 2 VLANs (if any): None Specify VLAN number, if known, approximate bandwidth, and whether tagged or untagged.

Number of wireless network connections (include required bandwidth if significant): none

Number of static addresses needed (if any): none

Monitor (y/n, specify VGA or DVI): One Specify resolution only if your software has resolution restrictions.

The game will play in any resolution, but the minimum is probably 1280x1024.

Number of posters (max size poster boards are 30" x 40"): 1

Special requests: Include any specific network connectivity needs (e.g. VLANs to a particular GENI location, projects you'd like to be near, etc.)

The game does have sound and is an important aspect of the demo – we will need speakers of some sort.

Changes made per Mark Torpey of Lockheed Martin

#1225 fixed Using Mobilityfirst's pluggable compute-plane services to enhance content delivery services. peter.stickney@bbn.com bronzino@winlab.rutgers.edu
Description

Demo description paragraph (three sentence minimum):

Mobilityfirst supports flexible extensibility of data-plane services through a pluggable compute-plane that can optionally and strategically be enabled at chosen points in the network. Service providers can use this to provide value-added services such as caching, security, and offloading options to enhance end-user experience. It can also enable an in-network platform (PaaS-like) for third-party web/consumer application providers to host their servers closer to the their clients. In this demo, we will show how a content delivery service can leverage this compute-layer function to introduce smart in-network modules that can either modify end-to-end streams or respond to requests locally reducing load on origin servers. The demo will utilize host and network resources on GENI (Rack nodes, I2 supported multi-site VLAN using AL2S, etc) as well as wireless edge deployments over WiMAX and WiFi.

Who'd be interested: network and distributed systems researchers, service providers, content distributors.

List of equipment that will need AC connections (e.g. laptop, switch, monitor): 2 laptops, 2 phones and 1 Mobilityfirst access router (orbit-lab yellow node).

Total number of wired network connections (sum standard IP and VLAN connections): 3 (2 normal internet connections and 1 connection to a GENI VLAN). Number of wired layer 2 VLANs (if any): layer2 connectivity to fia-mobilityfirst VLAN.

Number of wireless network connections (include required bandwidth if significant): none.

Number of static addresses needed (if any): none.

Monitor (y/n, specify VGA or DVI): 1 monitor (VGA)

Number of posters (max size poster boards are 30" x 40"): 1 poster.

Special requests: none.

#1415 fixed US Ignite - Enabling Highly Resilient and Efficient Microgrids through Ultra-Fast Programmable Networks peter.stickney@bbn.com bing@engr.uconn.edu
Description

Hello,

Sorry about the late submission - I did not realize that the demo is for both GENI and US Ignite projects. Please find the form for the demo request below. Sorry again about any inconvenience.

Best regards, Bing


Demo Title: Enabling Highly Resilient and Efficient Microgrids through Ultra-Fast Programmable Networks

One-sentence layman's description: This demo shows a working prototype of microgrid emergency control using ultra-fast programmable networks.

Who should see this demo? Attendees interested in smart grid, renewable energy, and microgrid.

Demo description paragraph(s):

Microgrid is an emerging and promising paradigm to improve the resilience of the electric distribution infrastructure. The demo shows our current work on managing microgrid using ultra-fast programmable networks. Communication among various components in a microgrid is through a communication infrastructure, where many types of data with diverse quality of service (QoS) requirements are communicated. The communication infrastructure plays a particularly critical role for microgrids with renewable energy sources due to their much smaller inertia as compared to traditional energy generation sources. We investigate using ultra-fast networks to support reliable and effective control and optimization for low-inertia microgrid.

The demo shows how a programmable network controls a microgrid in a hardware-in-the-loop emulation environment. The microgrid is simulated using Opal-RT, one of the most powerful power system simulators for utilities, R&D centers and manufacturers. The simulated microgrid is created based on a microgrid at the University of Connecticut with high renewable penetration. It contains a fuel cell and a photovoltaic solar panel array as renewable energy sources. The network is managed by an openflow controller. We demonstrate how the microgrid is managed through the programmable network in realtime despite path failures in the network.

List of equipment that will need AC connections (e.g. laptop, switch, monitor): Opal-RT, two laptops, four switches.

Total number of wired network connections (sum standard IP and VLAN connections): One to three wired network connections (one should be fine; three will be great).

Number of wired layer 2 VLANs (if any): 0

Number of wireless network connections (include required bandwidth if significant): three

20-50 Mbps BW estimate according to USIgnite

Number of static addresses needed (if any): 0

Monitor (y/n, specify VGA or DVI): no

Number of posters (max size poster boards are 30" x 40"): 1

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