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Humanizing The Cloud - Topics ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Humanizing The Cloud - Issues ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Humanizing The Cloud - Definition ,[object Object],Provision computing resources as a utility Cloud computing is a style of computing in which dynamically scalable and often virtualized resources are provided as a service over the Internet. Wikipedia The Cloud is shared servers (resources) located within a data center delivering applications over Internet technologies Merrill Lynch Cloud computing is a style of computing where scalable and elastic IT-enabled capabilities are delivered as a service to external (Public) or to internal (Private) customers using Internet technologies Gartner
Humanizing The Cloud - Services ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
70 % 70 % 30 % 30 % Network and  Application  Infrastructure Real Work Capacity Applications Differentiating Non- Differentiating Current State Desired Humanizing The Cloud – IT Conundrum
Humanizing The Cloud - Uses ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Humanizing The Cloud – Advantages/Issues ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Humanizing The Cloud - Leveraging ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Humanizing The Cloud ,[object Object],[object Object],[object Object],[object Object],[object Object]

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Br Maches Hastac Cloud Presentation 2010 04 12

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  • 6. 70 % 70 % 30 % 30 % Network and Application Infrastructure Real Work Capacity Applications Differentiating Non- Differentiating Current State Desired Humanizing The Cloud – IT Conundrum
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Hinweis der Redaktion

  1. Essentially, HASTAC 2010 focuses on technologies, research, teaching, and inquiry that can be leveraged across personal, physical, geographical, institutional, disciplinary, and organizational boundaries.  It seeks answers to such questions as: 1) What are the influence's of virtual spaces that can transcend boundaries to impact global innovations?  2) What are the grand challenges in humanities, arts, and sciences that will shape the next generation of global innovation? Ensuring access to technology for all Problems – poverty, culture clashes What are the information infrastructure, environment, and services that will enable (or drive) this? Accountability and results!
  2. Numerous definitions - A tool that gives me the ability to do what I need to do cheaper, quicker and with less resources and get what I need over the internet Delivery of scalable IT resources over the internet Being able to access computer related resources (processing work, storage space etc) over the internet just like electricity or water.
  3. There are 3 basic categories of cloud computing as defined above A tool that gives me the ability to do what I need to do cheaper, quicker and with less resources IAAS – Amazon, Rackspace – a lot PAAS – Force.com Bungee, Labs, Coghead SAAS – Gmail Google docs etc. Amazon Google wave
  4. CIO example 12 people – 24000 man hours – lt 3000 hours available
  5. IAAS Lilly Bio-Informatics Sequencing Isis PAAS Force.com Collaboration – SharePoint Commerce – eBay – Amazon Communications – gmail – yahoo – google docs - Put simply, HPC presents researchers in all disciplines with more computational power than they have ever had access to before. The implication of this development is that it enables researchers in multiple disciplines to undertake research in areas they could not before. Researchers in the sciences have been the first to exploit HPC. Many researchers, for example, use it to pursue "Grand Challenge" research problems, computationally intensive research projects designed to support economic development, policy formation and fundamental research. Similar research initiatives are being pursued in Europe, Japan, China, India, Canada and elsewhere. HPC simulations, for example, have been designed to assist health officials in formulating responses to crises such as an outbreak of avian flu or smallpox. HPC is also being used to support research in projects relating to the development of fusion energy, hypersonic aircraft and superconductors. In the domain of fundamental research, HPC is also being used to infer the biological function of DNA gene sequences, the prediction of earthquakes and the discovery of astronomical phenomena from telescope imagery data.. 3
  6. Support green IT efforts
  7. Funding is always an issue – use scarce dollars to get stuff done – not buy stuff Can increase storage as needed Researchers interested in text analysis point out that the Internet now presents humanities researchers with datasets that are orders of magnitude greater than anything they have ever had before, numbering in the billions of pages.  High Performance Computing will enable researchers to locate and aggregate relevant data from the multiple repositories arrayed on the Internet, and to detect significant patterns contained within assembled datasets. 5   Complex analytics – pattern matching – data mining Researchers interested in rich media suggest that HPC will support humanities research directed toward the development of Massive Multi-user Online Environments (MMOs), and equivalent platforms. An MMO is a repository of information spatially arranged.  It supports the generation, instantiation, dissemination and documentation of content of all sorts.  In many ways, its functions are equivalent to that of the book.  It is distinguished, however, by the forms of representation it supports.  Instead of text and number, it will support heterogeneous forms of representation that combine text, sound, 2D, 3D and 4D objects.  These forms will be used to represent objects such as cities, creating extremely large datasets that will require HPC clusters to support their operation.   If humanities scholars mean to exploit the analytical and expressive potentials that multimedia MMO environments present, they will need to do two things.  They will need to create expressive and attestive conventions to govern the use of multi-media objects in 4D environments.  They will also need to create workflows to govern the generation, documentation and peer review of scholarly content. Both tasks will require research. 6      The envisioned highly-detailed interactive visualizations of cultural flows, patterns, and relationships will be based on the analysis of sets of data comparable in size to the largest data sets used in sciences. The data sets will come from a number of sources. The first source is media content -- games / visual design / music / videos / photos / art / photos of architecture, space design / blogs / Web pages, etc. In visualizing this content, we should use not only already existing metadata (such as image tags created by the users) but also new metadata that we will generate by analyzing the media content (for instance, using computer vision techniques to detect various image features). The second source is digital traces left when people discuss, create, publish, consume, share, edit, and remix these media. The third source is various Web sites that provide statistics about cultural preferences, popularity, and cultural consumption in different areas. Yet another source is what we can call "meta channels" -- blogs which track the most interesting developments in various cultural areas.   My idea of cultural analytics is related to the NEH Digital Humanities Initiative recently announced "Humanities High-Performance Computing" ( HHPC ) initiative, but there are some important differences. First, I am interested in analyzing and visualizing patterns not only in past culture (the traditional domain of humanities), but in contemporary cultural areas, which so far have been largely ignored by humanities -- user-generated media, portfolios by design students from around the world, and recently emerged cultural fields such as motion graphics, Web design, and space design. Second, while people have already been using statistical analysis on texts, I plan to focus on visual media -- art images, design, films, videos, computer games, Web sites. Third, building on the exciting work in visualization done today both by scientists and by artists and designers, I want to use this work as an interface for computational analysis.