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This paper describes our experiences with the Webware, Interfaces and Networking Experimental (WINE) Laboratory. The WINE Lab was created to assist in teaching the topics of computer networks, user interfaces and webware. The goal of the lab is to provide students the opportunity to complete projects, experiment with relevant techniques and make connections(More)
Public-resource computing (PRC) projects use volunteered computational resources in order to accomplish some goal [1]. Because the projects are so computationally intensive and only a small percentage of the public participates in them, improvements in efficiency are very important. One way to improve the efficiency of PRC projects is to decrease the amount(More)
Apoliprotein J (apoJ)/clusterin has attracted considerable interest based on its inducibility in multiple injury processes and accumulation at sites of remodeling, regression, and degeneration. We therefore sought to investigate apoJ/clusterin's role in kidney aging, as this may reveal the accumulated effects of diminished protection. Aging mice deficient(More)
The growth in network bitrates and server-based processing has provided a renewed opportunity for thin client games, where the server does heavy-weight computations, sending only the visual game frames to the client, and the client displays frames, sending only the user actions to the server. Understanding the traffic characteristics of thin client games is(More)
A problem in teaching large introductory computer science courses is to overcome the impersonality of the large lecture class and to provide more personal attention to individual students. Our approach is to use peer learning experiences to instill in students the need to take responsibility for their learning and for the learning of those around them.(More)
Cloud-based games are an increasingly popular method to distribute and play computer games on the Internet. While there has been some work studying network aspects of cloud-based games and examining the effects of latency on traditional games, there has not been sufficient research on the impact of latency on cloud-based games nor a comparison of the impact(More)
This paper explores reasons for the high degree of variability in the sizes of ASes that have recently been observed, and the processes by which this variable distribution develops. AS size distribution is important for a number of reasons. First, when modeling network topologies, an AS size distribution assists in labeling routers with an associated AS.(More)
We present a model for distributed systems with failing components. Each node may fail and during its recovery the load is distributed to other nodes that are operational. The model assumes periodic checkpointing for error recovery and testing of the status of other nodes for the distribution of load. We consider the availability of a node, which is the(More)