Abstract: An educational institution (also referred as a university) is structurally modeled using a university model graph. A key benefit of modeling of the educational institution is to help in an introspective analysis by the educational institute. In order to build an effective university model graph, it is required to gather and analyze the various activities performed on the university campus by the various entities of the university. A system and method for automated generation of activity flows involves analysis of multiple student specific sub-activities and correlating them from temporal and spatial points of view. Specifically, the presented system allows for reliable identification of activity flows accounting for duplicate and missing sub-activities.
Abstract: An educational institution (also referred as a university) is structurally modeled using a university model graph. A key benefit of modeling of the educational institution is to help in an introspective analysis by the educational institute. In order to build an effective university model graph, it is required to gather and analyze the various activities performed on the university campus by the various entities of the university. A system and method for automated activity gathering that involves instrumented components, sub-systems, and networks is discussed. Specifically, the presented system allows for reliable identification of activities performed by a student of the university based on inputs received from multiple sources associated with the instrumented components, sub-systems, and networks.
Abstract: Massively multiplayer network games are fast becoming prevalent all over Internet. Servers that support such network games demand huge computing and storage infrastructure. Storage associated with game servers store game related information as well game-instance related information. Game states provide all the information about a game being played and storing them provides an opportunity to continue the game after a pause. An effective representation of game states allows for reduced demand on the storage. An efficient approach for archiving of game states is discussed.