Referencias | References


Referencias completas de vocabulario, eventos, crónicas, evidencias y otros contenidos utilizados en los proyectos relacionados con biotecnología y neurociencia de la KW Foundation.

Full references of vocabulary, events, chronicles, evidences and other contents used in KW Projects related to biotechnology and neuroscience.

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Versión humana de la realidad [546]

de System Administrator - sábado, 12 de julio de 2014, 18:39
 

La versión humana de la realidad

Fuente: http://hipercognicion.blogspot.com/2012/03/la-version-humana-de-la-realidad.html

Aquello que nosotros entendemos como realidad es básicamente una recreación mental de la verdadera realidad. Es una interpretación hecha a nuestra medida por nuestro cerebro, partiendo de la limitada información que nos brindan nuestros sentidos. Existen animales que recrean su realidad en forma de ultrasonidos o en blanco y negro. Pensemos en cómo sería nuestra percepción de la realidad si nuestros ojos fueran capaces de percibir los rayos infrarrojos o los ultravioleta. Ni siquiera teníamos constancia de su existencia hasta el desarrollo de la tecnología adecuada en los dos últimos siglos. Ahora sabemos que la luz visible para nosotros solo representa un estrecho espacio en el amplio espectro electromagnético. 

 

Si fuéramos capaces de  percibir toda la amplitud de este espectro tendríamos una visión muy diferente de la realidad. Con el sonido sucede lo mismo. Nuestro oído no es capaz de percibir los sonidos de frecuencias muy bajas o muy altas. Si fuéramos capaces de percibir las ondas de frecuencias bajas, podríamos anticiparnos a los terremotos. Otro tanto sucede con las percepciones táctiles, olfativas o gustativas. Todos nuestros sentidos se han ido adaptando para reconocer los estímulos que nuestra especie se ha ido encontrando en su devenir evolutivo. Las especies de las que desciende el homo sapiens, que vieron por primera vez, contaron con esa ventaja competitiva frente a otras especies que no eran capaces de reaccionar frente a la luz. Por tanto nuestra especie solo es capaz de percibir la parte de la realidad que en algún momento le ha sido favorable para su supervivencia. Y lo que llamamos realidad solo es una ficción con sentido que nuestro cerebro organiza para que podamos desenvolvernos por el ambiente de una forma organizada y coherente.

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VertiGo: The Wall-Racing Robot [1633]

de System Administrator - jueves, 7 de enero de 2016, 23:33
 

Check Out This Gravity-Defying Robot That Zips Up Vertical Walls

BY JASON DORRIER

When robots were still largely the domain of science fiction, their most common shape was human (more or less)—two legs, two arms, one head. Now that we’ve actually begun building them, robot-kind has been fruitful and multiplied.

Robots roll, walkslitherswimflapfly, and, flea-like, leap tall buildings.

A robot at its most basic is just the means by which a computer can interact with the physical world, and as biology has shown us, there is room for plenty of designs.

It seems new robots are always showing up boasting fresh combinations of powers, some naturally inspired, others human-made. ETH Zurich and Disney Research’s latest bot, VertiGo, is more of the latter—a mashup of wheels and propellers.

Of course, that particular combination has been done before in flying machines. But VertiGo's propellers not only move the robot forward, they also keep the robot’s wheels firmly grounded, allowing it to drive straight up the vertical walls of buildings.

Though the robot is still steered by a human pilot, its wall-climbing ability is automatic. It's the same basic formula that makes consumer drones simple enough to pilot—the most challenging parts of flying are handled by the machine's sensors and onboard chip. And like drones, it wouldn't likely be a huge leap to automate most navigation.

This isn’t the first robot we’ve seen that’s comfortable traversing walls. Stanford’s Stickybot mimicked gecko feet to climb vertical surfaces, and its descendants now haul loads 2,000 times their own weight. While VertiGo probably can't haul as much cargo as Stickybot, its wheels make it a much speedier wall climber. And it’s all too easy to imagine a scaled up version of VertiGo that we humans might drive (or ride in).

Link: http://singularityhub.com

Disney Research crea VertiGo, un robot que puede escalar paredes

Publicado por Manuel Ramírez

La robótica está dando pasos muy avanzados. Boston Dynamics es uno de los equipos de desarrollo que nos está demostrando el futuro que nos espera en el que, en décadas, esos robots podrán realizar todo tipo de acciones cotidianas que solemos realizar nosotros mismos en diversos trabajos.

Ahora es Disney Research la que nos sorprende por un robot que ha creado que tiene entre sus varias peculiaridades el escalar paredes como si fuera una araña. Y es que no solamente pueda escalar, sino que tambiénpuede volar y saltar obstáculos si así lo necesitara. Todo un robot que si nos persiguiera, siendo nosotros los protagonistas de alguna película de ciencia ficción, lo tendríamos bien difícil escapar de el.

Este robot ha sido creado por Disney Research y el grupo de investigación ETH Zurich. Al usar las ruedas y hélices adecuadas, el robot puede volar sobre obstáculos y encaramarse a paredes para escalarlas tal como se puede ver en el vídeo de cabecera.

 

Su nombre es VertiGo y entre sus cualidades están unas ruedas que funcionan sin energía, ya que todo el movimiento proviene de las hélices que son las encargadas de llevar a este robot por todo tipo de superficies o enfrentarlo a esos muros si fuera así necesario.

Un robot que tiene distintos usos como sería acercarse a espacios en lo que sería difícil el acceso, tal como ha ocurrido en Fukushima donde se las han tenido que idear para adentrarse en esos reactores. También se une a esos robots de Boston Dynamics que nos sorprenden por su gran versatilidad y por lo espectacular de su tecnología, algo que también da un poco de miedo si recordamos a esa película Terminator en los que los T800 y demás, hacían de las suyas para dominar al humano. Esperemos que todavía queden unas cuantas décadas antes que ocurra algo parecido, porque todo va encaminado hacia ello (a uno que le gusta la ciencia ficción).

Link: http://www.actualidadgadget.com

 

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Víctimas y victimismo [540]

de System Administrator - sábado, 12 de julio de 2014, 18:13
 

Víctimas y victimismo

Fuente: http://hipercognicion.blogspot.com/2011/02/victimas-y-victimismo.html

Existen víctimas objetivas, que por su situación de debilidad se convierten en el blanco de alguien que ostenta algún tipo de poder. Es cierto. Personas que han sufrido violaciones, robos, asaltos, malos tratos, abusos, palizas, lesiones, atentados, etc. Es cierto. Pero también es cierto que muchas personas aprovechan alguno de esos percances para hacer que toda su vida gire en torno a ello. Es decir, de víctimas pasan a ser victimistas. Como dice Uri Geller: muchas personas son víctimas de su propio victimismo. Lo importante es luchar por un lado contra los abusos de los que infligen daños a los débiles y por otro evitar que muchas personas hagan de su vulnerabilidad una forma de vida. Pues estarán enseñando a otros incautos una malsana forma de vida. Todos hemos atendido los requerimientos de una persona que se encontraba enferma, cuando antes de estarlo ni siquiera le habíamos prestado atención. Todo el mundo presta atención a aquellas personas que han sufrido algún percance. Esto lleva a que tengan cierta tendencia a sufrir daños, porque es la única forma que tienen de conseguir atención. A los perjudicados hay que prestarles ayuda, pero no brindarles un respeto y una atención que antes no le brindábamos. Si antes eran dignos de atención y respeto, ahora también. Si antes no lo eran, después tampoco.

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Video Interview [735]

de System Administrator - martes, 12 de agosto de 2014, 21:32
 

Video Interview

Posted by Margaret Rouse

A video interview is a job interview that takes place through a video technology platform instead of in person.

A video interview is a job interview that takes place remotely and uses video technology as the communication medium.

There are two types of video interviews: synchronous and asynchronous. Synchronous interviews are conducted live over the Internet. In contrast, an asynchronous video interview is pre-recorded by the job seeker and submitted to the employer.

Video interviews can be useful at many stages of the hiring process. Asynchronous interviews are often used to save time during the early phases of the hiring process. In such a scenario, the employer might pose a set of questions and ask job seekers to record their responses in a video. This allows the employer to screen candidates quickly and select which ones will proceed to the next stage of the hiring process.

Synchronous interviews conducted in  real time over the Internet can be used in place of traditional face-to-face interviews. to give the employer a sense of how well the candidate is able to communicate. This type of interview is especially useful when travel costs are prohibitive or there are other obstacles, such as scheduling, that prevent the employer and potential candidate from meeting in person.

 

WePow

Posted by Margaret Rouse

WePow is a video interviewing and recruitment software vendor.

WePow is a video interviewing andrecruitment software vendor.

The vendor currently offers two products: WePow Interview and WePow Attract. WePow Interview is a video interviewing platform that allows human resource management (HRM) departments to interview candidates remotely and share feedback with hiring managers. WePow Attract can be used to build a multimedia recruitment website that strengthen an employer's brand and allow job candidates to upload video profiles. Both products feature mobile capabilities.

Recruitment Management System

Posted by Margaret Rouse

A recruitment management system (RMS), also known as an e-recruitment or online recruitment system, is a multi-component software tool designed to automate and facilitate the processes involved in finding, attracting, assessing, interviewing and hiring new personnel.

 

 

A recruitment management system (RMS), also known as an e-recruitment or online recruitment system, is a multi-component software tool designed to automate and facilitate the processes involved in finding, attracting, assessing, interviewing and hiring new personnel.

E-recruitment systems are widely used in the enterprise and elsewhere, including universities and charitable organizations. Current systems are often web-based portals that are integrated with an organization’s website.

Features of recruitment management systems include:

  • A user-friendly administrative interface.
  • The capacity to automatically post job listings to the corporate site and to online job banks.
  • Online application software that enforces input in a valid format for retrieval of relevant data.
  • The ability to capture and resumes for similar data retrieval.
  • Analytics software to assess and rank applicants.
  • Applicant and job tracking.
  • Scheduling software.
  • Contract generation software.
  • Report generation software.
Quality Assurance and Project Management

Thoughts On Recruitment And Employee Retention In Software Company

 

by Jaideep Khanduja

Recruitment is something that always keep HR department engaged in any software company of any size, location or standard. Employee turnover is a continuous pain for that matter for HR that compels HR department to keep their database abreast based on the inputs from development and deployment departments. A requirement raised last time is of no value as compared to the current value in any department or organization.

Hr department is required to be well equipped with the data regarding current level of all employees existing in the organization, their profile, roles and responsibilities, experience, growth pattern etc. Not only that, they need to be proactive in terms of estimating appropriately about the employee behaviour on the basis of which they can very well judge about the commitment level of any employee towards his/ her job and/ or organization. The profile of an employee who has never spent more than two years in any organization in past will call for an alarm when his/ her tenure is reaching to that level in your organization.

HR needs to have a good network in terms of social networking site, media, some active relevant group networks, online and offline job portals etc. For that sake an internal survey about existing employee’s acquaintances becomes handy if maintained to initiate an internal referral recruitment process in case of a vacancy. Some organizations do not mind rewarding a nominal amount to referee.

Many organizations go for next level of maturity when they start rotating their employees internally on a regular basis. That acts as a two level benefit for organization in return. One – no situation becomes too critical in case of any key person’s exit as there is always a backup for that profile and second – it increases the confidence level of employees by gaining exposure, experience and learning in areas where they need improvement.

Link: http://itknowledgeexchange.techtarget.com

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Virtual app and virtual desktop [1750]

de System Administrator - lunes, 10 de abril de 2017, 17:24
 

Virtual app and virtual desktop access gains mobile traction

by Eddie Lockhart

Larger screens and better technology, including built-in 4G, are big reasons why VDI on mobile devices is becoming more realistic than ever. Browser-based clients also play role.

Virtual desktops and applications are commonplace in many organizations, but the technology has struggled to catch on with mobile users.

Traditionally, mobile devices were just too small for virtual desktop access. Early smartphone screens were little, so if users did access virtual desktops with their smartphones, the interface was unwieldy. They were constantly scrolling just to see everything on the screen.

Well, times have changed, thanks to the rise of larger phones, tablets and browser-based virtual resource delivery -- not to mention the advent of mobile thin and zero clients. Now mobile virtual application and virtual desktop access is more viable.

How mobility and virtualization are coming together

There have been a lot of technological advancements in everything from the devices users work with to the remote display technologies administrators use to deliver virtual resources. From a device standpoint, screens are larger and have better resolution than ever, so full virtual desktop access is easier for mobile users. And most devices come with 4G built-in, which means users can connect to virtual resources without a Wi-Fi connection.

"The big problem with mobile thin clients is that despite their name, they aren't really all that mobile."

Several products also aim to improve the mobile virtual desktop experience. On the remote display front, VMware designed Blast Extreme with mobile devices in mind. The protocol uses graphics processing units rather than CPU to process graphics, which is less of a strain on device batteries.

IT administrators can push individual apps to users' devices with tools such as Citrix XenApp, Microsoft App-V and VMware ThinApp instead of having to deliver full desktops. In addition, suites such as Citrix Cloud and VMware Workspace One combine desktop and app virtualization with enterprise mobility management, giving admins a single location to manage virtual and native mobile apps.

How browser-based clients fit into the equation

In the sea of devices and operating systems that make up most organizations these days, web browsers represent the common denominator. Thanks to browser-based virtualization clients, it doesn't matter if a user is working with Windows 10 on a traditional PC or Apple iOS on an iPhone, as long as he has a browser, he can reach his virtual resources.

The browser-based approach also makes life easier for admins dealing with virtual apps, because they only have to worry about updating workers' browsers rather than updating the multitude of devices they use.

In addition, any users who need to access multiple virtual desktops can easily do so with browser-based virtualization because they can open one desktop in one window and another desktop in a second window. They can then flip back and forth the same way they would between browser tabs.

What about mobile thin and zero clients?

Another option is to use thin clients. HP Inc., IGEL and Dell Wyse all offer their own lines of mobile thin clients. The big problem with mobile thin clients is that despite their name, they aren't really all that mobile because they come with a standard laptop body. They are obviously more portable than a desktop PC, but they cannot compare to a smartphone, 2-in-1 or tablet.

Mobile zero clients are easier to manage than thin clients because they have fewer settings, and remote desktops appear as if they run locally which makes everything straightforward for users. Maybe most importantly, neither data nor apps live on zero clients.

The clean slate nature and portability of zero clients makes it seem like they'd be perfect for mobile users. Traditional zero clients, however, do not come with Wi-Fi capabilities so they're not particularly useful to users who need to connect to wireless internet on the go.

As a result, the mobile zero client market is still in its infancy because there simply aren't that many products that fit the bill. As of now Toshiba and NCS Technologies Inc. are the only vendors that offer products categorized as mobile zero clients with Wi-Fi capabilities. Even with Wi-Fi in place, admins must install local browsers on users' mobile zero clients so they can access the internet.

Next Steps

Link: http://searchvirtualdesktop.techtarget.com

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Virtual Application Patterns [794]

de System Administrator - viernes, 29 de agosto de 2014, 16:28
 

Understanding Patterns of Expertise Virtual Application Patterns

Abstract

Enterprise IT departments strive to contribute to the competitiveness of the business organization, developing and deploying innovative applications that can help benefit the bottom line and drive top-line growth. Too often, however, IT managers find themselves unable to develop and deploy applications with the agility they would like. The skills needed to quickly design, test, configure and integrate applications into complex IT environments can be difficult to find, and expert IT staff can quickly become overwhelmed by demand.

Virtualization technology has helped drive efficiency improvements through consolidation of workloads and to a lesser extent through the management of systems and workloads.

Now virtual application patterns from IBM take these capabilities a significant step further. This paper shows how IT organizations can use patterns of expertise provided by virtual application patterns to speed deployments, reduce the risk of error, and help simplify and automate tasks across the management and maintenance lifecycle.

Please read the attached whitepaper

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Virtual CPU [472]

de System Administrator - martes, 29 de abril de 2014, 00:33
 

Virtual CPU (vCPU)

A virtual CPU (vCPU) also known as a virtual processor, is a physical central processing unit (CPU) that is assigned to a virtual machine (VM).

By default, virtual machines are allocated one vCPU each. If the physical host has multiple CPU cores at its disposal, however, then a CPU scheduler assigns execution contexts and the vCPU essentially becomes a series of time slots on logical processors.

Because processing time is billable, it is important for an administrator to understand how his cloud provider documents vCPU usage in an invoice. It is also important for the administrator to realize that adding more vCPUs will not automatically improve performance. This is because as the number of vCPUs goes up, it becomes more difficult for the scheduler to coordinate time slots on the physical CPUs, and the wait time can degrade performance.

In VMware, vCPUs are part of the symmetric multi-processing (SMP) multi-threaded compute model. SMP also allows threads to be split across multiple physical or logical cores to improve performance of more parallel virtualized tasks. vCPUs permit multitasking to be performed sequentially in a multi-core environment.

This was last updated in April 2014

Contributor(s): Matthew Haughn
Posted by: Margaret Rouse
 
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Virtual Desktop Infrastructure (VDI) [462]

de System Administrator - jueves, 3 de abril de 2014, 17:34
 

 VDI

VDI itself is essentially a complex distributed application consisting of a set of components including clients, desktop virtual machines, connection brokers, load balancers, directory services, image composers and more. A key goal when planning and operating a VDI environment is to ensure that end users receive performance comparable to that of a physical desktop. This requires that the underlying virtual infrastructure has resources appropriately allocated at all times, including virtual machine placement, to assure performance to the distributed VDI application and desktop end users.

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VIRTUAL REALITY: THE NEXT GREAT MEDIA PLATFORM [898]

de System Administrator - domingo, 28 de septiembre de 2014, 22:26
 

VIRTUAL REALITY MAY BECOME THE NEXT GREAT MEDIA PLATFORM—BUT CAN IT FOOL ALL FIVE SENSES?

Written By: Jason Dorrier

Jason Silva calls technologies of media “engines of empathy.” They allow us to look through someone else’s eyes, experience someone else’s story—and develop a sense of compassion and understanding for them, and perhaps for others more generally.

But he says, while today cinema is the “the cathedral of communication technology,” looking to the future, there is another great medium looming—virtual reality.

Expanding on the possibilities embodied in the Oculus Rift, Silva envisions a future when we inhabit not virtual realities but “real virtualities.” A time when we discard today’s blunt tools of communication to cloak ourselves in thought and dreams.

It’s an electrifying vision of the future, one many science fiction fans have imagined. At present, we’re nowhere near the full digital duplication and manipulation of reality Silva describes. But if we don’t dream a thing, it’ll never come to pass.

Sometimes we can see the long potential of tech and are awed by it, even though we don’t know how to make it happen yet. All new technologies begin in the mind’s eye like this. “We live in condensations of our imagination,” Terence McKenna says.

Realization can take years; the engineering process can fizzle and reignite—go through a roller coaster of inflated expectations and extreme disillusion. Eventually, we get close enough to the dream to call it a sibling, if not an identical twin.

So, what will it take to get to Silva’s real virtuality? Let’s take a (brief) stroll through the five senses and see how close we are to digitally fooling them.

 

Sight

Two items crucial to immersive visuals are imperceptible latency (that is, no delay between our head moving and the scene before us adjusting) and high resolution.

With a high-performance PC and LED- and sensor-based motion tracking, the Oculus Rift has the first one almost nailed for seated VR. As you move your head, the scene in front of you adapts almost seamlessly—as it would in the real world. This is why the Rift is so exciting, it not only makes such immersion possible, it does so affordably.

But what about resolution? It’s acceptable, but could be better.

Currently, the Rift uses a high-definition display—the latest prototype is rumored to be about 2,600 pixels across. You can’t see the dark edges separating pixels (as you could in the first developer kit) but the graphics still aren’t as sharp as they could be.

Displays about 4,000 and even 8,000 (4K and 8K) pixels across are near, and they get us closer to ideal resolution—but even they won’t be enough.

“To get to the point where you can’t see pixels, I think some of the speculation is you need about 8K per eye [the Rift's screen is split in half] in our current field of view,” Oculus founder, Palmer Luckey, told Ars Tecnica. “And to get to the point where you couldn’t see any more improvements, you’d need several times that.”

He believes we can get to 8K per eye in next decade. Televisions and mobile devices are the prime movers now, but depending on their success, VR systems may eventually be the motivation for developing the highest possible resolution screens.

Theoretically, how high? Recent research out of England shows the bleeding edge. Scientists there are developing flexible displays with pixels on the order of a few hundred nanometers across—150 times smaller than today.

 

Sound

Surround sound has been available for years in home entertainment systems. But immersive VR needs to move beyond basic directionality toward pinpoint accuracy in space. Further, sounds need to compensate and adapt for your movement.

This too is almost available, if not yet perfected. In Microsoft’s (recently shuttered) Silicon Valley lab, a research team combined head tracking technology like the Rift’s and a 3D-scanned physiological profile of a user’s head to deliver positional audio.

“Essentially we can predict how you will hear from the way you look,” Ivan Tashev, one of the researchers, told MIT Technology Review. “We work out the physical process of sound going around your head and reaching your ears.”

Sony is also working on positional audio for its virtual reality system (Project Morpheus). High-definition pinpoint sound using the same motion sensing and software tricks enabling the Rift, then, seems plausible in the near future.           

Touch, Taste, and Smell

Now, things get a little dicey. While we can imagine providing a sense of touch using jets of air, interactive body suits, or other peripherals—there isn’t anything yet that fulfills this particular requirement in a completely immersive way. Smell and taste may be just as difficult as touch to credibly recreate (sorry Smell-O-Vision and DigiScents fans).

Virtual Bodies

Transporting body parts into the virtual world for interaction is much closer. Groups are already working to adapt sensored devices like hand-held controllers, gloves, suits, and infrared 3D imaging systems (e.g., Kinect or Leap Motion) to link real and virtual bodies.

Unrestricted movement is a harder problem, though specialized treadmills or moving floors might allow us to walk the virtual world without running into a wall.

 

The Architects

As we’re developing the ability to walk through the door—we’ll need a place to visit. The earliest VR experiences have been bare-bones adaptions of video game worlds. Game developers are working to more completely adapt existing games for VR. And filmmakers are excited to try 360-degree filming for immersive moviemaking.

Meanwhile, Philip Rosedale, creator of Second Life, is developing a kind of sequel to Second Life for virtual reality’s next act. The software, called High Fidelity, will be compatible with a combination of body sensors and computer vision to reproduce gestures and facial expressions in a virtual body (or avatar) in a virtual world.

High Fidelity, like Second Life, will be open source all the way. That is, the world won’t be controlled from the top down but will instead blossom from the bottom up. Crowdsourced world building allows for otherwise impossible richness and complexity.

Computing Power

Anyone who’s ever been in Second Life knows rendering even a simple shared virtual world takes a fast internet connection and powerful computer. High Fidelity has an interesting solution (for shared virtual worlds) in mind—instead of centralized servers, the job would be distributed between millions of user laptops and devices.

Distributed (super)computing added to continued growth in processing power and faster fiber connections could handle increasingly immersive, realtime worlds.

The Final Frontier

Stephen Wolfram says, “When there’s no reason something’s impossible, it ends up being possible.” We’ve been discussing external devices meant to fool the brain from the outside in—ultimately we may directly stimulate the brain itself.

As the understanding of our brains advances in tandem with the tech to influence them, perhaps we’ll learn to simulate thoughts, visions, and dreams Matrix-like.

The tantalizing tip of the iceberg? Scientists recently announced they’d successfully used EEG to record and transfer thoughts online between brains 5,000 miles apart.

The researchers involved in the project wrote, “We anticipate that computers in the not-so-distant future will interact directly with the human brain in a fluent manner, supporting both computer- and brain-to-brain communication routinely.”

Terence McKenna says this is the final frontier, “Our destiny is to become what we think, to have our thoughts become our bodies and our bodies become our thoughts.”

Image Credit: Shots of Awe/YouTube

This entry was posted in Computer Interfaces,GadgetsSingularity and tagged High FidelityJason Silvamicrosoftoculus riftpalmer luckeyphilip rosedalepositional audioSecond Lifeterence mckennathe matrixvirtual realityvirtual reality sound.

Link: http://singularityhub.com

 

 

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Virtualización y Nubes Privadas [448]

de System Administrator - lunes, 14 de julio de 2014, 17:16
 

 

The distinction between a virtualized environment and a private cloud is getting less and less clear, and some say less important. Both virtualization and private clouds offer enterprises a range of benefits including cost savings, faster deployment, better use of IT infrastructure and reduced management, to name a few. Which technology an organization adopts depends upon its specific goals and characteristics, and often deploying virtualization leads to the development of a private cloud.

In this eGuide, CIO along with sister publications Computerworld, InfoWorld and Network World examine the distinctions between virtualization and private cloud, the benefits that both technologies offer, and how some companies are taking advantage of them.


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