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FABRIC: Adaptive Programmable Research Infrastructure for Computer Science and Science Applications

Sponsor: University of North Carolina at Chapel Hill
Investigator(s): Ilya Baldin [email protected] (Principal Investigator)
James Griffioen (Co-Principal Investigator)
Kuang-Ching Wang (Co-Principal Investigator)
Indermohan Monga (Co-Principal Investigator)
Anita Nikolich (Co-Principal Investigator)
Award Number: 1935966


FABRIC is a unique national research infrastructure to enable cutting-edge, and exploratory research at-scale in computer networking, distributed computing systems, and applications. It is a platform on which researchers will experiment with new ideas that will become building blocks of the next generation Internet and address requirements for emerging science applications that depend on large-scale networking. FABRIC will create the opportunities to explore innovative solutions not previously possible for a large variety of high-end science applications. FABRIC will provide a platform on which to educate and train the next generation of researchers on future advanced distributed systems designs. It will engage with students and educators from under-represented communities to create a diverse cohort of developers and experimenters. FABRIC members will participate in community building and will engage in outreach and tech transfer to industry affiliates. The FABRIC team is led by researchers from University of North Carolina at Chapel Hill, University of Kentucky, Clemson University, Illinois Institute of Technology, and the Department of Energy’s ESnet (Energy Sciences Network). The team also includes researchers from many other universities to help test the design of the facility and integrate their computing facilities, testbeds and instruments into FABRIC.

The main focus of the project is to create a nation-wide high-speed (100-1000 Gigabits per-second) network interconnecting major research centers and national computing facilities that will allow researchers and scientists at these facilities to develop and experiment with new distributed application, compute and network architectures not possible today. Uniquely, FABRIC nodes can store and process information “in the network” in ways not possible in the current Internet, which will lead to completely new networking protocols, architectures and applications that address pressing problems with performance, security and adaptability in the Internet. Reaching deep into university campuses, FABRIC will connect university researchers and their local compute clusters and scientific instruments to the larger FABRIC infrastructure. The infrastructure will also provide access to public clouds, such as Amazon Web Services, Google Cloud Platform, and Microsoft Azure. This experimental facility will allow multiple experiments to be conducted simultaneously, and is capable of incorporating real traffic and real users into experiments. For more information about FABRIC including current plans for connected facilities visit All project software is available at

This project is supported by the Foundation-wide Mid-scale Research Infrastructure program. The project will be managed by the Division of Computer & Network Systems (CNS) within the Directorate for Computer & Information Science & Engineering (CISE).

This award reflects NSF’s statutory mission and has been deemed worthy of support through evaluation using the Foundation’s intellectual merit and broader impacts review criteria.

AwardsInventXRMovement ThinkingThe Research University

Vine Robots: Achieving Locomotion and Construction by Growth

Sponsor: Stanford University
Allison Okamura [email protected] (Principal Investigator)
Jonathan Fan (Co-Principal Investigator)
Sean Follmer (Co-Principal Investigator)
Award Number: 1637446
Award Number: 1637446


In contrast to legged robots inspired by locomotion in animals, this project explores robotic locomotion inspired by plant growth. Specifically, the project creates the foundation for classes of robotic systems that grow in a manner similar to vines. Within its accessible region, a vine robot provides not only sensing, but also a physical conduit — such as a water hose that grows to a fire, or an oxygen tube that grows to a trapped disaster victim. The project will demonstrate vine-like robots able to configure or weave themselves into three-dimensional objects and structures such as ladders, antennae for communication, and shelters. These novel co-robots aim to improve human safety, health, and well-being at a lower cost than conventional robots achieving similar outcomes. Because of their low cost, vine robots offer exceptional educational opportunities; the project will include creation and testing of inexpensive educational modules for K-12 students.

This work broadens the concept of bio-inspired robots from animals to plants, the concept of locomotion from point-to-point movement to growth. In contrast to traditional terrestrial moving robots that tend to be based on the animal modality of repeated intermittent contacts with a surface, the vine modality begins with a root, harboring power and logic, and extends using growth, increasing permanent contacts throughout the process. This project will demonstrate a soft robot capable of growing over 100 times in length, withstanding being stepped on, extending through gaps a quarter of its height, climbing stairs and vertical walls, and navigating over rough, slippery, sticky and aquatic terrain. The design adopts a bio-inspired strategy of moving material through the core to the tip, allowing the established part of the robotic vine to remain stationary with respect to the environment. A thin-walled tube fills with air as it grows, allowing the vine robot to be initially stored in a small volume at its base, and to extend very large distances when controllably deployed. Mechanical modeling and new design tools will enable the development of task-specific vine robots for search and rescue, reconfigurable communication antennas, and construction. The paradigm of achieving movement and construction through growth will produce new technologies for integrated actuation, sensing, planning, and control; novel principles and software tools for robot design; and humanitarian applications that push the boundaries of collaborative robotics.

AwardsFuture of WorkInventXRMovement ThinkingNSFThe Research University

Collaborative Research: Enhancing Human Capabilities through Virtual Personal Embodied Assistants in Self-Contained Eyeglasses-Based Augmented Reality (AR) Systems

Sponsor: University of North Carolina at Chapel Hill
Award Number: 1840131
Henry Fuchs [email protected] (Principal Investigator)
Jan-Michael Frahm (Co-Principal Investigator)
Mohit Bansal (Co-Principal Investigator)
Felicia Williams (Co-Principal Investigator)
Prudence Plummer (Co-Principal Investigator)


The Future of Work at the Human-Technology Frontier (FW-HTF) is one of 10 new Big Ideas for Future Investment announced by NSF. The FW-HTF cross-directorate program aims to respond to the challenges and opportunities of the changing landscape of jobs and work by supporting convergent research. This award fulfills part of that aim.

This award supports basic research underpinning development of an eyeglass-based 3D mobile telepresence system with integrated virtual personal assistant. This technology will increase worker productivity and improve skills. The system automatically adjusts visual focus and places virtual elements in the image without eye strain. The user will be able to communicate to the system by speech. The system also uses sensors to keep track of the user’s surroundings and provide the relevant information to the user automatically. The project will explore two of the many possible uses of the system: amplifying a workers capabilities (such as a physical therapist interacting with a remote patient), and accelerating post-injury return to work through telepresence (such as a burn victim reintegrating into his/her workplace). The project will advance the national interest by allowing the right person to be virtually in the right place at the right time. The project also includes an education and outreach component wherein undergraduate and graduate students shall receive training in engineering and research methods. Course curriculum at Stanford University and the University of North Carolina at Chapel Hill shall be updated to include project-related content and examples.

This project comprises fundamental research activities needed to develop an embodied Intelligent Cognitive Assistant (GLASS-X) that will amplify the capabilities of workers in a way that will increase productivity and improve quality of life. GLASS-X is conceived of as an eyeglass-based 3D mobile telepresence system with integrated virtual personal assistant. Methods include: body and environment reconstruction (situation awareness) from a fusion of images provided by an eyeglass frame-based camera array and limb motion data provided by inertial measurement units; fundamental research on adaptive focus displays capable to reduce eye strain when using augmented reality displays; dialog-based communication with a virtual personal assistant, including transformations from visual input to dialog and vice versa; human subject evaluations of GLASS-X technology in two workplace domains (remote interactions between a physical therapist and his/her patient; burn survivor remote return-to-work). This research promises to push the state of the art in core areas including: computer vision; augmented reality; accommodating displays; and natural language and dialogue models.

This award reflects NSF’s statutory mission and has been deemed worthy of support through evaluation using the Foundation’s intellectual merit and broader impacts review criteria.


Excel Data Analysis


Spreadsheets have become as commonplace as calculators in data analysis and decision making. In this chapter, we explore the value and importance of building decision-making models with Excel. We also consider the characteristics that make spreadsheets useful, not only for ourselves, but for others with whom we collaborate.As with any tool, learning to use the tool effectively requires carefully conceived planning and practice; thus, we will terminate the chapter with an example of a poorly planned spreadsheet that is rehabilitated into a shining example of what a spreadsheet can be.

AwardsMovement ThinkingThe Research University

XSEDE 2.0: Integrating, Enabling and Enhancing National Cyberinfrastructure with Expanding Community Involvement

Sponsor: University of Illinois at Urbana-Champaign
John Towns [email protected] (Principal Investigator)
Kelly Gaither (Co-Principal Investigator)
Philip Blood (Co-Principal Investigator)
Robert Sinkovits (Co-Principal Investigator)
Ralph Roskies (Former Co-Principal Investigator)
Nancy Wilkins-Diehr (Former Co-Principal Investigator)
Award Number: 1548562


This award supports the continuation and evolution of NSF project 1053575 – XSEDE: eXtreme Science and Engineering Discovery Environment. The goal of XSEDE is to accelerate open scientific discovery by enhancing the productivity and capability of researchers, engineers, and scholars, and by broadening their participation in science and engineering. It does so by making advanced computational resources easier to use, integrating existing resources into new, powerful services and building the community of users and providers. XSEDE is a virtual organization that provisions complex distributed infrastructure, support services, and technical expertise. A prominent opportunity for XSEDE is the growing, diverse collection of advanced computing, high-end visualization, data analysis, and other resources and services available to researchers, engineers, and scholars; these resources have the potential to help understand and solve the most important and challenging problems facing the nation and world. The challenge for XSEDE, as a virtual organization, is to organize these disparate resources, creating integrated services and a coordinated environment that serves the end user needs. The challenge also includes fostering awareness of, and training for, full utilization of the capabilities offered by XSEDE and its associated resources, as well as catalyzing workforce developments. All these tasks need to be accomplished in light of evolving user requirements, resources, and NSF strategies.

The XSEDE 2 project will be executed by the principal investigator (PI) and staff of the National Center for Supercomputing Applications (NCSA) at the University of Illinois at Urbana-Champaign and by the co-PIs and staff of the partner organizations at the Pittsburgh Supercomputing Center (PSC, Carnegie Mellon University and University of Pittsburgh), San Diego Supercomputing Center (SDSC, University of California San Diego), and Texas Advanced Computing Center (TACC, University of Texas at Austin), as well as 15 other partner organizations.

For the next five years, in pursuit of its overall goals of enhancing user productivity and broadening participation of the CDS&E community, XSEDE 2 will provide an adaptive and streamlined framework that anticipates the opportunities afforded by advances in technology, responds to users’ abilities to make effective use of new capabilities, and enables the current and next generation in using these technologies to advance their fields. The three strategic goals remain unchanged from the original XSEDE project:

* To deepen and extend use of the ecosystem of national cyberinfrastructure (CI) by both existing computational researchers and new communities of scientists and students where the use of computation and large-scale data is transforming their respective fields;

* To advance the national CI ecosystem by creating an open and evolving infrastructure, and by enhancing the array of technical expertise and support services offered; and

* To sustain the national CI ecosystem by maintaining a secure, reliable and efficient infrastructure.

XSEDE 2 will reorganize into five goal-driven focus areas that will provide a more agile and responsive program designed to accelerate progress toward the strategic goals:

* The Resource Allocation Service (RAS), led by the National Center for Atmospheric Research (NCAR) and four other partners, will continue to manage the process of receiving, evaluating and awarding proposals for computational resources. In doing so, it will fulfill XSEDE 2’s crucial role of neutral arbiter in allocating resources from the service-provider ecosystem to the research community. RAS will also identify new opportunities for allocation innovations by increased transparency, open reporting of user trends, and adapting the allocation process to new technologies.

* The revised XSEDE Community Infrastructure (XCI) service, led by Cornell University and six other partners, will identify, evaluate, test, and make available new software capabilities. Governance is in place to ensure that these activities are driven by the needs of both users and providers of cyberinfrastructure.

* Community Engagement & Enrichment (CEE), led by the University of Texas and 12 other partners, will build on the XSEDE tradition of outstanding user services, and engage a new generation of diverse computational researchers. In addition to education, training, and outreach activities, CEE will connect to campus HPC communities, to help researchers access both local and national resources.

* The Extended Collaborative Support Service (ECSS), led by the San Diego Supercomputer Center, the Pittsburgh Supercomputing Center and eight other partners, will maximize the effectiveness of HPC resources through its large staff of computational experts who will directly participate in research teams, providing advanced assistance to science projects.

* Finally, XSEDE Operations, led by the University of Tennessee and five other partners, will maintain and evolve an integrated HPC capability of national scale. Operations provides a “one-stop-shop” experience for users across the XSEDE-coordinated HPC ecosystem.

While continuity in providing these services is essential for the large and further-growing user community, XSEDE 2 will also respond to the evolving needs and opportunities of science and technology. To this end, XSEDE 2 will develop novel ways to connect to and collaborate with other national, regional and campus cyberinfrastructure organizations. The project will continue to innovate the use of “e-science portals” (also known as Science Gateways). Science gateways provide interfaces and services that are customized to a domain science and have an increasing role with facilities and research centers, collaborating on large research undertakings (e.g., Advanced LIGO, Polar Geospatial Center). This approach facilitates broad community access to advanced compute and data resources. Science gateways are now serving more than 50% of the user community. XSEDE 2 will also incorporate new methods to serve users interested in cloud computing resources and big-data projects. Furthermore, by analyzing trends in usage and technology, the renewal project will be even better positioned to respond to the evolving needs of its stakeholders and to emerging opportunities in new compute and data resources.


The Research University: Stimulating the Economy and Employment during COVID-19

The COVID-19 crisis impacts on both the demand and the supply sides of the labor market, and it has major implications for the goal of ensuring full employment and decent work.In particular, the crisis is pushing many families into poverty and increasing existing inequalities. Tackling the economic, employment and social consequences of this crisis calls for judicious policy sequencing. First, immediate stimulus packages are needed to strengthen the health sector while mitigating the impact on economies and labor markets through the provision of financial relief for enterprises (particularly micro- and small enterprises) and of income support for workers.Ideally, these policies need to be informed by rapid and reliable assessments of the impact of the lock-downs on economic activity, jobs and households. Sectoral variations should be carefully analysed so as to facilitate sector-specific responses.The measures taken should include the provision of support for workers and enterprises in all the sectors affected so as to prevent further contractions in consumption and investment. One important lesson learned from earlier crises is that support for employment and social protection must be a core element of stimulus packages. Second, once the spread of the virus has been contained and normal activity slowly resumes, a demand-led employment strategy for a medium- to longer-term recovery of jobs and incomes will be required. This strategy should include promoting employment creation in strategic sectors; restoring a conducive business environment and reinvigorating productivity growth; diversifying the economy and encouraging structural transformation; and making best use of technological advances. The rate at which restrictions may be eased without endangering public health, along with the very real possibility of restrictions being reintroduced if the infection rate starts increasing again, is likely to lead to cautiousness in spending on the part of consumers and to low investment by firms. The combined effect of the latter will probably be weaker demand and lower production and employment levels. These behavioral changes are likely to be long-lasting. It is important to consider the adoption of measures to restore consumer and business confidence, both of which are essential to prevent an economic depression and accelerate the recovery. While households and the private sector are likely to continue to be cautious, governments can play a decisive role by boosting demand in the construction sector through infrastructure-based stimulus packages, as has been done after other crises in the past. From a recovery perspective, the construction sector has a number of key advantages: it is relatively labor-intensive; its activities can be targeted at geographical areas with particular economic problems; and, in most countries, this sector has a large share of local inputs. It is also able to absorb workers from other sectors relatively easily. Not all countries are equally prepared to meet the above-mentioned challenges. In addition to suffering the impacts of lockdowns and lower global demand, developing economies are seeing their already limited fiscal space shrink further because of falling fiscal revenues and rising capital outflows. This results in higher borrowing costs and currency devaluations, undermining debt sustainability. Countries experiencing fragility, protracted conflicts, recurrent natural disasters or forced displacement of certain population groups will face even greater challenges. Global support for national stimulus packages is necessary to save lives in these countries, bolster their economies and labor demand, safeguard enterprises, jobs and incomes, and protect workers in the workplace.


REU Site: Computational Imaging and Mixed-Reality for Visual Media Creation and Visualization

Sponsor: Arizona State University
Suren Jayasuriya [email protected] (Principal Investigator)
Robert LiKamWa (Co-Principal Investigator)
Award Number: 1950534


This Research Experiences for Undergraduates (REU) Site award funds a new site focused on the creation of visual computing systems at the School of Arts, Media and Engineering at Arizona State University. The REU Site will recruit eight students each summer for a ten-week long experience in computational imaging and mixed-reality research. From augmented and virtual reality to computational photography and the Internet of Things, applications built on real-time, high-quality visual sensing are becoming central to everyday computing. All of these applications exhibit two competing demands: complex, domain-specific sensing capabilities on one hand and systems considerations such as energy efficiency, data bandwidth, and latency on the other. This REU site aims to enable students to conduct research on the design of new visual computing systems for these applications to solve these challenges. Further, students will be exposed to the emerging area of media arts and sciences to understand how the systems they build can be utilized for visual media creation. Students will have the opportunity to present their work in both scientific publications and conferences as well as novel dissemination through public exhibition, outreach to the local community, and engagement with a wider audience interested in visual media. Undergraduate students will be recruited from a broad range of fields including computer science, electrical engineering, and digital media arts and sciences. Recruitment efforts will focus on students from state universities, minority-serving institutions, and community colleges, particularly from under-served populations who are interested in visual media technologies. This will enable new, diverse audiences to be exposed to visual computing research and its applications in society.

The primary objective of this REU site is to train undergraduate researchers in the areas of computational imaging and photography, virtual/augmented/mixed reality, and visualization technologies. These students will work on projects that addresses research questions such as: (a) How can the physics of light and sound transport be incorporated/exploited into acquisition systems effectively? (b) What are the signal processing constraints for sampling high-dimensional visual data effectively? (c) How can we characterize the energy, performance, and scalability of efficient system architectures and algorithms for the sensing, distribution, and playback of high-quality immersive spatial data? As part of these projects, hardware and software co-design will be emphasized to realize mobile and embedded systems which are energy-efficient and extend the visual capabilities of sensing and processing. The second objective is to have students’ engagement with the general public through applications demonstrating their research projects. This is primarily accomplished through tools from the media arts and sciences that emphasize real-time demonstrations, public exhibition, digital media content creation, and on-going dialogue about the science and engineering behind these systems. These combined objectives will train undergraduate researchers to build exciting, novel visual computing systems that have wide application to relevant sensor, visualization, gaming, and entertainment industries that utilize this technology.

This award reflects NSF’s statutory mission and has been deemed worthy of support through evaluation using the Foundation’s intellectual merit and broader impacts review criteria.

Please report errors in award information by writing to: [email protected]


Collaborative Research: Enhancing Mobile VR/AR User Experience; An Integrated Architecture-System Approach

Sponsor: University of Houston
Xin Fu [email protected] (Principal Investigator)
Award Number: 1900904


Virtual reality (VR) and augmented reality (AR) are now experiencing rapid growth and debuting into mainstream markets driven by the significant performance improvement of computing hardware and the revolution of graphics and display technologies. Both VR and AR are increasingly adopted in smartphones for providing rich experience to mobile users. However, the limited hardware resources in mobile devices can barely support the tremendous resource requirements by VR/AR technology and the demand for a good user experience. There are several key challenges that dramatically degrade user experience when enabling VR/AR apps on smartphones. For example, when the VR user shifts her/his eyes slightly, the computer is unable to provide an image that corresponds to the new view in a timely manner. This delay causes motion anomalies and unsatisfying user experience. Other challenges for mobile VR/AR are limited battery life and increased heat dissipation. The investigators on this project are leveraging the unique features of VR/AR and exploring a synergetic architecture-system program to tackle the above performance, battery life, and thermal challenges, thus, enhancing mobile VR/AR user experience. This project will open the door for next generation mobile platforms that provide high-quality low-power VR/AR services to satisfy mobile users. This project will also contribute to society through engaging under-represented groups, and outreach to high-school students, curriculum development on Internet of Things, and disseminating research infrastructure for education and training.

This project contains four objectives, including (1) approximate computing to eliminate unnecessary workloads in mobile AR/VR to achieve threefold benefits on performance, power, and thermal without sacrificing the user perceived image quality and output accuracy; (2) emerging technologies (e.g., processing-in-memory, multiple chip module (MCM)-GPU) enabled mobile VR/AR for performance/power optimization; (3) exploiting dynamic thermal energy harvesting to cool hotspots, prolong battery life and improve performance; and (4) integration of the key research innovations and cross-technology optimizations to maximize the performance/power/thermal enhancement.

This award reflects NSF’s statutory mission and has been deemed worthy of support through evaluation using the Foundation’s intellectual merit and broader impacts review criteria.

Please report errors in award information by writing to: [email protected]

AwardsInventXRMovement Thinking

Math Snacks Early Algebra: Using Games and Inquiry to Help Students Transition from Number to Variable

Sponsor: New Mexico State University
Wanda Bulger-Tamez [email protected] (Principal Investigator)
Award Number: 1503507


The Discovery Research K-12 program (DRK-12) seeks to significantly enhance the learning and teaching of science, technology, engineering and mathematics (STEM) by preK-12 students and teachers through research and development of innovative resources, models and tools. Projects in the DRK-12 program build on fundamental research in STEM education and prior research and development efforts that provide theoretical and empirical justification for proposed projects.

Many U.S. students enter college without the necessary background in algebra to be successful in advanced mathematics and science courses, and are thereby blocked from many rewarding careers. Oftentimes, the problem goes back to early algebra in grades 4-6, where students are introduced to abstract formulations before they understand the underlying ideas and the reasons for the questions being asked. As a result of inadequate preparation many students turn away from mathematics when faced with abstract algebra. Without mathematics, students are not able to enter the STEM field which results in a weakened workforce in these fields in the United States. In this 4-year Full Research and Development project, Math Snacks Early Algebra: Using Games and Inquiry to Help Students Transition from Number to Variable, the interdisciplinary research group from New Mexico State University will build on their success in using games to increase students’ understanding of proportional reasoning and fractions. They will develop games to build conceptual understanding of key early algebra topics. The materials will be freely accessible on the web in both English and Spanish. The project will develop 4-5 games. Each game will include supporting materials for use by students in inquiry-based classroom lessons, and web-based professional development tools for teachers.

Most students do not understand the variety of distinct ways that variables are used in mathematics: unknowns to be solved for, related quantities, general properties of numbers, and other uses. Algebra courses often emphasize the rules of manipulation, with less time spent on the underlying ideas. Students see variables as confusing new material, rather than as shortcuts for making sense of numbers, or as powerful tools for analyzing interesting problems. This hinders students’ later interest and progress in STEM courses and careers.The intellectual merit for this R & D project includes the development of a new way to learn key underlying concepts in algebra, further investigation of the affordances of games and technology in learning abstract mathematical concepts, and a better understanding of learning assessment in early algebra. The broader impact for this R & D project includes making these tools widely available to students, and the potential shift of teachers towards effective mathematical pedagogy that is engaging and inquiry-based. Development will begin with existing research on early algebraic thinking and learning, and proceed through an iterative process involving design, testing in the NMSU Learning Games Lab, testing in classrooms, and back to design. The project will then study the effect of the developed materials on student understanding and on classroom learning environments. Qualitative and quantitative measures will be used. Researchers will use a custom measure aligned with NAEP (National Assessment of Educational Progress) and other standard tests, interviews and observations with teachers and students, and embedded data collection and self-reports on frequency and extent of game usage. After two earlier pilot studies, in the final year a delayed intervention study will be conducted with 50 teachers and their students. The Math Snacks team has existing partnerships for distribution of games and materials with PBS, GlassLabs, BrainPOP, and others. Academic findings of the project will be shared through conferences and research publications.


Collaborative Research: HEECMA: A Hybrid Elastic Edge-Cloud Application Management Architecture

Sponsor: Bentley University
Investigator(s): Vatche Ishakian [email protected]
Award Number: 1908591


Application software is becoming increasingly abundant in functionality and increasingly demanding of resources, e.g., memory and compute power. This project examines how application software, e.g., a Virtual Reality (VR) based drone control application, can be partitioned and deployed over different parts of a distributed computing infrastructure, i.e., resources are managed by a hybrid of service and cloud providers. Research questions that will be answered include: what is the best partitioning of the application that balances compute and memory demand for each application component (function) and the communication needs between these functions? Which provider should be used for each application function so that it runs quickly at the lowest cost? Moreover, how should the system adapt to changes in the availability of resources to maintain a high level of quality of experience for users?

The project will develop the theoretical foundations of decomposing applications over a distributed complex cyberinfrastructure. We will study various decompositions and corresponding virtualization and resource allocation services offered by different providers with resources at the edge of the infrastructure, i.e., closer to users, and at the core, i.e., deeper into the infrastructure. The goal is to find the “best” decomposition to meet users’ quality of experience while reducing the cost/price for the users. The decomposed (distributed) solution will be realized by employing corresponding feedback control algorithms and game-theoretic incentives. The project will then experiment with three classes of applications to validate these theoretical foundations: streaming Augmented/Virtual Reality (AR/VR), intrusion detection, and spatiotemporal ecological forecasting. Toward this end, a prototype will be developed and evaluated over existing open cloud infrastructures (e.g., GENI, CloudLab, Chameleon), commercial clouds, as well as private clouds (e.g., Massachusetts Open Cloud).

This project will advance the state of the art in the area of application software decomposition and deployment over large-scale hybrid cloud infrastructures. The theoretical foundations and experimental validation of the work will inform the design and deployment of other foreseen and unforeseen applications. The performance and cost gains will translate to more efficient use of resources and consequently, a society that is better connected and greener. Outreach efforts will include several activities: (1) the development and delivery of hands-on tutorials that involve partitioning and running application software over a distributed cyberinfrastructure managed by multiple providers, (2) the organization of annual summer camps on cyberinfrastructure operations and management for high school students, and (3) the training and mentoring of minority and under-represented students working on research related to this project.

The project will maintain a website at for the duration of this grant and beyond. The website will contain all the publications and results of this project in the form of code, prototype, and tutorials.

This award reflects NSF’s statutory mission and has been deemed worthy of support through evaluation using the Foundation’s intellectual merit and broader impacts review criteria.

Please report errors in award information by writing to: [email protected]

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