Portal:Storage

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* [http://wikibon.org/wiki/v/Storage_Facts%2C_Figures%2C_Best_Practices%2C_and_Estimates Storage Facts, Figures, Best Practices, and Estimates]
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===Featured Case Study===
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==[[Virtualization Energizes Cal State University]]==
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<p style="color: #666;">John Charles is the CIO of California State University, East Bay (CSUEB) and Rich Avila is Director, Server & Network Operations. In late 2007 they were both looking down the barrel of a gun. The total amount of power being used in the data center was 67KVA. The maximum power from the current plant was 75kVA. PG&E had informed them that no more power could be delivered. They would be out of power in less than six months. A new data center was planned, but would not be available for two years. </p>
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[[Virtualization Energizes Cal State University | read more...]]
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===Featured How-To Note===
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==[[Storage virtualization design and deployment|Storage Virtualization Design and Deployment]]==
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<p style="color: #666;">A main impediment to storage virtualization is the lack of multiple storage vendor (heterogeneous) support within available virtualization technologies. This inhibits deployment across a data center. The only practical approach is either to implement a single vendor solution across the whole of the data center (practical only for small and some medium size data centers) or to implement virtualization in one or more  of the largest storage pools within a data center.
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[[Storage virtualization design and deployment | read more...]]
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Welcome to the Storage Wiki. Estimates vary but it’s well documented that spending on storage hardware, software and services exceeds $50B worldwide each year. Storage has always been and continues to be a critical component of the information infrastructure as data and information are the lifeblood of organizations.  
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The objective of this wiki is to provide information that fosters excellence in storage practices and leads various user communities to improve people’s lives, both in business and consumer settings. Ultimately, we hope to accelerate the adoption of and improve the application of storage technologies and services.  
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To accomplish this goal we’re focusing on four disciplines:
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# [[Storage strategy and planning]] to include the planning, justfication and roadmap for enterprise storage architecture
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# Best practices for [[storage management]], an ongoing discipline of adhering to clearly defined processes and procedures
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# The application of key [[storage technology]]
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# Solid [[asset management]] programs that address pricing, negotiation, contract management, license management and terms and conditions across the supplier ecosystem
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This wiki is designed to address these and other issues deemed relevant and noteworthy by this storage community. We encourage contributions that address:
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# What is the problem faced by a manager or storage professional?
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# What are the options available to solve that problem (technologies & practices)?
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# What are the pros & cons of different solutions?  What other solutions may be available in the future?
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# How should the best solution be selected and justified for a given scenario?
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# How can the solution be implemented and managed?
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# What are examples of best practice, and what resources were needed to achieve it?
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Please feel free to add new articles or edit existing ones as you see fit. Try to help professionals get more business value out of storage products and services and help consumers enrich their lives through the better application of technology.
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You can start by checking out the [[storage index]] page.
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Current revision as of 00:18, 23 February 2010

The Wikibon Data Storage Portal contains data storage industry research, articles, expert opinion, case studies, and data storage company profiles.


Latest Information Storage Research


>>Join our Group >>Become a Fan >>Follow @Wikibon >>Read the Blog

Wikitip

Global Social Gaming Market is Expected to Reach USD 17.40 Billion Globally in 2019: Transparency Market Research

According to a new market report published by Transparency Market Research "Social Gaming Market - Global Industry Analysis, Size, Share, Growth, Trends and Forecast, 2013 - 2019," the global Social Gaming market is expected to reach a value of USD 17.40 billion by 2019, growing at a CAGR of 16.1% from 2013 to 2019. Growth in the usage of internet and social networking sites has spurred the growth of the games over the internet. The other factor being the growing demand of smartphones and tablet PCs. Asia Pacific was the largest contributor in social gaming market and accounted for a share of 45% in 2012.

Decline in prices of mobile devices i.e. smartphones and tablets and easy access to internet has resulted in the growth of these games.

Among different types of revenue generation methods, virtual goods helped generate 60% of the revenue followed by advertisements in 2012. Continuous rise in the internet subscribers, increase social network accounts, demand for mobile devices and free and easy access to internet are some important factors driving the demand for social gaming globally.

Ban on social networking sites in regions such as the Middle East and China has limited the growth of the market. People of age group 19 - 25 years has contributed largely to the growth of social games and is expected to grow at a CAGR of 17.3 % during the forecast period from 2013 - 2019. A major reason for the growing popularity of the social games among this age group is the readily available internet services in schools, colleges or homes.

Female is the largest gender segment that held a share of around 54% in 2012 followed by male with 46 % share in 2012. Demand for games by female is primarily driven by increase in usage of internet in the homes and the rise in demand of smartphones.

In terms of geographical regions, Asia Pacific represents largest market for social gaming and is expected to reach USD 7.59 billion by 2019. Huge population in the region has boosted the demand of mobiles and smartphones which in turn has compelled the game designers to develop games of the mobile devices. The global social gaming market was dominated by Zynga Inc. in 2012. Other important players in the global social gaming market include Playdom, Rock You, Rovio and others.

View Another Wikitip

Featured Case Study

Virtualization Energizes Cal State University

John Charles is the CIO of California State University, East Bay (CSUEB) and Rich Avila is Director, Server & Network Operations. In late 2007 they were both looking down the barrel of a gun. The total amount of power being used in the data center was 67KVA. The maximum power from the current plant was 75kVA. PG&E had informed them that no more power could be delivered. They would be out of power in less than six months. A new data center was planned, but would not be available for two years.

read more...

Storage Professional Alerts


Featured How-To Note

Storage Virtualization Design and Deployment

A main impediment to storage virtualization is the lack of multiple storage vendor (heterogeneous) support within available virtualization technologies. This inhibits deployment across a data center. The only practical approach is either to implement a single vendor solution across the whole of the data center (practical only for small and some medium size data centers) or to implement virtualization in one or more of the largest storage pools within a data center.

read more...

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