Big Data and Cloud Innovation最新文献

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Towards Using Cloud Elasticity on the Internet of Things Landscape 云弹性在物联网景观中的应用
Big Data and Cloud Innovation Pub Date : 2019-02-19 DOI: 10.18063/bdci.v3i1.835
R. Righi, M. M. Gomes, C. A. D. Costa, Helge Parzyjegla, Hans-Ulrich Heiß
{"title":"Towards Using Cloud Elasticity on the Internet of Things Landscape","authors":"R. Righi, M. M. Gomes, C. A. D. Costa, Helge Parzyjegla, Hans-Ulrich Heiß","doi":"10.18063/bdci.v3i1.835","DOIUrl":"https://doi.org/10.18063/bdci.v3i1.835","url":null,"abstract":"The digital universe is growing at significant rates in recent years. One of the main responsible for this sentence is the Internet of Things, or IoT, which requires a middleware that should be capable to handle this increase of data volume at real-time. Particularly, data can arrive in the middleware in parallel as in terms of input data from Radio-Frequency Identification (RFID) readers as request-reply query operations from the users side. Solutions modeled at software, hardware and/or architecture levels present limitations to handle such load, facing the problem of scalability in the IoT scope. In this context, this arti- cle presents a model denoted Eliot - Elasticity-driven Internet of Things - which combines both cloud and high performance computing to address the IoT scal- ability problem in a novel EPCglobal-compliant architecture. Particularly, we keep the same API but offer an elastic EPCIS component in the cloud, which is designed as a collection of virtual machines (VMs) that are allocated and deallocated on-the-fly in accordance with the system load. Based on the Eliot model, we developed a prototype that could run over any black-box EPCglobal- compliant middleware. We selected the Fosstrak for this role, which is currently one of the most used IoT middlewares. Thus, the prototype acts as an upper layer over the Fosstrak to offer a better throughput and latency performances in an effortless way. The results are encouraging, presenting significant performance gains in terms of response time and request throughput when comparing both elastic (Eliot) and non-elastic (standard Fosstrak) executions.  ","PeriodicalId":326375,"journal":{"name":"Big Data and Cloud Innovation","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122801042","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Football Globalization, Fans of European Leagues and the Spatiality of Viewing Centers in a Nigerian City 足球全球化、欧洲联赛球迷与尼日利亚城市观赛中心的空间性
Big Data and Cloud Innovation Pub Date : 2018-09-04 DOI: 10.18063/bdci.v0i0.789
V. U. Onyebueke
{"title":"Football Globalization, Fans of European Leagues and the Spatiality of Viewing Centers in a Nigerian City","authors":"V. U. Onyebueke","doi":"10.18063/bdci.v0i0.789","DOIUrl":"https://doi.org/10.18063/bdci.v0i0.789","url":null,"abstract":"Football is arguably the world’s most globalized sport, and is implicated in the continuing efforts of social scientists to understand current globalization processes. In cities across the world, transnational broadcast of live matches of European leagues, involving elite clubs like Manchester United, Chelsea, Barcelona and other elite teams/players, is engendering ritualized television spectating, which in turn is leading to the proliferation of ‘football bars’ or football viewing centres (FVCs). Globalization-induced telemediation of urban social life and subculture formation is specialized in these ‘virtual stadiums’, entertainment/socializing centres, and ‘windows’ to the outside world, where fan-ship behaviours are both formed and reinforced. The current article attempts to fill the yawning spatiality gap in contemporary literature on football globalization and media transnationalism by exploring FVCs as ‘spatial coordinates’ of globalization, and unpacking its geospatial, socio-demographic and land use change attributes in a typical Nigerian city. The explorative results revealed significant clustering around the central areas with orientation in the direction of the major transportation corridors.","PeriodicalId":326375,"journal":{"name":"Big Data and Cloud Innovation","volume":"165 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132701500","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
KCSB: A Game Construction Framework for Kids Coding in Taiwan KCSB:台湾儿童编程游戏建构框架
Big Data and Cloud Innovation Pub Date : 2018-09-04 DOI: 10.18063/bdci.v0i0.741
Chun-Hsiung Tseng, Yung-Hui Chen, Shin-Chi Lai, Jia-Rou Lin
{"title":"KCSB: A Game Construction Framework for Kids Coding in Taiwan","authors":"Chun-Hsiung Tseng, Yung-Hui Chen, Shin-Chi Lai, Jia-Rou Lin","doi":"10.18063/bdci.v0i0.741","DOIUrl":"https://doi.org/10.18063/bdci.v0i0.741","url":null,"abstract":"In this research, we proposed a game construction framework for designing games to teach young children programming in Taiwan. We focused on kids around 6-7 years old. For kids at such ages, solutions such as LEGO or Scratch may not be acceptable (considering that in Taiwan there is no official curriculum for teaching programming or computational thinking for kids at such ages). Although the blueprint setup a goal of information education for elementary schools, no real time slot is allocated in the current curriculum of elementary schools. The fact shows that teaching programming for young kids in Taiwan is difficult with existing tools/products. In this research, we proposed KCSB, a game construction framework which includes a set of runtime objects, a gd file parser, and a game creator. The framework is based on the Godot game engine. Designers can use the proposed framework with the Godot game engine to develop games that are suitable for teaching programming concepts for young children. At the current stage, the framework supports these progamming concepts: problem solving, algorithm evaluation, function (reusable component) definition, and loop. In the manuscript, an example demonstrating the use of the framework is also included.","PeriodicalId":326375,"journal":{"name":"Big Data and Cloud Innovation","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126127841","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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