Studying the Big Data Paradigm in Dynamics of Its Advance

Author(s):  
Pavel P. Makagonov ◽  
Amando Alejandro Ruiz Figueroa

The study of the big data subject matter in its advance already has its own history. Assuming as a basis the content analysis of article abstracts on big data, using e-library stocks of Association for Computing Machinery (ACM) and Institute of Electrical and Electronics Engineers (IEEE), one succeeds to monitor the life cycle phases of the big data paradigm and distinguish the stages of developing programs and algorithms from the technology update, including applications and their advanced renewals. In order to carry out the analysis, it is proposed to approximate the curves of cumulative frequencies of words, obtained from the corpus of texts by means of cubic parabolas, their parameters being in good concordance with ones of logistic curves.

2021 ◽  
pp. 074391562199967
Author(s):  
Raffaello Rossi ◽  
Agnes Nairn ◽  
Josh Smith ◽  
Christopher Inskip

The internet raises substantial challenges for policy makers in regulating gambling harm. The proliferation of gambling advertising on Twitter is one such challenge. However, the sheer scale renders it extremely hard to investigate using conventional techniques. In this paper the authors present three UK Twitter gambling advertising studies using both Big Data analytics and manual content analysis to explore the volume and content of gambling adverts, the age and engagement of followers, and compliance with UK advertising regulations. They analyse 890k organic adverts from 417 accounts along with data on 620k followers and 457k engagements (replies and retweets). They find that around 41,000 UK children follow Twitter gambling accounts, and that two-thirds of gambling advertising Tweets fail to fully comply with regulations. Adverts for eSports gambling are markedly different from those for traditional gambling (e.g. on soccer, casinos and lotteries) and appear to have strong appeal for children, with 28% of engagements with eSports gambling ads from under 16s. The authors make six policy recommendations: spotlight eSports gambling advertising; create new social-media-specific regulations; revise regulation on content appealing to children; use technology to block under-18s from seeing gambling ads; require ad-labelling of organic gambling Tweets; and deploy better enforcement.


2017 ◽  
Vol 1 (2) ◽  
pp. 101-115
Author(s):  
Miki Yuliandri

This research aims to describe the paradigm of humanistic learning theory in implementing innovative learning in elementary school. The method used in this research is library research which data comes from various sources, both from libraries and various websites that exist on the internet. The source are books, encyclopedias, dictionaries, journals, documents, magazines, and others. Techniques in collecting data that used in this study is documentation. Furthermore, the data analysis technique used in this research is content analysis. The results of this study attempt to illustrate that innovative learning is a learning designed by teachers in new way. The new design made to facilitate learners in building knowledge in the process of behavior change. In addition, the theory of humanistic learning is a theory that helps learners to enjoy learning on subject matter in developing the potential of students themselves to a better direction. Thus, humanistic learning theory can be used to implement innovative learning in primary schools. Humanistic learning theory emphasizes guidance education, develops and directs students basic potential in terms of cognitive, affective, and psychomotor. Keywords: learning theory, humanistic, innovative learning ABSTRAK Penelitian ini bertujuan untuk menggambarkan paradigma teori belajar humanistik dalam mengimplementasikan pembelajaran inovatif di sekolah dasar. Metode yang digunakan dalam penelitian ini yaitu metode library research yang data-datanya berasal dari berbagai sumber, baik dari perpustakaan maupun berbagai website yang ada di internet meliputi buku, ensiklopedi, kamus, jurnal, dokumen, majalah, dan lain-lain. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah dokumentasi. Selanjutnya, teknik analisis data yang digunakan dalam penelitian ini yaitu analisis isi. Hasil penelitian ini berusaha menggambarkan bahwa pembelajaran inovatif merupakan pembelajaran yang dirancang oleh guru yang sifatnya baru, untuk menfasilitasi peserta didik dalam membangun pengetahuannya pada proses perubahan perilaku. Di samping itu, teori belajar humanistik merupakan sebuah teori yang membantu peserta didik untuk senang belajar pada suatu objek atau materi pelajaran dalam mengembangkan potensi diri peserta didik ke arah yang lebih baik. Dengan demikian teori belajar humanistik dapat digunakan untuk mengimplementasikan pembelajaran inovatif di sekolah dasar. Teori belajar humanistik menekankan pada pendidikan membimbing, mengembangkan dan mengarahkan potensi dasar peserta didik baik dari segi kognitif, afektif, dan psikomotor. Kata kunci: teori belajar, humanistik, pembelajaran inovatif


Author(s):  
Inge Ejbye Sørensen ◽  
Anne Mette Thorhauge

Docu-games designate a versatile group of games that have in common an attempt to depict and reflect on aspects of reality such as military conflicts, historical periods, or contemporary political and socio-cultural issues. As such, docu-games have become a new communication tool for individuals or organizations. This chapter explores different perspectives on games as documentaries, going beyond the mere subject matter and visualization of docu-games to approach questions about simulations as statements about reality and gameplay as a tool for communicating statements about reality. Combining cognitive documentary and games theory with content analysis, the chapter offers a theoretical framework for understanding how docu-games reference the relationship between reality and game, as well as how they establish credibility in relation to these representations.


Author(s):  
Kawa Nazemi ◽  
Martin Steiger ◽  
Dirk Burkhardt ◽  
Jörn Kohlhammer

Policy design requires the investigation of various data in several design steps for making the right decisions, validating, or monitoring the political environment. The increasing amount of data is challenging for the stakeholders in this domain. One promising way to access the “big data” is by abstracted visual patterns and pictures, as proposed by information visualization. This chapter introduces the main idea of information visualization in policy modeling. First abstracted steps of policy design are introduced that enable the identification of information visualization in the entire policy life-cycle. Thereafter, the foundations of information visualization are introduced based on an established reference model. The authors aim to amplify the incorporation of information visualization in the entire policy design process. Therefore, the aspects of data and human interaction are introduced, too. The foundation leads to description of a conceptual design for social data visualization, and the aspect of semantics plays an important role.


Author(s):  
P. Lalitha Surya Kumari

This chapter gives information about the most important aspects in how computing infrastructures should be configured and intelligently managed to fulfill the most notably security aspects required by big data applications. Big data is one area where we can store, extract, and process a large amount of data. All these data are very often unstructured. Using big data, security functions are required to work over the heterogeneous composition of diverse hardware, operating systems, and network domains. A clearly defined security boundary like firewalls and demilitarized zones (DMZs), conventional security solutions, are not effective for big data as it expands with the help of public clouds. This chapter discusses the different concepts like characteristics, risks, life cycle, and data collection of big data, map reduce components, issues and challenges in big data, cloud secure alliance, approaches to solve security issues, introduction of cybercrime, YARN, and Hadoop components.


Big Data ◽  
2016 ◽  
pp. 139-180
Author(s):  
Kawa Nazemi ◽  
Martin Steiger ◽  
Dirk Burkhardt ◽  
Jörn Kohlhammer

Policy design requires the investigation of various data in several design steps for making the right decisions, validating, or monitoring the political environment. The increasing amount of data is challenging for the stakeholders in this domain. One promising way to access the “big data” is by abstracted visual patterns and pictures, as proposed by information visualization. This chapter introduces the main idea of information visualization in policy modeling. First abstracted steps of policy design are introduced that enable the identification of information visualization in the entire policy life-cycle. Thereafter, the foundations of information visualization are introduced based on an established reference model. The authors aim to amplify the incorporation of information visualization in the entire policy design process. Therefore, the aspects of data and human interaction are introduced, too. The foundation leads to description of a conceptual design for social data visualization, and the aspect of semantics plays an important role.


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