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2022 ◽  
pp. 1865-1875
Author(s):  
Krishan Tuli ◽  
Amanpreet Kaur ◽  
Meenakshi Sharma

Cloud computing is offering various IT services to many users in the work on the basis of pay-as-you-use model. As the data is increasing day by day, there is a huge requirement for cloud applications that manage such a huge amount of data. Basically, a best solution for analyzing such amounts of data and handles a large dataset. Various companies are providing such framesets for particular applications. A cloud framework is the accruement of different components which is similar to the development tools, various middleware for particular applications and various other database management services that are needed for cloud computing deployment, development and managing the various applications of the cloud. This results in an effective model for scaling such a huge amount of data in dynamically allocated recourses along with solving their complex problems. This article is about the survey on the performance of the big data framework based on a cloud from various endeavors which assists ventures to pick a suitable framework for their work and get a desired outcome.


2022 ◽  
pp. 445-466
Author(s):  
Desislava Paneva-Marinova ◽  
Maxim Goynov ◽  
Detelin Luchev ◽  
Lilia Pavlova ◽  
Zsolt László Márkus ◽  
...  

This chapter presents a novel learning approach for studying ancient Bulgarian history, civilization, and their cultural heritage, namely the Thracian civilization, through storytelling and serious game combinations. The chapter also provides an overview of serious educational games, digital storytelling, and game development tools that can be used to present ancient history and their cultural heritage. The combination of storytelling and serious games successfully helps instructors to motivate student learning, stimulate their curiosity, and make them interested. The authors developed a game editor and a game portal that facilitated the game's development by applying game templates, layout styles, and question pools.


2022 ◽  
pp. 1776-1794
Author(s):  
Ikbal Maulana

Open source software (OSS) gives developing countries inexpensive or free alternatives to proprietary software. It gives them the opportunity to develop software and software industry without starting from scratch. This chapter discusses the diffusion and development of OSS in Indonesia especially after the government took “Indonesia, Go Open Source” (IGOS) initiative. This initiative united government organizations, communities, R&D institutions, and universities. While the government's concern was to tackle piracy by replacing illegal software with OSS, the others sought to develop their own OSS. However, the openness of their software is only in terms of that they were developed using OSS development tools, while their mode of development remained closed, which was caused by cultural barrier and institutional incompatibility between government's regime of project administration and the governance of OSS development.


Author(s):  
Y.A Dianova ◽  
◽  
A.V Nazarenko ◽  
A.R Obukhov ◽  
V.V Kuzina ◽  
...  

2021 ◽  
Vol 3 ◽  
Author(s):  
Revathy Sankaran ◽  
Kalaimani Markandan ◽  
Kuan Shiong Khoo ◽  
Chin Kui Cheng ◽  
Veeramuthu Ashokkumar ◽  
...  

Lignocellulosic biomass has arisen as a solution to our energy and environmental challenges because it is rich in feedstock that can be converted to biofuels. Converting lignocellulosic biomass to sugar is a complicated system involved in the bioconversion process. There are indeed a variety of techniques that have been utilized in the bioconversion process consisting of physical, chemical, and biological approaches. However, most of them have drawbacks when used on a large scale, which include the high cost of processing, the development of harmful inhibitors, and the detoxification of the inhibitors that have been produced. These constraints, taken together, hinder the effectiveness of current solutions and demand for the invention of a new, productive, cost-effective, and environmentally sustainable technique for LB processing. In this context, the approach of nanotechnology utilizing various nanomaterials and nanoparticles in treating lignocellulose biomass and bioenergy conversion has achieved increased interest and has been explored greatly in recent times. This mini review delves into the application of nanotechnological techniques in the bioconversion of lignocellulose biomass into bioenergy. This review on nanotechnological application in biomass conversion provides insights and development tools for the expansion of new sectors, resulting in excellent value and productivity, contributing to the long-term economic progress.


Author(s):  
Silvio Pavanetto ◽  
Marco Brambilla

For applications that have not yet been launched, a reliable way for creating online navigation logs may be crucial, enabling developers to test their products as though they were being used by real users. This might lead to faster and lower-cost program testing and enhancement, especially in terms of usability and interaction. In this work we propose a method for using deep learning approaches such as recurrent neural networks (RNN) and generative adversarial neural networks (GANN) to produce high-quality weblogs. Eventually, we can utilize the created data for automated testing and improvement of Web sites prior to their release with the aid of model-driven development tools such as IFML Editor.


PLoS ONE ◽  
2021 ◽  
Vol 16 (11) ◽  
pp. e0259834
Author(s):  
Tam The Nguyen ◽  
Tung Thanh Nguyen

Code recommendation is an important feature of modern software development tools to improve the productivity of programmers. The current advanced techniques in code recommendation mostly focus on the crowd-based approach. The basic idea is to collect a large pool of available source code, extract the common code patterns, and utilize the patterns for recommendations. However, programmers are different in multiple aspects including coding preferences, styles, levels of experience, and knowledge about libraries and frameworks. These differences lead to various usages of code elements. When the code of multiple programmers is combined and mined, such differences are disappeared, which could limit the accuracy of the code recommendation tool for a specific programmer. In the paper, we develop a code recommendation technique that focuses on the personal coding patterns of programmers. We propose Persona, a personalized code recommendation model. It learns personalized code patterns for each programmer based on their coding history, while also combines with project-specific and common code patterns. Persona supports recommending code elements including variable names, class names, methods, and parameters. The empirical evaluation suggests that our recommendation tool based on Persona is highly effective. It recommends the next identifier with top-1 accuracy of 60-65% and outperforms the baseline approaches.


2021 ◽  
Vol 12 (3) ◽  
pp. 88-102
Author(s):  
Bashkim IDRIZI ◽  
◽  
Lyubka PASHOVA ◽  
Pal NIKOLLI ◽  
◽  
...  

Earth Observation (EO) data are an indispensable source of useful geospatial information, which can be efficiently combined with other data within the latest released open-source QGIS software. This paper aims: i) to present a general overview of the QGIS EO plugins; ii) to promote the Lifelong Learning (LLL) courses for open-source QGIS software tools provided by the Geo-SEE Institute from Skopje; iii) to appreciate the advantages of open-source QGIS for developing and improving EO applications. The training objectives are to enhance the research, development tools and technologies of QGIS and stimulate the obtaining and disseminating knowledge to utilize the open-source GIS software. Furthermore, there is a growing need to increase the number of well-educated professionals on issues related to the EO sciences in South-East Europe (SEE), who are better prepared for the labor market in today's digital revolution by using QGIS tools and plugins combined with other related GIS software platforms provided by the OSGeo family.


2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-32
Author(s):  
Diego Navarro ◽  
Veronica Sundstedt ◽  
Valeria Garro

The area of biofeedback interaction has grown over recent years, thanks to the release of more affordable and reliable sensor technology, and the accessibility offered by modern game development tools. This article presents a systematic literature review focusing on how different biofeedback interaction methods have been used for entertainment purposes in video games, between 2008 and 2020. It divides previous contributions in terms of a proposed interaction classification criteria and five different biofeedback methods (with a sixth category combining them): electroencephalography, electrocardiography, eye tracking, electrodermal activity, electromyography, and multi-modal interaction. The review describes the properties, sensor technologies, and the type of data gathered for every included biofeedback method, and presents their respective interaction techniques. It summarizes a set of opportunities and challenges for each included method, based on the results from previous work, and discusses these findings. It also analyzes how these interaction techniques are distributed between different common game genres. The review is beneficial for people interested in biofeedback methods and their potential use for novel interaction techniques in future video games.


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