Big Data and Cloud Innovation
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Published By Whioce Publishing Pte Ltd.

2529-7805

2019 ◽  
Vol 3 (1) ◽  
Author(s):  
Chun-Hsiung Tseng ◽  
Jia-Rou Lin ◽  
Yung-Hui Chen

The importance of learning how to program can never be over-estimated. Even though there are already programming-learning applications for young children, most of the applications in this field are designed for children in the elementary school age or even above. Teaching younger children, for example, preschool kids, how to program appears more challenging. From our survey, it appears that even preschool kids can understand how to do programming and the question is simply which tools to use. Preschool kids usually start their reading from picture books. They learn mathematics, arts, histories, and a lot of knowledge with picture books. The goal of this research is to propose a platform for story tellers, illustrators, and programming education experts to cooperate to build picture books to teach preschool kids how to program. At this very initial stage, the platform is developed as a Web application and hence it can be easily accessed by various devices via Web browsers. The platform consists of a lean story editor, a picture book editor, and a programming concept editor.


2019 ◽  
Vol 3 (1) ◽  
Author(s):  
Xi Chen ◽  
Bo Fan ◽  
Jie Zheng ◽  
Hongyan Cui

At present, it has become a hot research field to improve production efficiency and improve life experience through big data analysis. In the process of big data analysis, how to vividly display the results of the analysis is crucial. So, this paper introduces a set of big data visualization analysis platform based on financial field. The platform adopts the MVC system architecture, which is mainly composed of two parts: the background and the front end. The background part is built on the Django framework, and the front end is built with html5, css3, and JavaScript. The chart is rendered by Echarts. The platform can realize the classification of customers' savings potential through bank data, and make portraits of customers with different savings levels. The data analysis results can be dynamically displayed and interact wit


2019 ◽  
Vol 3 (1) ◽  
Author(s):  
Yushui Xiao ◽  
Feng Ling

Nowadays, Internet technology has been developed to a higher level, and has also gained more and more popularity in people's life and work. Internet technology has penetrated into many fields, providing more convenience for people. Judging from the current development momentum of China's e-commerce industry, fierce market competition and increasingly picky demand of customers, coupled with the gradual formation of online sales model, have all made the existing e-commerce industry face greater challenges, as well as opportunities worth taking advantage of. At present, relying on the rapid development of Internet and computer technology, the concept of "big data" has been popularized. Under the background of big data, every industry has undergone changes and improvement, especially the e-commerce industry, which can more accurately determine the consumers' consumption needs and habits, and can further understand their purchasing power, thus realizing accurate marketing, and strengthening its marketing reliability and pertinence.


2019 ◽  
Vol 3 (1) ◽  
Author(s):  
Hongwen Jin

The development of e-commerce economy has led to the emergence of new types of legal relationships. The promotion of administrative litigation models should be an approach to promote strengths and avoid weaknesses, whether online or offline. Exploring the advantages of the online litigation model can speed up the processing rate of administrative cases. Relying on big data will also help trial judges accurately locate administrative litigation cases and save judicial resources. Under the background of "Internet +", how to make full use of big data to further advance the online litigation model and solve the problems in judicial practice has become an urgent priority.


2019 ◽  
Vol 3 (1) ◽  
Author(s):  
Rodrigo Da Rosa Righi ◽  
Márcio Miguel Gomes ◽  
Cristiano Andrá Da Costa ◽  
Helge Parzyjegla ◽  
Hans-Ulrich Heiss

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.  


Author(s):  
Victor Udemeue Onyebueke

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.


2018 ◽  
Vol 2 (1) ◽  
Author(s):  
Chun-Hsiung Tseng ◽  
Yung-Hui Chen ◽  
Shin-Chi Lai ◽  
Jia-Rou Lin

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.


2018 ◽  
Vol 2 (1) ◽  
Author(s):  
Chun-Hsiung Tseng ◽  
Yung-Hui Chen ◽  
Shin-Chi Lai ◽  
Jia-Rou Lin

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.


2017 ◽  
Vol 1 (1) ◽  
Author(s):  
Qiu Yuhuan

Under the traditional model, enterprises to establish a set of IT systems not only need to buy hardware and otherinfrastructure, but also to buy software licenses, the need for specialized staff maintenance. The scale of the enterprisewill continue to upgrade the various hardware and software facilities to meet the needs. For enterprises, computers andother hardware and software itself is not what they really need, they are just to complete the work, to provide effi cienttools only. For individuals, we usually use the computer to install a lot of software, and many software is a fee, theuser is not often used to buy the software is very uneconomical. We only need to pay a small amount of 'rent' to 'rent'to these software services for us to save a lot of money to buy hardware and software. Just as we use electricity everyday, but we are not every self-generator, it is provided by the power plant; we use tap water every day, but we do nothave every well, it is provided by the water plant. This model is great enough to save resources and facilitate our lives.The face of the computer to bring us the troubles, we can like the use of water and ele


2017 ◽  
Vol 1 (1) ◽  
Author(s):  
Liu Guiming

In today's world, there are several most authoritative international academic conferences in the fi eld of databases,such as vldb, sigmod, and icde, which provide a platform for discussion and exchange of database researchers,developers and applications, Guide and promote the development of database disciplines. We can see the hotspots oftoday’s database technology and discover the future trends of related topics from the researchers at these conferences.First, we analyzed the vldb and sigmod conferences in 2008, 2009 and 2010 accepted the core database technology onthe paper. We also cite the 'Observation on Database Research Trends via Publication Statistics' for statistics on thesetwo meetings from 1997 to 2006. We classify the paper into 28 classes, of which 22 are based on traditional databasetechniques and the other six classes are new categories that we added during the analysis. Then, we predicted that sixnew categories will be popular and become a new hotspot in the future, which is a major feature of this article. Finally,we analyze the trend of database technology hotspots in recent years, and deduce the development trend of futuredatabase technology.


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