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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
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
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.  
近年来,数字世界正以惊人的速度增长。这句话的主要负责人之一是物联网(IoT),它需要一个中间件,应该能够实时处理这种数据量的增加。特别是,数据可以作为来自用户端的请求-应答查询操作,以来自射频识别(RFID)阅读器的输入数据的方式并行地到达中间件。在软件、硬件和/或架构级别建模的解决方案在处理此类负载方面存在局限性,面临物联网范围内的可扩展性问题。在此背景下,本文提出了一种称为Eliot(弹性驱动的物联网)的模型,该模型结合了云和高性能计算,以解决新型epglobal兼容架构中的物联网规模能力问题。特别是,我们保留了相同的API,但在云中提供了一个弹性EPCIS组件,该组件被设计为一组虚拟机(vm),这些虚拟机可以根据系统负载动态分配和回收。基于Eliot模型,我们开发了一个原型,它可以运行在任何兼容EPCglobal的黑盒中间件上。我们选择Fosstrak作为这个角色,它是目前使用最多的物联网中间件之一。因此,原型充当Fosstrak之上的上层,以轻松的方式提供更好的吞吐量和延迟性能。结果令人鼓舞,在比较弹性(Eliot)和非弹性(标准Fosstrak)执行时,在响应时间和请求吞吐量方面表现出显著的性能提升。
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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
Pub Date : 2018-09-04 DOI: 10.18063/bdci.v0i0.789
V. U. 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.
足球可以说是世界上最全球化的运动,并且与社会科学家持续努力了解当前全球化进程有关。在世界各地的城市,欧洲联赛的跨国直播比赛,包括曼联、切尔西、巴塞罗那等精英俱乐部和其他精英球队/球员,正在产生仪式化的电视观看,这反过来又导致了“足球酒吧”或足球观看中心(fvc)的激增。全球化导致的城市社会生活和亚文化形成的远程调解专门在这些“虚拟体育场”,娱乐/社交中心和外部世界的“窗口”中形成和加强了粉丝行为。本文试图通过探索fvc作为全球化的“空间坐标”,并在一个典型的尼日利亚城市中揭示其地理空间、社会人口和土地利用变化属性,来填补当代关于足球全球化和媒体跨国主义的文献中不断扩大的空间差距。探索结果显示,在主要交通走廊的方向上,围绕中心区域有明显的聚集性。
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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
Pub Date : 2018-09-04 DOI: 10.18063/bdci.v0i0.741
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.
在本研究中,我们提出一个游戏建构框架,用于设计台湾幼儿程式设计游戏。我们关注的是6-7岁的孩子。对于这个年龄段的孩子来说,像LEGO或Scratch这样的解决方案可能是不可接受的(考虑到在台湾没有针对这个年龄段的孩子教授编程或计算思维的官方课程)。蓝图虽然设定了小学信息教育的目标,但在目前的小学课程中并没有分配实时的时间段。事实表明,在现有的工具/产品下,教台湾的孩子编程是很困难的。在本研究中,我们提出了一个游戏构建框架KCSB,它包括一组运行时对象、一个gd文件解析器和一个游戏创建器。该框架基于Godot游戏引擎。设计师可以使用建议的框架和Godot游戏引擎来开发适合教授幼儿编程概念的游戏。在当前阶段,框架支持以下编程概念:问题解决、算法评估、函数(可重用组件)定义和循环。在原稿中,还包括一个演示该框架使用的示例。
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