2,987 research outputs found
Investigating Advances in the Acquisition of Secure Systems Based on Open Architecture, Open Source Software, and Software Product Lines
Naval Postgraduate School Acquisition Research Progra
Storage Solutions for Big Data Systems: A Qualitative Study and Comparison
Big data systems development is full of challenges in view of the variety of
application areas and domains that this technology promises to serve.
Typically, fundamental design decisions involved in big data systems design
include choosing appropriate storage and computing infrastructures. In this age
of heterogeneous systems that integrate different technologies for optimized
solution to a specific real world problem, big data system are not an exception
to any such rule. As far as the storage aspect of any big data system is
concerned, the primary facet in this regard is a storage infrastructure and
NoSQL seems to be the right technology that fulfills its requirements. However,
every big data application has variable data characteristics and thus, the
corresponding data fits into a different data model. This paper presents
feature and use case analysis and comparison of the four main data models
namely document oriented, key value, graph and wide column. Moreover, a feature
analysis of 80 NoSQL solutions has been provided, elaborating on the criteria
and points that a developer must consider while making a possible choice.
Typically, big data storage needs to communicate with the execution engine and
other processing and visualization technologies to create a comprehensive
solution. This brings forth second facet of big data storage, big data file
formats, into picture. The second half of the research paper compares the
advantages, shortcomings and possible use cases of available big data file
formats for Hadoop, which is the foundation for most big data computing
technologies. Decentralized storage and blockchain are seen as the next
generation of big data storage and its challenges and future prospects have
also been discussed
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Problem solving methods in a global networked age
We believe that the future for problem solving method (PSM) derived work is very promising. In short, PSMs provide a solid foundation for creating a semantic layer supporting planetary-scale networks. Moreover, within a world-scale network where billions services are used and created by billions of parties in ad hoc dynamic fashion we believe that PSM-based mechanisms provide the only viable approach to dealing the sheer scale systematically. Our current experiments in this area are based upon a generic ontology for describing Web services derived from earlier work on PSMs. We outline how platforms based on our ontology can support large-scale networked interactivity in three main areas. Within a large European project we are able to map business level process descriptions to semantic Web service descriptions, to enable business experts to manage and use enterprise processes running in corporate information technology systems. Although highly successful, Web service-based applications predominately run behind corporate firewalls and are far less pervasive on the general Web. Within a second large European project we are extending our semantic service work using the principles underlying the Web and Web 2.0 to transform the Web from a Web of data to one where services are managed and used at large scale. Significant initiatives are now underway in North America, Asia, and Europe to design a new Internet using a 'clean-slate' approach to fulfill the demands created by new modes of use and the additional 3 billion users linked to mobile phones. Our investigations within the European-based Future Internet program indicate that a significant opportunity exists for our PSM-derived work to address the key challenges currently identified: scalability, trust, interoperability, pervasive usability, and mobility. We outline one PSM-derived approach as an exemplar
Digital Six Sigma® Concepts in Expert Systems Development ofWeb-Based User Configurable Numerical Data Acquisition Module for MOTOROLA Penang EMAS
This Final Report on Final Year Project of Digital Six Sigma Concepts in Expert
Systems describes from backgrounds, problem statements, objectives,
methodologies, results until the conclusions of the Final Year Project which covers
bothpart I andpart II. The scopesofresearch in this project focus exclusively on Six
Sigma initiatives and how it could be realized efficiently and with enhancement
using Information Technology tools and capabilities. In this project there were two
developments been identified as the main objectives. They were the development of
a Numerical Data Acquisition Module and a model of Motorola Penang Electronic
Measurements & Action tracking System (EMAS). The Numerical Data Acquisition
Module was meant to be integrated with current MOTOROLA Penang implemented
system. The developed Numerical Data Acquisition module and also the model of
Motorola Penang EMAS were tested, analysis were done to produce results for
discussion. Some analysis of the results was based on surveys during visits to plants
adopting Six Sigma® and literature reviews conducted throughout the project. The
research methodologies in this report explained in detail the procedures and tools
used along the progress of the project. In the last chapter, future recommendations
were suggested for future enhancements and expansions ofthe project
Distributed Technology-Sustained Pervasive Applications
Technology-sustained pervasive games, contrary to technology-supported
pervasive games, can be understood as computer games interfacing with the
physical world. Pervasive games are known to make use of 'non-standard input
devices' and with the rise of the Internet of Things (IoT), pervasive
applications can be expected to move beyond games. This dissertation is
requirements- and development-focused Design Science research for distributed
technology-sustained pervasive applications, incorporating knowledge from the
domains of Distributed Computing, Mixed Reality, Context-Aware Computing,
Geographical Information Systems and IoT. Computer video games have existed for
decades, with a reusable game engine to drive them. If pervasive games can be
understood as computer games interfacing with the physical world, can computer
game engines be used to stage pervasive games? Considering the use of
non-standard input devices in pervasive games and the rise of IoT, how will
this affect the architectures supporting the broader set of pervasive
applications? The use of a game engine can be found in some existing pervasive
game projects, but general research into how the domain of pervasive games
overlaps with that of video games is lacking. When an engine is used, a
discussion of, what type of engine is most suitable and what properties are
being fulfilled by the engine, is often not part of the discourse. This
dissertation uses multiple iterations of the method framework for Design
Science for the design and development of three software system architectures.
In the face of IoT, the problem of extending pervasive games into a fourth
software architecture, accommodating a broader set of pervasive applications,
is explicated. The requirements, for technology-sustained pervasive games, are
verified through the design, development and demonstration of the three
software system architectures. The ...Comment: 64 pages, 13 figure
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