980,343 research outputs found
It's written in the cloud: The hype and promise of cloud computing
Purpose of paper: This viewpoint discusses the emerging IT platform of Cloud Computing and discusses where and how this has developed in terms of the collision between internet and enterprise computing paradigms – and hence why cloud computing will be driven not by computing architectures but more fundamental ICT consumption behaviours. Design/methodology/approach: The approach has been based upon the discussion and recent developments of Software as a Service (SaaS) and associated ICT computing metaphors and is largely based upon the contemporary discussion at the moment of the impact of social, open source and configurable technology services. Findings: It is suggested that whilst cloud computing and SaaS are indeed innovations within ICT, the real innovation will come when such platforms allow new industries, sectors, ways of doing business, connecting with and engaging with people to emerge. Thus looking beyond the technology itself.
Research limitations/applications: Author viewpoint only, not research based. Practical applications: Brings together some of the recent discussions within the popular as well as business and computing press on social networking, open source and utility computing. Social implications: Suggests that cloud computing can potentially transform and change the way in which IS and IT are accessed, consumed, configured and used in daily life. Originality / value of paper: Author viewpoint on a contemporary subject
Supporting ethnographic studies of ubiquitous computing in the wild
Ethnography has become a staple feature of IT research over the last twenty years, shaping our understanding of the social character of computing systems and informing their design in a wide variety of settings. The emergence of ubiquitous computing raises new challenges for ethnography however, distributing interaction across a burgeoning array of small, mobile devices and online environments which exploit invisible sensing systems. Understanding interaction requires ethnographers to reconcile interactions that are, for example, distributed across devices on the street with online interactions in order to assemble coherent understandings of the social character and purchase of ubiquitous computing systems. We draw upon four recent studies to show how ethnographers are replaying system recordings of interaction alongside existing resources such as video recordings to do this and identify key challenges that need to be met to support ethnographic study of ubiquitous computing in the wild
Multimedia big data computing for in-depth event analysis
While the most part of ”big data” systems target text-based analytics, multimedia data, which makes up about 2/3 of internet traffic, provide unprecedented opportunities for understanding and responding to real world situations and
challenges. Multimedia Big Data Computing is the new topic
that focus on all aspects of distributed computing systems that
enable massive scale image and video analytics. During the
course of this paper we describe BPEM (Big Picture Event
Monitor), a Multimedia Big Data Computing framework that
operates over streams of digital photos generated by online
communities, and enables monitoring the relationship between
real world events and social media user reaction in real-time.
As a case example, the paper examines publicly available social media data that relate to the Mobile World Congress 2014 that has been harvested and analyzed using the described system.Peer ReviewedPostprint (author's final draft
Journeys & Notes: Designing Social Computing for Non-Places
In this work we present a mobile application we designed and engineered to
enable people to log their travels near and far, leave notes behind, and build
a community around spaces in between destinations. Our design explores new
ground for location-based social computing systems, identifying opportunities
where these systems can foster the growth of on-line communities rooted at
non-places. In our work we develop, explore, and evaluate several innovative
features designed around four usage scenarios: daily commuting, long-distance
traveling, quantified traveling, and journaling. We present the results of two
small-scale user studies, and one large-scale, world-wide deployment,
synthesizing the results as potential opportunities and lessons learned in
designing social computing for non-places.Comment: CHI '16 Proceedings of the 2016 CHI Conference on Human Factors in
Computing System
Summer learning experience for girls in grades 7–9 boosts confidence and interest in computing careers
Academic exposure to computer science, encouragement to study computer science, and connecting personal interests to computing areas influence women to pursue degrees in computer science. Guided by these recommendations, we designed and offered a summer learning experience for girls in grades 7--9 in summer 2016. The goal of the program was to improve girls\u27 perceptions of learning computer science through academic exposure in the informal setting of a girls-only summer camp. In this paper we present a study of the girls\u27 perceptions of CS learning. Four constructs were used to develop pre- and post-survey items: computing confidence, intent to persist, social supports, and computing outcomes expectations. The camp appeared to have positively influenced the girls on two of the four constructs, by improving computing confidence and positive perceptions of computing careers
Machine Understanding of Human Behavior
A widely accepted prediction is that computing will move to the background, weaving itself into the fabric of our everyday living spaces and projecting the human user into the foreground. If this prediction is to come true, then next generation computing, which we will call human computing, should be about anticipatory user interfaces that should be human-centered, built for humans based on human models. They should transcend the traditional keyboard and mouse to include natural, human-like interactive functions including understanding and emulating certain human behaviors such as affective and social signaling. This article discusses a number of components of human behavior, how they might be integrated into computers, and how far we are from realizing the front end of human computing, that is, how far are we from enabling computers to understand human behavior
Memetic Multilevel Hypergraph Partitioning
Hypergraph partitioning has a wide range of important applications such as
VLSI design or scientific computing. With focus on solution quality, we develop
the first multilevel memetic algorithm to tackle the problem. Key components of
our contribution are new effective multilevel recombination and mutation
operations that provide a large amount of diversity. We perform a wide range of
experiments on a benchmark set containing instances from application areas such
VLSI, SAT solving, social networks, and scientific computing. Compared to the
state-of-the-art hypergraph partitioning tools hMetis, PaToH, and KaHyPar, our
new algorithm computes the best result on almost all instances
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