The use of freely available online data is rapidly increasing, as companies have detected the possibilities and the value of these data in their businesses. In particular, data from social media are seen as interesting as they can, when properly treated, assist in achieving customer insight into business decision making. However, the unstructured and uncertain nature of this kind of big data presents a new kind of challenge: how to evaluate the quality of data and manage the value of data within a big data architecture? This paper contributes to addressing this challenge by introducing a new architectural solution to evaluate and manage the quality of social media data in each processing phase of the big data pipeline. The proposed solution improves business decision making by providing real-time, validated data for the user. The solution is validated with an industrial case example, in which the customer insight is extracted from social media data in order to determine the customer satisfaction regarding the quality of a product.
IntroductionMany big data systems have been developed and realised to provide end user services (Netflix, Facebook, Twitter, LinkedIn etc.). Also, underlying architectures and technologies of the enabling systems have been published [1-3], and RAs have been designed and proposed [4][5][6]. Edge/5G computing is an emerging technological field [7], and the first products are being shipped to the markets. However, the utilisation of machine learning (ML) as part of the edge computing infrastructure is still an area for further research [8]. Particularly, it should be understood, how data is collected, and how models are Abstract Background: Augmented reality, computer vision and other (e.g. network functions, Internet-of-Things (IoT)) use cases can be realised in edge computing environments with machine learning (ML) techniques. For realisation of the use cases, it has to be understood how data is collected, stored, processed, analysed, and visualised in big data systems. In order to provide services with low latency for end users, often utilisation of ML techniques has to be optimized. Also, software/service developers have to understand, how to develop and deploy ML models in edge computing environments. Therefore, architecture design of big data systems to edge computing environments may be challenging. Findings:The contribution of this paper is reference architecture (RA) design of a big data system utilising ML techniques in edge computing environments. An earlier version of the RA has been extended based on 16 realised implementation architectures, which have been developed to edge/distributed computing environments. Also, deployment of architectural elements in different environments is described. Finally, a system view is provided of the software engineering aspects of ML model development and deployment. Conclusions:The presented RA may facilitate concrete architecture design of use cases in edge computing environments. The value of RAs is reduction of development and maintenance costs of systems, reduction of risks, and facilitation of communication between different stakeholders.
The contribution of this paper is a Generic Communication Middleware (GCM) concept and architecture definition for application messaging in heterogeneous distributed computing environments. The GCM is targeted to facilitate the development of distributed applications into heterogeneous computing environments, with special attention given to applicability for both wireless and wired communication and variable capability devices. The requirements are gathered from the literature and initial prototype implementations. The GCM concept and architecture are presented in the paper. The novelty of the GCM middleware is that it provides both application and transport independent messaging system architecture that can be widely applied in different applications and services as middleware. Functional validation of the GCM concept and architecture is provided via prototypes overviewed and empirically analyzed in the paper.
There is a growing trend towards convergence of telecommunication and data networks in order to support a richer set of services and applications. At the same time, increasing diversity and density of network access technologies has made the goal of providing connectivity anytime and anywhere a real possibility. Another important development is the emergence of small, low-complexity user owned networks, such as Personal Area Networks and Body Area Networks. Dynamic interworking, also known as network composition, between networks of different types and sizes is essential in the push towards convergence, as well as to realize truly seamless connectivity between heterogeneous access networks. Dynamic interworking requires signalling between different elements of the control planes of the different networks in order to coordinate the control functions and resources of the networks concerned. In this paper, we present the Generic Ambient Network Signalling protocol suite to address the diverse signalling requirements for dynamic interworking of networks.
End users stream video increasingly from live broadcasters (via YouTube Live, Twitch etc.). Adaptive live video streaming is realised by transcoding different representations of the original video content. Management of transcoding resources creates costs for the service provider, because transcoding is a CPU-intensive task. Additionally, the content must be transcoded within real time with the transcoding resources in order to provide satisfying Quality of Service. The contribution of this paper is validation of an online architecture for enabling live video transcoding with Docker in a Kubernetes-based cloud environment. Particularly, online cloud resource allocation has been focused on by executing experiments in several configurations. The results indicate that Random Forest regressor provided the best overall performance in terms of precision regarding transcoding speed and CPU consumption on resources, and the amount of realised transcoding tasks. Reinforcement Learning provided lower performance, and required more effort in terms of training.
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