Crucial-Resource Allocation Strategy in Edge computing
Meng-Yo Tsai & Kuan-Chou Lai,Department of Computer Science National Taichung University of Education No.140, Minsheng Rd., West Dist., Taichung City 40306, Taiwan
Internet of Things has flourished in recent years. A large of IoT devices are in our life. All data are transferred to cloud computing, so cloud is heavy workload. Because heavy workload makes the processing time increase dramatically, entire computing is inefficient. Hence, edge computing is applied. Centralized computing is moving toward decentralized computing. Edge Computing lets compute nodes closer to IoT that well reduces delay and transfer time. Edge computing nodes haven’t much computing resource. Because each node resource is different, how to allocate service to a suitable computing node is a problem. If the service requirement is allocated to an inappropriate computing node, the computing node resource could be enormous wasted. Therefore, this paper proposes a new approach for allocating service requirements to the suitable computing node. In order to increase usage rate of computing resources, Crucial-Resource Allocation Strategy algorithm (CRAS) is designed according to the ratio of CPU and memory of the service requirements and computing nodes. The algorithm allocates the service requirement to the computing node with the closest ratio. Experimental results show that CRAS effectively increases resource usage of computing nodes. CRAS also could allocate more service requirements to computing nodes when same computing resources are available.
Edge computing, Distributed computing, Resource allocation
SURFACE CRACK DETECTION USING HIERARCHAL CONVOLUTIONAL NEURAL NETWORKS
Davis Bonsu Agyemang and Mohamed Bader-El-Den
The School of Computing, University of Portsmouth, Buckingham Building, Lion Terrace, Portsmouth PO1 3HE.
Cracks on concrete walls can imply that a building possesses issues with its structural integrity. Surveyors who inspect these defects are expected to provide their customers with excellent evaluation regarding its severity. The process is currently conducted through visual inspection, resulting in occasions of subjective judgements being made on the classification and severity of the concrete crack which poses danger for customers and the environment as it not being analysed objectively. Many researchers have applied numerous classification techniques to tackle this issue but from the author's knowledge, their methods do not provide the severity levels of concrete cracks and have no feedback mechanism for adaptability of when their method classifies incorrectly. In this paper, the author proposes in building a mobile application with the 2 mentioned capabilities and using a trained Hierarchal-Convolutional Neural Network(H-CNN) to evaluate the concrete surface via images taken via the mobile device.
Application Development using gamification techniques to simulate the admission exam to University
Michael Valencia Ramírez, Universidad Distrital Francisco José de Caldas Bogotá, Colombia
This article aims to show the advances in the development of a mobile application to simulate the admission exam to the National University of Colombia (UN), which makes use of gamification techniques. For young graduates of high school, one of the main concerns is to apply to the university and be admitted. The National University of Colombia, because it is public in nature and has a high academic level, it is in great demand in the country, each semester there are approximately 72 thousand applicants and only about 10% is accepted due to the low availability of university quotas. The selection process is carried out by means of an admission examination, which evaluates the skills in reading comprehension and logical-mathematical reasoning of the aspirant. Faced with this problem and with the unstoppable evolution of technology, it is vital to integrate the ICT tools (Information and Communication Technologies), as components in learning and preparing them, a mobile application is developed, with the aim of helping aspirants to have a better preparation for the exam. It is taken as population study of 20 students of the eleventh grade belonging to the Liceo Cultural Ernesto Guhl School in Bogota, Colombia.
Education, Gamification, University, ICT, Mobile application
Mobile application focused on knowledge training intended for “Saber 11 Test” using Augmented Reality Environments
Maily A. Quintero E
Universidad Distrital Francisco José de Caldas Bogotá, Colombia
In Colombia, the system of evaluation and promotion of education is carried out by the ICFES through state tests applied to grades 3rd, 5th, 7th, 9th and 11th. The Saber 11 Test is an assessment of the basic competences that is performed on grade 11th students. This test scores are used as an important requirement for admission to college.
In 2018, 37% of students scored low and failed to apply to the multiple benefits offered by government and universities. This is because the current training mechanisms do not generate impact and motivation in the student so that he can take advantage of the training material offered by various instances.
The development of a mobile application prototype for devices based on Android platform is presented, using Augmented Reality tools, which adds virtual elements to the real environment while providing information of interest to the user and takes advantage of the infrastructure of ICT (Information and Communication Technologies).
Being a motivational learning strategy helping the student to become familiar with the structure, areas and skills, and proposed questions on the exam know 11.
Education, Augmented Reality, Mobile Application, Technology, Saber 11