Kamilaris mobileWoT Review PDF
Kamilaris mobileWoT Review PDF
Kamilaris mobileWoT Review PDF
Email: andreas.pitsillides@cs.ucy.ac.cy
Abstract—As the Internet of Things and the Web of Things sensors offer advanced capabilities such as measuring prox-
are becoming a reality, their interconnection with mobile phone imity, acceleration and location or record audio/noise, sense
computing is increasing. Mobile phone integrated sensors offer electromagnetism or capture images and videos [9]. These
advanced services, which when combined with web-enabled real-
world devices located near the mobile user (e.g. body area sensing services, when combined with web-enabled physical
networks, RFID tags, energy monitors, environmental sensors entities located near the user, have the potential of enhancing
etc.), have the potential of enhancing the overall user knowledge, the overall user knowledge and experience, helping the user
perception and experience, encouraging more informed choices to take more informed choices [10], [11].
and better decisions. This paper serves as a survey of the Although there exist several survey papers focusing on
most significant work performed in the area of mobile phone
computing combined with the Internet/Web of Things. A selection advances related to the IoT/WoT [12], [13], [14], [15], not
of over 100 papers is presented, which constitute the most any papers -as far as we can ascertain- have yet surveyed the
significant work in the field up to date, categorizing these papers growing interconnection between mobile computing and the
into ten different domains, according to the area of application IoT/WoT. This paper aims to address this gap, presenting the
(i.e. health, sports, gaming, transportation, agriculture), the most significant work in this area. Section II describes the
nature of interaction (i.e. participatory sensing, eco-feedback,
actuation and control) or the communicating actors involved methodology followed to develop this survey, while Section
(i.e. things, people). Open issues and research challenges are III comments on the important findings of our study. Then,
identified, analyzed and discussed. Section IV discusses the overall observations during this study
Index Terms—Mobile Computing, Mobile Phone Applications, and identifies open issues in this research domain, and finally
Internet of Things, Web of Things, Sensors, Survey. Section V concludes the paper.
II. M ETHODOLOGY
I. I NTRODUCTION Before describing the important work in the field, the
Technologies such as wireless sensor networks, short-range methodology in collecting this information is explained, which
wireless communications and radio-frequency identification involved three steps: a) collection of the state of the art work,
(RFID) have allowed the Internet to penetrate in embedded b) clustering of related work, and c) analysis of related work.
computing [1], [2]. The Internet of Things (IoT) [3] is be- In the first step, a keyword-based search for conference pa-
coming reality, as everyday physical objects are becoming pers and articles in well-known scientific databases (e.g. IEEE
equipped with sensors and actuators, being (uniquely) ad- Xplore, ACM, DBLP, ScienceDirect, CiteSeerX) and search
dressable and interconnected, allowing the interaction with engines was performed. Various keywords were used such
them through the Internet. Porting the IP stack on embedded as ”mobile computing”, ”internet”, ”web”, ”web of things”
devices was a successful effort [4], [5] and, together with and combinations of them. Existing surveys on the IoT/WoT
the introduction of IPv6 (which provides extremely large and mobile sensing [12], [13], [14], [16], [15], [9] were also
addressing capabilities), facilitate the merging of the physical studied for relevant efforts. The focus was to pick only papers
and the digital world, enabling the IoT to grow faster. which followed the main concepts and design principles of
Building upon the notion of the IoT, the Web of Things the IoT/WoT [6], [7], excluding papers that used proprietary
(WoT) [6], [7], [8] reuses well-defined Web techniques to protocols and in which vendor lock-in was evident. This means
interconnect this new generation of Internet-enabled physical that some popular papers in mobile pervasive computing might
devices. While the IoT focuses on interconnecting heteroge- have been excluded from our survey. Also, some cutting-edge
neous devices at the network layer, the WoT can be seen as a research papers related to the exciting domain of feature- and
promising practice to achieve interoperability at the application depth-based identification, tracking of and interaction with the
layer. It is about taking the Web as we know it and extending physical world have also been excluded, as these works have
it so that anyone can plug devices into it. not yet become (widely) applied on mobile devices, due to
The rise of multi-sensory mobile phones with Internet their large processing requirements. Thus, 68 papers in total
connectivity has helped to reduce the barriers for associating were firstly identified, performing then a depth search on their
mobile computing with the IoT/WoT. Mobile phone integrated most relevant references, increasing the list of papers to 102.
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collars installed on the animals, allowing farmers to monitor unique gaming experiences blending digital and physical
their entire herd, from their phone. world. Examples include mimicking with high accuracy peo-
Map your meal [74] is an agriculture-related smartphone ple’s postures and movements in real life, transforming them
application which aims at enhancing the public awareness into digital actions in the game [76], or harnessing the nearby
understanding of global interdependence via exploring the physical environment as part of the digital game [78], [80].
global food system. With this smartphone application, farmers A more futuristic example could be distributed gaming, where
and consumers can scan the products to see their fairness and the players’ avatars are teleported at another player’s place
how much green they are. Finally, FoodLoop [75] ties grocer or in a common place.
inventory system and smart tagging to consumer-facing mobile
applications to provide real-time deals on ”nearly expired” H. Transportation
products, supporting food waste reduction.
Smart WoT-based mobile applications targeting transporta-
As agriculture is a highly unpredictable and risk-prone
tion relate to more informed driving, easier parking and more
domain, smart sensing and real-time monitoring is important
convenient city transit by means of public transport.
to prevent pests and animals diseases, react fast to changing
VTrack [81] uses position samples from drivers’ phones
environmental conditions, optimizing operations and produc-
to monitor traffic delays. Similarly, Mobile Millennium [82]
tivity. Hence, combining IoT sensing technology with mobile
is a research project that includes a pilot traffic-monitoring
applications, involving online information and web services
system that uses the GPS in mobile phones to gather traffic
[74], [75], permits faster reaction to unpredictable events and
information, process it, and distribute it back to the phones in
better decision making.
real time. A road condition monitoring and alert application is
G. Gaming presented in [83], harnessing the compass and connectivity
on user’s mobile device to provide road condition based
This category is about virtual games which take into account
alerts to the user. Park Here! [84] is a smart parking system
the physical presence and characteristics of the mobile user to
based on smartphones’ embedded sensors and short range
enhance his/her gaming experience.
communication technologies, towards the automatic detection
The use of personal sensor streams in virtual worlds is
of parking actions. Find My Car [85] makes use of GPS
demonstrated in Second Life [76], which is a virtual world
services and internet connectivity to help drivers find their
simulator where people lead virtual lives by using personal
way back to their parked car.
avatars. Accelerometer data is collected from a user mobile
Waze [86] is perhaps the most popular mobile app for
phone and classified into various activity states (sitting, stand-
car drivers, with a community of 50 million users. It pro-
ing and running). These activities are then injected into Second
vides up-to-date traffic conditions, live-routing and maps,
Life and interpreted by the user’s avatar [77]. Greenet [78] is
comprehensive voice-assisted navigation, alerts about road
an augmented reality mobile game dedicated to recycling. The
hazards, and even notifications when a Facebook friend is
camera of the mobile phone is used to detect whether the user
heading towards the same destination. INRIX Traffic [87]
is recycling various items. Object markers and bin markers
offers similar services, automatically learning a user’s driving
are used to augment the physical world with this digital,
habits, personalizes routes to avoid traffic, recommends trips
mobile gaming experience. Users earn points by recycling, and
and departure times, providing also parking services, based on
compete with each other for more points through the web.
location, vehicle type and parking duration.
Fish’n’Steps [79] is a social game which links a player’s
Finally, examples of mobile applications that combine user’s
daily foot step count, measured by a pedometer, to the growth
location with public transportation information for convenient
and activity of an animated virtual character, a fish in a fish
city transit involve GoMetro [88] (Los Angeles), Muni+ [89]
tank. As further encouragement, some of the players fish tanks
(San Francisco) and Gothere [90] (Singapore).
included other players fish, thereby creating an environment
Transportation is an area where the authors expect more
of both cooperation and competition.
research efforts to rise, exploiting the sensors of the mobile
Augmented reality is expected to be the future in gaming,
device for providing better and safer driving experience.
and early examples include Monopoly Zapped and Game of
Commercial mobile apps focusing on driving assistance, such
Life2 [80]. The board games play out like the original versions
as Waze and INRIX Traffic are gaining popularity, especially
but in the center of the board, an iPhone running the respective
in the US.
online application is placed to spice up the game. In Monopoly
Zapped, the iPhone application turns the iOS device into a
banking unit, which makes counting a lot less of a hassle. I. Interaction with Things
In general, online gaming integrations with the real world This category is the broader one, and relates to efforts tar-
augment the user’s gaming experience and offer educational geting interaction in general with web-enabled things, located
value, targeting in some cases good causes such as envi- in the nearby environment.
ronmental protection or maintaining good health and well- At first, a framework for supporting mobile interactions with
being. Augmented reality would offer in the near future novel, real-world objects is presented in [91]. In [92], Frank et al.
2 These augmented reality games do not constitute WoT applications. Their
present the architecture, design and evaluation of a search
examples are mentioned by the authors only to show the potential of cyber- system that relies on sensor-enabled mobile phones to discover
physical games. lost objects. MobileIoT Toolkit [93] connects the Electronic
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Product Code (EPC) network to mobile phones for reading and was observed that participants found it as a new way to connect
interpreting various tags (RFID, NFC, barcode). Furthermore, with people, with the presence of their friends always nearby.
a toolkit for barcode recognition and resolving on mobile Finally, Kostakos et al. [107] use a Bluetooth-based infras-
phones equipped with cameras is presented in [94]. Similarly, tructure to identify characteristics of urban environments such
BIT [95] is a unified system architecture for providing mobile as mobility patterns, social and spatial structures etc. Similarly,
phone-based digital services related to tagging technologies. the Wireless Rope [108] is a framework to study the notion
Tales of Things [96] is a tagging service that uses QR codes of social context and the detection of social situations using
and RFID tags to enable people to attach stories and memories Bluetooth-based mobile devices for proximity detection, and
to any object. The scanning of readable and writable tags its effects on group dynamics.
through mobile phones allows stories to be replayed and Low-power short-distance wireless technology (e.g. Blue-
added. Scandit [97] is a company that claims to provide tooth, RFID) can be used to improve interactions with nearby
the highest quality in mobile barcode scanning solutions for individuals, for improving physical social experiences.
smartphones, tablets and wearable devices.
Other approaches target the sales market, to improve con- IV. D ISCUSSION AND O PEN I SSUES
sumer awareness and optimize the sales process. The Mobile As the previous section shows, an increasing number of
Sales Assistant [98] aims at improving sales in retail stores, works are combining mobile computing and the IoT/WoT to
by enabling shop assistants to check the availability and provide more personalized, enriched services to the users.
stock information of products directly with an NFC-enabled In this section, the general findings are discussed and open
mobile phone. My2cents [99] allows consumers to have access challenges in this domain are identified.
to comments about a product via their mobile phone and
share their own product experience with other consumers and
A. Analysis of Related Work
within their social networks. APriori [100] makes product
recommendation available for mobile users, who utilize their Through this review of related efforts, the following eight
phones to identify tagged consumer products. Also, companies interaction possibilities have been identified:
such as Square [101] and PayPal [102] offer credit card 1) The built-in sensors of the mobile phone are used in
payment systems connected directly to mobile phones. a participatory manner to co-create knowledge on the
Interacting with physical things through mobile applications internet/web (e.g. [19], [22], [23], [24], [25], [81], [82]).
includes a variety of technologies such as RFID, NFC, bar- 2) The mobile phone is used as a tool for getting feedback
codes, QR codes, which can be either identified and sensed about the nearby environmental conditions and/or the
by the phone’s camera (barcodes, QR codes), or sensed personal energy footprint of the user using internet/web
by special equipment (RFID readers, credit card readers). protocols (e.g. [28], [10], [29], [30], [31], [32], [34]).
Local information is combined with information from the 3) The mobile phone uses internet/web principles to control
web to create advanced knowledge or to implement payment physical devices such as electrical appliances, which are
transactions. located either nearby or remotely. (e.g. [43], [44], [45],
[46], [47], [29]).
4) The mobile phone acts as an intermediary between
J. Social Interactions with People body sensors and the internet/web, for health/sports
If we broaden the notion of ”things” to include also (nearby) applications (e.g. [49], [50], [51], [54], [61], [63], [66]).
people, then we can refer to BlueAware [103], a mobile 5) The built-in sensors of the mobile phone are used to
phone-based system that uses Bluetooth hardware addresses enhance the gaming experience of the user in web-based
and a database of user profiles to cue informal, face-to-face (e.g. [77]), mobile (e.g. [78], [79]) or cyber-physical
interactions between nearby users who do not know each other, games (e.g. [80]).
but probably should, as they have similar profiles, interests 6) The mobile phone interacts with real-world objects,
and characteristics. This concept of Familiar Strangers is also using knowledge available on the web to better inform
demonstrated in [104], where Jabberwockies, designed for the user about these physical things (e.g. [93], [100],
Bluetooth enabled mobile phones, investigate the constraints [96], [98], [99]).
of our feelings and affinities with strangers in pubic places. 7) The mobile phone becomes a credit card payment sys-
EmotionSense [105] is a passive monitoring smartphone tem (e.g. [101], [102]).
application that can autonomously capture emotive, behav- 8) Low-power short-distance wireless communication (e.g.
ioral, and social signals from smartphone owners. Similarly, Bluetooth) and information from online social network-
SociableSense [105] is a smart phone-based platform for ing sites is used to promote face-to-face interactions with
providing real-time feedback to users to foster and improve nearby mobile users who share similar interests (e.g.
social interactions. Also, CenceMe [106] is a mobile appli- [103], [104], [106]).
cation serving a similar goal, by combining the inference of The most common sensing technologies employed in each
the presence of individuals with sharing of this information of the ten categories, together with the type of data analysis
through social networking applications such as Facebook and involved, are listed in Table I (see also Figure 1). The
MySpace. In a user study where 22 people used CenceMe technologies employed are either embedded natively onto
continuously over a three week period in a campus town, it the mobile device or involve third-party sensors interacting
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directly with the mobile phone. Data analysis is performed adaptable to the application needs. Opportunistic sensing could
either on the mobile phone or on the crowd/web. The latter be another option [18], [9], in which sensing is a secondary,
is needed for more computationally expensive operations and low-priority operation on the mobile device.
data integration from various mobile phones/sensors. Crowd sensing. Participatory sensing as well as mobile
The last column of Table I indicates the estimated market crowd sensing have various open issues, which are identified
value per category in the next 5-10 years combining a number in related work [26], [27]. Some of these issues in particular
of sources, including [109], [110], [111], [112]. According include:
to them, several trillion US dollars will be spent on IoT • How can the sensing opportunities and sensing quality be
solutions (indicatively, estimates by [109] $6 trillion, [110] measured?
$4-11 trillion, [111] $14.4 trillion). Tech leaders predict the • How to deal with incomplete, noisy and unreliable data?
greatest potential revenue growth for IoT in the next three • How many mobile users can provide enough sensing
years is in consumer and retail markets (22%), with IoT/WoT opportunities to achieve the required sensing quality?
expected to see significant revenue growth in technology • How to tackle the fact that people always move around
industries (13%), aerospace and defense (10%), and education a set of popular locations, instead of purely random
(9%). The share of the market for mobile phone computing/IoT movements?
has not been analysed to date by industry, at least publicly, but • How to tackle the fact that each individual shows prefer-
we expect it will be a sizable share of the IoT market. Our ence for some particular locations?
own assessment is that actuation and control, gaming, health • How to avoid using up significant battery that could
and transportation are the domains with the highest market prevent users from accessing their usual services?
value and potential. The context problem occurs because phones may be
In regard to the impact of these categories to people’s exposed to events for too short a period of time (e.g. if the user
lives, mobile applications in health, sports, transportation and is traveling quickly, if the event is local and spontaneous (e.g.
gaming seem to be highly impactful, especially those that con- a sound) or the sensor requires more time to gather a sample
stitute commercial products (i.e. Nike+, Apple Watch, Second (e.g. air quality sensor). Phone calls could also interfere in
Life, Waze, GoMetro). Participatory sensing-based applica- collecting relevant context. An idea would be to leverage co-
tions have been successfully used only in local projects, ad- located mobile phones for localized participatory sensing.
dressing particular community problems for specific time. The Security is a top priority in mobile computing, and be-
engagement of the users in the long run remains questionable. comes more important when interacting with the IoT/WoT.
Mobile applications in eco-feedback and actuation/control are One practical consideration is ensuring security of shared
gaining momentum, in domains such as home and building au- resources (e.g. WoT-enabled devices/services) against misuse
tomation, and industrial control. Finally, the impact of mobile by unauthorized mobile users. Relay infrastructures for secure
apps in agriculture and real-life interaction with things/people access to embedded systems such as Yaler [113] could form
remains to be seen, being low at the moment. part of the solution here.
Privacy in terms of sharing personal information through
the web is one of the most important research challenges. How
B. Open Challenges
much privacy do applications such as CrossCheck [61] and the
Some general IoT/WoT challenges are discussed in related work in [54] provide? Additionally, various privacy threats
surveys [12], [13], [14], [15]. Hence, the focus is on particular have been reported in mobile RFID applications [114]. Some
issues that appear in mobile computing when integrated to approaches to address privacy include AnonySense [115],
the IoT/WoT, discovered through this study, which are listed which suggests a notion of anonymity through k-anonymous
below. tasking and Social Access Controller (SAC) [116], which is an
Heterogeneity, either because of IoT/WoT devices/services authentication proxy between (mobile) users and smart things.
that provide proprietary communication protocols or because Perhaps more interesting is the work in [117], preserving the
of heterogeneous consumers of data with different require- anonymity of sensor reports without reducing the precision of
ments and needs. In the former case, although the communi- location data.
cation at the application layer becomes standardized through Reliability becomes important especially in health moni-
the WoT principles, the lower-level interaction remains a toring applications that involve body area networks. In these
challenge. In the latter scenario, some users might ask for real- cases, measurements need to be reliable and precise and the
time information while some others might need historical data. corresponding mobile applications needs to be able to identify
Their needs regarding data quality, spatial resolution, and sam- anomalies and faults at the data, which could create false
pling rates vary, hence IoT/WoT and mobile computing need alarms. These concerns are discussed in [52] too. Reliability
to be open to support diverse applications and requirements. relates also to how well mobile phones can interpret human
Continuous sensing. Some IoT/WoT-enabled mobile appli- behavior (e.g. sitting, sleeping, talking) from low-level mul-
cations require continuous sensing, signal processing, analysis timodal sensor data, or similarly how accurately can they
and inference which asks for more computation, memory, stor- infer the surrounding context (e.g. pollution, weather, noise
age, sensing, and communication bandwidth. Recommended environment) from low-level measurements. UrbanRadar [11]
approaches include sending only compressed summaries over proposed urban mashups as a way to infer various environ-
the air (rather than raw data) or involve delay-tolerant models mental conditions from more basic WoT-based services.
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Search and Discovery is crucial for locating nearby, local of. Mood recognition is applicable in working environments
and/or relevant real-world devices (and/or people), exploiting too to benefit employees’ health and productivity [58].
their services for the creation of more advanced knowledge. Persuasion in mobile computing is an open area, cre-
Various works and applications such as [35], [11], [29], [103], ating design elements and exploiting various psychologi-
[104], [106] require discovery of relevant physical devices. cal/sociological factors which affect users to change their
The WoT has not yet standardized any technique for real- behavior towards better quality of living, more sustainable life,
time discovery of physical entities and their services, but early environmental awareness etc. [122], [123]. The connection
efforts in this direction have been proposed [118], [119]. between mobile computing and IoT/WoT offers great new
Personalization is expected to give significance to the opportunities for examining which design characteristics of
interaction with the IoT/WoT through mobile computing. mobile phone applications and which motivational factors may
Planty [46] could understand the user’s sense of aesthetics influence users to question and change their behavior and way
and help him create his personal garden. Sports apps [66], of living. As an early effort, the work in [38] identified 11
[67], [68], [70] could record the personal characteristics and design principles for remote sensing mobile applications. A
achievements of the users to suggest realistic short- and long- big challenge related to persuasion is how to address the fact
term goals. My2cents [99] could record the buying habits of that people tend to lose their interest after being exposed to
people and propose them relevant nearby offers. Imagine also the feedback for some weeks or months [40].
walking into a pharmacy and your phone suggesting vitamins Big data analysis is a necessary step in most participatory
and supplements, depending on your health monitoring met- sensing applications, in order to extract useful information
rics, as recorded by body area sensors [50], [51], [52]. Mobile from vast amounts of real-world data streams. Related to
computing, personalized to a user’s profile, empowers him/her this, an open, standard methodology for IoT/WoT analytics
to make more informed decisions across a spectrum of WoT- problems is still non-existent. Important to researchers in this
enabled services. domain is the availability of relevant datasets. CrowdSignals.io
Emotions analysis relates to personalization as it allows to [124] aims to create the largest set of rich, longitudinal mobile
offer better services to users according to their reactions in and sensor data recorded from smartphones and smartwatches,
relation to the features provided by the mobile applications. including geo-location, sensor, system and network logs, user
The most important efforts in understanding emotions and interactions, social connections, and communications as well
measuring feelings by monitoring the affective states of the as user-provided ground truth labels and survey feedback.
mobile user are discussed in [120], concluding that affective Business cases are required to prove the market potential
sensing offers exciting research opportunities. Research in this of the IoT/WoT and mobile computing, showcasing that the
area involves sensing unconscious emotions too [121], aiming merging of digital and physical world through web tech-
to quantify and log aspects of our behavior we are not aware nologies and mobile computing is profitable to enterprises
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worldwide. Evrythng [125] is a start-up company aiming to Summing up, the practice of combining mobile computing
demonstrate, through various case studies [126], the economic and the IoT/WoT seems to offer tremendous new opportunities
viability of IoT/WoT-based investments. Solutions offered in many real-life domains, enabling the seamless integration
include brand protection, inventory management, consumer of devices, services and information that can create advanced
loyalty and engagement, data monitoring and analysis etc. knowledge, more informed reasoning and decision-making,
Each of the issues listed above affect in a varying degree the as well as encouraging big data analysis, more use of per-
ten different categories in which related work was divided in suasive and engagement techniques, emotions analysis and
this survey. According to the authors’ point of view, based on personalization. However, this openness comes together with
the overall research performed in this paper, the relevance and various risks in privacy, security and reliability of information,
importance of each of the aforementioned issues in relation and also various challenges such as search and discovery of
to each category is assessed in Table II, according to the devices, services and information on the fly, which is still
following scale: Essential (E), Very Important (VI), Important an open issue in the WoT world [118]. Finally, the most
(I), Less Important (LI) and Not Applicable (NA). critical element seems to be a need for large business cases
Observing Table II, aspects of security, privacy and relia- which could prove the market value of mobile computing and
bility are essential in ”sensitive” domains such as health and the IoT/WoT, and which could eventually lead to wide-scale
transportation. Search and discovery is relevant only when adoption of this practice, inspiring even more research and
interacting with things or people, while big data analysis development in satisfying the risks and challenges at this field.
makes sense in open systems, when large streams of data are
involved. Heterogeneity and context are important in almost VI. ACKNOWLEDGEMENTS
every category, while business cases are needed across the This research has been partially supported by Science Foun-
whole mobile IoT/WoT realm, not only to prove the value of dation Ireland (SFI) under grant No. SFI/12/RC/2289 and EU
mobile IoT/WoT but also to analyze the barriers for market FP7 CityPulse Project under grant No.603095. http://www.ict-
uptake of various solutions especially in health, gaming and citypulse.eu
sports. Moreover, personalization, persuasion and emotions
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Issue / Partici Eco- Actuat Health Sports Agri Gam Transpo Intera Social
Category patory Feed ion and culture ing rtation ction Inter
Sensing back Control with actions
Things with
People
Heterogen I I VI E LI E LI E VI VI
eity
Continuous E VI LI E VI VI VI E VI VI
sensing
Context E I LI E I I LI E I I
problem
Security LI E E E I VI LI E VI VI
Privacy VI E E E VI VI I E VI E
Reliability VI VI E E VI VI I E I I
Search and I I I LI LI LI LI VI E E
Discovery
Personaliz LI I LI E E I VI I VI VI
ation
Emotions NA I NA VI VI NA I VI VI VI
analysis
Persuasion I E LI E I I LI I I I
Big data E VI VI E I E I E I LI
analysis
Business VI E E E VI E VI E E E
cases
TABLE II
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