• Title/Summary/Keyword: 매니지먼트

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A study on Multiple External Storage Configuration for the Android based Set-top Box System (안드로이드 기반 셋톱박스의 다중 외장 저장장치에 관한 연구)

  • Han, Kyung-Sik;Kim, In-Ki;Kim, Byung-Jun;Sonh, Seung-Il;Kang, Min-Goo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.653-655
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    • 2013
  • This paper is the study of Multiple External Storage Configuration for the Android based Set-top Box system. Because of Mobile OS, Android has limitation in media streaming, recording and playing for Set-top box function with only support external storage device Micro-SD card. In this paper, we research for the Multiple External Storage configuration for external disk drive, USB Memory, SD card. in Android System with Multi-Volume Management system implementation.

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The Strategy between In-house Design and Business Domain (인하우스 디자인 구조모델과 사업도메인 전략)

  • ;杉山 和雄
    • Archives of design research
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    • v.15 no.1
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    • pp.319-326
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    • 2002
  • This study is clarifying the relationship between domain and in-house design based on the perspective on organization and task of a design organization. Accordingly, the growth and expansion of organization requires a new strategy in respect of design sector and business domain. It is a guideline for developing advanced business domain and design management in the limited strategic system of design department to analyze relatively the structural model of design, and to seek for any feasibility of strategic application. And this study comes to be basic data for defining the relationship between domain and in-house design. Consequently, both of strategic design management to back up the task of design organization and the module to support the design planning should be flexibly systemized.

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A Study on the Activation of Arbitration System for Entertainment Disputes Resolution (엔터테인먼트분쟁 해결을 위한 중재제도의 활성화 방안)

  • Kim, Sang-Chan
    • Journal of Arbitration Studies
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    • v.23 no.1
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    • pp.85-105
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    • 2013
  • The entertainment industry has developed along with current Korean wave fever, and so entertainment-related disputes are increasing rapidly. Litigation is a poor fit for entertainment disputes because of characteristics such as temporal sensitivity. Thus, in the US, the entertainment industry resolves these disputes through ADR mechanisms like arbitration, but cases of settling such disputes through arbitrations are very rare in Korea. This study examined the characteristics and types of entertainment disputes and considered the compatibility of arbitration as a method for settling disputes, and then suggested tasks for revitalizing arbitration systems as entertainment dispute resolution procedures. Arbitrations have many merits, such as the rapid pace of procedures, confidentiality, satisfying the long-term desires of business relationships, the low cost of settling disputes, judgments rendered by experts, etc.; thus, it is a very suitable mechanism to settle entertainment-related disputes. The study proposes necessary steps for revitalizing arbitration systems for entertainment disputes. First, awareness of entertainment industry workers about the arbitration system should be raised. Second, special educational programs for members the of Korean Commercial Arbitration Board related to entertainment should be set up and operated together with encouraging positive attitudes toward actions like establishing a dedicated arbitration unit on entertainment disputes. Third, neutral, professional arbitrators should be secured and aggressive disclosures made. Fourth, a professional ADR organization such as an "Entertainment Arbitration Committee" should be established.

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A Study of Business Item Selection using BMO Evaluation Program (BMO평가 프로그램을 이용한 사업 아이템 선정에 관한 연구)

  • Moon, Songchul;Noh, Si Choon;Kim, Dae Eung
    • Journal of Service Research and Studies
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    • v.3 no.1
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    • pp.1-7
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    • 2013
  • We have to select business Item at various alternatives through BMO Evaluation Method. This study suggested selection method best business item using Visual Basic Program. Selection item of business item is technically power, capital strength, business administration capability, Maketings, Possible total sales, Goods of future growth, Expectations of competition goods, Creation of goods, and Management. Evaluation of each item value, add total values. It is important that business item selected well for adapted business. It should be able to decide business item using this study's program.

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Congestion Control Using Active Network and Active Queue Management (액티브 네트워크 기술과 액티브 큐 매니지먼트를 이용한 혼잡제어)

  • Choi, Kee-Hyun;Jang, Kyung-Soo;Shin, Ho-Jin;Shin, Dong-Ryeol
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.04b
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    • pp.1345-1348
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    • 2002
  • 기존의 TCP/IP 네트워크 상에서 혼잡을 제어하는 일반적인 방법은 end-to-end 피드백 방식이다. 혼잡이 발생했는지의 여부는 수신측의 ACK 신호로 예측할 수밖에 없으므로 RTT(round trip time)가 길어질 경우 혼잡처리 시간이 길어지게 된다. Active Network 기술을 이용한 ACC(Active Congestion Control)의 경우 혼잡이 발생한 라우터에서 전송자에게 직접적으로 정보를 전송하기 때문에 보다 빠른 혼잡처리가 가능하다. 비록 코어 라우터에서 패킷을 누락시키는 방법에 있어 상태정보를 필요로 하는 단점이 있지만 모의 실험 결과 향상된 처리량을 보여주었다. 혼잡처리에 있어 새로운 처리 방식은 AQM(Active Queue Management)이다. 이 방식은 RED 를 기본 모델로 변형된 것이 대부분이며 RED 가 갖는 단점을 개선하고 혼잡처리와 공평성(fairness)을 향상 시키는데 목적이 있다. 본 논문에서는 ACC 의 피드백 메커니즘과 AQM 의 융통성 있는 큐 관리 기법을 이용하여 보다 향상된 혼잡제어 기법을 보이겠다.

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Workflow Task Clustering Method Considering Available Resources in Cloud Environments (클라우드 환경에서 가용 자원 활용도를 고려한 워크플로우 작업 클러스터링 기법)

  • Myung, Rohyoung;Jung, Daeyong;Chung, KwangSik;Yu, Heonchang
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.04a
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    • pp.160-163
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    • 2015
  • 워크플로우 매니지먼트시스템은 오늘날의 어플리케이션들의 처리를 위한 효율적인 워크플로우 설계와 수행을 가능하게 한다. 그러나 전체물리학, 생물학, 지질학과 같이 과학탐구에 목적을 둔 어플리케이션들의 경우 대용량의 데이터를 연산해야 하기 때문에 단일 컴퓨팅 자원으로는 단 시간내에 작업을 완료하기 어렵다. 클라우드 환경에서 워크플로우를 효율적으로 수행하기 위해서는 여러 자원을 효율적으로 활용하기 위한 분산 병렬처리가 필수적이다. 일반적으로 시스템의 마스터노드에서는 클러스터의 원격노드들에게 어플리케이션 수행을 위해 설계된 워크플로우에 맞게 작업들을 분배하게 되는데 이때 마스터노드와 원격노드의 큐에서의 대기시간과 원격노드에서 할당된 작업들을 위한 스케줄링 시간은 성능을 좋지 않게 만드는 원인이 된다. 따라서 본 논문은 클라우드 환경에서 원격노드에서 작업수행이전까지의 지연시간을 줄이기 위한 최적화 방법으로 컴퓨팅 자원 활용도를 고려한 작업들의 병합 기법을 적용해서 워크플로우의 처리 속도를 향상시킨다.

Effects of Game Development Organization on Game Development Result (게임개발 조직의 특성이 게임개발 성과에 미치는 영향)

  • Baek, Seunghee
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.83-94
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    • 2018
  • This study is to find out how to improve the efficiency of game development by analyzing the effects of the characteristics of game development organization on game development performance. The characteristics of the game development organization were set as independent variables, consisting of game project management characteristics, PM characteristics, game development team characteristics, and organizational culture. Game performance is divided into game project performance and game development final performance. As a result, the characteristics of the four game development organizations were found to be a significant factors in the game project performance and game development final performance. This study suggests that the environment that can focus on game development and appropriate management education for managers are needed to enhance the competence of members in game development team.

Effects of professor's images on learning immersion and satisfaction in blended learning (face-to-face + non-face) classes - For Koreans and foreign students majoring in beauty at H University in Seoul - (블렌디드 러닝(대면+비대면)수업에서 교수자 이미지가 학습몰입도 및 학습만족도에 미치는 영향 - 서울소재 H대학 뷰티전공 내·외국인학생 대상으로 -)

  • Kwon, Oh Hyeok
    • Journal of the Korea Fashion and Costume Design Association
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    • v.23 no.3
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    • pp.87-98
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    • 2021
  • Due to the influence of COVID-19, many changes have been made in the education methods in universities. In respomse, this study intendsto present an efficient learning method by identifying the impact of professor images on learning immersion and the learning satisfaction of classes taught with blended learning for university students majoring in beauty at H University in Seoul. For final analysis, 232 of the 234 questionnaires administered from May 17, 2021 to June 2, 2021 were analyzed. For statistical analysis, SPSS 21.0 was utilized; frequency analysis was conducted to identify demographic characteristics, factor analysis was used to verify the research model, and regression analysis was conducted to verify the hypothesis. First, images of professors have been shown to affect learning immersion. Second, the professor image were shown to affect learning satisfaction. Third, education immersion has been shown to affect educational satisfaction. In order to overcome the limitations of online lectures in universities that suddenly began with onset of COVID-19, it is believed that students' satisfaction can be increased by applying blended learning as a way to improve the quality of classes.

A Review of Data Management Techniques for Scratchpad Memory (스크래치패드 메모리를 위한 데이터 관리 기법 리뷰)

  • DOOSAN CHO
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.771-776
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    • 2023
  • Scratchpad memory is a software-controlled on-chip memory designed and used to mitigate the disadvantages of existing cache memories. Existing cache memories have TAG-related hardware control logic, so users cannot directly control cache misses, and their sizes are large and energy consumption is relatively high. Scratchpad memory has advantages in terms of size and energy consumption because it eliminates such hardware overhead, but there is a burden on software to manage data. In this study, data management techniques of scratchpad memory were classified and examined, and ways to maximize the advantages were discussed.

The Effects of Uncontact Learning Service Quality on Major Satisfaction (비대면 교육서비스품질이 전공만족도에 미치는 영향)

  • Choi, Dong-choon
    • Journal of Venture Innovation
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    • v.4 no.1
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    • pp.23-38
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    • 2021
  • This paper will examine the service quality of online education on service value, learning immersion, major satisfaction. The result structural equation model show that service quality of online education had a positive impact on service value. First, system convenience, system quality, interaction had a positive impact on service value. Second, System convenience, system quality, interaction had a positive impact on learning immersion Third, Online education on service value had a positive impact on Major Satisfaction. Fourth, Learning immersion had a positive impact on Major Satisfaction.