• Title/Summary/Keyword: 사용자 반응시간

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Development of Sewage Treatment Equipment Control Unit by Embedded System (임베디드시스템에 의한 오수처리시설 제어장치 개발)

  • Jeung, Young-Dek;Kim, Gun-Ho;Park, Joo-Sik;Kang, Kyung-Sik
    • Proceedings of the Safety Management and Science Conference
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    • 2007.04a
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    • pp.51-59
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    • 2007
  • 오수처리시설물 제어하는 기존 제어장치는 PLC에 의한 것으로 조건제어, 유지관리, 기능확장에 따른 운영에 많은 어려움을 가지고 있다. 본 연구에서는 임베디드 시스템에 의한 제어장치를 개발하여 다양한 환경에 대한 유입수량, 농도상태에 따른 반응시간 및 전체 진행시간을 프로그램 하기 쉬운 구조로 하였다. 또한 효율적인 장비가동으로 설비보전을 할 수 있어 유지비용을 줄일 수 있다. 가장 큰 목적은 사용자와 관리자가 쉬운 유지관리를 위해 보다 더 신뢰할 수 있는 배출수 운영으로 하천 수질개선을 위함이다.

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Responsive web based Virus Information Sytem using Crawling (크롤링을 통한 반응형웹 기반의 바이러스 정보 시스템)

  • Hur, Tai-Sung;Baek, Jae-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.269-270
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    • 2020
  • 코로나 사태 이후에도 세상은 수많은 바이러스가 유행하게 될 것이다. 수많은 질병에서 필요한 것은 정보이고 이러한 정보를 얻기 위해서 사람들은 많은 사이트를 찾아다니며 정보를 검색하는 데 시간을 소비하고 원하는 정보를 빠르게 찾을 수 없다. 이러한 문제를 해결하고자 현재 유행하고 있는 질병 현황 정보, 시도별 현황 정보, 마스크 판매처 위치 및 재고, 바이러스 감염자 방문 기록을 확인할 수 있는 등 바이러스 정보를 짧은 시간에 사용자가 원하는 정보를 한 눈에 확인할 수 있도록 각종 사이트에서 데이터를 크롤링하여 가공하여 필요한 정보를 제공하는 반응형웹 시스템을 개발하였다.

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Information acquisition and searching in hypertext: Comparison Between adults and children (하이퍼텍스트상의 정보획득과 성인과 아동의 정보탐색)

  • 최순희;조경자;이승복
    • Korean Journal of Cognitive Science
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    • v.11 no.3_4
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    • pp.1-11
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    • 2000
  • This study investigated information acquisition from hypertext and the difference of searching behavior between adults and children. In experiment 1. we compared the amount of information acquisition from the hypertext to that of the printed text. The result showed that the performance in printed text was better than in hypertext. However. the performance of experienced (in the internet) participant showed no difference between the hypertext and the printed text. Experiment 2 compared the information-searching behavior of the adults and children in the hypertext environment. The results showed that adults performed the information-searching faster than children, yet there was no difference in the proportion of correct responses of the two groups. However. children who were more experienced in the internet and produced right answers to the 7th level questions in depth performed better and faster than the adults who were not. These results suggest that the experience in the internet is the most important factor in the searching of the wanted information.

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Analysis User Action in Web Pages using Ajax technique (Ajax 를 이용한 사용자의 웹 페이지 이용 행태 분석)

  • Lee, Dong-Hoon;Yoon, Tae-Bok;Kim, Kun-Su;Lee, Jee-Hyong
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.528-533
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    • 2008
  • Web page evaluation is important issue in the Internet. Web pages are increasing extremely fast. The web page evaluation based on frequency, like the count of the page view (PV), is not sufficient way even it is used variously. Because users never use the unnecessary or irrelevant web pages for a long time. We concentrated on user's visiting duration time for the evaluation web pages. And we can collect user actions. Users do some action when users using the web page in the web browser. The movements of mouse pointer, mouse button click, page scrolling and so on are produced in the web browser. JavaScript can collect user action and Ajax can send collected data to server when user using the web browser without no user notification.

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Mobile Volume Rendering System for Client-Server Environment (클라이언트 서버 기반 모바일 볼륨 가시화 시스템)

  • Lee, Woongkyu;Kye, Heewon
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.3
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    • pp.17-26
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    • 2015
  • In this paper, we explain a volume rendering system for client-server environment. A single GPU-equipped PC works as a server which is based on the ideas that only a few concurrent users use a volume rendering system in a small hospital. As the clients, we used Android mobile devices such as smart phones. User events are transformed to rendering requests by the client application. When the server receives a rendering request, it renders the volume using the GPU. The rendered image is compressed to JPEG or PNG format so that we can save network bandwidth and reduce transfer time. In addition, we perform an event pruning method while a user is dragging the touch to enhance latency. The server compensates the pruning by interpolating the touch positions. As the result, real-time volume rendering is possible for 5 concurrent users on single GPU-equipped commodity hardware.

Similarity Evaluation Scheme Using FLC based Representative Hash (대표 해시 기반의 FLC를 이용한 파일 유사도 평가 기법)

  • Yoo, Young-Jun;Ko, Young-Woong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.05a
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    • pp.135-137
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    • 2013
  • 유사도 평가는 유사 파일 탐색이나 파일의 중복제거에서 필수적으로 수행되어야 하는 모듈이다. 이와 같은 유사도 평가는 파일의 크기가 커지거나 비교할 파일의 수가 많을수록 더 많은 시간이 소요되므로 이 때 발생하는 오버헤드는 시스템 전체의 성능에 영향을 미칠 만큼 중요하다. 특히 사용자의 요구사항에 실시간으로 반응해야 하는 시스템에서는 응답시간을 지연시키는 요인이 된다. 본 논문에서는 파일의 해시 연산과정의 시간을 줄이기 위한 방법으로 대표 해시 FLC를 이용한 유사도 평가 시스템을 제안한다. 실험을 통해서 본 연구에서 제안하는 방식이 기존의 방식에 비해서 빠른 시간 내에 유사 파일을 탐지할 수 있음을 보이고 있다. 또한 해시 리스트의 크기가 줄어들어서 메모리 자원을 효율적으로 사용할 수 있다.

Inference of Korean Public Sentiment from Online News (온라인 뉴스에 대한 한국 대중의 감정 예측)

  • Matteson, Andrew Stuart;Choi, Soon-Young;Lim, Heui-Seok
    • Journal of the Korea Convergence Society
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    • v.9 no.7
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    • pp.25-31
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    • 2018
  • Online news has replaced the traditional newspaper and has brought about a profound transformation in the way we access and share information. News websites have had the ability for users to post comments for quite some time, and some have also begun to crowdsource reactions to news articles. The field of sentiment analysis seeks to computationally model the emotions and reactions experienced when presented with text. In this work, we analyze more than 100,000 news articles over ten categories with five user-generated emotional annotations to determine whether or not these reactions have a mathematical correlation to the news body text and propose a simple sentiment analysis algorithm that requires minimal preprocessing and no machine learning. We show that it is effective even for a morphologically complex language like Korean.

A Study on the Natural Mapping between Burner and Switch of Gas Range by Color coding (가스레인지에 있어서 칼라코딩을 통한 버너와 스위치의 자연적 대응에 관한 연구)

  • 오해춘;홍지영
    • Archives of design research
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    • v.16 no.2
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    • pp.415-424
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    • 2003
  • People store information not only in their Drain but also material things. Norman called it knowledge in the world. The general way to store the information is to paste labels. 4 burner gas range force user to make conceptual model between burner and switch to see labels. but those are cognitive stress. Norman suggested spatial analogies for natural mapping between display and control. However the way of his methods in spatial analogies was not compatible with kitchen atmosphere. To solve those problems 1 suggested color coding . This study hypothesized that the mapping between burner and switch is realized by color coding. To testy the hypothesis 1 compared A group using general gas range with B group using color coded gas range. The result showed difference between A and B in accuracy ( F (1, 38) = 17.892, p < 0.01) and response time ( F (1, 38) = 6.726 p < 0.05). The result of this test is to certify that color coding affect peoples by presenting the difference accuracy and response time. As result this study presents that color coding can be compatible the product having importance to certify in the design process.

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The Effects of Perceived Risk and Interactivity on User's Satisfaction and Commitment in Personal Media (1인 미디어의 지각된 위험 및 상호작용성이 사용자 만족과 몰입에 미치는 영향)

  • Chung, Young-Soo;Jung, Chul-Ho
    • Management & Information Systems Review
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    • v.28 no.1
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    • pp.125-156
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    • 2009
  • The primary purpose of this study is to identify the determinants of the users' satisfaction and commitment in personal media. For these purposes, we developed a research model based on the literature reviews of personal media, perceived risk and interactivity, satisfaction, and commitment. This study has identified four dimensions in the concept of perceived risk, such as privacy risk, social risk, time loss risk, and economic risk, and three dimensions in the concept of perceived interactivity, such as active control, two-way communication, and responsiveness. In survey, data were collected from 428 male and female who have an experience in personal media. Data was analyzed factor analysis, reliability analysis, measurement model analysis, and structural model analysis by utilizing SPSS 15.0 and AMOS 5.0 program. Analysis results of research model indicate the following. Firstly, privacy risk, active control, two-way communication, and responsiveness are significantly related satisfaction. Secondly, privacy risk, time loss risk, economic risk, active control, and two-way communication are significantly related commitment. Thirdly, users' satisfaction has positive relationship with commitment in personal media. Based on these results, theoretical implications for relevant researchers and managerial implications for personal media vitalization and marketing strategy are discussed. Finally, limitations for this study and further research issues are suggested.

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Mobile Application Updates: User Responses and Unintended Consequences (모바일 어플리케이션 업데이트 분석: 사용자 반응과 의도하지 않은 결과를 중심으로)

  • Hyung-Keun Song;Byungwan Koh
    • Information Systems Review
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    • v.21 no.2
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    • pp.91-115
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    • 2019
  • The updates in the mobile application market have been widely used as strategic marketing tools. It has been used to (i) improve the visibility of an application, (ii) enhance the value of an applicationand strengthen the loyalty of current users, and (iii) expand the market by adding additional features or functions. A number of studies and anecdotal evidence have highlighted the importance of these updates in the mobile application market. However, not all updates in the mobile application market have been successful. Snapchat, for instance, lost 3 million users in three months after it rolled out a major update in November 2017. In this study, we investigate the impact of updates on the usage patterns of users in the mobile application market using MAU (Monthly Active Users), usage frequency, and usage time that we collected from a company that provides mobile application usage statistics.