• Title/Summary/Keyword: Active Push

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Message Filtering for Effective Push Service in BlazeDS (BlazeDS에서의 효과적인 Push 서비스를 위한 메시지 필터링)

  • Lee, Hong-Chang;Kim, Bo-Hyeon;Oh, Hoon;Lee, Myung-Joon
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.6
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    • pp.37-48
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    • 2010
  • In general, an HTTP server sends information in response to requests from clients. Since it does not support active information delivery to clients, it can not efficiently provide the rapidly changing information to clients. Overcoming this shortcoming of the HTTP protocol, the technology known as server push enables the HTTP server to actively provide information to clients without explicit requests from clients. Adobe BlazeDS is a web server supporting the server push technology, helping users to develop web-based push applications. Unfortunately, since the BlaseDS server have no functions of filtering the information to be pushed according to various types of users, there are difficulties in developing push applications handling various situations in a efficient way. In this paper, to support effective development of push applications on BlazeDS we present the methods of adding a message filtering facility to BlazeDS and utilizing it. According to the filtering request of clients, the message filtering facility modifies information to be pushed, sending the modified information to the clients. The extended BlazeDS server with the message filtering facility provides environments to easily develop push services customized for various clients with their own situations.

Towards a Server-Centric Interaction Architecture for Wireless Applications

  • Saarinen, Jussi;Mikkonen, Tommi;Tarkoma, Sasu;Heikkinen, Jani;Pitkanen, Risto
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.2 no.2
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    • pp.103-119
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    • 2008
  • Traditional web-based services that require users to browse via documents and fill out forms, are difficult to use with mobile devices. Moreover, as the web paradigm assumes active clients, further complications are introduced in cases where the server is the active entity, instead of the client. This paper presents a Server-Centric Interaction Architecture (SCIA) for wireless applications. The architecture enables servers to initiate communication with clients as well as push secure targeted data to them, in a piecemeal fashion. It further enables the development of highly collaborative wireless services with interactive user interfaces.

Design of a High Power Three-Phase ZVS Push-Pull Converter (대전력 3상 ZVS 푸쉬풀 컨버터 설계)

  • Park, Jun-Sung;Lee, Sang-Won;Choi, Se-Wan
    • The Transactions of the Korean Institute of Power Electronics
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    • v.16 no.3
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    • pp.209-218
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    • 2011
  • In low voltage high current applications such as fuel cells the current-fed DC-DC converter which has small ripple current and turn ratio is more efficient. In the applications larger than 5kW the conventional single-phase current-fed converter based on full-bridge, half-bridge or push-pull topologies has high current burden of devices such as switches, and the selection and optimized design of the devices are not easy. In this paper a three-phase active-clamped current-fed push-pull DC-DC converter suitable for high power high step-up applications is proposed. The proposed converter has reduced current burden and is suitable for wide input voltage applications due to the use of whole duty cycle range. Design methods of main components including three-phase high frequency transformers are provided, and the validity and performance of the proposed converter are proved from a 5kW prototype.

Key Success Factors for Collaborative Technology Development Projects: The Case of Small & Medium Firms in the Korean Electronics Parts Industry (공동기술개발 프로젝트의 성패요인: 우리나라 전자부품 중소기업 분석)

  • 이광희;김영배
    • Journal of Technology Innovation
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    • v.6 no.2
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    • pp.122-158
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    • 1998
  • This study empirically examined different patterns of collaborative R&D project with their key success factors(KSFs), using data from 82 projects in the Korean electronic parts industry. The patterns of R&D collaboration were categorized into 4 types by two criteria development motive(technology Push/market pull) and Project initiator (focal firm/partner). The bivariate relationships revealed that project characteristics (technological complexity, market uncertainty), management characteristics (participation in project formulation), problem solving characteristics(problem solving performance of the focal firm, users active role in problem solving, active role of university or research institute in problem solving) and success rates appear to be different among four types of collaboration. Each type of collaborative R&D projects also had different KSFs. The KSFs of type 1 (technology Push and focal firm initiation), for instance, include the strategic importance of the project, focal firms share of cost, active role of university or research institute in problem solving, while those of type 4(market pull and customer initiation) cover reliability of partner relationship, a time at partners involvement, information sharing. The findings suggest that the different contingencies brought different patterns and KSFs of collaborative R&D project, since different information, resources, and partners roles were needed to successfully implement the projects according to development motive and project initiator Finally, managerial, policy, and theoretical implications for the collaborative R&D activities in the Korean electronics parts industry were discussed, based on empirical results of this study.

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A Study on the Push-based Distance Education System and Leveling Estimation Algorithm (Push 기반 원격교육 시스템과 수준별 문항평가 알고리즘에 관한 연구)

  • 김원영;김치수;김진수
    • Journal of Internet Computing and Services
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    • v.2 no.3
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    • pp.19-25
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    • 2001
  • An educational system using computers was first conceptualized by Dr. Donald Bitzer in the University of Illinois in the late 1950s. Since the PLATO system was developed in 1961, multilateral research were made for the last 30 years. Especially, the development of Internet and Information Technology has contributed to the advancement of the distance education system. This system has greatly changed the existing educational paradigm, As the result, new education system is being realized, This study suggests a distance education system based on ‘push’ technique, which is a means of active information transmission, In this system, the ‘push’ technique is combined with the existing distance education system. Through the combination, learning contents can be provided for learners without connecting the DB on the Internet. In addition, the process of getting new information is real-timed operation. Also, the treatment of item; and the algorithm of level-based item evaluation are devised in consideration of various levels of learners, so that evaluation of items appropriate to the levels of learners can be accomplished.

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The Effect Spiral Way Movement of a Trunk Exerts on the Movement Ability (체간의 나선방향운동이 운동능력에 미치는 효과)

  • Lee, In-Hak;Nam, Taek-Gil
    • Journal of the Korean Academy of Clinical Electrophysiology
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    • v.5 no.2
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    • pp.35-45
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    • 2007
  • The purpose of this study was to examine spiral way movement of a trunk exerts on the movement ability. The details established to achieve for this article. This examination confirmed the weight, weight/height2 index, ratio of lumbar to pelvic, musculoskeletal quantity, push up for 2 minute, pitch a ball and voluntary isometric contraction with flexion and extension of knee joint of the subjects with spiral direct movement. Healthy eighteen subjects who understand fully the significance of procedure, consented to a plan, without neuromuscular disease were participated in two groups of experiment. The group were a spiral movement(9), rectilinear movement(9). Trunk movement tested 2 sessions of a spiral movement and rectilinear movement with a push up for 2 minute, 5days per a week, for the 4 weeks. This experiment tested 3 times with a sufficient rest for fatigue limitation. An analysis of the results used a paired samples t-test for difference from before and after experiment. The following results were obtained; At an internal change of the body, the musculoskeletal quantity was increased significantly to spiral movement group, but the weight was increased significantly, the musculoskeletal quantity was not significant to rectilinear movement. The movement ability evaluation for a external change was increased significantly in a push up for 2 minute, pitch a ball, isometric contraction with extension of knee joint of a spiral movement group, but a push up for 2 minute was increased significantly in a push up for 2 minute on the abdominal muscle training of a rectilinear movement group. As compared with a rectilinear movement, a spiral movement was more effect by cooperation with nerve and musculoskeletal system and an increase in movement ability was caused by learning acknowledgment, muscular reeducation. These results lead us to the conclusion that a spiral movement of trunk was more effect than a rectilinear movement, the coordination of nerve and musculoskeletal system was of importance of Multi-direction movement. Therefore, A further studies concerning the therapeutic exercise intervention and active-dynamic analysis could enhance the development of the most effect on the trunk.

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The Effects of a Coordinative Locomotor Training Program on the Functional Movement Screen Scores of Badminton Players (CLT 프로그램이 배드민턴 선수의 Functional Movement Screen 점수에 미치는 효과)

  • Kim, Tae-Yoon;Kim, Seok-Hwan
    • PNF and Movement
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    • v.14 no.1
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    • pp.23-32
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    • 2016
  • Purpose: The purpose of this study was to determine the effects of a coordinative locomotor training program on the functional movement screen (FMS) scores of badminton players. Methods: The participants consisted of 31 badminton players who were randomly assigned to either an experimental group (n=15) or a control group (n=16), and engaged in exercise five times per week for six weeks. The experimental group engaged in coordinative locomotor training and the control group engaged in general exercise. An FMS kit (USA) was used to measure the following: FMS score, deep squat, hurdle step, in-line lunge, shoulder mobility, active straight leg raise, trunk stability push up, and rotary stability. Results: The FMS score, deep squat, hurdle step, in-line lunge, active straight leg raise, and trunk stability push up showed significant improvement in the experimental group (p<0.05). Conclusion: The coordinative locomotor training program was able to produce confirmation that functional movement screen scores change in the case of effective exercise interventions in badminton players.

Effects of the Functional Movement Correction Exercise on the Functional Movement Screen Scores of Badminton Players (기능성 움직임 교정운동이 배드민턴 선수의 Functional Movement Screen 점수에 미치는 효과)

  • Kim, Tae-Yoon;Kim, Seok-Hwan
    • PNF and Movement
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    • v.15 no.1
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    • pp.67-75
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    • 2017
  • Purpose: The purpose of this study was to determine the effects of a functional movement correction exercise on the functional movement screen scores of badminton players. Methods: The participants consisted of 25 badminton players who were randomly assigned to an experimental group (n = 13) or a control group (n = 12); they engaged in exercise three times per week for eight weeks. The experimental group engaged in the functional movement correction exercise, while the control group engaged in general exercise. An FMS kit (USA) was used to measure the following: FMS score, deep squat, hurdle step, in-line lunge, shoulder mobility, active straight leg raise, trunk stability push up, and rotary stability. Results: The FMS score, deep squat, hurdle step, in-line lunge, shoulder mobility, active straight leg raise, and trunk stability push up, and rotary stability showed significant improvement in the experimental group (p < 0.05). Conclusion: The experiment confirmed that the functional movement screen scores of badminton players improve with effective exercise interventions.

Voltage-Fed Push-Pull PWM Converter Featuring Wide ZVS Range and Low Circulating Loss with Simple Auxiliary Circuit

  • Ye, Manyuan;Song, Pinggang;Li, Song;Xiao, Yunhuang
    • Journal of Power Electronics
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    • v.18 no.4
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    • pp.965-974
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    • 2018
  • A new zero-voltage-switching (ZVS) push-pull pulse-width modulation (PWM) converter is proposed in this paper. The wide ZVS condition for all of the switches is obtained by utilizing the energy stored in the output inductor and magnetizing inductance. As a result, the switching losses can be dramatically reduced. A simple auxiliary circuit including two small diodes and one capacitor is added at the secondary side of a high frequency (HF) transformer to reset the primary current during the circulating stage and to clamp the voltage spike across the rectifier diodes, which enables the use of low-voltage and low-cost diodes to reduce the conducting and reverse recovery losses. In addition, there are no active devices or resistors in the auxiliary circuit, which can be realized easily. A detailed steady operation analysis, characteristics, design considerations, experimental results and a loss breakdown are presented for the proposed converter. A 500 W prototype has been constructed to verify the effectiveness of the proposed concept.

Design Of an Advertising I-Commerce Server Using Push Technology (푸시 기술을 이용한 광고형 전자상거래 서버의 설계)

  • 박은영;장시웅
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2000.10a
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    • pp.355-359
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    • 2000
  • This paper presents design of an advertising E-commerce (electronic commerce) serve. using push technology which provides clients with multimedia information such as text, audio and video according to their setting information. In the most of existing E-commerce system, users visit the web site in person, see and buy goods. In this paper we show the new E-commerce format: Clients select a field of advertisement of what they want to see on the browser, then EC server sends the clients moving advertisements at regular intervals. Subsequently, the users see advertisements and buy goods. The server of this system was designed using push server that saves moving advertisements in the database and sends the user-specific advertisements to users. The system designed in this study is very an active system contrary to existing passive E-commerce systems.

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