• Title/Summary/Keyword: Execution Behavior

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An Efficient Scheduling Method Taking into Account Resource Usage Patterns on Desktop Grids (데스크탑 그리드에서 자원 사용 경향성을 고려한 효율적인 스케줄링 기법)

  • Hyun Ju-Ho;Lee Sung-Gu;Kim Sang-Cheol;Lee Min-Gu
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.7
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    • pp.429-439
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    • 2006
  • A desktop grid, which is a computing grid composed of idle computing resources in a large network of desktop computers, is a promising platform for compute-intensive distributed computing applications. However, due to reliability and unpredictability of computing resources, effective scheduling of parallel computing applications on such a platform is a difficult problem. This paper proposes a new scheduling method aimed at reducing the total execution time of a parallel application on a desktop grid. The proposed method is based on utilizing the histories of execution behavior of individual computing nodes in the scheduling algorithm. In order to test out the feasibility of this idea, execution trace data were collected from a set of 40 desktop workstations over a period of seven weeks. Then, based on this data, the execution of several representative parallel applications were simulated using trace-driven simulation. The simulation results showed that the proposed method improves the execution time of the target applications significantly when compared to previous desktop grid scheduling methods. In addition, there were fewer instances of application suspension and failure.

Effects of Issue Leadership and Learning Agility on Startup Employees' Innovation Behavior (이슈 리더십과 학습민첩성이 스타트업 구성원의 혁신행동에 미치는 영향)

  • Han, Young-chan;Lee, Sang-jik
    • Journal of Venture Innovation
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    • v.6 no.2
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    • pp.1-19
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    • 2023
  • This study was conducted to empirically analyze the impact of issue leadership and learning agility on the innovation behavior of startup employees. Issue leadership was subdivided into issue creation, audience engagement, and issue execution. Learning agility was subdivided into five factors: feedback seeking, information orientation, reflection, experimentation, and agility. The survey was conducted among employees working in startups. In this study, 300 valid surveys were analyzed. Hierarchical regression was used to test the hypotheses. The results of the empirical analysis were as follows Among the sub-factors of issue leadership, issue creation, audience engagement, and the sub-factors of learning agility, information orientation, reflection, experimentation, and agility had a significant positive effect on startup employees' innovation behavior. On the other hand, issue execution, a subcomponent of issue leadership, and feedback seeking, a subcomponent of learning agility, did not have a significant effect on innovative behavior. In addition, the magnitude of the effect on innovative behavior was in the order of experimentation, agility, issue creation, information orientation, audience engagement, and reflection. Therefore, this study on the effect of issue leadership and learning agility on innovative behavior concludes that issue creation, audience engagement, information orientation, reflection, experimentation, and agility play an important role.

Effects of Mother's Beliefs and Executions in Social Relation on Young Children's Emotional Intelligence and Prosocial Behaviors (어머니의 사회관계 신념과 실행이 유아의 정서지능과 친사회적 행동에 미치는 영향)

  • Cho, An-Na
    • Journal of the Korea Convergence Society
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    • v.13 no.3
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    • pp.147-161
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    • 2022
  • The purpose of the study was to investigate mothers' beliefs and executions in the social relations area of the 2019 revised Nuri curriculum, and to investigate the effects of beliefs and executions on the emotional intelligence and prosocial behavior of young children. For this purpose, data were collected by distributing questionnaire packets to 268 mothers of children aged 3-5 years who were enrolled in 7 early childhood education institutions in Gyeonggi-do. The collected data were analyzed using the SPSS 25.0 program. As a result of the study, first, there was a statistically significant difference in the overall belief according to the mother's personal characteristic, the educational level, and a significant difference in the sub-factor, living together, in the execution. Second, it was found that there was a significant positive correlation between all variables except for the relationship between social relation execution and the ability to regulate others, which is a sub-factor of emotional intelligence. Third, beliefs and executions in social relation were found to affect all emotional intelligence and pro-social behavior, except for the effect of social relation execution on the ability to regulate others. This study is expected to provide basic data to improve parents' interest in the improvement of young children's social ability and practical interaction in child rearing.

The Effect of Customer Participation Behavior on Brand Loyalty via B2C Microblogging (B2C 트위터를 통한 고객참여행위가 기업충성도에 미치는 영향)

  • Park, Jongpil
    • Journal of the Korean Operations Research and Management Science Society
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    • v.38 no.1
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    • pp.69-87
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    • 2013
  • Recently a large number of people have been using social networking and microblogging services such as Facebook and Twitter. These mediums play a pivotal communication channel in a business-to-customer (B2C) relationship. Given its importance in today's business, companies have invested in the strategic application of social network services to reach out to customers. This study provides a blueprint for mechanisms for successful execution of social network services in the context of developing an effective B2C relationship, such as customer participation behavior. The S-O-R(Stimulus-Organism-Response) framework lays out the foundation for developing our research model and provides a structured view for understanding customer participation behavior on brand loyalty. For the methodology, this study employed a mixed-method approach. Additionally, in order to provide empirical evidences, a total of 121 respondents have completed the survey. All the data were compiled and analyzed through structural equation modeling and were implemented in partial least square (PLS). To sum up, this study presented theoretical and practical implications by providing the effect of customer participation behavior on brand loyalty through B2C microblogging.

32 Bit RISC Core modeling using SystemC

  • 최홍미;박성모
    • Proceedings of the IEEK Conference
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    • 2002.06b
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    • pp.325-328
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    • 2002
  • In this paper, we present a SystemC model of a 32-Bit RISC core wi)ich is based on the ARMTTDMI architecture. The RISC core model was first modeled in C for architecture verification and then refined down to a level that allows concurrent behavior lot hardware timing using the SystcmC class library. It was driven in timed functional level that uses handshake protocol. It was compiled using standard C++ compiler. The functional simulation result was verified by comparing the contents of memory, the result of execution with the result from the ARMulator of ADS(Arm Developer Suite).

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단순의약품(OTC) 판매제도 개선에 관한 연구

  • 김창호
    • Journal of Distribution Research
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    • v.2 no.2
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    • pp.173-199
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    • 1997
  • The main purpose of this paper is to propose an alternative system of the distribution of OTC drugs in Korea. We first investigate the characteristics and the regulations on the distribution of the Korean medicine market and compare it with some foreign countries. We also examine the buying behavior of Korean customers. We propose three different alternatives. A passive policy is to expand the range of OTC drugs. Another one would be to amend the relevant laws. An active alternative is to arrange a separate organization to control the distribution of OTC drugs. The time and the execution of the proposed policies could vary.

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A Proposal on Game Engine Behavior Tree (게임 엔진 행동 트리 제안)

  • Lee, Myoun-Jae
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.415-421
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    • 2016
  • A behavior tree is to express the behavior of artificial intelligence. The behavior tree has a characteristic that is easy to change state transitions than FSM(Finite State Machine), see the progress of the action. For these reasons, the behavior tree is widely used in more than FSM. This paper is to analyze the advantages and disadvantages on behavior trees of game engines, proposes the improved behavior tree based on analyzed them. To achieve this, in this paper, first, examines the role of node and the behavior tree structure of the unity engine, unreal engine. Second, discusses the advantages and disadvantages based on it. Third, proposes the behavior tree to improve the disadvantages of behavior tree of unity engine and unreal engine, depth of behavior tree and search time required to select the execution node. This paper can help developers using the tree to develop the game.

Lightweight Video-based Approach for Monitoring Pigs' Aggressive Behavior (돼지 공격 행동 모니터링을 위한 영상 기반의 경량화 시스템)

  • Mluba, Hassan Seif;Lee, Jonguk;Atif, Othmane;Park, Daihee;Chung, Yongwha
    • Annual Conference of KIPS
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    • 2021.11a
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    • pp.704-707
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    • 2021
  • Pigs' aggressive behavior represents one of the common issues that occur inside pigpens and which harm pigs' health and welfare, resulting in a financial burden to farmers. Continuously monitoring several pigs for 24 hours to identify those behaviors manually is a very difficult task for pig caretakers. In this study, we propose a lightweight video-based approach for monitoring pigs' aggressive behavior that can be implemented even in small-scale farms. The proposed system receives sequences of frames extracted from an RGB video stream containing pigs and uses MnasNet with a DM value of 0.5 to extract image features from pigs' ROI identified by predefined annotations. These extracted features are then forwarded to a lightweight LSTM to learn temporal features and perform behavior recognition. The experimental results show that our proposed model achieved 0.92 in recall and F1-score with an execution time of 118.16 ms/sequence.

Development of Sensor Network Simulator for Estimating Power Consumption and Execution Time (전력소모량 및 실행시간 추정이 가능한 센서 네트워크 시뮬레이터의 개발)

  • Kim, Bang-Hyun;Kim, Tae-Kyu;Jung, Yong-Doc;Kim, Jong-Hyun
    • Journal of the Korea Society for Simulation
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    • v.15 no.1
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    • pp.35-42
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    • 2006
  • Sensor network, that is an infrastructure of ubiquitous computing, consists of a number of sensor nodes of which hardware is very small. The network topology and routing scheme of the network should be determined according to its purpose, and its hardware and software may have to be changed as needed from time to time. Thus, the sensor network simulator being capable of verifying its behavior and estimating performance is required for better design. Sensor network simulators currently existing have been developed for specific hardwares or operating systems, so that they can only be used for such systems and do not provide any means to estimate the amount of power consumption and program execution time which are major issues for system design. In this study, we develop the sensor network simulator that can be used to design and verify various sensor networks without regarding to types of applications or operating systems, and also has the capability of predicting the amount of power consumption and program execution time. For this purpose, the simulator is developed by using machine instruction-level discrete-event simulation scheme. As a result, the simulator can be used to analyze program execution timings and related system behaviors in the actual sensor nodes in detail. Instruction traces used as workload for simulations are executable images produced by the cross-compiler for ATmega128L microcontroller.

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Maximizing Concurrency and Analyzable Timing Behavior in Component-Oriented Real-Time Distributed Computing Application Systems

  • Kim, Kwang-Hee Kane;Colmenares, Juan A.
    • Journal of Computing Science and Engineering
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    • v.1 no.1
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    • pp.56-73
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    • 2007
  • Demands have been growing in safety-critical application fields for producing networked real-time embedded computing (NREC) systems together with acceptable assurances of tight service time bounds (STBs). Here a service time can be defined as the amount of time that the NREC system could take in accepting a request, executing an appropriate service method, and returning a valid result. Enabling systematic composition of large-scale NREC systems with STB certifications has been recognized as a highly desirable goal by the research community for many years. An appealing approach for pursuing such a goal is to establish a hard-real-time (HRT) component model that contains its own STB as an integral part. The TMO (Time-Triggered Message-Triggered Object) programming scheme is one HRT distributed computing (DC) component model established by the first co-author and his collaborators over the past 15 years. The TMO programming scheme has been intended to be an advanced high-level RT DC programming scheme that enables development of NREC systems and validation of tight STBs of such systems with efforts far smaller than those required when any existing lower-level RT DC programming scheme is used. An additional goal is to enable maximum exploitation of concurrency without damaging any major structuring and execution approaches adopted for meeting the first two goals. A number of previously untried program structuring approaches and execution rules were adopted from the early development stage of the TMO scheme. This paper presents new concrete justifications for those approaches and rules, and also discusses new extensions of the TMO scheme intended to enable further exploitation of concurrency in NREC system design and programming.