• Title/Summary/Keyword: On-line Users

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A Study on the Way of Operation of EMU in Suwon-Incheon Line (수인선의 전동열차 운영방법에 관한 연구)

  • Kim, Heui-Kon;Oh, Jong-Eop;Lee, Weon-Soon;Shin, Tack-Hyun
    • Proceedings of the KSR Conference
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    • 2009.05a
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    • pp.1859-1870
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    • 2009
  • Suin line is expected to be opened completely in 2015 by three stages. And the line between Suwon and Incheon(54.0km) is under construction to supply the users of southwestern area transportation convenience. The route of Suin line will be constructed to share partly with Ansan line and connect directly with Bundang line to the east and Kyeongin line to the west. That's why a lot of difficulty in train and rolling stock operation IS expected. This paper proposes an alternative plan of train operation when the line is opened partly and completely and makes an optimally alternative plan through the analyses of transportation demand, the change of human resources of operation sector according to train operation plan by an alternative proposal and operation cost.

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A study on the application of on-line card game Avatar (온라인 카드게임 아바타 활용에 관한 연구)

  • Lee, Mi-Young
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.133-142
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    • 2005
  • Recently, on-line users prefer image and sense that are deviated from standardization pattern. Also, they need instant and mutual exchangeable communication forms. Developing the various Avatars is required to apply it to various situations. It is due to that the Avatar is used as a card in the on-line communication to represent the user's character visually. The Avatar in the on-line game, such as poker or go-stop which are the most popular nowadays, does not have different character from general community site. Therefore, it dose not satisfy owner who needs sensitive and various character of the Avatar. In this paper, we will be analysis the card game Avatar service, character and desire of the user in existing game petal sites. Also, we'll provide service method which can satisfy the user's requirements. For this, we survey recognition and design preference of users on the card game Avatar.

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Gender Differences in Continuance Intention of On-line Shopping Services

  • Lee, Yon-Nim;Kwon, Oh-Byung
    • Asia pacific journal of information systems
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    • v.20 no.3
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    • pp.51-72
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    • 2010
  • Given the extensive role of IS in everyday life and the increasing presence of women in IS users, understanding gender differences in individual technology continuance usage decisions is an important issue. Nevertheless, much of the large body of research on gender differences has just examined mean differences between women and men in terms of abilities, usage habit, and traits. Even though lots of psychology studies have shown that women, more than men, were influenced by affective factors, gender-affection-continuance use linkage has not been examined in the context of on-line shopping services. Therefore, the primary purpose of this paper is to seek to examine gender differences in terms of influence of affective factor in the context of IS continuance use. Meanwhile, IS continuance has been an important subject of study in the IT research area. To date, to explain why and how users are motivated to continue to use on-line shopping services, lots of theory-based research such as expectation-confirmation model (ECM) has been proposed. In particular, various affective factors have been proposed to explain continuance use of on-line shopping services recently. Affective factors have been regarded as essential factors for increasing relational strength and satisfaction. Several affective factors have been studied by prior IS adoption and continuance studies. Among them are enjoyment and anxiety. In IS continuance research, positive affect has been commonly and narrowly conceptualized and measured as the enjoyment which a person derives from using computers. Hence, in this study, we introduced intimacy factor, which was conceptually related to the quality of interactions and relationships in previous research. It also has been regarded as essential factors for strengthening human relationships. As a result, we have observed gender effect while examining intimacy-continuance bond. As expected based on the previous literatures, women seem to be more sensitive in affective factors. The contribution point here is that we find evidence in the context of on-line shopping services.

A study on tuning for PID-controllers based on on-line parameter estimation (온라인 파라미터 추정에 의한 PID 제어기의 동조에 관한 연구)

  • 유연운;설남오;김성중;박종국;이창구
    • 제어로봇시스템학회:학술대회논문집
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    • 1991.10a
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    • pp.1077-1080
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    • 1991
  • It has been recognized as important subject by users that PID-Controllers widely used in industrial processes must be well-tuned, In this paper, We present an automatic tuning method for PID-Controllers which is based on discrete parameter estimation and application of conventional tuning-rules. The method is easy to implement on microprocessor because critical values are obtained by the mathematical computation. Also, it permits quick on-line tuning. Simulation results show that most processes are well tuned by the suggested tuning method in this paper.

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Color Analysis of Avatar fashion style from on-line portal sites

  • Kim, Ri-Ra;Kim, Young-In
    • International Journal of Costume and Fashion
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    • v.8 no.2
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    • pp.50-64
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    • 2008
  • The purpose of this study is to classify Avatar fashion style through analysis of on-line Avatar Mall and to propose color pallette and fashion contents from fashion color analysis. The literature research focused on investigating the notion, characters and types of Avatar and relation of Avatar and self-image, clothing image and color image. In data research, 4 on-line portal sites Avatar Malls were analyzed and Avatar fashion style was classified. In addition, Avatar clothing color was analyzed. The research of this study are as follows: Firstly, Avatar in the cyber space represents 'me' of the real states. Avatar fashion helps to represent Avatar Image and clothing makes human image and identity as a social sign. Color helps to constitute clothing impression and human image, therefore clothing and color are the important elements to express self-image through Avatar in the cyber space. Secondly, Avatar Malls of 4 on-line portal sites are very similar and confuse Avatar users because of no standard of fashion style classification. Accordingly, the standard of fashion style classification should be made by a fashion expert, and the specific characters of every on-line portal site should be emphasized. Thirdly, as a result of the analysis of Avatar's clothing, the clothing is divided into a real world clothing and an imaginary world clothing. There are daily clothes, uniform, event clothes, story clothes and fantasy clothes. As a result of the color analysis of Avatar clothing, White, Red, Red Purple colors and bright and vivid tone are generally used for Avatar clothing. This study is significant to classify Avatar fashion style systematically, to notify sensitive and delicate users' sign and to make Avatar fashion image emotional and high-quality.

A Study on Development of Real-time off-line Generator Simulator (발전기 실시간 off-line 시뮬레이터 개발에 관한 연구)

  • Ahn, Jong-Bo;Kim, Seog-Joo;Kim, Jung-Mun;Moon, Seung-Ill
    • Proceedings of the KIEE Conference
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    • 1996.07b
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    • pp.774-777
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    • 1996
  • This paper presents a new development of real-time generator simulator which is operating on PC environment. User friendly made interfaces make it possible for any users to utilize the simulator immediately with very little learning efforts. Also, the real-time simulation gives much more practical operation feeling to the users. It provides a very useful tool for analyzing system dynamics and developing the power system control schemes.

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Guidelines on Effective Metaphor Construction applied Gestalt Principles Underlying Conceptual Model in User Interface (사용자 인터페이스에서의 개념모델에 근거하여 게스탈트 원리를 활용한 효과적인 메타포 구축을 위한 지침)

  • Kim, Sung-Yeon
    • Journal of the Korea Computer Industry Society
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    • v.9 no.2
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    • pp.83-92
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    • 2008
  • Throughout the history of computer use, the interface metaphor has been employed to make computers easier for humans to use. Even the earliest command line interfaces used metaphor. Metaphors in user interfaces help to make the software accessible to users and allow the users to communicate with the system as well. User interface guidelines for most of the popular operating systems encourage the use of metaphors in interface design. Thus, metaphor in interface design is employed as central element with a long history. Therefore, this paper will suggest substantiating guidelines which are based on conceptual model and Gestaltprinciples for successful metaphor construction with a better user interface.

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Analysis of the Usage patterns of Social Network Service Users (소셜 네트워크 서비스 사용 시기에 따른 사용자 이용패턴 연구: 페이스북을 중심으로)

  • Park, Sang Hyeok;Oh, Seung Hee;Sung, Haeng Nam
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.4
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    • pp.251-265
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    • 2013
  • The emergence of social network services, is changing the foundation of human relationship formation and method of communication of individuals through sharing of free information. Social network service is a service to support or facilitate an on-line extension of off-line network among people by helping them to share personal profile. History of social network services very short. But users of the various layers is increasing rapidly and ripple effect social as a result is very large. The focus of existing research was mainly devoted to motivation of use and acceptance of social network services. Currently the use of SNS was maturing. Thus, in-depth research on the use pattern of SNS users is needed. The purpose of this study is that, for Facebook in social network services, to analyze the changes in the initial stage of use, medium-term, usage patterns at the current time. Results of the study by analyzing the characteristics of the change in the pattern of usage of user of Facebook, it can be used as basic materials for SNS researchers and service provider.

An Analysis of the Preference for Physical Interactive Game Console by Domestic Game Users_focus on Nintendo Wii (체감형 콘솔에 대한 국내 게임유저들의 선호도 분석_닌텐도 위(Wii)를 중심으로)

  • Chang, Hee
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.21-27
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    • 2010
  • This paper is an analysis of the domestic game users preference for physical interactive game consol-Nintendo Wii. The on-line game is the biggest share in korean game market and the 20's is the laregest generation in domestic game users. We conducted the surveys and group discussion to find out how the 20's game users prefer the new console and new type games. I hope the result of survey will assist the development of new game console and new game type.

On-Line Analytical Processing and Research Problems for Statisticians

  • Ahn, JeongYong;Han, Kyung Soo
    • Communications for Statistical Applications and Methods
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    • v.7 no.2
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    • pp.457-463
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    • 2000
  • Recently, statistical analysis tools have been changed to the applications on the World Wide Web that access data stored in databases. On-line analytical processing(OLAP) is a class of technologies that give users statistical information with multidimensional views of data in databases. In this paper, we introduce the concept and requisites of OLAP system, and we propose some research issues.

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