• Title/Summary/Keyword: Online Performance

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Optical Design for Satellite Camera with Online Optical Compensation Movements (온라인 광학보정장치를 적용한 위성카메라의 광학설계)

  • Jo, Jeong-Bin;Hwang, Jai-Hyuk;Bae, Jae-Sung
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.43 no.3
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    • pp.265-271
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    • 2015
  • In this study, optical design for small satellite camera equipped with online optical compensation movements has been conducted. Satellite camera equipped with compensation movements at M2 mirror and focal plane can guarantee the MTF performance through the focal plane image stabilization and the on-orbit optical alignment. The designed optical system is schmidt-cassegrain type that has M1 mirror of a diameter 200mm, GSD 3.8m at an altitude of 700km, and 50 % MTF performance. The performance of the designed optical system has been analyzed through the method of ray aberration curve, spot diagram, and MTF. It has been found by the optical performance analysis that the designed optical system satisfies the optical requirements of satellite camera equipped with online optical compensation movements.

The Effect of Eye Contact on User Experience in Synchronous Online Communication (실시간 온라인 커뮤니케이션에서 눈 맞춤이 사용자 경험에 미치는 영향)

  • Shin, Hyorim;Lee, Soyeon;Choi, Junho
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.20-31
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    • 2021
  • The spread of non-face-to-face culture due to COVID-19 led to innovation in untact services and the increase of non-face-to-face communication through video conference platforms. However, it is difficult to identify nonverbal expressions in synchronous online communication. Moreover, it is hard to interact with people by making eye contact. Despite the positive effects of eye contact, including such as sharing emotions and helping build intimacy, no research has empirically verified the effectiveness of eye contact in synchronous online communication. Thus, the study verified the effectiveness of eye contact in synchronous online communication. Depending on the context of the communication and whether(or not) there is eye contact, six video treatments were used to measure four dependent variables-Continuance Intention to Use, Performance Expectancy, Interactivity, and Personal Connection. The study shows that the communication with eye contact in all contexts was rated higher than the one without eye contact in all measurement variables. This study will help to provide a better user experience in synchronous online communication by verifying the effectiveness of eye contact in synchronous online communication and proposing the need of technology and the direction of the technological development.

A Study of Online Ticket Resale Restrictions in the Korean Live Music Industry (온라인 티켓 재판매 규제에 관한 연구 - 국내 공연산업을 중심으로 -)

  • Yoo, Jiyun
    • Korean Association of Arts Management
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    • no.59
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    • pp.101-141
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    • 2021
  • Recently the concerns on online ticket resale have been globally soared. Numerous countries have dealt with problems about online ticket tout and resale platforms in various ways in spite of differences of scope and method on restrictions. However, in contrast with the worldwide concerns and actions, Korea has been relatively slow to take any action against regulating online ticket resale issues, and any legislation has not been made. At the end of 2020, a revised Performance Act was passed and enforced from June, 2021. With the enforcement of the bill, this study aims to provide an exploratory analysis to present current situation related to online secondary ticket resale policy in Korea. It examined how US and England have coped with legislation for online ticket resale. And then it attempted to illuminate the current situation of legislation and restrictions on online secondary ticket market in Korea and examined the effectiveness of the revised Act. Finally, this study suggested that there should be prompt consideration and actions to carry out related policies for establishing stable market ecosystem and providing fair opportunities to consumers.

A multi-channel CNN based online review helpfulness prediction model (Multi-channel CNN 기반 온라인 리뷰 유용성 예측 모델 개발에 관한 연구)

  • Li, Xinzhe;Yun, Hyorim;Li, Qinglong;Kim, Jaekyeong
    • Journal of Intelligence and Information Systems
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    • v.28 no.2
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    • pp.171-189
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    • 2022
  • Online reviews play an essential role in the consumer's purchasing decision-making process, and thus, providing helpful and reliable reviews is essential to consumers. Previous online review helpfulness prediction studies mainly predicted review helpfulness based on the consistency of text and rating information of online reviews. However, there is a limitation in that representation capacity or review text and rating interaction. We propose a CNN-RHP model that effectively learns the interaction between review text and rating information to improve the limitations of previous studies. Multi-channel CNNs were applied to extract the semantic representation of the review text. We also converted rating into independent high-dimensional embedding vectors representing the same dimension as the text vector. The consistency between the review text and the rating information is learned based on element-wise operations between the review text and the star rating vector. To evaluate the performance of the proposed CNN-RHP model in this study, we used online reviews collected from Amazom.com. Experimental results show that the CNN-RHP model indicates excellent performance compared to several benchmark models. The results of this study can provide practical implications when providing services related to review helpfulness on online e-commerce platforms.

A Case Study on the Effect of Online Cooperative Learning applied in Accounting Class (온라인 협력학습 회계수업 적용방안 및 효과에 관한 사례연구)

  • Song, Seungah
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.535-546
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    • 2022
  • This study tried to explore factors for improving academic achievement in online non-face-to-face education based on the survey results of a University's online cooperative learning Q&A. Due to the Corona situation, both professors and learners can easily feel psychological isolation due to the implementation of all non-face-to-face online classes. As one of the methods, it was intended to suggest the direction of future education to various teachers and learners by sharing class cases in which the online cooperative learning methodology was applied. Previous studies on non-face-to-face online learning, online cooperative learning, and learning promotion method were reviewed, and the online Q&A method was adopted as a specific learning promotion method to conduct research. In the Q&A process, learners were given an opportunity to check their learning content, share knowledge and communicate, and performance evaluation-related factors such as guaranteeing anonymity of the questioner and answerer, improvement points system, and absolute evaluation were asked. As a result of the survey analysis, it was found that they are the success factors of online cooperative learning. It is a small change that can be applied in practice in the future where online non-face-to-face learning is likely to continue, but by sharing meaningful cases of application of teaching methodologies, both professors and learners being motivated and actively involved in. It is expected that we will be able to suggest methods and directions for improving skills together by changing and supplementing the learning field.

Server Performance Improvement with Predicted Range of Agent Movement (이동 범위 예측을 통한 온라인 서버 성능 향상 기법)

  • Kim, Yong-O;Shin, Seung-Ho;Kang, Shin-Jin
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.101-109
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    • 2011
  • The performance of server becomes important issues in online game with the online game market expansion. This paper proposes a method of improving performance to decrease synchronized packets for each entity's informations in game. Our method provides adapted solution of reconstructing spatial subdivision to reduce a load of movement between boundary regions using prediction of entity's movement range and disabled regions where entity can not move to. It is shown through the experiments that proposed method outperforms existing method in terms of processing quantity of packets.

Performance Evaluation of Synchronization Algorithms for Multi-play Real-Time Strategy Simulation Games (멀티플레이 실시간 전략 시뮬레이션 게임을 위한 동기화 알고리즘들의 성능 평가)

  • Min Seok Kang;Kyung Sik Kim;Sam Kweon Oh
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.11a
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    • pp.1280-1283
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    • 2008
  • The network performance of MOGs(Multiplayer Online Games) can be measured by the amount of network loads and the response times on user inputs. This paper introduces a frame locking algorithm and a game turn algorithm that have been used for game synchronization in the area of RTS(Real-time Strategy Simulation) Games, a kind of MOG; the results of performance evaluation of these two algorithms are also given. In addition, a server architecture for MOG servers in which replacing synchronization algorithms can be done easily for pursuing efficient performance evaluation, is also introduced.

Inconsistency between Information Search and Purchase Channels: Focusing on the "Showrooming Phenomenon" (멀티채널 환경에서 정보탐색채널과 구매채널의 불일치 현상에 관한 연구: 쇼루밍 현상을 중심으로)

  • Yeom, Min-Sun
    • Journal of Distribution Science
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    • v.13 no.9
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    • pp.81-93
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    • 2015
  • Purpose - "Showrooming" refers to the phenomenon where a shopper visits a store to see and compare products but makes the purchase online at a lower price. Surveys on showrooming activities at home and abroad indicate that a significant number of consumers pursue showrooming activities. The advent of "showroomers," who engage in buying activities, hovering both on and offline, while selectively choosing sales channels to suit their needs, is powerful enough to erode the borders between channels and bring about seismic changes in the distribution industry. However, surprisingly, there has been no in-depth discussion on showrooming. This study seeks to theoretically investigate what impact personal characteristics have on showrooming preferences and attitudes in a multi-channel environment. Specifically, assumptions have been made that price perception, perceived performance risk, and trust in online shopping not only have a direct impact on showrooming attitudes but also indirectly affect it through the means of contact motivation. Research design, data, and methodology - To test the hypotheses, this study conducted a survey of male and female shoppers, ages 20 through 40s, who live in metropolitan areas, and have actively showroomed fashion items in the last six months. A clothing item usually purchased after a careful decision-making process was chosen as the target product of the study. The survey was conducted between October and November 2014, using a professional survey service provider. A total of 200 surveys were collected, of which 198 were used for analysis. Conceptual model Structural Equation Modeling (SEM) and Amos 18.0 were employed for data analysis and model verification. In addition, following the confirmatory factor analysis and measurement model analysis, the theoretical model that corresponds to the research model was analyzed. Results - Analysis results show that price perception, perceived performance risk, and trust in online shopping have a statistically significant and positive (+) impact on showrooming attitudes. In addition, in terms of the indirect influence of price perception and perceived performance risk on showrooming attitudes through means of contact motivation, price perception had a statistically significant and positive impact on means of contact motivation, whereas perceived performance risk did not have a statistically significant impact on it, with the relevant hypothesis rejected. Conclusions - These analysis results imply that the ultimate goal of consumers is to maximize their shopping benefits by selectively and strategically taking advantage of different channels in a complementary manner. This study presents many implications for distributors to encourage a deep understanding of showrooming consumers who have complicated consumption behaviors and to build channel integration strategies. This study has limitations in theoretical and practical implications. Therefore, subsequent studies need to focus on verifying that showrooming activities are based on reasonable and planned decisions by applying the theory of reasoned or planned behavior. In addition, the scope of the study should expand to include web showrooming, where consumers conduct product research online and purchase offline.

Online Hop Timing Detection and Frequency Estimation of Multiple FH Signals

  • Sha, Zhi-Chao;Liu, Zhang-Meng;Huang, Zhi-Tao;Zhou, Yi-Yu
    • ETRI Journal
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    • v.35 no.5
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    • pp.748-756
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    • 2013
  • This paper addresses the problem of online hop timing detection and frequency estimation of multiple frequency-hopping (FH) signals with antenna arrays. The problem is deemed as a dynamic one, as no information about the hop timing, pattern, or rate is known in advance, and the hop rate may change during the observation time. The technique of particle filtering is introduced to solve this dynamic problem, and real-time frequency and direction of arrival estimates of the FH signals can be obtained directly, while the hop timing is detected online according to the temporal autoregressive moving average process. The problem of network sorting is also addressed in this paper. Numerical examples are carried out to show the performance of the proposed method.

A Dynamic Analysis on Value Chain Model of E-Commerce - The Case of Online Book Market - (전자상거래의 가치사슬모형에 관한 동태적 분석 - 온라인 서점시장을 중심으로 -)

  • Lee Young-Chan;Seo Chang-Gab
    • Proceedings of the Korea Association of Information Systems Conference
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    • 2004.05a
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    • pp.316-335
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    • 2004
  • This paper builds a system dynamics model analyzing first mover effect and growth strategy of online retailer, a major segment of B2C e-commerce. The dynamic model in this paper is calibrated to the online book market and Yes24.com as major test cases. The model consists of eight key value chain sectors. Five of these(Users, Site Operations, Human Resources, Financial Accounting, and Fundraising) are internal to the company, and three others(Market, Financial Market, and Relative Performance) are external to the company. With the model, this paper suggests research propositions representing positive feedback loops and negative feedback loops that lead to corporate growth and limits to growth according to dynamic causal relationships among eight key value chain sectors, and simulate these propositions.

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