• 제목/요약/키워드: Online Performance

검색결과 1,256건 처리시간 0.029초

인터넷 구매후기를 통한 의류제품 소재평가표준화와 소재성능평가 - 셀룰로오스 섬유를 함유한 여름용 니트 티셔츠를 중심으로 - (Standardization and Evaluation of Performance Textiles through the Consumer's On-line Reviews - Focused on Summer Knit Shirts Containing Cellulose Fibers -)

  • 곽수경;이지연;박명자
    • 한국의상디자인학회지
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    • 제18권2호
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    • pp.177-190
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    • 2016
  • On-line consumer reviews are good references for consumers to evaluate and buy apparel products. The objective of this study is to facilitate communication about performance textiles between consumers and merchandisers who buy and sell apparel products on online. The survey was based on standardizing words used in consumer reviews written after purchase of summer knit t-shirts at internet shopping mall and evaluating the performance textiles including cellulose fibers. We collected reviews of five sorts of the clothing products including cotton/modal, tencel/polyurethane, polyester/rayon, linen, cotton and selected 1000 reviews related to textiles. For classifying each word used in the reviews by the performance textiles, they were quantified applying same standards. The results were as follow: First, the standard for consumer to consider importantly was tactile sensation, appearance, pilling, thickness, dimensional stability in washing. Second, the important category of performance textiles was healthy-comfort and psychological-comfort. Third, there were difference performance textiles for consumer to recognize, e.g. cotton/modal was important to air-permeability, tencel/polyurethane was noticed about tactile sensation, polyester/rayon was perceived about pilling unlike other things, linen had a problem of clothing care-convenience, then cotton was familiar fiber to important for appearance. The last, consumers usually focused on writing the most positive or negative online reviews. Although not familiar with professional terminologies, consumers are sensitive to physical properties of textiles. Therefore, standardizing and evaluating performance textiles are expected to improve satisfaction as providing objective information to consumers considering in buying apparel products at online shopping mall and increase in revenue to manufacturer.

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Multi-level Scheduling Algorithm Based on Storm

  • Wang, Jie;Hang, Siguang;Liu, Jiwei;Chen, Weihao;Hou, Gang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제10권3호
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    • pp.1091-1110
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    • 2016
  • Hybrid deployment under current cloud data centers is a combination of online and offline services, which improves the utilization of the cluster resources. However, the performance of the cluster is often affected by the online services in the hybrid deployment environment. To improve the response time of online service (e.g. search engine), an effective scheduling algorithm based on Storm is proposed. At the component level, the algorithm dispatches the component with more influence to the optimal performance node. Inside the component, a reasonable resource allocation strategy is used. By searching the compressed index first and then filtering the complete index, the execution speed of the component is improved with similar accuracy. Experiments show that our algorithm can guarantee search accuracy of 95.94%, while increasing the response speed by 68.03%.

Prediction-based Dynamic Thread Pool System for Massively Multi-player Online Game Server

  • Ju, Woo-Suk;Im, Choong-Jae
    • 한국멀티미디어학회논문지
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    • 제12권6호
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    • pp.876-881
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    • 2009
  • Online game servers usually has been using the static thread pool system. But this system is not fit for huge online game server because the overhead is always up-and-down. Therefore, in this paper, we suggest the new algorithm for huge online game server. This algorithm is based on the prediction-based dynamic thread pool system. But it was developed for web servers and every 0.1 seconds the system prediction the needed numbers of threads and determine the thread pool size. Some experimental results show that the check time of 0.4 seconds is the best one for online game server and if the number of worker threads do not excess or lack to the given threshold then we do not predict and keep the current state. Otherwise we apply the prediction algorithm and change the number of threads. Some experimental results shows that this proposed algorithm reduce the overhead massively and make the performance of huge online game server improved in comparison to the static thread pool system.

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Online Research와 응답자 행동모델 고찰 (Online Research and Response Behavior Model)

  • 안소현;서용한;고재중;강용수
    • 한국의류산업학회지
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    • 제2권3호
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    • pp.205-214
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    • 2000
  • With the increase of using Internet in clothing shopping, the gathering of customer information based on online research is emphasized. The purposes of this paper summarized the several aspects of on-line research as new data collection methods and investigate some characteristics through reviewing extant literature on online research. We explored a conceptual model of response behavior for the purpose of the literature in a manner which enhance a deeper understanding of online response behavior. This model was focused on exchange paradigm instead of a "help-the-sponsor" approach. The proposed conceptual framework included questionnaire design, response incentive, commitment, convenience, expertise, response behavior (satisfaction and attitude), and online research performance.

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The Impacts of Media Symbol Variety on Performance in Virtual Teams

  • Shim, Sang-Min;Suh, Kil-Soo;Im, Kun-Shin
    • Journal of Information Technology Applications and Management
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    • 제17권3호
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    • pp.83-97
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    • 2010
  • The purpose of this study is to examine the impacts of media symbol variety on group performance in virtual teams. Symbol variety is defined as the number of ways in which information can be communicated and includes Daft and Lengel [1986]'s multiplicity of cues and language variety. According to media richness theory and media synchronicity theory, the use of media with high symbol variety is assumed to facilitate and promote communications among virtual team members. Therefore, it is expected that the media symbol variety is positively associated with group performance in virtual teams. Furthermore, online relationship building is expected to mediate the impacts of symbol variety on the performance. To confirm the suppositions, a controlled lab experiment was conducted with 60 undergraduate students as subjects. In the experimental virtual teams, subjects were allowed to communicate with other members using text-based messenger with emoticons. Subjects in the control virtual teams were allowed to communicate using only text-based messenger. The direct impact of symbol variety on group performance in virtual teams was found insignificant. However, the online relationship was found to completely mediate the positive impact of symbol variety on group performance. The implications and limitations of this study are also discussed for future research.

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Adaptive Online Voltage Scaling Scheme Based on the Nash Bargaining Solution

  • Kim, Sung-Wook
    • ETRI Journal
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    • 제33권3호
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    • pp.407-414
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    • 2011
  • In an effort to reduce energy consumption, research into adaptive power management in real-time systems has become widespread. In this paper, a novel dynamic voltage scaling scheme is proposed for multiprocessor systems. Based on the concept of the Nash bargaining solution, a processor's clock speed and supply voltage are dynamically adjusted to satisfy these conflicting performance metrics. In addition, the proposed algorithm is implemented to react adaptively to the current system conditions by using an adaptive online approach. Simulation results clearly indicate that the superior performance of the proposed scheme can strike the appropriate performance balance between contradictory requirements.

Online Collaborative Language Learning for Enhancing Learner Motivation and Classroom Engagement

  • Jeong, Kyeong-Ouk
    • International Journal of Contents
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    • 제15권4호
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    • pp.89-96
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    • 2019
  • This study examines the impact of online collaborative English language learning to enhance learner motivation and classroom engagement in university English instruction. The role of learner motivation and classroom engagement has gained much attention under the premises of current constructivist framework of English as a foreign language education. To promote learner motivation and classroom interaction in English instruction, participants in this study engaged in integrative English learning activities through online group collaboration and peer-tutoring. They exchanged productive peer response and shared their learning experiences throughout the integrative English learning activities. Digital technology played an integral role in motivating the learning process of the participants. Data for this study were gathered through an online questionnaire survey and semi-structured interviews. The data were analyzed based on the ARCS motivational model of instructional design to identify the motivational aspects of integrative English learning activities. This study reveals that participants of this study regarded online collaborative English learning activities as the positive and motivating learning experience. The online collaborative English reading instruction had positive effect on improving EFL university students' learning performance. Participants of this study also identified affective and metacognitive benefits of online collaborative EFL learning activities for learner motivation and classroom engagement. This study reveals that the social networking platform in online group collaboration played a crucial role for the participants in understanding the integration of online group collaboration as the positive and effective language learning strategy. This study may have implications in suggesting the effective instructional design for promoting learner motivation and classroom interaction in EFL education.

Sac on Screen 사업 분석을 통한 온라인 공연 활성화 방안 연구 (A Study on Activation of Online Performances Using Sac on Screen Project Analysis)

  • 김규진;나윤빈
    • 한국콘텐츠학회논문지
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    • 제20권8호
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    • pp.114-127
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    • 2020
  • 최근의 팬데믹 사태 이후, 온라인 공연 시장은 확대되고 있다. 그러나 국내 온라인 공연은 도입시기가 짧아 관련 선행연구나 성공사례가 부족하고 대부분 단발성 프로젝트에 그치거나 수익이 저조하여 본격적인 활성화 방안 연구가 필요하다. 이때 십 년 전부터 진행된 예술의 전당 Sac on Screen 사업은 자체 영상화 경험이 있고 상영작품 및 상영처 역시 다양하여 참조할 만하다. 또한 매년 만족도 조사를 실시하고 있어 근래 3년간의 자료 중, 고객의 목소리를 바탕으로 해당 사업을 평가하였다. 이후, 분석된 조사내용을 갖고 전문가 그룹을 통해 무료와 유료 버전의 비즈니스 모델 캔버스를 도출하였다. 종합 결과, 첫째로 온라인 공연에 대한 연구 확대, 둘째로 콘텐츠의 품질관리 책임의식 필요, 셋째로 콘텐츠 선택지의 다양성 강화, 넷째로 온라인 공연의 생동감 제고, 다섯째로 민간 차원의 투자 유치와 부가가치 상품 개발이 주요 시사점으로 도출되었다.

공동 행렬대각화 조건 기반 온라인 음원 신호 분리 및 잔향제거 (Online blind source separation and dereverberation of speech based on a joint diagonalizability constraint)

  • 유호건;김도희;송민환;박형민
    • 한국음향학회지
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    • 제40권5호
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    • pp.503-514
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    • 2021
  • 신호에서의 잔향은 암묵음원분리 시스템의 성능을 크게 저하시키는 경향이 있다. 특히 온라인으로 진행되는 시스템일 때, 그 영향이 더욱 두드러진다. 최근 공동 행렬대각화를 활용하여 해당 문제를 해결하고자 하는 연구들이 이루어지고 있다. 본 논문에서는 이를 활용, 발전하여 잔향이 존재하는 환경에서의 미결정 다중 화자의 음원 분리 온라인 알고리즘에 잔향 제거 기능을 추가함으로써 분리한 음원의 품질을 개선하였다. WSJCAM0 데이터베이스에서 실험을 통해 기존에 사용되고 있는 온라인 알고리즘 성능과 비교하였다. 성능 평가는 신호 대 왜곡 비(Signal-to-Distortion Ratio, SDR)와 Perceptual Evaluation of Speech Quality(PESQ)를 통해 이루어졌고, 기존 알고리즘 대비 SDR은 평균 1.23 dB에서 3.76 dB로 향상되었고, PESQ는 1.15에서 2.12로 성능이 향상되었음을 검증하였다.

온라인 리뷰 클러스터를 이용한 추천 시스템 성능 향상 (Enhancing the Performance of Recommender Systems Using Online Review Clusters)

  • 노기섭;오하영;이재훈
    • 정보과학회 논문지
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    • 제45권2호
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    • pp.126-133
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    • 2018
  • 추천 시스템은 과도한 정보제공으로 인한 정보 수용자의 결정 제약을 극복하고, 정보 제공자에게는 이윤과 평판을 최대화 시킬 수 있는 해결책으로 등장하였다. 추천 시스템은 다양한 접근법으로 구현이 가능하지만, 추천 대상 객체의 리뷰에서 생성되는 다양한 소셜 정보를 적절히 활용하는 방안은 연구되지 못하였다. 본 논문에서는 기존의 접근법과는 다르게 온라인 리뷰에서 생성되는 클러스터 정보를 이용하여 추천 시스템의 성능을 향상시키는 방식을 제안하였다. 제안하는 방식을 구현하고 실제 데이터를 활용하여 실험한 결과 기존의 방식들보다 성능이 월등히 향상됨을 확인하였다.