• Title/Summary/Keyword: Online update

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A Comparative Analysis of Online Update Techniques for Battery Model Parameters Considering Complexity and Estimation Accuracy (배터리 모델 파라미터의 온라인 업데이트 기술 복잡도와 추정 정확도 비교 및 분석)

  • Han, Hae-Chan;Noh, Tae-Won;Lee, Byoung-Kuk
    • The Transactions of the Korean Institute of Power Electronics
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    • v.24 no.4
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    • pp.286-293
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    • 2019
  • This study compares and analyzes online update techniques, which estimate the parameters of battery equivalent circuit models in real time. Online update techniques, which are based on extended Kalman filter and recursive least square methods, are constructed by considering the dynamic characteristics of batteries. The performance of the online update techniques is verified by simulation and experiments. Each online update technique is compared and analyzed in terms of complexity and accuracy to propose a suitable guide for selecting algorithms on various types of battery applications.

Simulation Analysis of Version Up Strategy for Holding Online Game Customers through Update and CRM (MMORPG의 버전업 전략을 통한 이용자 유지: 시뮬레이션 기법을 활용한 업데이트와 CRM전략 분석)

  • Roh, Tae-Woo;Park, Su-Jung;Lee, Sang-Gun
    • The Journal of Information Systems
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    • v.17 no.4
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    • pp.281-299
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    • 2008
  • An online game is popular topic due to the increased total online game market volume nowadays. Even though many studies on an online game are released, most studies have used survey method that reveal only section of the situation like a snapshot. For this reason, previous studies have a little limitation that does not show dynamically changing issues like a product life cycle and change in customer's satisfaction. Because of this, we researched on an online game with the system dynamic model which can show dynamic simulation to analysis time series data. We chose MMORPG (Massively Multi-play Online Role Playing Game) in sort of an online game because it has many absorbing factors and enthusiastic users. We assumed that the game developer is ready for updated version game and release that periodically and focused on dormant users who used to be enthusiastic about MMORPG and designed simulation model which analyze how to influence of update and CRM strategy on users. The simulation results showed that the update has positive influences to gather new users and hold established users and CRM strategies help to prevent dormant users from transferring to rivals to offer them re-absorbing factors. Through this study, we confirmed importance of update on a online game and suggested the necessity to introduce CRM strategy in an online game market.

A Study of Non-Disruptive Update Scheme for Online Game (온라인게임을 위한 무 정지 업데이트 기법의 연구)

  • Kang, Sang-Yong;Han, Jung-Hyun
    • Journal of Korea Multimedia Society
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    • v.17 no.11
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    • pp.1307-1312
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    • 2014
  • Online games are virtual space where it connects individual users through network connection to offer enjoyment of play games and game developer who service online games have to develop new contents and provide them to users to extend life of their service. Typically, in order to update new contents, all service companies have maintenance schedule to stop the game service for a while to update both server and client applications. Usually this process takes quite amount of time and users do not have any other choice but disconnected from server and wait until it is over. The purpose of this thesis is to describe the advantages of new design system which will allows users to continue to play the game even during the update. The main focus of this design is to make users feel more convenience in online gaming experience by move client from previous server to new server while users are still playing. If they can to connect current client with new server without any certificate validation process while users information from the client can automatically pass through to the new server, users may not need to experience maintenance for new contents update.

MMORPG의 Version Up 전략을 통한 이용자 유지 - System Dynamics 기법을 활용한 업데이트(Update)와 CRM전략 분석 -

  • No, Tae-Woo;Baek, Ok-Hui;Lee, Sang-Geun
    • 한국경영정보학회:학술대회논문집
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    • 2008.06a
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    • pp.383-393
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    • 2008
  • Online games are the popular topic due to the increased total online game market volume nowadays. And many studies on online games are released. But most studies used the questionnaire method that reveals only section of the situation like a snapshot. For this reason, previous studies have a little limitation that does not show dynamical changing issues like a product life cycle and changes in customer's mind Because of this, we studied on online games with the system dynamic model which can show dynamic simulations to analysis time series data. We chose MMORPG (Massively Multi-play Online) RPG (Role Playing Game) in sort of online games because it has many absorbing factors and enthusiastic users. We designed the simulation model which analyzes the influences of update and CRM strategy on users. We put the game developer who is ready for updated version game and released that periodically and focused on dormant users who used to be enthusiastic about MMORPG. The simulation results showed that the update has positive influences on new users gathering and hold established users. And CRM strategies help to prevent dormant users from transferring to rivals by offering them re-absorbing factors. Through this study, we confirmed the importance of update on online games and the necessity of introducing CRM strategy in the online game market.

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Local-step Optimization in Online Update Learning of Multilayer Perceptrons (다충신경망을 위한 온라인방식 학습의 개별학습단계 최적화 방법)

  • Tae-Seung, Lee;Ho-Jin, Choi
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10b
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    • pp.700-702
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    • 2004
  • A local-step optimization method is proposed to supplement the global-step optimization methods which adopt online update mode of internal weights and error energy as stop criterion in learning of multilayer perceptrons (MLPs). This optimization method is applied to the standard online error backpropagation(EBP) and the performance is evaluated for a speaker verification system.

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Online anomaly detection algorithm based on deep support vector data description using incremental centroid update (점진적 중심 갱신을 이용한 deep support vector data description 기반의 온라인 비정상 탐지 알고리즘)

  • Lee, Kibae;Ko, Guhn Hyeok;Lee, Chong Hyun
    • The Journal of the Acoustical Society of Korea
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    • v.41 no.2
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    • pp.199-209
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    • 2022
  • Typical anomaly detection algorithms are trained by using prior data. Thus the batch learning based algorithms cause inevitable performance degradation when characteristics of newly incoming normal data change over time. We propose an online anomaly detection algorithm which can consider the gradual characteristic changes of incoming normal data. The proposed algorithm based on one-class classification model includes both offline and online learning procedures. In offline learning procedure, the algorithm learns the prior data to be close to centroid of the latent space and then updates the centroid of the latent space incrementally by new incoming data. In the online learning, the algorithm continues learning by using the updated centroid. Through experiments using public underwater acoustic data, the proposed online anomaly detection algorithm takes only approximately 2 % additional learning time for the incremental centroid update and learning. Nevertheless, the proposed algorithm shows 19.10 % improvement in Area Under the receiver operating characteristic Curve (AUC) performance compared to the offline learning model when new incoming normal data comes.

An Exploratory Study on the Impact of Contents Updates in Online Games (온라인 게임 콘텐츠 업데이트의 효과에 관한 탐색적 연구)

  • Kim, Tae Ung;Kim, Daeyoung;Park, Seong Taek
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.147-155
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    • 2015
  • The objective of this research is to empirically analyze the impact of contents update or patch service in online game, being provided after delivery to correct faults and to improve performance of the game. Regression analysis is applied to the data set, where the weekly increase rate of playing times is dependant variable, and the time(week) and two types of contents updates are introduced as independent variables. Statistical results show that the time(week) negatively influences the weekly increase rate of playing times. But the impact of new contents generation and contents adjustment on the weekly increase rate of playing times is not statistically significant, implying that once online game is published, contents update has no significant impact on the playing times. Implications for game designs are provided as a conclusion.

Laser Spot Detection Using Robust Dictionary Construction and Update

  • Wang, Zhihua;Piao, Yongri;Jin, Minglu
    • Journal of information and communication convergence engineering
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    • v.13 no.1
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    • pp.42-49
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    • 2015
  • In laser pointer interaction systems, laser spot detection is one of the most important technologies, and most of the challenges in this area are related to the varying backgrounds, and the real-time performance of the interaction system. In this paper, we present a robust dictionary construction and update algorithm based on a sparse model of background subtraction. In order to control dynamic backgrounds, first, we determine whether there is a change in the backgrounds; if this is true, the new background can be directly added to the dictionary configurations; otherwise, we run an online cumulative average on the backgrounds to update the dictionary. The proposed dictionary construction and update algorithm for laser spot detection, is robust to the varying backgrounds and noises, and can be implemented in real time. A large number of experimental results have confirmed the superior performance of the proposed method in terms of the detection error and real-time implementation.

Online Evolution for Cooperative Behavior in Group Robot Systems

  • Lee, Dong-Wook;Seo, Sang-Wook;Sim, Kwee-Bo
    • International Journal of Control, Automation, and Systems
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    • v.6 no.2
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    • pp.282-287
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    • 2008
  • In distributed mobile robot systems, autonomous robots accomplish complicated tasks through intelligent cooperation with each other. This paper presents behavior learning and online distributed evolution for cooperative behavior of a group of autonomous robots. Learning and evolution capabilities are essential for a group of autonomous robots to adapt to unstructured environments. Behavior learning finds an optimal state-action mapping of a robot for a given operating condition. In behavior learning, a Q-learning algorithm is modified to handle delayed rewards in the distributed robot systems. A group of robots implements cooperative behaviors through communication with other robots. Individual robots improve the state-action mapping through online evolution with the crossover operator based on the Q-values and their update frequencies. A cooperative material search problem demonstrated the effectiveness of the proposed behavior learning and online distributed evolution method for implementing cooperative behavior of a group of autonomous mobile robots.

Digital Literacy Skills and Utilization of Online Platforms for Teaching by LIS Educators in Universities in Rivers State, Nigeria

  • David-West, Boma Torukwein
    • International Journal of Knowledge Content Development & Technology
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    • v.12 no.4
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    • pp.105-117
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    • 2022
  • The study investigated digital literacy skills and utilization of online platforms for teaching by LIS educators in universities in Rivers State, Nigeria. The study was undertaken as a descriptive survey design. Three research questions and three hypotheses guided this study. The population of the study was twenty-six Lecturers from the three universities in Rivers State where library and information science are offered. The twenty-six constitute the sample size. Census sampling technique was adopted for the study. The instrument titled Digital Literacy Skills and Utilization of Online Platform for Teaching Questionnaire (DLSOPUQ) was used to elicit information from the respondents. Twenty-six copies of the questionnaire were administered and retrieved. Mean (${\bar{x}}$) was used to analyze the research questions and the null hypotheses was tested with t-test at 0.05 level of significance. The study revealed that there is no significant difference between digital literacy and utilization of online platforms for teaching by LIS educators in universities in Rivers State. Further findings revealed that LIS educators do not have the necessary skills to navigate the online environment for teaching without assistance. In conclusion LIS educators should be innovative and update their skills to meet up with global practice. It was recommended among others that LIS educators should be trained and retrained by the university management to cope with online teaching and provision of the right infrastructure by governments for effectives teaching and learning process.