• 제목/요약/키워드: Platforms

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두 개의 플랫폼을 가지는 새로운 타입의 공간 4 자유도 병력기구의 조합 및해석 (Synthesis and Analysis of a New Class of Spatial4-DOF Parallel Mechanism with Two Platforms)

  • 윤정원;류제하
    • 대한기계학회:학술대회논문집
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    • 대한기계학회 2003년도 추계학술대회
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    • pp.1482-1487
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    • 2003
  • This paper presents a new family of 4-DoF parallel mechanism with two platforms. The new mechanism is composed of front and rear platforms, and three limbs. Two limbs with 6dof joint (P-P-S-P) are attached to the each platform and are perpendicular to baseplate, while the middle limb with 4-Dof joints (R-R-R-P or R-R-P-P) is attached to the revolute joint that connect front and rear platform. The two-DoF-driving mechanism at the middle limb with two base-fixed prismatic actuators can generate the heaving and roll motions or two translational motions. Therefore, Therefore, the new 4-Dof parallel mechanism (1T-3R) can generate pitch motions at each platforms, roll, and heaving motions, while another type of new 4-Dof parallel mechanism (2T-2R) can generate pitch motions at each platforms, x and z translational motions. For 1T-3R mechanism, kinematic analyses including inverse, forward kinematics, and Jacobian are performed.

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Hardware Platforms for Flash Memory/NVRAM Software Development

  • Nam, Eyee-Hyun;Choi, Ki-Seok;Choi, Jin-Yong;Min, Hang-Jun;Min, Sang-Lyul
    • Journal of Computing Science and Engineering
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    • 제3권3호
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    • pp.181-194
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    • 2009
  • Flash memory is increasingly being used in a wide range of storage applications because of its low power consumption, low access latency, small form factor, and high shock resistance. However, the current platforms for flash memory software development do not meet the ever-increasing requirements of flash memory applications. This paper presents three different hardware platforms for flash memory/NVRAM (non-volatile RAM) software development that overcome the limitations of the current platforms. The three platforms target different types of host system and provide various features that facilitate the development and verification of flash memory/NVRAM software. In this paper, we also demonstrate the usefulness of the three platforms by implementing three different types of storage system (one for each platform) based on them.

이기종 모바일 플랫폼에 애플리케이션 이식성 평가 기법 (Portability Evaluation Technique of Application for Heterogeneous Mobile Platform)

  • 박해윤;유해영
    • 정보처리학회논문지D
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    • 제18D권2호
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    • pp.123-132
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    • 2011
  • 최근 스마트폰과 같은 다양한 애플리케이션을 사용할 수 있는 모바일폰의 유행에 힘입어 모바일 애플리케이션 수요가 폭발적으로 증가하고 있고, 이에 따라 모바일 애플리케이션에서에 품질의 중요성도 점차 커지고 있다. 하지만 모바일 애플리케이션은 다양한 플랫폼이나 모바일폰의 제약사항에 따라 플랫폼이나 디바이스 장치 간의 호환성이 떨어지는 특성을 가짐으로써, 다른 플랫폼에서 애플리케이션을 재사용하기 위해서 해당 플랫폼이나 모바일폰의 제약사항에 따라 다시 개발해야하는 제약을 가진다. 따라서, 본 논문에서는 모바일 애플리케이션을 타 플랫폼에서 재사용하기 위해, 이식할 때 발생할 수 있는 문제를 확인하고 그에 따른 기존 모바일 애플리케이션에 이식의 편이를 확인할 수 있는 이식성 품질 평가 기법을 제안한다. 이에 따라 제안한 이식성의 편이를 나타내는 이식성 점수를 확인함으로써 모바일 애플리케이션이 타 플랫폼에 이식될 때 발생할 수 있는 문제점을 확인하고 이에 따른 재개발 가능 여부와 노력 정도를 확인할 수 있는 근거가 될 수 있을 것으로 기대된다. 또한 이를 모바일 애플리케이션의 설계부터 고려한다면 다양한 모바일 플랫폼에 좀 더 쉽게 이식할 수 있는 품질 좋은 모바일 애플리케이션을 개발할 수 있는 방법이 될 수 있을 것으로 기대된다.

중고 명품 거래 플랫폼의 속성이 지각된 유용성, 유희성 및 지속사용의도에 미치는 영향 (The Effects of the Attributes of Second-Hand Luxury Goods Trading Platforms on Perceived Usefulness, Perceived Enjoyment, and Continuance Intention to Use)

  • 강천시;김미숙
    • 한국의류산업학회지
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    • 제24권6호
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    • pp.731-743
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    • 2022
  • This study examined the effects of platforms' attributes(economy, convenience, ease of use, and security) on perceived usefulness, perceived enjoyment, trust, and the continuance intention to use. Data were collected through a survey conducted with 327 users of second-hand luxury goods trading platforms in their twenties and thirties; 300 were used for statistical analysis using SPSS26.0 for exploratory factor analysis and correlation analysis, and AMOS 26.0 for confirmatory factor analysis and structural equation modeling. For the attributes of second-hand luxury goods trading platforms, four factors were extracted: economy, convenience, ease of use and security. The results showed that only the security of second-hand luxury goods platforms had a positive effect on the perceived usefulness of the platform, but other attributes did not influence perceived usefulness. In contrast, all attributes of the platform showed positive effects on perceived enjoyment. Perceived enjoyment had a strong effect on trust; however, perceived usefulness did not affect trust. The continuance intention to use the platforms was most influenced by perceived usefulness, trust, and perceived enjoyment, in that order. The current findings can help marketers of second-hand luxury goods platforms optimize the platforms' attributes based on the marketing objectives and develop strategies to build perceived usefulness and enjoyment first, and in turn, trust and intention to use.

모바일 게임개발사의 게임 플랫폼 선택활동이 가치확보에 미치는 영향: 콘텐츠 질적 분석 (The Effect of Game Platforms Selection of Mobile Game Firms on Value Capture: Content Qualitative Analysis)

  • 배준희;구동모
    • 한국게임학회 논문지
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    • 제16권6호
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    • pp.173-184
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    • 2016
  • 본 연구는 전통적인 양면시장인 게임산업에서 게임개발사들이 선택하는 플랫폼 전략을 모바일 게임플랫폼을 대상으로 탐색하였다. 온라인과 오프라인에 존재하는 관련 콘텐츠를 대상으로 자료를 수집하여 주제를 추출하는 콘텐츠 질적 분석을 실시하였으며 연구의 신뢰도와 타당도를 높이기 위하여 게임개발사의 임원 4명과 추가로 심층면접을 실시하였다. 연구결과는 첫째, 게임개발사의 플랫폼 선택 요인은 게임 구현능력과 기술적 안정성, 플랫폼의 마케팅능력, 그리고 수익성 창출이다. 둘째, 가치창출과 가치확보에 따라서 모바일 게임플랫폼은 SNS중심의 모바일 1세대 게임에서 마켓플레이스를 중심으로 하는 모바일 2세대 게임으로 플랫폼 주도권을 넘겨주었다.

A framework for Crowdfunding platforms to match services between funders and fundraisers

  • Hasnan, Baber
    • 산경연구논집
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    • 제10권4호
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    • pp.25-31
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    • 2019
  • Purpose - A framework is suggested in this paper which will help crowdfunding platforms to match projects according to expectations of funders, leading to successful campaigns and thus increase the profitability of the crowdfunding platform. Research design, data, and methodology - The paper is theoretical and conceptual in nature which proposes a model for crowdfunding platforms to match expectations of crowds with project fundraisers. Results - Crowdfunding platforms are going through incremental innovations in order to match customer (funders and fundraisers) expectations. Leading crowdfunding platforms like Kickstart holds benchmark for other players in the market but the secret of success lies in matching quality projects with the appropriate funders. Crowdfunding platforms have to securitize the projects and allow only quality projects but also provide a wide range of options for funders. Thus, to manage this trade-off between quality and quantity of options, a framework is proposed. Conclusions - Crowdfunding platforms have to adopt a model which will help them in providing a perfect match between crowds and fundraisers. Each member of the crowd and every project will be assigned a category and rating based on the past records. Securitization of projects will help to entertain only demanded projects which will reduce the number of failing campaigns.

Inconsistency of Online Self-presentation across SNS Platforms and Its Impact on Impression Formation

  • Vyshemirskaya, Olga;Na, Eunkyung
    • International Journal of Internet, Broadcasting and Communication
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    • 제13권2호
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    • pp.127-135
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    • 2021
  • The goal of this study was to explore the use of multiple SNS platforms and determine whether the number of used platforms affects one's online self-presentations across the said platforms and if there is any difference in one's online and offline self-presentations based on how many SNS platforms are used. This work studied online self-presentations, compared the on/offline ones and tried to find out if the inconsistencies of one's own (observer's) self-presentations both online (across platforms) and on/offline affected the observer's impression formation (likability, trustworthiness and hypocrisy) of others. The study also aimed to find out if the impression of the others' inconsistency both online and offline would differ based on the level of intimacy between the observer and the discussant. Three levels of intimacy were studied in order to do this: friends, acquaintances and strangers (online-only friends). The results showed that the more platforms people used the more inconsistent their online self-presentations got. Even though the results of the study showed barely significant relationship between the number of SNS accounts and one's online and offline self-presentation, and partial connection between observer's inconsistent self-presentations and impression formation of others, interestingly enough, the results managed to find significant differences between the impressions based on the level of intimacy between the observer and the discussants.

협력적 패션 소비 플랫폼 연구 (A Study on Collaborative Fashion Consumption Platform)

  • 조민정;고은주
    • 한국의류산업학회지
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    • 제22권6호
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    • pp.777-788
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    • 2020
  • Growth in the sharing economy and sustainability have grown has influenced collaborative consumption that values usage rather than ownership. Collaborative fashion consumption platforms have become a rapidly growing business and need to be investigated. A theoretical review and case study were conducted to analyze the typology of collaborative fashion consumption consisting of renters, lenders, and platforms. Applying the nascent literature of partial organization, this paper outlines a typology, user-driven types in which lenders take responsibility to manage rental products and platform-driven types in which platforms are in charge. Four representative cases such as Hurr Collective, Villageluxe, Wardrobe, and Closetshare were selected in order to derive the roles of collaborative fashion consumption platforms. First, it is critical to balance between renters and lenders in collaborative fashion consumption platforms. Second, it is imperative to establish trust about the platform and formulate mutually understandable guidelines. Third, the concept of lenders needs to be broadened to individuals as well as fashion brand companies. Fourth, it is necessary to improve interaction between renters and lenders in platform-driven types. This study represents one careful step to understand collaborative consumption platforms that also provides managerial and academic implications.

Experience in Using Peer-to-Peer Platforms and Immersive Technologies in the Training of Future Masters of Pharmacy in Medical Lyceum

  • Volodymyrovych, Tsekhmister Yaroslav;Tetiana, Konovalova;Yaroslavovych, Tsekhmister Bogdan
    • International Journal of Computer Science & Network Security
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    • 제22권2호
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    • pp.23-28
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    • 2022
  • The present study has been conducted to evaluate the experience in using peer-to-peer platforms and immersive technologies in the training of future masters of pharmacy from the Pharmaceutical Faculty of Bogomolets National Medical University, Ukraine. The selected participants were given the pre- and post-test containing multiple choice questions to assess the effectiveness of immersive technologies. Further, a self-designed structured questionnaire contained 10 questions with 5 options was delivered to consented participants through email and WhatsApp. The results of test presented that students attained an average of 26% in their pre-test while the average attained score post-test was 74% that showed a significant improvement with peer-to-peer platforms and virtual reality technology. The results of survey questions also showed an overall 86.73% satisfaction for the use of peer-to-peer platforms and virtual reality technology in the training of future masters of pharmacy. These results demonstrated that 90.81% showed agreement that they gained a high level of confidence through peer-to-peer platforms and virtual reality to handle patients in clinical practice. It can be concluded that participants of this study showed a strong agreement with positive experience in using peer-to-peer platforms and virtual reality technology in the training of future masters of pharmacy in medical lyceum.

철도 승강장 조명의 현황과 개선책 (Situation and Improvement Method of Railroad Platform Lighting)

  • 김병봉;장우진;한성호
    • 한국조명전기설비학회:학술대회논문집
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    • 한국조명전기설비학회 2003년도 학술대회논문집
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    • pp.3-8
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    • 2003
  • Platforms of many railroad stations are crowded with passengers regardless of the time throughout day. But the intensity of illumination of the existing lightening systems are so low enough to make passengers feel inconvenience in using platforms. Consequently there exists high possibility of accidents in platforms of low illumination. Hence, for the safety and convenience of passengers, it is necessary to improve the luminous intensity of lightening system for platforms. This paper points out the problems of existing system and presents the method to improve it.

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