• Title/Summary/Keyword: Preferred Media

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Performance Evaluation and Analysis of NVM Storage for Ultra-Light Internet of Things (초경량 사물인터넷을 위한 비휘발성램 스토리지 성능평가 및 분석)

  • Lee, Eunji;Yoo, Seunghoon;Bahn, Hyokyung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.6
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    • pp.181-186
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    • 2015
  • With the rapid growth of semiconductor technologies, small-sized devices with powerful computing abilities are becoming a reality. As this environment has a limit on power supply, NVM storage that has a high density and low power consumption is preferred to HDD or SSD. However, legacy software layers optimized for HDDs should be revisited. Specifically, as storage performance approaches DRAM performance, existing I/O mechanisms and software configurations should be reassessed. This paper explores the challenges and implications of using NVM storage with a broad range of experiments. We measure the performance of a system with NVM storage emulated by DRAM with proper timing parameters and compare it with that of HDD storage environments under various configurations. Our experimental results show that even with storage as fast as DRAM, the performance gain is not large for read operations as current I/O mechanisms do a good job hiding the slow performance of HDD. To assess the potential benefit of fast storage media, we change various I/O configurations and perform experiments to quantify the effects of existing I/O mechanisms such as buffer caching, read-ahead, synchronous I/O, direct I/O, block I/O, and byte-addressable I/O on systems with NVM storage.

An Analysis of User Satisfaction of K University's Library Service

  • Noh, Young-Hee;Choi, Min-Ju;Choi, Yong-Wog;Jeong, Sin-Won;Jung, Eun-Ji;Kang, Mi-So;Kim, Jin-Young;Lee, Kyung-Won;Lee, Sung-Jae;Oh, Seon-Hye;Park, So-Yeon;Shin, Sung-Chul;Suh, Da-Jeong
    • International Journal of Knowledge Content Development & Technology
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    • v.1 no.1
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    • pp.61-79
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    • 2011
  • This study purposed to discover whether or not academic libraries reflect these changing roles. We selected K University as the research target and surveyed user satisfaction of materials, staff services, facilities, electronic devices, media, and so on. The research findings are as follows: 1) the frequency of library visits of University K was on the high side, 2) the primary purpose of using the academic library was associated with learning or reading, therefore, the most used library spaces were related to that, 3) the most used library materials were 'general books', the most unused were 'reference books', 4) the most preferred way to obtain needed materials when failing to find wanted materials was 'Contact librarian'. A similar phenomenon occurred in terms of facility use, 5) university K's users were usually satisfied with the loan policy, 6) the rate of users who don't know whether there is user education was very high, the rate of users who have no experience with user education was extremely low. These research findings can be referenced by library management to improve libraries' service quality and take advantage of complex spatial configurations.

A Comparative Analysis on the Effectiveness of Reformatting in Children's Brick Stack through Play Theory (놀이론을 통한 어린이 브릭 쌓기의 매체전환 효과성 비교분석)

  • Lee, Tae-Eun;Lee, Chang-Wook
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.419-424
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    • 2020
  • The purpose of this study is to find out whether changed interactions due to reformatting has a significant effect on the play attribute of children's play from an instrumental point of view. Based on the study of Roser Caillois theory of play (Agon, Mimicry, Area, Ilinx) and previous studies, a questionnaire was written and experimental design was carried out through brick stack which are most preferred in the whole development of children. Brick stack were selected from physical and electronic spaces and the survey was conducted with children's experiences by dividing into experimental group and comparative group. Correlation and T-test results, the brick stack by reformating showed significant difference in the play attributes (Agon, Mimicry, Area, Ilinx) of Rose Caillois and we found that the effectiveness of play is doubled in the electronic space. Play properties evenly distributed in electronic space brick stacking suggest that pleasure and fun can double.

A Study on the Apartment Residents' Awareness and Needs about Interior Coordination - Focused on the Apartment Residents in Pusan - (실내코디네이션에 대한 아파트 거주자들의 인식 및 요구조사 - 부산광역시 아파트 거주자를 중심으로 -)

  • Kim, Ji-Eun;Han, Jeong-Won
    • Korean Institute of Interior Design Journal
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    • v.21 no.3
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    • pp.103-110
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    • 2012
  • Interior Coordination is the activity of making characteristic living space by planning and harmonizing various interior elements. In modern society, the taste and needs of the residents are getting varied and segmented, and the role of interior coordination is getting more important because that reflects cultural codes and trends and satisfies residents' needs. This study aims to investigate awareness and needs about interior coordination targeting apartment residents, and to provide fundamental data that could attribute to the planning of unique and diverse residential spaces. Methods of study include the literature research and the empirical study. Elements of interior coordination were extracted through the literature review, and the questionnaire was developed using these elements. And then a survey was carried out targeting apartment residents of Busan. The result shows that most of the residents were much interested in interior coordination, and they recognized it's importance. They wanted to plan and select the elements by themselves, but were passive in actual execution because of the difficulties in execution methods and economical conditions. There were certain differences between the styles of their own houses and the preferred styles, but they did not try actively to reconcile the differences. Therefore, various methods of interior coordination should be developed and proposed which are easy and effective for actual execution, and various media should be provided by which residents could easily get informations on design elements. Also, the concept and method of interior coordination should be considered from the very first stage of residential planning, and the replacement and modification of interior coordination could be easily done according to the change of life cycle and life styles.

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Development and Evaluation of a Nutrition Education Program on Sodium Reduction in Elementary School Students (초등학생 대상 싱겁게 먹기 영양교육 프로그램의 개발 및 효과평가)

  • Jung, Yun-Young;Shin, Eun-Kyung;Lee, Hye-Jin;Lee, Nan-Hee;Chun, Byung-Yeol;Ann, Moon-Young;Lee, Yeon-Kyung
    • Korean Journal of Community Nutrition
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    • v.14 no.6
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    • pp.746-755
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    • 2009
  • This study was to develop and evaluate a nutrition education program to reduce dietary sodium. The school children (218 boys, 226 girls), from 8 elementary schools in the city of Daegu, Korea, were involved in this study. This research was based on the data from two groups of elementary school children, the "education" group (n = 240), and "no-education" group (n = 204). Educational media and programs were developed to educate the education group for four weeks and were presented on the web (www.saltdown.com). After education, the preference for a non-salty taste in the education group increased 10%, compared with those who preferred a non-salty taste before education. There was a significant change away from a preference for a salty taste and a rise in the mean score for nutrition knowledge and dietary attitude in the education group compared to the no-education group (p < 0.05). This study indicates that school children can reduce their dependency on preference for a salty taste and change their high-salt dietary behavior after the education.

A Study on the Color Image of Environment Shape Objects in University -Focusing on the Case of Kongju University- (대학 내 공공 환경조형물 색채 감성이미지 분석 연구 -공주대학교 사례를 중심으로-)

  • Kim, Hye-Jin;Chung, Ji-Bok;Choi, Jung-In
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.349-354
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    • 2019
  • The purpose of this study is to measure and analyze color image scale when viewing the public objects installed in Kongju National University and the installation environment, and preferred colors and color image scale in the color planning. The research was conducted with the analysis of the sculpture installed in the school and the questionnaire for the students. As a result of the study, suggestions were made for points to be considered for user's perception of environmental sculptures in the school and when constructing the sculpture. This study approaches the color of the public environment sculpture installed in the school academically, and proposes factors to be considered in the color planning stage in the future. Therefore, it is expected that this study will provide appropriate guidelines for the installation and planning of the sculpture in the school.

Perception of marriage and marriage preparation - Consumers' age-related behavior differences - (웨딩소비자의 연령에 따른 결혼인식 및 결혼준비행동 차이에 관한 연구)

  • Cho, Seongmi;Yu, Jihun
    • The Research Journal of the Costume Culture
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    • v.27 no.5
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    • pp.461-478
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    • 2019
  • As the concept of "marriage age" gradually disappears, the consumption class of the wedding market includes not only X and Y generations but also Z generations, and each generation has its own characteristics as it is already known, and there are differences in the consumption. So this research analyzed age-related behavior differences in both awareness of and preparation for marriage. Three hundred sixteen unmarried Korean males and females comprised the study population and data was collected from March 5, 2019, to April 3, 2019. The SPSS Statistics 23.0 Package was used for analysis, specifically the functions of frequency, cross tabulation, factor analysis, chi-squared test, Cronbach's alpha, Duncans's new multiple range test (MRT), and analysis of variance (ANOVA). Marriage motivation was analyzed by three factors, and there were significant differences in two types. Marital involvement was analyzed by two factors, and both factors showed significant age-related differences. Concerns relating to marriage preparation were analyzed by four factors, and two varied according to respondent age. Regarding marriage preparation behaviors, the analysis revealed that the marriage preparation method appreciably differed between age groups. Our analysis also found significant age-related differences in "the main media usually used to acquire information" and "the paths preferred for acquiring information in preparing for marriage". We expect that study results will be useful for identifying new research directions, understanding the dimensions of the wedding industry, and developing related marketing strategies.

A Study on the Operation Plans for Seongnam Public Library Programs in the Post-COVID-19 Era (포스트 코로나 시대 성남시 도서관의 문화프로그램 운영 방안 연구)

  • Song, Min Sun
    • Journal of Convergence for Information Technology
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    • v.12 no.4
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    • pp.177-186
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    • 2022
  • The purpose of this study is to suggest operation plans for library programs in preparation for the post-COVID-19 by analyzing the current status of library programs before and after the outbreak of COVID-19 based on the data of the Seongnam public libraries on the Public Data Portal. So, based on 1,317 data collected through the data purification process for duplicates and errors in the files uploaded by Seongnam City, ①programs' subject & type, ②program target users, ③program operation types(online or offline), ④program operating time & number of days, ⑤characteristics of programs preferred by users etc. were analyzed. As results of the analysis, online programs were not operated at all before COVID-19, but online programs started to be operated in earnest after August 2020. Also, there were many experiential activity lectures for infants and elementary school students in 2019, but reading activity lectures for adults and elementary school students increased in 2020. There were many types of online lectures, such as real-time lectures using online video conferencing programs, YouTube video viewing & live broadcasting, and the use of Naver Band & Cafe.

User Experience Research on TV Multiview Feature (TV 멀티뷰 기능에 관한 사용자 경험 연구)

  • Kim, Hee-soo Esther;Kim, Jae-Yeop
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.415-424
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    • 2022
  • This study is a user experience research on the current usage of TV multiview and evaluating the usability. From traditional TV viewing to connecting laptop or mobile devices, the scope of using TV has expanded and evolved to multipurpose. Utilizing the multiview feature offers new TV experiences, but research on its usability has not been actively conducted yet. In this research, a case study and survey were held prior to usability testing to identify user needs and behavior of TV multiview. After reviewing the results, we ran a task-based usability testing and in-depth interview. As a result, users preferred different ways of accessing and using multiview based on their situation, and the current user interface needed improvement for easier, intuitive use. This study is expected to contribute to the development of improving user experience in TV multiview.

A Study on the Type of Audience Preference for the Image of Beggar Chivalrous Man: Focused on Chinese Martial Arts MMORPG Online Games

  • XiaoZhu Yang;JongYoon Lee;ShanShan LIU;Jang Sun Hong
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.65-77
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    • 2023
  • Chinese martial arts culture is a kind of Chinese kung fu culture, a cultural category that uses martial arts kung fu for chivalry and justice. Chinese martial arts MMORPG online game is the embodiment of Chinese martial arts culture in online games, which is a unique Chinese online game. The image of beggar chivalry is a special chivalrous image in Chinese martial arts culture, and in the top 3 martial arts MMORPG online games, all of them have the image of beggar chivalry, which shows that this image has a wide player base. The Q methodology is an approach that endeavors to discover complex issues in human subjectivity, unlike existing empirical studies. In order to determine the type of beggar chivalry image preference of the game players, 32 beggar chivalry images were selected in the study and three types of beggar chivalry images were found through the Q method: Type 1 is the type of gorgeous and noble beggar chivalry; Type 2 is a competent type and is good at fighting the beggar's chivalry; and Type 3 is comparable relatively refined type. The result of this study is that the image of beggar chivalry preferred by game players is the opposite of the traditional Chinese image of beggar chivalry. The traditional image of beggar is the image of wearing plain and begging in the street, but the image of beggar chivalry that is liked in online games is luxurious, noble, exquisite and about the image of good at fighting. This research result has some value and significance in the development and design of beggar chivalrous image in future martial arts MMORPG online games.