• Title/Summary/Keyword: Task 패턴

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Understanding the Pattern of Mobile-phone Tasks on the 'Situational Context' : Focused on the ESR(Extend, Synchronize, Replace) Model (모바일폰 사용 영역과 상황 기반의 컨텍스트 정의 및 사용 행위의 구조 분석을 통한 테스크 모델 제안)

  • Cho, Yun-Jin;Lee, Eun-Jong
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.158-164
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    • 2008
  • This study was conducted for raising the considering the dynamical context of mobile phone use environment in the mobile-phone research. For this I identified the characteristic of the mobile phone use. The first characteristic is that the mobile phone is the context sensitive device. Also, it reflects the user's life pattern because it is the very personal device. I defined the context of mobile phone use with the basis on this identification of those characteristics. I referenced the definition, 'situational context', defining the mobile phone use context. Also, I set up the research scope within the user task that is influential from the situational context, I named this kind of task as the 'contextual task'. I developed the Contextual Task Model in this study. I named the model as the 'ESR Model'. The reason that I developed this contextual task model is that this model can help novice designers and designers unfamiliar with an application domain understand the user behavior and user centered design. And also this model can be effective to communicate each other, I identified the user's contextual tasks three kinds of model. First, the Extend Model includes user tasks that related to extending from user physical working space to the virtual level. Second model is Synchronize Model, which includes issues that lesson the blocking when use several functions at a time or sequentially. Third model is Replace Model, which is come from the characteristic of user life pattern to use the mobile phone. Finally, I proposed an application of this model, CIQ. Through the process to make CIQ I proved the effectiveness of this ESR Model.

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A Study on Performance of Micro-server System in Relation to Execution Task Pattern (실행 Task 패턴에 따른 마이크로서버 시스템 성능 연구)

  • Kim, Sang-Young;Song, Jun-Seok;Song, Byung-Hoo;Kim, Kyung-Tae;Youn, Hee-Yong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.01a
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    • pp.1-2
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    • 2017
  • IT 융합서비스의 발전은 각종 대용량 미디어 컨텐츠의 폭발적인 수요를 요구하면서 저전력 고집적 서버인 마이크로서버에 대한 수요가 증가하고 있으며 기존 서버 패러다임을 효과적으로 개선하기 위한 연구가 진행되고 있다. 본 논문에서는 마이크로서버 시스템의 기능적, 구조적 구성 방안을 제시하기 위한 실행 Task 패턴에 따른 마이크로서버 시스템 성능비교 연구를 제안하여 요구에 맞는 적합한 네트워크 구조 및 구성에 따른 전체 인프라 개선에 대한 기준 결과를 제시한다.

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Multiagent system for the Life Long Personalized Task Coordination based on the user behavior patterns (사용자 행동패턴을 기반으로 한 멀티 에이전트 시스템 구조)

  • Kim Min-Kyoung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.05a
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    • pp.303-306
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    • 2006
  • 유비쿼터스 컴퓨팅의 핵심은 네트워크 환경에 대한 고 가용성이라 할 수 있다. 이러한 사실은 사용자 컨텍스트(Context)가 반영된 서비스를 제공하기 위한 필수조건이 이미 갖추어져 있다는 것을 시사한다. 지금까지 상황인지(Context-Aware) 서비스를 위한 여러 응용들이 제시되어 왔지만, 동적으로 변화하는, 즉 예측하기 어려운 환경을 충분히 반영할 만큼의 유연성을 제공하지 못했다. 왜냐하면, 응용 태스크 시나리오가 시작단계부터 이미 정해져 있었기 때문이다. 여기에, 본 고는 평생동안 개인화된 태스크를 동적으로 생성, 제공할 수 있는 멀티 에이전트 시스템 구조를 제안하고자 한다. 평생 개인화 태스크(Life Long Personalized Task)는 끊임없이 변화하는 사용자의 행동패턴을 반영할 수 있도록, 동적으로 생성, 제공되는 태스크를 의미한다. 이는 태스크 시나리오가 컴파일 타임에 이미 결정되지 않고, 실행 시간 중에 자동으로 생성된다는 것을 의미한다. 이러한 유연성은 평생학습 엔진(Life Long Learning Engine)을 활용함으로써 가능하다. 이 엔진은 사용자의 행동패턴을 학습하며, 결과적으로 사용자 행동패턴 규칙들을 생성한다.

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Exploratory Approach of Social Gameplay Behavior Pattern : Case Study of World of Warcrafts (소셜 게임플레이 행동패턴의 탐색적 접근 : World of Warcrafts를 중심으로)

  • Song, Seung-Keun
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.37-47
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    • 2013
  • The objective of this research is to discover the rule of gameplay related to the task interdependence to analyse the behavior pattern of social gameplay. Previous literatures related to the gameplay were reviewed and game which was suitable for the gameplay of the task interdependence was selected. A party-play includes a team of five people in the experiment during the gameplay with think-aloud method and video/audio data about action protocol and verbal report were collected. The video observation and protocol analysis were conducted to analyse data. The objective coding scheme were developed from consolidated sequence model task analysis. The player's behavior was analysed. The result was revealed that four rules and four modified rules were included into the total eight behavior pattern. A behavior graph integrated with five gameplay was written. The excellent cooperative spot and error and failure place could be identified. The social gameplay behavior graph is expected to be the key practical design guideline on whether the level design and balance design are proper.

Rate-Monotonic Scheduler with Extended Schedulability Inspection for Hard Real-Time Tesk (경성 실시간 태스크를 위한 확장된 스케줄 가능성 검사를 갖는 비율단조 스케줄러)

  • 신동헌;조수현;김영학;김태형
    • The Journal of the Korea Contents Association
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    • v.4 no.2
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    • pp.50-60
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    • 2004
  • Recently, most of the embedded system is required not only many functions but also real-time characteristics in purpose. In the hard real-time system, especially, strict deadline of periodic task can affect the performance of the system. In this paper, we design and implement the scheduler based on RM(Rate-Monotonic) rule. This scheduler makes feasible patterns based on EDF(Earliest deadline first) rule with extended schedulability inspection before execution, for periodic task-set that has high CPU utilization and then, execute periodic task-set depended on feasible patterns. The feasible pattern formed into EDF rule is capable of the efficiency of CPU up to 100 percentage and by the referenced execution of the feasible pattern is possible of removing the red-time scheduling overhead that is the defect of the order of dynamic assignment rule.

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A Study on the Standardization of URL Identifier Pattern for Digital Contents (디지털 콘텐츠의 URL 식별패턴 표준화에 관한 연구)

  • 김문정;이두영
    • Proceedings of the Korean Society for Information Management Conference
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    • 2001.08a
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    • pp.265-270
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    • 2001
  • 아날로그 환경에서와 마찬가지로 디지털 환경에서도 디지털 컨텐츠 하나 하나에 고유 식별기호를 부여하여야 한다. 이러한 디지털 컨텐츠를 위한 식별기호로 IETF(Internet Engineering Task Force)에서는 URI(Uniform Resource Identifier)체계 하에 인터넷 자원에 대한 접근 메카니즘을 지정하는 URL (uniform resource locator)을 사용하고 있다. 그러나 도서관의 경우 각각 다른 OPAC(Online Public Access)시스템 환경 하에서 각각 다른 URL 식별 패턴을 사용하고 있기 때문에 동일한 자원을 검색하는데 있어서 문제가 되고 있는 것이 현실이다. 이러한 문제에 착안하여 본 연구는 디지털 콘텐츠에 대한 URL 식별구문패턴의 표준화 방안을 연구하고자 한다.

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A Study on the Measurement of Motion Accuracy for Feed Drive System of Multi-task Machine Tool (복합공작기계의 이송계 운동정밀도 측정의 연구)

  • Ko, Hai-Ju;Jung, Yoon-Gyo
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.6 no.3
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    • pp.112-118
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    • 2007
  • Recently, the machine tools called multi-task machines, which mounted rotary axes on the table or spindle are used increasingly. Accordingly, multi-task machine tool takes a growing interest on the motion accuracy of feed drive system. In this study, measurement and diagnosis of motion errors ware attempted from circular pattern obtained by using DBB (Double ball bar) device. Those were obtained at both clockwise and counter clockwise motions in mutually perpendicularly intersecting three planes. The reliability of error measurement system for multi-task machine tool was verified by the direct test cutting.

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A Study on the Measurement of Motion Accuracy for Feed Drive System of Multi-task Machine Tool (복합공작기계의 이송계 운동정밀도 측정의 연구)

  • Ko, Hai-Ju;Jung, Yoon-Gyo
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.6 no.3
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    • pp.31-37
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    • 2007
  • Recently, the machine tools called multi-task machines, which mounted rotary axes on the table or spindle are used increasingly. Accordingly, multi-task machine tool takes a growing interest on the motion accuracy of feed drive system. In this study, measurement and diagnosis of motion errors ware attempted from circular pattern obtained by using DBB (Double ball bar) device. Those were obtained at both clockwise and counter clockwise motions in mutually perpendicularly intersecting three planes. The reliability of error measurement system for multi-task machine tool was verified by the direct test cutting.

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A Design of SPO for the Conceptual Systematization of Software Patterns (소프트웨어 패턴의 개념적 체계화를 위한 SPO 설계)

  • Hong, Hyeun-Sool;Han, Sung-Kook
    • Journal of the Institute of Electronics Engineers of Korea TE
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    • v.39 no.3
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    • pp.71-82
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    • 2002
  • The software pattern is knowledge representation derived from the verified solutions or the experience of the experts. On account of the design varieties of software development, however, it is not the facilitated task to discover the best proper software pattern. This situation requires that software patterns be categorized in terms of their innate concepts. This paper proposes software pattern ontology(SPO) for the systematic categorization of software patterns by means of conceptual properties of patterns after the comparative analysis of association between software pattern and ontology. The SPO presented in this paper can establish the basis for the software pattern management system at the conceptual level. This paper also shows an idea for the application by unifying conceptual properties of software pattern and ontology. 

Comparative cultural research Interaction usage by following task based on Fiedler s contingency theory of leadership (Task 수행성향에 따른 제품 인터렉션 디자인의 사용행태 비교 문화적 연구 - 피들러의 상황 리더쉽 이론을 중심으로 -)

  • Seo, Mi-Young;Kim, Jeng-Hwa
    • Journal of the HCI Society of Korea
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    • v.6 no.1
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    • pp.17-20
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    • 2011
  • The contingency theory of leadership was proposed by F. Fiedler. In his theory, he divided the group into Task oriented and Relationship-oriented people based on work-style by LPC(Least Preffered Co-workers) test. This survey searches significance of interaction usage depending on which group has more aggressive interaction on the address list with mobile phones focusing on the differences between mainfunctions (name, cell phone, group name) and sub-functions (birthday, Photo, E-mail). Itis the hypothesis that the relationship-oriented group has more interaction than the task-oriented group which was identified through the analyzed usage of the address list. Results show that the contingency theory was not appropriately related with the research. Interaction usage by the following task based on Fiedler's contingency theory of leadership isn't related much. However, by discovering the interesting patterns by the test, this research is able to guide human-centered address design directions.

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