• Title/Summary/Keyword: Traditional design

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Design and Implementation of Game Server using the Efficient Load Balancing Technology based on CPU Utilization (게임서버의 CPU 사용율 기반 효율적인 부하균등화 기술의 설계 및 구현)

  • Myung, Won-Shig;Han, Jun-Tak
    • Journal of Korea Game Society
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    • v.4 no.4
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    • pp.11-18
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    • 2004
  • The on-line games in the past were played by only two persons exchanging data based on one-to-one connections, whereas recent ones (e.g. MMORPG: Massively Multi-player Online Role-playings Game) enable tens of thousands of people to be connected simultaneously. Specifically, Korea has established an excellent network infrastructure that can't be found anywhere in the world. Almost every household has a high-speed Internet access. What made this possible was, in part, high density of population that has accelerated the formation of good Internet infrastructure. However, this rapid increase in the use of on-line games may lead to surging traffics exceeding the limited Internet communication capacity so that the connection to the games is unstable or the server fails. expanding the servers though this measure is very costly could solve this problem. To deal with this problem, the present study proposes the load distribution technology that connects in the form of local clustering the game servers divided by their contents used in each on-line game reduces the loads of specific servers using the load balancer, and enhances performance of sewer for their efficient operation. In this paper, a cluster system is proposed where each Game server in the system has different contents service and loads are distributed efficiently using the game server resource information such as CPU utilization. Game sewers having different contents are mutually connected and managed with a network file system to maintain information consistency required to support resource information updates, deletions, and additions. Simulation studies show that our method performs better than other traditional methods. In terms of response time, our method shows shorter latency than RR (Round Robin) and LC (Least Connection) by about 12%, 10% respectively.

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Development of a Dynamic Offtracking Model on Horizontal Curve Sections (Based on Articulated Vehicles) (도로 평면곡선부에서 동적궤도이탈모형 개발에 관한 연구 (굴절차량을 중심으로))

  • 최재성;김우현
    • Journal of Korean Society of Transportation
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    • v.20 no.3
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    • pp.115-128
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    • 2002
  • Dislike the tangent sections, the horizontal curve sections of roads should be designed, considering several factors : one of such factors is widening. In other words, since widening results from that when a vehicle runs on the horizontal curve sections, the rear wheels of the vehicle run not along with tracks of the front wheels but out of that, such offtracking should be exactly investigated and reflected in design of the curve sections. Especially in the case of industrial roads which semi-trailers and large trucks run frequently or arterial roads with small curve radiuses in mountainous regions. serious offtracking Phenomenons result in increasing the risk of accidents. decreasing the capacities and jeopardizing pedestrians' safety on the curve sections. For the offtracking, widening amounts of roads has been determined under the traditional presumption that vehicles run at a low speed and there is no superelevation. In fact, however, since the vehicles run at a high speed as well as at a low speed and the superelevation is installed on the horizontal curve sections in the structural aspect of roads, the existing standards for installing widening have a limitation to reflect exactly actual Phenomenons. In particular, for articulated wheel axles of a tractor and a trailer and long articulated vehicles, not only the offtracking degree is very high but also the interpretation shows different aspects from one of single axles. Comparing and reviewing the results of Korean and foreign studies related to the trailer offtracking model theory and the standards for installing widening, this study developed a realistic dynamic offtracking model which considers geometric structures of roads and speeds of vehicles, suggested how to measure widening with this model and examined applicability of the model. The findings of this study are as follows ; First. a dynamic offtracking model. which considers dynamic movements of a tractor and a trailer and the superelevation, was developed. Second, a new method to measure widening with the developed dynamic offtracking model was developed and a method to measure widening with swept path width was suggested as well. Finally, validity of the current standards for installing widening was examined by determining actual offtracking and widening amounts with the developed model and the applicability was investigated through the case studies. Compared with the existing offtracking models, the dynamic offtracking model developed in this study can reflect practically vehicle speed. dimension and geometric structural aspects of roads. In conclusion, the meaning of this study is that it reviews validity of the current standards for installing widening and provides a base to establish such standards by suggesting new methods to measure the widening with this dynamic offtracking model.

Effects of floor type and hanging type environmental enrichment on the behavior of growing pigs (바닥형과 현수형 환경 보조물이 육성돈의 행동에 미치는 영향)

  • Kim, Doo-Wan;Kim, Young-Hwa;Min, Ye-Jin;Yu, Dong-Jo;Jeong, Yong-Dae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.11
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    • pp.282-289
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    • 2017
  • Animal Welfare is spreading throughout the world, but remains weak in Korean swine farms. Therefore, the aim of this study was to identify the effect of floor type and hanging type environmental enrichment on the behavior of growing pigs under the traditional feeding environment. A total of 45 crossbred pigs (Yorkshire${\times}$Landrace${\times}$Duroc; average weight, $33.35{\pm}5.5kg$) were assigned into three treatments consisting of control, hanging type(T1) and floor type(T2) with three replicates in semi-slurry pen. The hanging enrichment was suspended at shoulder height of the pigs, and the floor enrichment was fixed in the center of the pens. Growth and cortisol were estimated at the end of the experimental period. Behaviour patterns were analyzed on the first and eighth days after starting the experiment. Growth was not differed among control and treatments. However, cortisol was decreased in T2 compared to control(25.28 vs. 46.75 ng/mL; p<0.05). On the first day, movement and aggression were lower in both treatments than in control(p<0.01). On the eighth day, time and frequency of playing action were increased in T2 compared to T1(p<0.01) and both treatment groups showed more active behaviour than control(p<0.01). These results suggested that the enrichment may meet the natural action requirement of pigs. Therefore, our data can be utilized as basic information for welfare with environmental enrichments in farm animals.

Measuring the Economic Impact of Item Descriptions on Sales Performance (온라인 상품 판매 성과에 영향을 미치는 상품 소개글 효과 측정 기법)

  • Lee, Dongwon;Park, Sung-Hyuk;Moon, Songchun
    • Journal of Intelligence and Information Systems
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    • v.18 no.4
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    • pp.1-17
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    • 2012
  • Personalized smart devices such as smartphones and smart pads are widely used. Unlike traditional feature phones, theses smart devices allow users to choose a variety of functions, which support not only daily experiences but also business operations. Actually, there exist a huge number of applications accessible by smart device users in online and mobile application markets. Users can choose apps that fit their own tastes and needs, which is impossible for conventional phone users. With the increase in app demand, the tastes and needs of app users are becoming more diverse. To meet these requirements, numerous apps with diverse functions are being released on the market, which leads to fierce competition. Unlike offline markets, online markets have a limitation in that purchasing decisions should be made without experiencing the items. Therefore, online customers rely more on item-related information that can be seen on the item page in which online markets commonly provide details about each item. Customers can feel confident about the quality of an item through the online information and decide whether to purchase it. The same is true of online app markets. To win the sales competition against other apps that perform similar functions, app developers need to focus on writing app descriptions to attract the attention of customers. If we can measure the effect of app descriptions on sales without regard to the app's price and quality, app descriptions that facilitate the sale of apps can be identified. This study intends to provide such a quantitative result for app developers who want to promote the sales of their apps. For this purpose, we collected app details including the descriptions written in Korean from one of the largest app markets in Korea, and then extracted keywords from the descriptions. Next, the impact of the keywords on sales performance was measured through our econometric model. Through this analysis, we were able to analyze the impact of each keyword itself, apart from that of the design or quality. The keywords, comprised of the attribute and evaluation of each app, are extracted by a morpheme analyzer. Our model with the keywords as its input variables was established to analyze their impact on sales performance. A regression analysis was conducted for each category in which apps are included. This analysis was required because we found the keywords, which are emphasized in app descriptions, different category-by-category. The analysis conducted not only for free apps but also for paid apps showed which keywords have more impact on sales performance for each type of app. In the analysis of paid apps in the education category, keywords such as 'search+easy' and 'words+abundant' showed higher effectiveness. In the same category, free apps whose keywords emphasize the quality of apps showed higher sales performance. One interesting fact is that keywords describing not only the app but also the need for the app have asignificant impact. Language learning apps, regardless of whether they are sold free or paid, showed higher sales performance by including the keywords 'foreign language study+important'. This result shows that motivation for the purchase affected sales. While item reviews are widely researched in online markets, item descriptions are not very actively studied. In the case of the mobile app markets, newly introduced apps may not have many item reviews because of the low quantity sold. In such cases, item descriptions can be regarded more important when customers make a decision about purchasing items. This study is the first trial to quantitatively analyze the relationship between an item description and its impact on sales performance. The results show that our research framework successfully provides a list of the most effective sales key terms with the estimates of their effectiveness. Although this study is performed for a specified type of item (i.e., mobile apps), our model can be applied to almost all of the items traded in online markets.

A Study on the Effects of User Participation on Stickiness and Continued Use on Internet Community (인터넷 커뮤니티에서 사용자 참여가 밀착도와 지속적 이용의도에 미치는 영향)

  • Ko, Mi-Hyun;Kwon, Sun-Dong
    • Asia pacific journal of information systems
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    • v.18 no.2
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    • pp.41-72
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    • 2008
  • The purpose of this study is the investigation of the effects of user participation, network effect, social influence, and usefulness on stickiness and continued use on Internet communities. In this research, stickiness refers to repeat visit and visit duration to an Internet community. Continued use means the willingness to continue to use an Internet community in the future. Internet community-based companies can earn money through selling the digital contents such as game, music, and avatar, advertizing on internet site, or offering an affiliate marketing. For such money making, stickiness and continued use of Internet users is much more important than the number of Internet users. We tried to answer following three questions. Fist, what is the effects of user participation on stickiness and continued use on Internet communities? Second, by what is user participation formed? Third, are network effect, social influence, and usefulness that was significant at prior research about technology acceptance model(TAM) still significant on internet communities? In this study, user participation, network effect, social influence, and usefulness are independent variables, stickiness is mediating variable, and continued use is dependent variable. Among independent variables, we are focused on user participation. User participation means that Internet user participates in the development of Internet community site (called mini-hompy or blog in Korea). User participation was studied from 1970 to 1997 at the research area of information system. But since 1997 when Internet started to spread to the public, user participation has hardly been studied. Given the importance of user participation at the success of Internet-based companies, it is very meaningful to study the research topic of user participation. To test the proposed model, we used a data set generated from the survey. The survey instrument was designed on the basis of a comprehensive literature review and interviews of experts, and was refined through several rounds of pretests, revisions, and pilot tests. The respondents of survey were the undergraduates and the graduate students who mainly used Internet communities. Data analysis was conducted using 217 respondents(response rate, 97.7 percent). We used structural equation modeling(SEM) implemented in partial least square(PLS). We chose PLS for two reason. First, our model has formative constructs. PLS uses components-based algorithm and can estimated formative constructs. Second, PLS is more appropriate when the research model is in an early stage of development. A review of the literature suggests that empirical tests of user participation is still sparse. The test of model was executed in the order of three research questions. First user participation had the direct effects on stickiness(${\beta}$=0.150, p<0.01) and continued use (${\beta}$=0.119, p<0.05). And user participation, as a partial mediation model, had a indirect effect on continued use mediated through stickiness (${\beta}$=0.007, p<0.05). Second, optional participation and prosuming participation significantly formed user participation. Optional participation, with a path magnitude as high as 0.986 (p<0.001), is a key determinant for the strength of user participation. Third, Network effect (${\beta}$=0.236, p<0.001). social influence (${\beta}$=0.135, p<0.05), and usefulness (${\beta}$=0.343, p<0.001) had directly significant impacts on stickiness. But network effect and social influence, as a full mediation model, had both indirectly significant impacts on continued use mediated through stickiness (${\beta}$=0.11, p<0.001, and ${\beta}$=0.063, p<0.05, respectively). Compared with this result, usefulness, as a partial mediation model, had a direct impact on continued use and a indirect impact on continued use mediated through stickiness. This study has three contributions. First this is the first empirical study showing that user participation is the significant driver of continued use. The researchers of information system have hardly studies user participation since late 1990s. And the researchers of marketing have studied a few lately. Second, this study enhanced the understanding of user participation. Up to recently, user participation has been studied from the bipolar viewpoint of participation v.s non-participation. Also, even the study on participation has been studied from the point of limited optional participation. But, this study proved the existence of prosuming participation to design and produce products or services, besides optional participation. And this study empirically proved that optional participation and prosuming participation were the key determinant for user participation. Third, our study compliments traditional studies of TAM. According prior literature about of TAM, the constructs of network effect, social influence, and usefulness had effects on the technology adoption. This study proved that these constructs still are significant on Internet communities.

Study about porous of Korean traditional pottery (한국전통옹기의 통기성에 관한연구)

  • Kim, Seok-Ho
    • Journal of Science of Art and Design
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    • v.9
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    • pp.5-24
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    • 2006
  • Human hunted and picked to survive and a vessel was made naturally to store something being hunted and picket, which was a great invention. In modern times, society changed and development of science gave us convenience in making a vessel and various kinds of store instruments which was made of pure natural material, of new stuff, such as plastic and iron. but human became to be inclined to regress into nature because of problems of environment. We can say that the representative trend is well-being, after all this is a symptom to return to life being persued by predecessors before the science civilization was developed. Ancestors have lived with nature, adapted themselves to it. For examples they have built the house which became to be a part of nature and just like it, and studied a method of storing food to eat for four seasons, then displayed a storagehouse and storage containers everywhere of the house. Now Korean has the custody of kimchi in refrigerator at every house, but our forefathers controled a timing to eat food with studying a method of storage to put to use nature. With hot wind of well-being, Korean food is becoming to be globalized, according to this, concern about the wisdom of progenitors is growing more and more. It's an example that the world shows concern seriously about the pottery, which have stored kimchi for a long time fleshly, in globalization of kimchi. This study have three purposes, the first. checking documents about the development history of pottery which is a kind of ceramic, and then the second, through an scientific experiment, with studying characteristic of pottery being built by the wisdom of ancestors, informing the merit of pottery and necessity to the world, and futhermore, the third, working up the development of close environmental vessels putting to use the characteristic of pottery.

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The Effect of Manufacturing Method Preferences for Different Product Types on Purchase Intent and Product Quality Perception (제품유형에 따른 제조방식 선호가 구매의도와 품질지각에 미치는 효과)

  • Lee, Guk-Hee;Park, Seong-Yeon
    • Science of Emotion and Sensibility
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    • v.19 no.4
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    • pp.21-32
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    • 2016
  • Studies have observed various phenomena regarding the effect of the interaction between type, price, and brand image of a product on consumers' purchase intent and product quality perception. Yet, few have studied the effect of the interaction between product type and manufacturing method on these factors. However, the advent of three-dimensional (3D) printers added a new manufacturing method, 3D printing, to the traditional methods of handicraft and automated machine-based production, and research is necessary since this new framework might affect consumers' purchase intent and product quality perception. Therefore, this study aimed to verify the effects of the interaction between product type and manufacturing method on purchase intent and product quality perception. To achieve this, in our experiment 1, we selected product types with different characteristics (drone vs. violin vs. cup), and measured whether consumers preferred different manufacturing methods for each product type. The results showed that consumers preferred the 3D printing method for technologically advanced products such as drones, the handmade method for violins, and the automated machine-based manufacturing method, which allows mass production, for cups. Experiment 2 attempted to verify the effects of the differences in manufacturing method preferences for each product type on consumers' purchase intent and product quality perception. Our findings are as follows: for drones, the purchase intent was highest when 3D printing was used; for violins, the purchase intent was highest when the violins were handmade; for cups, the purchase intent was highest when machine-based manufacturing was used. Moreover, whereas the product quality perception for drones did not differ across different manufacturing methods, consumers perceived that handmade violins had the highest quality and that cups manufactured with 3D printing had the lowest quality (the purchase intent for cups was also lowest when 3D printing was used). This study is anticipated to provide a wide range of implications in various areas, including consumer psychology, marketing, and advertising.

Design and Implementation of Content-based Video Database using an Integrated Video Indexing Method (통합된 비디오 인덱싱 방법을 이용한 내용기반 비디오 데이타베이스의 설계 및 구현)

  • Lee, Tae-Dong;Kim, Min-Koo
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.6
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    • pp.661-683
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    • 2001
  • There is a rapid increase in the use of digital video information in recent years, it becomes more important to manage video databases efficiently. The development of high speed data network and digital techniques has emerged new multimedia applications such as internet broadcasting, Video On Demand(VOD) combined with video data processing and computer. Video database should be construct for searching fast, efficient video be extract the accurate feature information of video with more massive and more complex characteristics. Video database are essential differences between video databases and traditional databases. These differences lead to interesting new issues in searching of video, data modeling. So, cause us to consider new generation method of database, efficient retrieval method of video. In this paper, We propose the construction and generation method of the video database based on contents which is able to accumulate the meaningful structure of video and the prior production information. And by the proposed the construction and generation method of the video database implemented the video database which can produce the new contents for the internet broadcasting centralized on the video database. For this production, We proposed the video indexing method which integrates the annotation-based retrieval and the content-based retrieval in order to extract and retrieval the feature information of the video data using the relationship between the meaningful structure and the prior production information on the process of the video parsing and extracting the representative key frame. We can improve the performance of the video contents retrieval, because the integrated video indexing method is using the content-based metadata type represented in the low level of video and the annotation-based metadata type impressed in the high level which is difficult to extract the feature information of the video at he same time.

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Factors which Influence Customers' Intention to Switch from Call-Based Driver-for-hire Services to App-Based Driver-for-hire Services Based on Online to Offline (O2O) Business Model: Focusing on Kakao Driver service (콜 대리업체 서비스에서 O2O 방식이 적용된 대리운전 사업 모델로의 소비자 전환 의도에 관한 연구: 카카오 드라이버를 중심으로)

  • Kim, Daewon;Jeong, Hye Seung
    • The Journal of Society for e-Business Studies
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    • v.21 no.3
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    • pp.51-78
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    • 2016
  • Online-to-offline (O2O) commerce is the new trend that merges online commerce with traditional industries in various fields. The primary purpose of this paper is to find out which factors influence customers' intention to switch from call-based driver-for-hire services to O2O app-based services. This study used variables and factors based on Theory of Switching Intention, and Extended Unified Theory of Acceptance and Use of Technology in order to design research questions. We surveyed 500 users of call-based driver-for-hire services. According to the result of this study, dissatisfaction with the current call-based driver-for-hire services is estimated to be a significant factor that strengthens customers' intention to switch from the call-based driver-for-hire services to the app-based services. Loyalty to the previous call-based driver-for-hire services was not seen as a crucial motivator that causes customers to switch to the new O2O driver service. Switching cost also did not play a key role in explaining the relationship between dissatisfaction with the current call-based service and the intention to use the new app-based service. Performance expectancy, easiness in use, the level of user's knowledge or available assistance in relation to the use of app-based services, and expectancy for reasonable price was found to have meaningful impacts on customers' intention to switch from the call-based driver-for-hire services to the app-based services. Age, gender and user experience on the new service were found incapable of moderating the relationship between aforementioned factors which influence customers' choice of the app-based driver-for-hire service, and customers' intent to switch to the app-based service.

Discussions on the Distribution and Genesis of Mountain Ranges in the Korean Peninsular (II) : The Proposal of 'Sanjulgi-Jido(Mountain Ridge Map)‘ (한국 산맥론(II): 한반도 '산줄기 지도'의 제안)

  • Park Soo Jin;SON ILL
    • Journal of the Korean Geographical Society
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    • v.40 no.3 s.108
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    • pp.253-273
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    • 2005
  • In recent years, there are strong social demands to characterize the spatial distribution of mountains in Korea. This study aims to develop a 'Sanjulgi-Jido(mountain ridge map)' that might be used not only to satisfy these social demands but also to effectively present the spatial distribution of mountains and drainage basins in the Korean Peninsular. The 'Sanjulgi-Jido' developed in this study is a map that presents the continuity of mountains based on the drainage divides that are delineated by a pre-defined drainage basin size and elevation. This study first validated the Bakdudaegan system through the analyses of a digital elevation model. The Bakdudaegan system has long been recognized as the Koreans traditional conceptual framework to characterize the spatial distribution of mountains. The analyses showed that the Bakdudaegan system has several problems to represent the mountain systems in Korea, which includes 1) the lack of the representativeness of drainage basins, 2) inaccuracy to depict the boundary of drainage basins, 3) the lack of representativeness of mountains, and 4) geo-polical issue that confines the spatial extent of mountain systems within the Korean Peninsular. In order to represent the mountains system in a more quantitative manner, we applied several terrain analysis techniques to understand the spatial distribution of mountains and drainage basins. Based on these analyses, we developed an hierarchical system to classify the continuity (If mountains, which are presented as the spatial distribution of drainage divides with a certain elevation. The first-order Sanjulgi is the drainage divides whose drainage basin are bigger than $5,000km^2$ and the point elevation is above 100m. The next order Sanjulgi is delineated as the size of drainage basin is successively divided by two. This kind of design is able to provide a logical framework to present the mountain systems at different details, depending on the purpose and scale of maps. We also provide several empirical functions to calculate various geomorphological indices for each order of Sanjulgi. The 'Sanjulgi Jido' is similar with the Bakdudaegan system, since it characterizes the continuity of mountains based on the spatial distribution of the drainage divide. It, however, has more scientific criteria to define the scale and continuity of mountains. It should be also noted that the 'Sanjulgi Jido' proposed has different logical and methodological background, compared with the mountain range map that explains the genesis of mountain systems in addition to the continuity of mountains.