• Title/Summary/Keyword: Waiting Space

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Algorithm for Block Packing of Main Memory Allocation Problem (주기억장치 할당 문제의 블록 채우기 알고리즘)

  • Lee, Sang-Un
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.6
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    • pp.99-105
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    • 2022
  • This paper deals with the problem of appropriately allocating multiple processors arriving at the ready queue to the block in the user space of the main memory is divided into blocks of variable size at compilation time. The existing allocation methods, first fit(FF), best fit(BF), worst fit(WF), and next fit(NF) methods, had the disadvantage of waiting for a specific processor because they failed to allocate all processors arriving at the ready queue. The proposed algorithm in this paper is a simple block packing algorithm that allocates as many processors as possible to the largest block by sorting the size of the partitioned blocks(holes) and the size of the processor in the ready queue in descending order. The application of the proposed algorithm to nine benchmarking experimental data showed the performance of allocating all processors while having minimal internal fragment(IF) for all eight data except one data in which the weiting processor occurs due to partition errors.

Space-Sharing Scheduling Schemes for NOW with Heterogeneous Computing Power (이질적 계산 능력을 가진 NOW를 위한 공간 공유 스케쥴링 기법)

  • Kim, Jin-Sung;Shim, Young-Chul
    • Journal of KIISE:Computer Systems and Theory
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    • v.27 no.7
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    • pp.650-664
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    • 2000
  • NOW(Network of Workstations) is considered as a platform for running parallel programs by many people. One of the fundamental problems that must be addressed to achieve good performance for parallel programs on NOW is the determination of efficient job scheduling policies. Currently most research on NOW assumes that all the workstations in the NOW have the same processing power. In this paper we consider a NOW in which workstations may have different computing power. We introduce 10 classes of space sharing-based scheduling policies that can be applied to the NOW with heterogeneous computing power. We compare the performance of these scheduling policies by using the simulator which accepts synthetically generated sequential and parallel workloads and generates the response time and waiting time of parallel jobs as performance indices of various scheduling strategies. Through the experiments the case when a parallel program is partitioned heterogeneously in proportion to the computing power of workstations is shown to have better performance than when a parallel program is partitioned into parallel processes of the same size. When the owner returns to the workstation which is executing a parallel process, the policy which just lowers the priority of the parallel process shows better performance than the one which migrates the parallel process to a new idle workstation. Among the policies which use heterogeneous partitioning and process priority lowering, the adaptive policy performed best across the wide range of inter-arrival time of parallel programs but when the load imbalance among parallel processes becomes very high, the modified adaptive policy performed better.

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A Study on the Reduction of Waiting Time and Moving Distance through Optimal Allocation of Service Space in a Health Examination Center (건강검진센터의 공간서비스 적정할당을 통한 대기시간 및 이동거리 단축에 관한 연구)

  • Kim, Suk-Tae;Oh, Sung-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.12
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    • pp.167-175
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    • 2019
  • Recently, health examination centers have been changing from auxiliary medical facilities to key and independent medical facilities. However, it is not easy to improve medical facilities, including health examination centers, due to the variable characteristics of the relationship between humans and space. Therefore, this study was done to develop a pedestrian-based discrete event simulation analysis program to examine the problems and develop methods for improvement. The program was developed to analyze five evaluation indices and the density of examinees. The problems were derived by analyzing the required time, capacity, and queue size for each examination through simulations. We reduced the examination time and moving distance, increased the capacity, and distributed the queues by adjusting the medical services and relocating the examination rooms. The results were then quantitatively verified by simulations.

Innovation and Creativity in Business Practices

  • Venkatesh, Bharti;Qureshi, Shazia
    • Journal of Distribution Science
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    • v.10 no.4
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    • pp.7-11
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    • 2012
  • "Great things in business are never done by one person; they're done by a team of people." By Steve Jobs, 2003. As define by Linda Naiam - Creativity is the act of turning new and imaginative ideas into reality. Creativity involves two processes: thinking, then producing. Innovation is the production or implementation of an idea. If you have ideas, but don't act on them, you are imaginative but not creative. So in order to maintain the pace with the changing business scenario and coping with the competition Innovation and Creativity is considered a mandatory tool for a business to exist and grow in market. Whether a company is Employee centric or Business centric Innovation and creativity has to have its space in order to keep a business ahead of others in the Market. Also it's not just the competition which has led to the Innovation and Creativity in Business practices it's also the demanding chunk of consumers and customers who are aware and prefer maximum choices before making a final deal. Another reason as to why there is a change in business practices is the globalization of businesses where you need to rope in the Innovative ideas to launch and sustain in new market. There had been tremendous shift in business practices but to give a room to innovative ideas and implement that creativity need ample to space and vision along with an attitude where in you can resist for getting an immediate results from innovative business practices. Corporate Creativity is characterized by the ability to perceive the world in new ways, to find hidden patterns, to make connections between seemingly unrelated phenomena, and to generate solutions. Generating fresh solutions to problems, and the ability to create new products, processes or services for a changing market, are part of the intellectual capital that give a company its competitive edge. Creativity is a crucial part of the innovation equation. The innovation and creativity is not limited to any area of business, it can start from your waiting lounge to your board room meeting depending upon how the things are perceived and implemented for the betterment of people and business. The purpose of this research is to understand the latest creative business approaches and practices that organizations are following to be different from their competitors. Also this shift from generic business practices to the Innovative and Creative approach seems to take the business into new world. This approaches means starting from the bottom of the Pyramid and finally touching the pinnacles in Innovation and creativity. The paper will discuss on the various areas of business where in innovative approaches can be roped in and sets new bench mark altogether in the business arena.

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Empty Time, Empty Space, and Non(非)-Place in World of Warcraft: The Accumulated Experience and the Recovery in Reality (<월드 오브 워크레프트>(World of Warcraft)의 빈 시간, 빈 공간, 비(非) 장소: 축적된 체험과 실감의 회복)

  • Song, Kyong-Won
    • Cartoon and Animation Studies
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    • s.19
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    • pp.127-143
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    • 2010
  • The purpose of this study is to aesthetically approach a game, which was popular at home, through microscopic analysis on World of Warcraft. World of Warcraft(hereunder called WOW), which improved a game method of MMORPG that had been popular conventionally at home, from several angles, is suggesting new paradigm of MMORPG game. This study aims to propose new vision on game analysis by approaching this new method from the perspective of player. For this, it divided WOW into shift method, instruction implementation method, and communication configuration method, and analyzed this, respectively, by introducing a concept of empty time, empty space, and non-place, which was borrowed from Zygmunt Bauman's "Liquid Modernity". WOW's shifting method rather extends empty time, that is, the waiting time, contrary to the conventional MMORPG, which used a method of removing. Instead of maximally reducing boring, which becomes disturbance of a game, it is what overwhelmingly enlarges time that needs to be waited, thereby being what induces a sense of time, which a player experiences daily life, to the inside of a game. WOW's instruction implementation method offers one of hugely single map instead of zone-system necessary for map loading in the discontinued form. This minutely implements even a greatly insignificant place in playing a game, thereby stirring up a sense of travel, which explores there in reality. Finally, WOW's community configuration method makes a hunting-targeted group clear, which added a concept of hunting called the raid to the existing gild system. The raid, which is a large party of being bound to the inside of Instant Dungeon, clearly gives a performance role to each of party members, thereby allowing the identity in character to be connected directly to the identity of player. Through this, the player filled the suggested 'space' with experience, thereby being able to change it into 'place' that is significant to an individual.

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The Importance and Performance Analysis of Service Encounter Quality by Types of Restaurants (레스토랑 유형별 서비스 인카운터 품질의 중요도 및 수행도 분석)

  • Jo, Mi-Na
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.35 no.8
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    • pp.1076-1087
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    • 2006
  • The purpose of this study was to identify critical control points of service encounter by types of restaurants in order to manage moment of truth when customers encounter services. Questionnaires were collected from 812 customers (aged 15 years or older) who had used restaurants in Seoul, from October 24, 2005 to November 6, 2005. The main results of this study were as follows: Statistically significant differences were shown between importance and performance of interaction quality, physical environment quality and outcome quality. Significant differences were also shown in importance and performance of interaction and physical environment quality, and performance of outcome quality by restaurant types but no significant difference was indicated in importance of outcome quality by restaurant types. That is, the importance of outcome quality, which means the quality of food, was regarded as important by customers who use restaurants regardless of types of restaurants. The result of examining interaction quality showed that family restaurants managed waiting customers quite well and provided information on the Internet homepage. Performance of responding to customers with complaints was rated the highest in family restaurants. Regarding physical environment quality, importance and performance scores significantly differed by types of restaurants in order of fine-dining restaurants, family restaurants, and fast-food restaurants. In terms of service encounter quality, items whose importance scores were high but performance scores were low in importance-performance analysis matrix were 'quality of provided food is always uniform' and 'the space between other tables is enough' for fine-dining restaurants. In family restaurants, 'size of chairs or tables is enough', and 'the space between other tables is enough' were included in the items, while 'interior facilities are attractive', 'size of chairs and tables is enough', and 'the space between other tables is enough' were included in the items in case of fast-food restaurants. A difference was indicated depending on types of restaurants.

Evaluation Toolkit for K-FPGA Fabric Architectures (K-FPGA 패브릭 구조의 평가 툴킷)

  • Kim, Kyo-Sun
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.49 no.4
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    • pp.15-25
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    • 2012
  • The research on the FPGA CAD tools in academia has been lacking practicality due to the underlying FPGA fabric architecture which is too simple and inefficient to be applied for commercial FPGAs. Recently, the database of placement positions and routing graphs on commercial FPGA architectures has been built, and provided for enabling the academic development of placement and routing tools. To extend the limit of academic CAD tools even further, we have developed the evaluation toolkit for the K-FPGA architecture which is under development. By providing interface for exchanging data with a commercial FPGA toolkit at every step of mapping, packing, placement and routing in the tool chain, the toolkit enables individual tools to be developed without waiting for the results of the preceding step, and with no dependency on the quality of the results, and compared in detail with commercial tools at any step. Also, the fabric primitive library is developed by extracting the prototype from a reporting file of a commercial FPGA, restructuring it, and modeling the behavior of basic gates. This library can be used as the benchmarking target, and a reference design for new FPGA architectures. Since the architecture is described in a standard HDL which is familiar with hardware designers, and read in the tools rather than hard coded, the tools are "data-driven", and tolerable with the architectural changes due to the design space exploration. The experiments confirm that the developed library is correct, and the functional correctness of applications implemented on the FPGA fabric can be validated by simulation. The placement and routing tools are under development. The completion of the toolkit will enable the development of practical FPGA architectures which, in return, will synergically animate the research on optimization CAD tools.

A Comparative Analysis of the Efficiency of Automobile Export Ports in Korea and Japan (한국과 일본의 자동차 수출항만 효율성 비교 분석)

  • Kim, Hwa Young
    • Journal of Korea Port Economic Association
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    • v.33 no.4
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    • pp.73-82
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    • 2017
  • Korea is the fifth largest producer of automobiles in the world, and this industry accounts for the highest portion of the entire manufacturing industry. It is an especially important industry occupying second place in the top 10 export items in Korea. Korea exports about 3 million units of cars produced in the country and abroad, based on new cars and excluding second hand cars. Japan, along with Korea, represents a high portion of the global automobile industry, and it exports more than 4 million cars to the rest of the world. In particular, both Korea and Japan export automobile and used cars produced within the country, almost all of them by PCC(Pure Car Carrier) or PCTC(Pure Car Truck Carrier). Therefore, automobile export ports are located near automobile factories, and are being used in export to foreign countries. However, there are inefficient problems, such as poor port facilities, yard space shortage for loading and unloading operations and lack of proficiency of cargo handling companies. As a result, there are delays in cargo operations, or ships waiting have occurred. Therefore, the purpose of this study is to measure and compare the efficiency of automobile export ports in Korea and Japan. To measure the efficiency of automobile export port, we used CRS and VRS models from DEA. The input and output parameters were set as length of quay, yard area and throughput of cars, and DMUs are 25 ports for evaluating the efficiency. As a result of the efficiency measurements, two Korean ports (Gwangyang and Ulsan) and three Japanes ports (Kanda, Omaezaki, Kanmon-Shimonoseki) showed high efficiency in both models. These results can be used to establish strategies for enhancing efficiency and competitiveness of automobile export ports in Korea and Japan.

A new protocol of the sliding mechanics with Micro-Implant Anchorage(M.I.A.) (Micro-Implant Anchorage(MIA)를 이용한 Sliding mechancis)

  • Park, Hyo-Sang
    • The korean journal of orthodontics
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    • v.30 no.6 s.83
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    • pp.677-685
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    • 2000
  • Anchorage plays an important role in orthodontic treatment. Because of limited anchorage Potential and acceptance problems of intra- or extraoral anchorage aids, endosseous implants have been suggested and used. However, clinicians have hesitated to use endosseous implants as orthodontic anchorage because of limited implantation space, high cost, and long waiting period for osseointegration. Titanium miniscrews and microscrews were introduced as orthodontic anchorage due to their many advantages such as ease of insertion and removal, low cost, immediate loading, and their ability to be placed in any area of the alveolar bone. In this study, a skeletal Class II Patient was treated with sliding mechanics using M.I.A.(micro-implant anchorage). The maxillary micro-implants provide anchorage for retraction of the upper anterior teeth. The mandibular micro-implants induced uprighting and intrusion of the lower molars. The upward and forward movement of the chin followed. This resulted in an increase of the SNB angle, and a decrease of the ANB angle. The micro-implants remained firm and stable throughout treatment. This new approach to the treatment of skeletal Class II malocclusion has the following characteristics . Independent of Patient cooperation. . Shorter treatment time due to the simultaneous retraction of the six anterior teeth . Early change of facial Profile motivating greater cooperation from patients These results indicate that the M.I.A. can be used as anchorage for orthodontic treatment. The use of M.I.A. with sliding mechanics in the treatment of skeletal Class II malocclusion increases the treatment simplicity and efficiency.

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Assessment of Bicycle Left-turn Traffic Control Strategies at Signalized Intersections (신호교차로의 자전거 좌회전 운영방안 평가에 관한 연구)

  • Lee, Chung Min;Lee, Sang Soo;Cho, Hanseon;Nam, Doohee
    • Journal of Korean Society of Transportation
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    • v.32 no.6
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    • pp.579-588
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    • 2014
  • In this study, three signal control strategies such as Bike box, Hook-turn, and 6-phase were assessed for various traffic conditions at signalized intersections incorporating bicycle left-turn traffic. Results showed that the size of a waiting zone mainly affected the performance of signal control in both Bike box and Hook-turn. Both Bike box and Hook-turn yielded an identical vehicle delay, but Bike box produced less bicycle delay than Hook-turn by 2.5~29.9 sec/veh for undersaturated traffic conditions. For saturated traffic condition, Bike box produced less vehicle delay than Hook-turn and 6-phase strategies, but bicycle delay was found to increase at the 700 vph of bicycle traffic compared to 6-phase. Bicycle delay was greatly increased under Hook-turn and Bike box strategies when bicycle traffic was greater than 300 vph and 500 vph, respectively. It was also shown that bicycle delay could be significantly reduced by providing appropriate size of queueing space. In addition, Bike box was likely to yield less vehicle and bicycle delay than Hook-turn for traffic volume patterns investigated in this study.