• Title/Summary/Keyword: computer experience

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SonicStream: A Network Coding Based Live P2P Media Streaming System With Rich User Experiences

  • Chen, Xiaogang;Ren, Ning;Zhang, Xiaochen;Wang, Xin;Zhao, Jin
    • Journal of Communications and Networks
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    • v.10 no.4
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    • pp.430-436
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    • 2008
  • Recent studies have convinced that network coding can improve the performance of live media streaming in terms of startup delay, resilience to peer dynamics, as well as reduced bandwidth cost on dedicated streaming servers. However, there still exist some strategy drawbacks and neglected problems which need to be further researched. In addition to the commonly used evaluation parameters of the network and user experiences mentioned above, we focus on additional key factors, playback lag and switch lag, which have not been fully explored in previous work. In this paper, we present SonicStream, a novel and fully implemented live peer to peer (P2P) media streaming system with consideration of rich user experiences, including startup delay, playback continuity, playback lag, switch lag, etc. In pursuit of a further enhanced user experience, we revise traditional peer selection/data scheduling methods. Through a series of experimental evaluations and a cautious comparison with the latest similar work $R^2$, the superior performance of SonicStream has been preliminarily verified.

Spatial Decision Support System for Residential Solar Energy Adoption

  • Ahmed O. Alzahrani;Hind Bitar;Abdulrahman Alzahrani;Khalaf O. Alsalem
    • International Journal of Computer Science & Network Security
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    • v.23 no.6
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    • pp.49-58
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    • 2023
  • Renewable energy is not a new terminology. One of the fastest growing renewable energies is solar energy. The implementation of solar energy provides several advantages including the reduction of some of the environmental risks of fossil fuel consumption. This research elaborated the importance of the adaption of solar energy by developing a spatial decision support system (SDSS), while the Residential Solar Energy Adoption (RSEA) is an instantiation artifact in the form of an SDSS. As a GIS web-based application, RSEA allows stakeholders (e.g., utility companies, policymakers, service providers homeowners, and researchers) to navigate through locations on a map interactively. The maps highlight locations with high and low solar energy adoption potential that enables decision-makers (e.g., policymakers, solar firms, utility companies, and nonprofit organizations) to make decisions. A combined qualitative and quantitative methodological approach was used to evaluate the application's usability and user experience, and results affirmed the ability of the factors of utility, usefulness, and a positive user experience of the residential solar energy adoption of spatial decision support system (RSEA-SDSS). RSEA-SDSS in improving the decision-making process for potential various stakeholders, in utility, solar installations, policy making, and non-profit renewable energy domains.

An Analysis of Student Satisfaction According to Learning Experience for Non-Face-to-Face and Face-to-Face Methods in Programming Class (프로그래밍 수업에서 비대면과 대면 방식에 대한 학습경험에 따른 만족도 분석)

  • Kim, Kyong-Ah;Kim, Ji Sim;Ahn, You Jung;Oh, Suk;Jin, Myung Sook
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.645-647
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    • 2022
  • 코로나 팬더믹으로 인한 비대면 수업은 지속적인 운영을 통해 개선·발전되었다. 2022학년도부터 대면수업으로 전환되면서 온라인 플랫폼에 대한 적응력이 높아지고, 비대면 수업 경험이 축적된 학습자들을 위한 대면 수업의 변화가 필요하게 되었다. 본 논문은 프로그래밍 수업에서 비대면 방식과 대면 방식에 대한 경험이 있는 학습자들의 수업방식에 따른 만족도 및 의견을 조사·분석함으로써 서로 다른 두 방식의 장점을 활용한 수업모델을 모색하는데 필요한 학습자 의견 도출에 그 목적이 있다. 조사 결과, 학습자들은 대면 수업을 선호하나 비대면 학습경험이 많을수록 대면 수업에서의 단점을 비대면 수업을 통해서 해소할 수 있는 부분이 있음을 인지하고, 비대면 방식을 대면 수업에 활용하는 것을 긍정적으로 생각하는 것으로 나타났다. 이를 통해 향후 대면 프로그래밍 수업에서 비대면 방식을 결합한 하이드리드 방식의 수업 운영을 통한 수업 효과 증진 모델이 필요한 것으로 사료된다.

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The Educational Perception on Artificial Intelligence by Elementary School Teachers (초등 교사들의 인공지능에 관한 교육적 인식)

  • Ryu, Miyoung;Han, SeonKwan
    • Journal of The Korean Association of Information Education
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    • v.22 no.3
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    • pp.317-324
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    • 2018
  • This study analyzes elementary school teachers' perception of Artificial Intelligence, educational effect, and necessity in education. To analyze teachers' perceptions, we developed questionnaires with expert advice. We collected questionnaires for 151 elementary school teachers. The collected data were analyzed by t-test and one-way ANOVA. As a result, AI' perceptions of female teachers were lower than those of male teachers and the necessity of education was less. Teachers with experience in leading schools recognized that AI education would help to improve creativity. Teachers who have a lot of teaching experience, many experience in SW education, the experience in SW education have a high interest in AI and understand the relevance of the subject. We expect that this study will help the direction of SW education.

Internet experience effect on Juvenile Delinquency (인터넷 경험이 청소년 비행에 미치는 영향)

  • Kim, So-joung
    • Korean Journal of Social Welfare Studies
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    • v.41 no.3
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    • pp.57-79
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    • 2010
  • This study set out to investigate internet experience effect on youth's delinquency. Specifically, internet experience means internet deviant behaviors and the frequency of the internet use including chatrooms, computer game, and pornography. Data came from Korea Youth Panel Survey 2007. Analysis methods hierarchical regression analysis. The major findings of this study are as follows. First, results showed that adolescents use computer every day about 2 hour 40 minutes for using internet such as chatrooms, computer game, and pornography. And 29.4% of adolescents reported internet deviance. Second, the internet use and the internet deviance influenced positively juvenile delinquency. Third, the relationship between internet use and juvenile delinquency was mediated by aggression and internet deviance. These results means that youth spend much time online every day for using internet, and engaged internet deviance. This online experience influence juvenile delinquency offline world. And limitations and implications of this study were discussed with respect to further studies.

Effects of Virtual Model Characteristics of Internet Clothing Shopping Mall on Consumer's Shopping Experience and Loyalty (인터넷 의류쇼핑몰의 가상모델 특성이 소비자의 쇼핑경험과 충성도에 미치는 영향)

  • Suh, Yong-Han;Oh, Hee-Sun
    • Fashion & Textile Research Journal
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    • v.8 no.1
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    • pp.41-47
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    • 2006
  • Motivations to engage in internet shopping as well as traditional off-line shopping include both utilitarian and hedonic dimensions. It is important that online fashion retailers offer the sense of the real shopping experience that offline fashion retailers do. This article is to assess empirically virtual model impact on consumer's online shopping experience. To test hypothesis, an experiment was executed a field study on foreign internet shopping(www.landsend.com). Prior to administering the experiment, a pilot test was conduct among 20 undergraduate students to pre-test for computer system trouble and delay problem. The experiment was conducted to 90 studetns. The participants were instructed to answer all the questons based on their experience when using that particular internet shopping mall. The LISREL 8.50 was used for statistical analysis. The results indicate that the virtual model characteristics such as vividness, customization, and interactivity are important factors in affecting consumer's shopping experience. Online shopping experience have a strong positive effect on shopping mall loyalty.

A Study on the Algorithm for Digital Control System with Computer Interruption and its Simulation (컴퓨터의 간헐적 차단시 디지털 제어시스템의 알고리즘 연구와 시뮬레이션)

  • 장성환;두평수;조현섭
    • The Transactions of the Korean Institute of Electrical Engineers
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    • v.41 no.7
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    • pp.694-700
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    • 1992
  • The digital computer control systems which are used in time sharing control or remote control may experience intermittent interruptions. Further it can be made unstable by the intermittent interruptions of a control computer. This paper presents a mathematical model with intermittent computer interruptions and an unstable output response through simulation. Also it presents to improve the control quality using extrapolation method in interrupt synchronizing feedback path.

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Effects of Metaverse Experience Factors(4Es) on Perceived Value and Intention to Continue Use

  • Ji-Hee Jung;Jae-Ik Shin
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.8
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    • pp.187-194
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    • 2023
  • Recently, a lot of discussions are underway in the field of introducing new technologies about the rapidly growing metaverse. However, the degree of acceptance of metaverse users at the beginning of the introduction is different from expectations, so research should be conducted for the continuous use of current real users and service success. In this study, we would like to investigate the relationship between four experience factors according to Metaverse's experiential economy theory, and perceived value and intention to continue use. A survey was conducted on metaverse real-life veterans, and 177 questionnaires were finally analyzed. The collected data were empirically analyzed using SPSS 25.0 and AMOS 21.0. As a result; First, it was found that all the experience factors of the metaverse had a positive effect on the perceived value. Second, all of the experience factors of metaverse were found to have a positive effect on the intention to continue use. Third, perceived value was found to have a positive effect on the intention to continue use. Based on the analysis results, the implications and limitations of this study were presented. Based on the analysis results, metaverse should provide and develop various experience factors differentiated from reality to users. In addition, providing an experience environment and value that metaverse users can perceive will increase users' intention to continue using it.

A Strategy using Writing based on STEAM Instruction for Information Gifted Students' Creative Problem-Solving (정보영재의 창의적 문제해결력을 위한 STEAM 기반 쓰기 활용 전략)

  • Jeon, Su-Ryun;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.8
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    • pp.181-188
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    • 2012
  • In this paper, we propose an a strategy using writing based on STEAM Instruction for information gifted students' creative problem-solving. It is needed a complex and dynamic interaction of variety elements for creative problem solving. And it should be provided experience encompassing various disciplines thorough convergence education for leading to the these interactions and developing the ability to solve complex problems. Writing has already been verified educational effects in a variety subjects. And writing gives a positive impact on creative problem solving by helping awareness of the problem and encouraging critical thinking. In addition, writing can be used as an effective tool for improving problem solving based on similarities between problem-solving process. Learners will find algorithm thorough the process analyzing and writing experience with high-tech products like vending machines, mobile phones and can learn naturally the principles of various disciplines used in real life. Furthermore, learners will experience interaction, convergence of various thinking and cultivate creative problem- solving skills.

An Intelligent Video Streaming Mechanism based on a Deep Q-Network for QoE Enhancement (QoE 향상을 위한 Deep Q-Network 기반의 지능형 비디오 스트리밍 메커니즘)

  • Kim, ISeul;Hong, Seongjun;Jung, Sungwook;Lim, Kyungshik
    • Journal of Korea Multimedia Society
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    • v.21 no.2
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    • pp.188-198
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    • 2018
  • With recent development of high-speed wide-area wireless networks and wide spread of highperformance wireless devices, the demand on seamless video streaming services in Long Term Evolution (LTE) network environments is ever increasing. To meet the demand and provide enhanced Quality of Experience (QoE) with mobile users, the Dynamic Adaptive Streaming over HTTP (DASH) has been actively studied to achieve QoE enhanced video streaming service in dynamic network environments. However, the existing DASH algorithm to select the quality of requesting video segments is based on a procedural algorithm so that it reveals a limitation to adapt its performance to dynamic network situations. To overcome this limitation this paper proposes a novel quality selection mechanism based on a Deep Q-Network (DQN) model, the DQN-based DASH ABR($DQN_{ABR}$) mechanism. The $DQN_{ABR}$ mechanism replaces the existing DASH ABR algorithm with an intelligent deep learning model which optimizes service quality to mobile users through reinforcement learning. Compared to the existing approaches, the experimental analysis shows that the proposed solution outperforms in terms of adapting to dynamic wireless network situations and improving QoE experience of end users.