• Title/Summary/Keyword: platforms

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Synthesis and Analysis of a New Class of Spatial4-DOF Parallel Mechanism with Two Platforms (두 개의 플랫폼을 가지는 새로운 타입의 공간 4 자유도 병력기구의 조합 및해석)

  • Yoon, Jung-Won;Ryu, Je-Ha
    • Proceedings of the KSME Conference
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    • 2003.11a
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    • pp.1482-1487
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    • 2003
  • This paper presents a new family of 4-DoF parallel mechanism with two platforms. The new mechanism is composed of front and rear platforms, and three limbs. Two limbs with 6dof joint (P-P-S-P) are attached to the each platform and are perpendicular to baseplate, while the middle limb with 4-Dof joints (R-R-R-P or R-R-P-P) is attached to the revolute joint that connect front and rear platform. The two-DoF-driving mechanism at the middle limb with two base-fixed prismatic actuators can generate the heaving and roll motions or two translational motions. Therefore, Therefore, the new 4-Dof parallel mechanism (1T-3R) can generate pitch motions at each platforms, roll, and heaving motions, while another type of new 4-Dof parallel mechanism (2T-2R) can generate pitch motions at each platforms, x and z translational motions. For 1T-3R mechanism, kinematic analyses including inverse, forward kinematics, and Jacobian are performed.

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Hardware Platforms for Flash Memory/NVRAM Software Development

  • Nam, Eyee-Hyun;Choi, Ki-Seok;Choi, Jin-Yong;Min, Hang-Jun;Min, Sang-Lyul
    • Journal of Computing Science and Engineering
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    • v.3 no.3
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    • pp.181-194
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    • 2009
  • Flash memory is increasingly being used in a wide range of storage applications because of its low power consumption, low access latency, small form factor, and high shock resistance. However, the current platforms for flash memory software development do not meet the ever-increasing requirements of flash memory applications. This paper presents three different hardware platforms for flash memory/NVRAM (non-volatile RAM) software development that overcome the limitations of the current platforms. The three platforms target different types of host system and provide various features that facilitate the development and verification of flash memory/NVRAM software. In this paper, we also demonstrate the usefulness of the three platforms by implementing three different types of storage system (one for each platform) based on them.

Portability Evaluation Technique of Application for Heterogeneous Mobile Platform (이기종 모바일 플랫폼에 애플리케이션 이식성 평가 기법)

  • Park, Hae-Yoon;Yoo, Hae-Young
    • The KIPS Transactions:PartD
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    • v.18D no.2
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    • pp.123-132
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    • 2011
  • However a mobile application has limited compatibility to other platforms and device. So a mobile application should be rebuilt as particular restrictions of platforms or mobile phones when the mobile application is reused for other platforms. However a mobile application has limited compatibility to other platforms and device. So a mobile application should be rebuilt as particular restrictions of platforms or mobile phones when the mobile application is reused for other platforms. This paper ascertains problems when a mobile application is transplanted for reusing into other platforms, and suggests to evaluation systems of portability's quality that we can check the portability convenience of the existing mobile application. As we confirm its grade that shows convenience of suggested portability, we are able to check problems issued when a mobile application implants to other platforms. Then it is expected that we can check capability of rebuilding and endeavor rate. Also if the method will be considered at the first step of designing a mobile application, it will be the best way to develop the better mobile application that we can easily implant many other mobile platforms.

The Effects of the Attributes of Second-Hand Luxury Goods Trading Platforms on Perceived Usefulness, Perceived Enjoyment, and Continuance Intention to Use (중고 명품 거래 플랫폼의 속성이 지각된 유용성, 유희성 및 지속사용의도에 미치는 영향)

  • Chen Xi Jiang;Mi Sook Kim
    • Fashion & Textile Research Journal
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    • v.24 no.6
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    • pp.731-743
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    • 2022
  • This study examined the effects of platforms' attributes(economy, convenience, ease of use, and security) on perceived usefulness, perceived enjoyment, trust, and the continuance intention to use. Data were collected through a survey conducted with 327 users of second-hand luxury goods trading platforms in their twenties and thirties; 300 were used for statistical analysis using SPSS26.0 for exploratory factor analysis and correlation analysis, and AMOS 26.0 for confirmatory factor analysis and structural equation modeling. For the attributes of second-hand luxury goods trading platforms, four factors were extracted: economy, convenience, ease of use and security. The results showed that only the security of second-hand luxury goods platforms had a positive effect on the perceived usefulness of the platform, but other attributes did not influence perceived usefulness. In contrast, all attributes of the platform showed positive effects on perceived enjoyment. Perceived enjoyment had a strong effect on trust; however, perceived usefulness did not affect trust. The continuance intention to use the platforms was most influenced by perceived usefulness, trust, and perceived enjoyment, in that order. The current findings can help marketers of second-hand luxury goods platforms optimize the platforms' attributes based on the marketing objectives and develop strategies to build perceived usefulness and enjoyment first, and in turn, trust and intention to use.

The Effect of Game Platforms Selection of Mobile Game Firms on Value Capture: Content Qualitative Analysis (모바일 게임개발사의 게임 플랫폼 선택활동이 가치확보에 미치는 영향: 콘텐츠 질적 분석)

  • Bae, Joonheui;Koo, Dong Mo
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.173-184
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    • 2016
  • This research explores strategy for game developers to select platforms in the game industry where are traditional two-sided market focusing on mobile game platforms. We conducted content qualitative analysis by collecting data through contents on online and offline and interviewed four CEO of game developers to secure validity and reliability as well. The results of the research are the following: First, platforms selection factors of game developers are game implementation ability and technical stability, marketing competence of platforms, and profitability creation. Second. the initiative of mobile game platforms has handed over from first generation of mobile games to second mobile games according to their value creation and value capture.

A framework for Crowdfunding platforms to match services between funders and fundraisers

  • Hasnan, Baber
    • The Journal of Industrial Distribution & Business
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    • v.10 no.4
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    • pp.25-31
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    • 2019
  • Purpose - A framework is suggested in this paper which will help crowdfunding platforms to match projects according to expectations of funders, leading to successful campaigns and thus increase the profitability of the crowdfunding platform. Research design, data, and methodology - The paper is theoretical and conceptual in nature which proposes a model for crowdfunding platforms to match expectations of crowds with project fundraisers. Results - Crowdfunding platforms are going through incremental innovations in order to match customer (funders and fundraisers) expectations. Leading crowdfunding platforms like Kickstart holds benchmark for other players in the market but the secret of success lies in matching quality projects with the appropriate funders. Crowdfunding platforms have to securitize the projects and allow only quality projects but also provide a wide range of options for funders. Thus, to manage this trade-off between quality and quantity of options, a framework is proposed. Conclusions - Crowdfunding platforms have to adopt a model which will help them in providing a perfect match between crowds and fundraisers. Each member of the crowd and every project will be assigned a category and rating based on the past records. Securitization of projects will help to entertain only demanded projects which will reduce the number of failing campaigns.

Inconsistency of Online Self-presentation across SNS Platforms and Its Impact on Impression Formation

  • Vyshemirskaya, Olga;Na, Eunkyung
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.2
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    • pp.127-135
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    • 2021
  • The goal of this study was to explore the use of multiple SNS platforms and determine whether the number of used platforms affects one's online self-presentations across the said platforms and if there is any difference in one's online and offline self-presentations based on how many SNS platforms are used. This work studied online self-presentations, compared the on/offline ones and tried to find out if the inconsistencies of one's own (observer's) self-presentations both online (across platforms) and on/offline affected the observer's impression formation (likability, trustworthiness and hypocrisy) of others. The study also aimed to find out if the impression of the others' inconsistency both online and offline would differ based on the level of intimacy between the observer and the discussant. Three levels of intimacy were studied in order to do this: friends, acquaintances and strangers (online-only friends). The results showed that the more platforms people used the more inconsistent their online self-presentations got. Even though the results of the study showed barely significant relationship between the number of SNS accounts and one's online and offline self-presentation, and partial connection between observer's inconsistent self-presentations and impression formation of others, interestingly enough, the results managed to find significant differences between the impressions based on the level of intimacy between the observer and the discussants.

A Study on Collaborative Fashion Consumption Platform (협력적 패션 소비 플랫폼 연구)

  • Cho, Minjung;Ko, Eunju
    • Fashion & Textile Research Journal
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    • v.22 no.6
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    • pp.777-788
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    • 2020
  • Growth in the sharing economy and sustainability have grown has influenced collaborative consumption that values usage rather than ownership. Collaborative fashion consumption platforms have become a rapidly growing business and need to be investigated. A theoretical review and case study were conducted to analyze the typology of collaborative fashion consumption consisting of renters, lenders, and platforms. Applying the nascent literature of partial organization, this paper outlines a typology, user-driven types in which lenders take responsibility to manage rental products and platform-driven types in which platforms are in charge. Four representative cases such as Hurr Collective, Villageluxe, Wardrobe, and Closetshare were selected in order to derive the roles of collaborative fashion consumption platforms. First, it is critical to balance between renters and lenders in collaborative fashion consumption platforms. Second, it is imperative to establish trust about the platform and formulate mutually understandable guidelines. Third, the concept of lenders needs to be broadened to individuals as well as fashion brand companies. Fourth, it is necessary to improve interaction between renters and lenders in platform-driven types. This study represents one careful step to understand collaborative consumption platforms that also provides managerial and academic implications.

Experience in Using Peer-to-Peer Platforms and Immersive Technologies in the Training of Future Masters of Pharmacy in Medical Lyceum

  • Volodymyrovych, Tsekhmister Yaroslav;Tetiana, Konovalova;Yaroslavovych, Tsekhmister Bogdan
    • International Journal of Computer Science & Network Security
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    • v.22 no.2
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    • pp.23-28
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    • 2022
  • The present study has been conducted to evaluate the experience in using peer-to-peer platforms and immersive technologies in the training of future masters of pharmacy from the Pharmaceutical Faculty of Bogomolets National Medical University, Ukraine. The selected participants were given the pre- and post-test containing multiple choice questions to assess the effectiveness of immersive technologies. Further, a self-designed structured questionnaire contained 10 questions with 5 options was delivered to consented participants through email and WhatsApp. The results of test presented that students attained an average of 26% in their pre-test while the average attained score post-test was 74% that showed a significant improvement with peer-to-peer platforms and virtual reality technology. The results of survey questions also showed an overall 86.73% satisfaction for the use of peer-to-peer platforms and virtual reality technology in the training of future masters of pharmacy. These results demonstrated that 90.81% showed agreement that they gained a high level of confidence through peer-to-peer platforms and virtual reality to handle patients in clinical practice. It can be concluded that participants of this study showed a strong agreement with positive experience in using peer-to-peer platforms and virtual reality technology in the training of future masters of pharmacy in medical lyceum.

Situation and Improvement Method of Railroad Platform Lighting (철도 승강장 조명의 현황과 개선책)

  • 김병봉;장우진;한성호
    • Proceedings of the Korean Institute of IIIuminating and Electrical Installation Engineers Conference
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    • 2003.11a
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    • pp.3-8
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    • 2003
  • Platforms of many railroad stations are crowded with passengers regardless of the time throughout day. But the intensity of illumination of the existing lightening systems are so low enough to make passengers feel inconvenience in using platforms. Consequently there exists high possibility of accidents in platforms of low illumination. Hence, for the safety and convenience of passengers, it is necessary to improve the luminous intensity of lightening system for platforms. This paper points out the problems of existing system and presents the method to improve it.

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