• Title/Summary/Keyword: virtual waiting time

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The Analysis of the M/M/1 Queue with Impatient Customers

  • Lee, EuiYong;Lim, Kyung Eun
    • Communications for Statistical Applications and Methods
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    • v.7 no.2
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    • pp.489-497
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    • 2000
  • The M/M/1 queue with impatient customers is studied. Impatient customers wait for service only for limited time K/0 and leave the system if their services do not start during that time. Notice that in the analysis of virtual waiting time, the impatient customer can be considered as the customer who enters the system only when his/her waiting time does not exceed K. In this paper, we apply martingale methods to the virtual waiting time and obtain the expected period from origin to the point where the virtual waiting time crosses over K or reaches 0, and the variance of this period. With this results, we obtain the expected busy period of the queue, the distribution, expectation and variance of the number of times the virtual waiting time exceeding level K during a busy period, and the probability of there being no impatient customers in a busy period.

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The Virtual Waiting Time of the M/G/1 Queue with Customers of n Types of Impatience

  • Bae Jongho
    • Proceedings of the Korean Statistical Society Conference
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    • 2004.11a
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    • pp.289-294
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    • 2004
  • We consider M/G/1 queue in which the customers are classified into n+1 classes by their impatience time. First, we analyze the model of two types of customers; one is the customer with constant impatience duration k and the other is patient customer. The expected busy period of the server and the limiting distribution of the virtual waiting time process are obtained. Then, the model is generalized to the one in which there are classes of customers according to their impatience duration.

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Optimization of theM/M/1 Queue with Impatient Customers

  • Lee, Eui-Yong;Lim, Kyung-Eun
    • International Journal of Reliability and Applications
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    • v.3 no.4
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    • pp.165-171
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    • 2002
  • An optimization of the M/M/1 queue with impatient customers is studied. The impatient customer does not enter the system if his or her virtual waiting time exceeds the threshold K > 0. After assigning three costs to the system, a cost proportional to the virtual waiting time, a penalty to each impatient customer, and also a penalty to each unit of the idle period of the server, we show that there exists a threshold K which minimizes the long-run average cost per unit time.

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Proposal of Modified Distributed coordination function (DCF) using Virtual Back-off (Virtual Back-off를 사용한 변형된 DCF 알고리즘 제안)

  • 송경희;김태환;박동선
    • Proceedings of the IEEK Conference
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    • 2003.07a
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    • pp.49-52
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    • 2003
  • IEEE 802.11 MAC uses a distributed coordination function (DCF) known as carrier sense multiple access with collision avoidance (CSMA/CA) for medium access. Random back-off algorithm helps to avoid the collision. This paper proposes virtual back-off and modified back-off algorithm for reduce a waiting time by back-off and reduce the collision. The modified DCF is consisted of these two algorithms. We expect to reduce the average waiting time of each transmission by using the modified DCF algorithm.

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The educational needs of virtual reality simulation training for novice nurses' adaptation to clinical practice: A mixed methods study (신규간호사의 임상실무 적응을 위한 가상현실 시뮬레이션 교육 요구도 조사: 혼합연구 적용)

  • Lee, Mikyoung;Eom, Jeong Hee;Kim, Jinyoung
    • The Journal of Korean Academic Society of Nursing Education
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    • v.29 no.4
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    • pp.339-351
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    • 2023
  • Purpose: The purpose of this study is to identify the educational needs of virtual reality simulations that can be applied to novice nurses during the waiting period before starting work in a hospital. Methods: A convergent mixed methods was used. The survey data were collected from 230 novice nurses, and a focus group interview was conducted with 6 new nurses. The data were collected from November 2022 to January 2023. Descriptive statistics, a frequency analysis, independent t-test, and an Importance-Performance Analysis were performed using SPSS 24.0. Results: Appropriate topics for virtual reality simulation education were indicated to be medications and intravenous injections, which are high priority topics in quantitative and qualitative research. The novice nurses wanted group activity training three to four times a week for two weeks before beginning work in a hospital. They also wanted an immersive virtual reality system based on a real hospital environment. Conclusion: Based on the above results, this study provides basic data for the development of a virtual reality simulation education that can improve the adaptation of novice nurses to clinical practice. A strategy was suggested to utilize the waiting time before beginning work in a hospital as educational time.

A Selective Message Synchronization Mechanism for Networked Virtual Environment (네트워크 가상환경에서의 선별적 메시지 동기화 기법)

  • Yun Chung-Ha;Paik Doo-Won
    • Journal of Korea Multimedia Society
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    • v.9 no.2
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    • pp.208-214
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    • 2006
  • Participants of a NVE(networked virtual environment) may have different hardwares and network environments, and to guarantee the fairness, messages of participants should be synchronized. A solution for the synchronization problem is to wait for a certain amount of time until the server processes the message. It is not easy to determine a suitable waiting period because of the trade-off between the fairness and the responsiveness. In this paper we propose a method to decide a waiting period by considering only the participants with small network delays and perform experiments for the performance evaluation. Experiments show that the proposed method leads to significant improvement of responsiveness, while retaining fairness.

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SmartQ : Mobile Queue Management System (SmartQ : 모바일 큐 관리 시스템)

  • Kim, Yul-Heon;Kim, Young-Ung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.5
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    • pp.7-12
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    • 2016
  • In general, crowded places, such as banks, government offices and hospitals, require the customer to wait for a certain period of time. Thus according to the order of the wait, customers takes waiting numbers. In this way, so customers should always check the order of waiting processes that they can not carry on another affairs. In this paper, we develop an application, that is SmartQ, managing queue using a mobile handset. SmartQ is an easy-to-use application allowing customers an alternative to the classic queue management systems. With this application, they are aware of the waiting conditions in real time for each of their services. They can indicate the time they wish to come and take a virtual ticket in the queue. It provides service notification, the number of waiting person, and expected waiting time.

Parallel task scheduling under multi-Clouds

  • Hao, Yongsheng;Xia, Mandan;Wen, Na;Hou, Rongtao;Deng, Hua;Wang, Lina;Wang, Qin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.1
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    • pp.39-60
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    • 2017
  • In the Cloud, for the scheduling of parallel jobs, there are many tasks in a job and those tasks are executed concurrently on different VMs (Visual machines), where each task of the job will be executed synchronously. The goal of scheduling is to reduce the execution time and to keep the fairness between jobs to prevent some jobs from waiting more time than others. We propose a Cloud model which has multiple Clouds, and under this model, jobs are in different lists according to the waiting time of the jobs and every job has different parallelism. At the same time, a new method-ZOMT (the scheduling parallel tasks based on ZERO-ONE scheduling with multiple targets) is proposed to solve the problem of scheduling parallel jobs in the Cloud. Simulations of ZOMT, AFCFS (Adapted First Come First Served), LJFS (Largest Job First Served) and Fair are executed to test the performance of those methods. Metrics about the waiting time, and response time are used to test the performance of ZOMT. The simulation results have shown that ZOMT not only reduces waiting time and response time, but also provides fairness to jobs.

Scheduling Performance Evaluation and Testing Functions of a Connection-Oriented Packet Switching Processor (연결지향형 패킷교환 처리기의 스케줄링 성능평가 및 시험 방안 연구)

  • Kim, Ju-Young;Choi, Ki-Seok
    • Journal of Korean Institute of Industrial Engineers
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    • v.40 no.1
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    • pp.135-139
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    • 2014
  • In a connection-oriented packet switching network, the data communication starts after a virtual circuit is established between source and destination. The virtual circuit establishment time includes the queue waiting times in the direction from source to destination and the other way around. We use this two-way queueing delay to evaluate scheduling policies of a packet switching processor through simulation studies. In this letter, we also suggest user testing functions for the packet switching processor to manage virtual circuits. By detecting error causes, the user testing helps the packet switching processor provide reliable connection-oriented services.

A Probability based Message Synchronization Mechanisms for Massively Multi-Player Online Game (대용량 온라인 게임을 위한 확률 기반 메시지 동기화 기법)

  • Yun, Chung-Ha;Paik, Du-Won
    • Journal of Korea Game Society
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    • v.5 no.4
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    • pp.33-38
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    • 2005
  • In the online game that thousands of participants connect to a game world by using Internet simultaneously, participants of the game world may have different hardwares and network environments, and messages of participants should be synchronization. A solution for the synchronization problem is to wait for a certain amount of time until the server processes the message. It is not easy to determine a suitable waiting period because of the trade-off between the fairness and the responsiveness. In this paper we propose a method to decide a waiting period by considering features of the MMOFPS game and the probability of interaction among participants. We implement the proposed method and perform experiments for the performance evaluation.

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