• Title/Summary/Keyword: Computer Usage

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XML-based EDI Document Processing System with Binary Format Mapping Rules

  • Kim, Chang-Su;Jung, Hoe-Kyung
    • Journal of information and communication convergence engineering
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    • v.10 no.3
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    • pp.258-263
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    • 2012
  • Recently, the magnitude of electronic data interchange (EDI) document processing for the handling of port logistics is abruptly being increased. The existing system processes EDI documents in a script mode, but due to a complicated script preparation procedure and low document processing efficiency, it cannot meet the demand as the usage flow of documents increases. In this paper, an EDI electronic document processing system was designed and implemented in a document scanner and mapper, which are binary form electronic document processing tools and do not require script files during the conversion of extensible markup language (XML)-based electronic documents. This new system has the merits of XML features during reading and writing with improved speed, usage convenience, and good portability on systems when compared to the conventional ones.

The effect of behavioral and emotional change on usage mode and response-delay situation (사용 모드에 따른 반응지연 상황의 행동적, 정서적 효과)

  • Joo, Hyo-Min;Kim, Hyo-Sun;Kim, Hye-Ryeong;Han, Kwang-Hee
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.129-146
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    • 2010
  • System response times(SRTs) are getting important while increasing the function of system. In the past, most research studied SRTs on situation of computer usage. There are lacking the research on simple domain. This study focuses on behavioral and emotional effect on situation of cell phone usage(experience 1; independent variables: degree of SRTs, dependent variables: behavioral and emotional evaluation). And this study investigates the behavioral and emotional effect in same SRTs on different situation(experience 2; independent variables: degree of SRTs, usage mode, dependent variables: behavioral and emotional evaluation, stress, mental strain). The result indicated that long SRTs increased problem solving time and negative emotion. User evaluated the system differently according to usage mode after they performed the same task. In other word, if user had a strong goal, then they felt more negative emotion and mental effort than the user don't have a strong goal. In the goal mode group, it was important there are being of delay or not. This study demonstrated that SRTs and usage mode influence user's emotion and behavior performance in same task.

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Improving Utilization of GPS Data for Urban Traffic Applications

  • Nguyen, Duc Hai;Nguyen, Tan Phuc;Doan, Khue;Ta, Ho Thai Hai;Pham, Tran Vu;Huynh, Nam;Le, Thanh Van
    • International Journal of Internet, Broadcasting and Communication
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    • v.7 no.1
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    • pp.6-9
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    • 2015
  • The use of Intelligent Transportation System (ITS) is promising to bring better solutions for managing and handling the city traffic. This system combines many fields in advanced technology such as Global Positioning System (GPS), Geographic Information System (GIS) and so on. The basement of applications in ITS is the effective collections and data integration tools. The purpose of our research is to propose solutions which involve the use of GPS time series data collected from GPS devices in order to improve the quality of output traffic data. In this study, GPS data is collected from devices attached to vehicles travelling on routes in Ho Chi Minh City (HCMC). Then, GPS data is stored in database system to serve in many transportation applications. The proposed method combines the data usage level and data coverage to improve the quality of traffic data.

Effect of the Smartphone Usage by Elementary Schoolers on Their Creative Personality (초등학생의 스마트폰 사용실태가 창의적 인성에 미치는 영향)

  • Park, Sunju
    • Journal of The Korean Association of Information Education
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    • v.18 no.4
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    • pp.567-574
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    • 2014
  • This paper is about an analysis of the result of the survey which is how the use of smartphone affects the creative personality, focused on 4th and 6th grade in Elementary school, by smartphone addiction self-diagnosis and creative personality test. As a result of the analysis, 6th graders were influenced by their possession of smartphone and the degree of one's smartphone addiction on their creative personality. However, the usage period of smartphone did not turn out to affect their creative personality. In addition, none of the factors above, related to students' smartphone usage, influenced the creative personality of 4th graders. Particularly, there was a negative correlation between the level of students' smartphone addiction and the creative personality and it was found that whether the students own a smartphone or not played a crucial role in creative personality rather than the usage period of smartphone. Therefore, students should be properly educated how to use smartphone appropriately and to prevent them from smartphone addiction in order to improve creative personality which is one of the core competences in 21st century.

A Study on Gamers Segmentation based upon Uses and Gratifications of Mobile games (모바일게임 이용 충족이론을 기반으로 한 모바일 게이머 유형 분석에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2005.10a
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    • pp.133-164
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. The overall trend for mobile games is towards bigger, more colorful, more involving and exciting contents, which will build upon the developing capabilities of mobile phones and networks in order to bring new styles, concepts and experiences of game play to the users. In this paper, we attempt to investigate the demographic factors which play critical roles in determining the level of playing times; classify mobile gamers based on their motives for playing games; and empirically test differences in their demographic factors and mobile game usage. Statistical results show that significant differences in playing times exist, depending upon their age, gender, mobile device, mobile phone usage, mobile game experiences, and preferred games genres. Applying Factor analysis, we have identified Escape, Social interaction, Challenge and Competition, Fantasy, Diversion and Relaxation, Ease of Accessibility as key motivators for playing mobile games. Additional cluster analysis shows that the categorization of gamers, according to their usage habits and the key motivators for playing, can be made as follows: M-gamers, Multi-gamers and Communication-focused gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.

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Usage of Internet-based Oceanographic GIS of the NW Pacific for Joint Analysis of Satellite and sub-Satellite Data

  • Golik A.V.;Fischenko V.K.;Dubina V.A.;Mitnik L.M.
    • Proceedings of the KSRS Conference
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    • 2004.10a
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    • pp.371-374
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    • 2004
  • The task of development and usage in a corporate computer network of the Far Eastern Branch of the Russian Academy of Sciences (FEB RAS) of integrated technology of joint use by the scientists of satellite and sub satellite data on a Northwestern Pacific is considered. This integrated technology is realized by embedding of satellite data in the corporate oceanographic GIS of FEB RAS as a new information layer, and also by support of GIS by program techniques for specialized processing of both kinds of the data. As a result of integration the specialists of FEB RAS have an opportunity to carry out coordinated samples of satellite and various oceanographic data as a function of area, time and other important conditions, visualize them together and carry out analytical processing with the usage of the GIS tools. Application of the realized approach to improve the techniques of detection and description of the oceanic phenomena on ERS-l and ERS-2 SAR images as well as to improve of perspective techniques of the usage the brightness temperatures measured by a microwave radiometers AMSR-E on a board of Aqua (USA) satellites are discussed.

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A Study on the Influencing Factors of Continuous Usage Intention for a Scenario based FAQ Service regarding on Private Information Protection (개인정보보호에 관한 시나리오 기반 질의응답서비스 품질이 이용의도에 미치는 요인에 관한 연구)

  • Kang, Sang-Ug;Lee, Dae-Chul
    • Journal of Digital Convergence
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    • v.12 no.2
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    • pp.223-236
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    • 2014
  • The paper studies the influencing factors of continuous usage intention for a scenario based cognitive FAQ service regrading on private information protection. The research result finds that three major factors are significantly positive to the continuous usage intention for the service. First, search easiness is an essential factor and it can be improved using sophisticate categorization. Second, Scenario based FAQ service is effective on understanding and solving questioner's situation. Related information is helpful for problem solving. The research shows that the new approach to private information protection area can lead to a more acceptable and reasonable problem solving tool.

A Study on Social Interaction Factors Influencing on Excessive Online Game Usage (온라인 게임 과몰입에 영향을 주는 사회적 상호작용 요인에 관한 연구)

  • Kim, Yong-Young;Kim, Mi-Hye
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.387-398
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    • 2016
  • The market size of online games has been rapidly growing as well as the behaviors of online gaming users have been changed. Online games are different from the traditional video games, because they permit players to interact each other during playing games. Today online gaming is a part of everyday life and social interaction has an impact on online gaming behaviors. Social interaction does not only have a positive impact on online game behaviors, but it also has a negative impact on them such as excessive online game usage. Previous research has a limitation to consider social interaction as a comprehensive concept. In order to fill the gap, we explore the factors of social interaction influencing on excessive online game usage. After reviewing previous literature, this study chooses three factors of social interaction such as escaping loneliness, expanding online social bridging capital, and reinforcing offline social bonding capital. The findings show that all of three factors of social interaction positively affect the excessive online game usage.

An Off-line Dictionary Attack on Command Authorization in TPM and its Countermeasure (TPM에서 명령어 인가에 대한 오프라인 사전 공격과 대응책)

  • Oh, Doo-Hwan;Choi, Doo-Sik;Kim, Ki-Hyun;Ha, Jae-Cheol
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.4
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    • pp.1876-1883
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    • 2011
  • The TPM is a hardware chip for making a trusted environment on computing system. We previously need a command authorization process to use principal TPM commands. The command authorization is used to verify an user who knows a usage secret to TPM chip. Since the user uses a simple password to compute usage secret, an attacker can retrieve the password by evasdropping messages between user and TPM chip and applying off-line dictionary attack. In this paper, we simulate the off-line dictionary attack in real PC environment adopted a TPM chip and propose a novel countermeasure to defeat this attack. Our proposed method is very efficient due to its simplicity and adaptability without any modification of TPM command structures.

Worst Case Timing Analysis for DMA I/O Requests in Real-time Systems (실시간 시스템의 DMA I/O 요구를 위한 최악 시간 분석)

  • Hahn Joosun;Ha Rhan;Min Sang Lyul
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.4
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    • pp.148-159
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    • 2005
  • We propose a technique for finding the worst case response time (WCRT) of a DMA request that is needed in the schedulability analysis of a whole real-time system. The technique consists of three steps. In the first step, we find the worst case bus usage pattern of each CPU task. Then in the second step, we combine the worst case bus usage pattern of CPU tasks to construct the worst case bus usage pattern of the CPU. This second step considers not only the bus requests made by CPU tasks individually but also those due to preemptions among the CPU tasks. finally, in the third step, we use the worst case bus usage pattern of the CPU to derive the WCRT of DMA requests assuming the fixed-priority bus arbitration protocol. Experimental results show that overestimation of the DMA response time by the proposed technique is within $20\%$ for most DMA request sizes and that the percentage overestimation decreases as the DMA request size increases.