• Title/Summary/Keyword: Distributed Online

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Determinant Factors' Impact on Managerial Performance through Management Accounting Systems in Indonesia

  • FUADAH, Luk Luk;SAFITRI, Rika Henda;YULIANI, Yuliani;ARISMAN, Anton
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.10
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    • pp.109-117
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    • 2020
  • This study aims to examine the effects of factors related to management accounting systems and managerial performance. The factors include budgetary participation, decentralization, and management style. Furthermore, this research investigates the consequences of the management accounting systems on managerial performance and the direct effect between management style and budgetary participation on managerial performance. Survey questionnaires were distributed to both public and private hospitals in Palembang, the South Sumatera region, Indonesia. The sample consisted of 62 respondents from 15 hospitals Target respondents were all managers in hospitals, including financial managers, service managers, human resource managers, quality managers, and other managers. The questionnaire was distributed online to each hospital, and approximately five or more questionnaires were hardcopies. This research was conducted over less than six months. The data obtained were processed via excel files, then checked for conformity, and analyzed by partial least square (PLS) software with descriptive statistics. This study uses path analysis, which that is structural equation modeling (SEM). The findings show that management style, decentralization, and budgetary participation significantly affect management accounting systems. However, management style and budgetary participation did not influence managerial performance. Finally, the findings indicate that management accounting systems are positively affected by managerial performance.

Development of HDF Browser for the Utilization of EOC Imagery

  • Seo, Hee-Kyung;Ahn, Seok-Beom;Park, Eun-Chul;Hahn, Kwang-Soo;Choi, Joon-Soo;Kim, Choen
    • Korean Journal of Remote Sensing
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    • v.18 no.1
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    • pp.61-69
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    • 2002
  • The purpose of Electro-Optical Camera (EOC), the primary payload of KOMPSAT-1, is to collect high resolution visible imagery of the Earth including Korean Peninsula. EOC images will be distributed to the public or many user groups including government, public corporations, academic or research institutes. KARI will offer the online service to the users through internet. Some application, e.g., generation of Digital Elevation Model (DEM), needs a secondary data such as satellite ephemeris data, attitude data to process the EOC imagery. EOC imagery with these ancillary information will be distributed in a file of Hierarchical Data Format (HDF) file formal. HDF is a physical file format that allows storage of many different types of scientific data including images, multidimensional data arrays, record oriented data, and point data. By the lack of public domain softwares supporting HDF file format, many public users may not access EOC data without difficulty. The purpose of this research is to develop a browsing system of EOC data for the general users not only for scientists who are the main users of HDF. The system is PC-based and huts user-friendly interface.

Gaussian noise addition approaches for ensemble optimal interpolation implementation in a distributed hydrological model

  • Manoj Khaniya;Yasuto Tachikawa;Kodai Yamamoto;Takahiro Sayama;Sunmin Kim
    • Proceedings of the Korea Water Resources Association Conference
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    • 2023.05a
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    • pp.25-25
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    • 2023
  • The ensemble optimal interpolation (EnOI) scheme is a sub-optimal alternative to the ensemble Kalman filter (EnKF) with a reduced computational demand making it potentially more suitable for operational applications. Since only one model is integrated forward instead of an ensemble of model realizations, online estimation of the background error covariance matrix is not possible in the EnOI scheme. In this study, we investigate two Gaussian noise based ensemble generation strategies to produce dynamic covariance matrices for assimilation of water level observations into a distributed hydrological model. In the first approach, spatially correlated noise, sampled from a normal distribution with a fixed fractional error parameter (which controls its standard deviation), is added to the model forecast state vector to prepare the ensembles. In the second method, we use an adaptive error estimation technique based on the innovation diagnostics to estimate this error parameter within the assimilation framework. The results from a real and a set of synthetic experiments indicate that the EnOI scheme can provide better results when an optimal EnKF is not identified, but performs worse than the ensemble filter when the true error characteristics are known. Furthermore, while the adaptive approach is able to reduce the sensitivity to the fractional error parameter affecting the first (non-adaptive) approach, results are usually worse at ungauged locations with the former.

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A Study on the Analysis of Performance for a Real-time Distributed Control System with Reliability (신뢰성 있는 실시간 분산제어 시스템의 성능분석에 관한 연구)

  • Kim, Nae-Jin;Park, In-Kap
    • Journal of IKEEE
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    • v.2 no.2 s.3
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    • pp.270-277
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    • 1998
  • As the network technologies advance, the control systems progress from a centralized architecture to a distributed one. However, these control systems were designed mostly based on the general-purpose operating systems(OS) and have many problems for assurance of a real-time property required for plant processing fields. Therefore, the control systems far a plant process upon real-time OS hare been increased gradually. In this paper, the real-time OS emphasizes on the realization of real-time processing capability, reliability of real-time response, and multi-processing functionality which are prerequisites for a distributed control system. And on the basis of this OS, the number of executable loop and logic, the functions of main plant processing, was analyzed and its validity was also evaluated. The system in this paper was designed not to effect on processing data while online, and the time spent on switching was measured.

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The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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Innovative Technology of Teaching Moodle in Higher Pedagogical Education: from Theory to Pactice

  • Iryna, Rodionova;Serhii, Petrenko;Nataliia, Hoha;Kushevska, Natalia;Tetiana, Siroshtan
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.153-162
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    • 2022
  • Relevance. Innovative activities in education should be aimed at ensuring the comprehensive development of the individual and professional development of students. The main idea of modular technology is that the student should learn by himself, and the teacher manages his learning activities. The advantage of modular technology is the ability of the teacher to design the study of the material in the most interesting and accessible forms for this part of the study group and at the same time achieve the best learning results. Innovative Moodle technology. it is gaining popularity every day, significantly expanding the space of teaching and learning, allowing students to study inter-faculty university programs in depth. The purpose of this study is to assess the quality of implementation of the e-learning system Moodle. The study was conducted at the South Ukrainian National Pedagogical University named after K. D. Ushinsky in order to identify barriers to the effective implementation of innovative distance learning technologies Moodle and introduce a new model that will have a positive impact on the development of e-learning. Methodology. The paper used a combination of theoretical and empirical research methods. These include: scientific analysis of sources on this issue, which allowed us to formulate the initial provisions of the study; analysis of the results of students 'educational activities; pedagogical experiment; questionnaires; monitoring of students' activities in practical classes. Results. This article evaluates the implementation of the principles of distance learning in the process of teaching and learning at the University in terms of quality. The experiment involved 1,250 students studying at the South Ukrainian National Pedagogical University named after K. D. Ushinsky. The survey helped to identify the main barriers to the effective implementation of modern distance learning technologies in the educational process of the University: the lack of readiness of teachers and parents, the lack of necessary skills in applying computer systems of online learning, the inability to interact with the teaching staff and teachers, the lack of a sufficient number of academic consultants online. In addition, internal problems are investigated: limited resources, unevenly distributed marketing advantages, inappropriate administrative structure, and lack of innovative physical capabilities. The article allows us to solve these problems by gradually implementing a distance learning model that is suitable for any university, regardless of its specialization. The Moodle-based e-learning system proposed in this paper was designed to eliminate the identified barriers. Models for implementing distance learning in the learning process were built according to the CAPDM methodology, which helps universities and other educational service providers develop and manage world-class online distance learning programs. Prospects for further research focus on evaluating students' knowledge and abilities over the next six months after the introduction of the proposed Moodle-based program.

Relationship between SOA Adoption and Performance of IT Organizations

  • Niknejad, Naghmeh;Ghani, Imran;Hussin, Ab Razak Che;Jeong, Seung Ryul
    • Journal of Internet Computing and Services
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    • v.17 no.4
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    • pp.173-180
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    • 2016
  • SOA has been adopted by enormous number of organizations world-wide. This study has investigated significant factors which affect SOA adoption in positive and negative manner. Unlike the previous similar studies, where they focused on qualitative analysis for SOA adoption, this study conducted a quantitative analysis to investigate the relationship between the adoption of SOA and the performance of IT organizations. In order to conduct the research, an online questionnaire was created and distributed among SOA experts through the social networking platform of professionals, LinkedIn. Total one hundred and four (104) respondents from thirty (30) different countries participated in this study. The results of this study indicate that there are both positive and negative influences upon SOA adoption. The positive influences includes: governance, strategy, culture and communication, business and IT alignment and ROI; whereas complexity, security concerns, and costs have negatively affected SOA adoption.

A Study of KORMARC Database: Problems and Recomendations (한국문헌목록정보(KORMARC)의 문제점 및 개선방향에 관한 연구)

    • Journal of Korean Library and Information Science Society
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    • v.30 no.3
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    • pp.295-322
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    • 1999
  • The purpose of this study is to identify and present the solution to the problems of KORMARC on Disc, which was produced by the National Library of Korea and is being distributed nationwide. Currently, KORMARC on Disc has reached the serious level of duplicates of input record, error on input data and noise of retrieval. Futhermore, input data is not in accordance with KORMARC Rules for Descriptive Cataloging, thus generating many problems. Of all thing, since current MARC system itself is based on manual system, it does not correspond effectively to the online environment. Accordingly, in order to elevate the quality of KORMARC database, current problems must be resolved, at the same time, korea Machine Readable Cataloging must be modified into a format, more suitable to Machine Readable environment. Consequently, the current study analyzes and identifies problems of data in KORMARC on Disc, at the same time, it examines currently used KORMARC Format and Korea machine Readable Cataloging Rules for descriptive Cataloging as to provide easier usage and guidelines for accurate data inputs.

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AN IMPLEMENTATION OF EXTERNAL INTERFACE FOR PROVIDING THE KOMPSAT-2 CATALOGUE SERVICE

  • Park, Jae-Hong;Lee, Sun-Gu;Kim, Youn-Soo
    • Proceedings of the KSRS Conference
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    • 2008.10a
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    • pp.236-239
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    • 2008
  • Korea Aerospace Research Institute (KARI) has been trying for utilizing the polar station in Svalbard, Norway to receive the KOMPSAT-2 images, which are distributed and applied directly for Europe Space Agency (ESA) users. Now, KARI is operating the SpaceCapture-2 system that provides the KOMPSAT-2 catalogue service via the internet, whereas ESA is operating the EOLI-SA tool that provides access to the online ESA catalogues of Earth Observation (EO) products. This paper describes external interface based on service-oriented architecture in order to provide the KOMPSAT-2 catalogue service from the SpaceCapture-2 system to the EOLI-SA tool. As the KOMPSAT-2 catalogue service is available in the EOLI-SA tool through an implementation of external interface, the extend use of KOMPSAT-2 imageries is expected.

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Sum-Rate Optimal Power Policies for Energy Harvesting Transmitters in an Interference Channel

  • Tutuncuoglu, Kaya;Yener, Aylin
    • Journal of Communications and Networks
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    • v.14 no.2
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    • pp.151-161
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    • 2012
  • This paper considers a two-user Gaussian interference channel with energy harvesting transmitters. Different than conventional battery powered wireless nodes, energy harvesting transmitters have to adapt transmission to availability of energy at a particular instant. In this setting, the optimal power allocation problem to maximize the sum throughput with a given deadline is formulated. The convergence of the proposed iterative coordinate descent method for the problem is proved and the short-term throughput maximizing offline power allocation policy is found. Examples for interference regions with known sum capacities are given with directional water-filling interpretations. Next, stochastic data arrivals are addressed. Finally, online and/or distributed near-optimal policies are proposed. Performance of the proposed algorithms are demonstrated through simulations.