• Title/Summary/Keyword: Distributed Online

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Clinical Practice Patterns for Carpal Tunnel Syndrome in Korean Medicine: An Online Survey (손목터널증후군의 한의 임상 진료 현황 조사를 위한 온라인 설문조사)

  • Lee, Sang-Hyun;Park, Hye-Jin;Kim, Hyun-Tae;Park, Sun-Young;Heo, In;Hwang, Man-Suk;Shin, Byung-Cheul;Hwang, Eui-Hyoung
    • The Journal of Churna Manual Medicine for Spine and Nerves
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    • v.16 no.1
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    • pp.73-89
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    • 2021
  • Objectives We conducted an online survey to understand the current status of Korean Medicine clinical practice related to carpal tunnel syndrome (CTS) to develop the CTS Korean Medicine Clinical Practice Guidelines (CPG). Methods A thoroughly reviewed questionnaire was distributed by e-mail to 21,719 Korean Medicine doctors between March 26 and April 30, 2021. All raw data were arranged and analyzed systematically. Results The response rate among the doctors was 4%. Of the respondents, 82.1% responded that it is necessary to develop the CTS Korean Medicine CPG. We also obtained data related to the specific diagnosis, treatment, and prognosis management methods used at various treatment sites for patients with CTS. Conclusions This online survey will be helpful in developing the CTS CPG, which will contribute to the standardization of guidelines and improvements in the reliability of Korean Medicine. Our findings will provide valuable data and resources for future clinical studies on CTS.

Acceptance and Effectiveness of Distance Learning in Public Education in Saudi Arabia During Covid19 Pandemic: Perspectives from Students, Teachers and Parents

  • Alkinani, Edrees A.
    • International Journal of Computer Science & Network Security
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    • v.21 no.2
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    • pp.54-65
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    • 2021
  • The movement control order and shutting down educational institution in Saudi Arabia has jeopardized the teaching and learning process. Education was shifted to distance learning in order to avoid any academic loss. In the middle of the Covid-19 crisis, there is a need to assess the full image of e-learning in Saudi Arabia. To investigate student and teachers' perception and acceptance, parents' attitudes and believes about distance education are the main goals of the study. The mix-method research design was employed to collect data. Three surveys were distributed to 100 students and 50 teachers and 50 parents from different educational institutions in Saudi Arabia, while semi-structured interviews were conducted with 10 parents. Random stratified and convenient sampling methods were adopted. Both descriptive and content analysis was conducted using SPSS25.0 and NVIVO software for quantitative and qualitative data accordingly. The findings showed that students are comfortable with remote education and are receiving enough support from schools and instructors but they think online education can't replace conventional face-to-face learning. Moreover, the results showed that teachers are having challenges in preparing online classes because of the development of conducting online classes and the lack of training. However, parents showed negative attitudes regarding the benefits and values of remote education and preferred conventional learning styles in elementary schools. Parents tended to reject and resist distance learning for several reasons: professional knowledge and lack of time to support their young kids in online classes, the shortcomings of e-learning, young children's inadequate self-regulation. Saudi parents are neither trained nor ready to use e-learning. The study provided suggestion and implications for teacher education and policymakers.

Design of A Distributed Server System for Supporting Enormous Users Using Blocks (블록을 이용한 대규모 사용자 지원 분산 서버 시스템 설계)

  • Kim, Soon-Gohn
    • Journal of Digital Contents Society
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    • v.12 no.4
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    • pp.559-565
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    • 2011
  • In this paper, I propose a distributed game server system which has flexibility of enormous game character's processing in MMORPG using block scheme. I proposed game servers in distributed system grouped with zone which charge of each map, and the game servers in this zone divide game map into several unit blocks and process distributing blocks to game servers according to its performance. I proposed distributed game server system using block scheme can add/drop game map to/from easily through block process method in game and communication servers. Therefore, my proposed system can enormous character processing and add user created game map to existed game map easily in the future as well. Also, my scheme increases the system utilization and upgrades system stability by dynamic distribution of game map according to the number of characters and performance of servers.

A Methodolgy to Evaluate Program Tuning Alternatives (프로그램 성능조율 대안을 평가하는 방법론)

  • Eom, Hyeon-Sang
    • Journal of KIISE:Computing Practices and Letters
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    • v.12 no.6
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    • pp.349-357
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    • 2006
  • We introduce a new performance evaluation methodology that helps programmers evaluate different tuning alternatives in order to improve program performance. This methodology permits measuring performance implications of using tuning alternatives. Specifically, the methodology predicts performance after workload migration for a distributed or parallel program in contrast to traditional performance methodlogies that quantify time spent in program components for bottleneck identification. The methodology thus provides guidance on workload migration. The methodology also permits predicting the performance impact of changing the underlying network. The methodology may evaluate performance incrementally and online during the execution of the program to be tuned. We show that our methodology, when it is implemented and used, permits accurately predicting the performance of different tuning alternatives for a test suite of six programs.

A Study on the MMORPG Server Architecture Applying with Arithmetic Server (연산서버를 적용한 MMORPG 게임서버에 관한 연구)

  • Bae, Sung-Gill;Kim, Hye-Young
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.39-48
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    • 2013
  • In MMORPGs(Massively Multi-player Online Role-Playing Games) a large number of players actively interact with one another in a virtual world. Therefore MMORGs must be able to quickly process real-time access requests and process requests from numerous gaming users. A key challenge is that the workload of the game server increases as the number of gaming users increases. To address this workload problem, many developers apply with distributed server architectures which use dynamic map partitioning and load balancing according to the server function. Therefore most MMORPG servers partition a virtual world into zones and each zone runs on multiple game servers. These methods cause of players frequently move between game servers, which imposes high overhead for data updates. In this paper, we propose a new architecture that apply with an arithmetic server dedicated to data operation. This architecture enables the existing game servers to process more access and job requests by reducing the load. Through mathematical modeling and experimental results, we show that our scheme yields higher efficiency than the existing ones.

Development of 50W High Quality Factor Printed Circuit Board Coils for a 6.78MHz, 60cm Air-gap Wireless Power Transfer System (6.78MHz, 거리 60cm, 50W급 무선 전력 전송 시스템용 High Quality Factor PCB 코일 개발)

  • Lee, Seung-Hwan;Yi, Kyung-Pyo
    • Journal of the Korean Society for Railway
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    • v.19 no.4
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    • pp.468-479
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    • 2016
  • In order to supply power to online monitoring systems that are attached to high voltage catenary or overhead wires, a wireless power transfer system is required that is able to transmit power over the insulation gap. Such wireless power transfer systems have transmitter and receiver coils that have diameters of over 10cm. This paper focused on an investigation of the sources of loss in the coils when the coils are fabricated using printed circuit board technology. Using finite element simulation results, it has been shown that the dielectric loss in the substrate was the dominant source of the total loss. It has been demonstrated that the selection of a proper dielectric material was the most critical factor in reducing the loss. For further reduction of the loss, the distributed tuning capacitor method and the slotting of the inter-turn spaces have been proposed. For the evaluation of the proposed methods, four coils have been fabricated and their equivalent series resistances and quality factors were measured. Measured quality factors were greater than 300, which means that these devices will be helpful in achieving high coil-to-coil efficiency.

A Suggestion for Structure of Interactive Storytelling that Mediates Online and Offline: Focusing on the Comparison between ARG and AR Games (온·오프라인 매개 인터랙티브 스토리텔링 구조 제안 : 대체현실게임과 AR게임의 비교를 중심으로)

  • Kim, Ji-Young;Kwon, Byung-Woong
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.687-700
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    • 2021
  • The advent of realistic technologies such as AR has extended the interaction area from the computer environment to the offline space. As demand is expected to increase in the future, the need for study on interactive storytelling that mediates online and offline is emerging. This study proposes a storytelling structure to achieve a balance between interactivity and narrativity in interactive narrative characterized by online and offline mediation. According to a case study of ARG and AR games based on Henry Jenkins' theory of 'Environmental Storytelling', there should be a balance between the space designed by the game designer and the space created by the player's interaction, and the roles should be properly distributed in both online and offline spaces to contribute to the formation of narrative together. In addition, it is necessary to borrow the characteristics of ARG that achieves a balance of interactivity and narrativity based on offline spatiality. The significance of this study is to expand the area of interactive storytelling, which has been discussed centering on online, to offline, and to suggest the interaction area as a factor to consider. In addition, as a basic study related to storytelling that mediates online and offline, it is expected to provide a direction for the development of content based on realistic technologies.

The Economic Effect of E-Commerce during COVID-19: A Case Study through "H" Shopping Mall's Garlic Sales (COVID-19에 따른 전자상거래의 경제적 효과에 관한 연구: 'H' 쇼핑몰의 마늘 사례를 중심으로)

  • Han, JinAh;Kim, JeongYeon
    • The Journal of Society for e-Business Studies
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    • v.26 no.4
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    • pp.81-93
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    • 2021
  • Through processors, wholesale markets, intermediate sellers, and retailers, agricultural products have been distributed in a multi-level customary manner for a long time as they are easy to deteriorate and no not have a standardized system of size and quality. However, with the advancement of Internet networks and logistic services during the 2000s that facilitated the development of offline markets, and the rise of the non-contact purchase preference in direct response to COVID-19, previous offline consumers flowed into the online market to purchase agricultural goods. In other words, the volume of online agricultural transactions exploded since the pandemic. Against this social backdrop, this study focused on the difference in distribution costs as a result of converting from conventional offline distribution channels to online channels, and analyzed the reduced distribution costs through a case study of garlic sales on the online platform "H" shopping mall. The analysis found that considerable economic effects occurred, some of the effects being an approximate 39% decrease in distribution cost when comparing direct online transactions of the online shopping mall with other more traditional means, a reduced distribution cost rate of approximately 28%p, and increased profit for farmers.

Design and Performance Analysis of Caching Algorithms for Distributed Non-uniform Objects (분산 이질형 객체 환경에서 캐슁 알고리즘의 설계 및 성능 분석)

  • Bahn, Hyo-Kyung;Noh, Sam-Hyeok;Min, Sang-Lyul;Koh, Kern
    • Journal of KIISE:Computer Systems and Theory
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    • v.27 no.6
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    • pp.583-591
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    • 2000
  • Caching mechanisms have been studied extensively to buffer the speed gap of hierarchical storages in the context of cache memory, paging system, and buffer management system. As the wide-area distributed environments such as the WWW extend broadly, caching of remote objects becomes more and more important. In the wide-area distributed environments, the cost and the benefit of caching an object is not uniform due to the location of the object; which should be considered in the cache replacement algorithms. For online operation, the time complexity of the replacement algorithm should not be excessive. To date, most replacement algorithms for the wide-area distributed environments do not meet both the non-uniformity of objects and the time complexity constraint. This paper proposes a replacement algorithm which considers the non-uniformity of objects properly; it also allows for an efficient implementation. Trace-driven simulations show that proposed algorithm outperforms existing replacement algorithms.

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Dynamic Load Balancing Mechanism for MMORPG (MMORPG를 위한 동적 부하 균등화 기법)

  • Lim, Chae-Gyun;Rho, Kyung-Taeg
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.5
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    • pp.199-203
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    • 2009
  • Recently, Massively Multiplayer Online Role-Playing Games (MMORPGs) has become increasingly popular, which continue to increase the number of game player. The volume of the game world also has been extended on a large scale. Existing Map-based distributed server architecture divides the game world into the rectangular regions and allocates the registered player in each region to the server responsible for that region. Players tend to concentrate in certain regions of the game world, which makes some special server overloaded. This paper proposes to change the boundary between servers to solve such a unbalanced load problem. Our proposed method first finds the overloaded server and then searches for its neighboring lightest loaded server to share with the overload evenly. Finally we implemented performance evaluation to demonstrate the efficiency of this approach.

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