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The Task of the Fashion Designer in Different Types of Domestic Women's Apparel Brands - Focusing on the Fashion Merchandising Process -

  • Kwon, Hae-Sook;Lee, Eun-A
    • Journal of Fashion Business
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    • v.8 no.6
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    • pp.90-102
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    • 2004
  • The purpose of this research is to identify the phases of the fashion merchandising process and the range of the fashion designer's work as well as performing degree at each stage according to the brand types of domestic women's apparel. The preliminary research was conducted with the chief designers of five woman's apparel manufactures located in Seoul and the questionnaires were collected from 192 fashion designers. They were measured by the five point Likert-type scales. For a data analysis, the Pearson's Correlation, ANOVA, Sheffe Test, MANOVA were used with SPSS V. 11.0. The results are as follows; 1. The steps which fashion designers of domestic apparel brand take in fashion merchandising process have been identified in 7 stages- Environment Information, Target Market Planning, Design Planning, Design Development, Price Settlement, Presentation & Line Release, Production. 2. The task achievement level of fashion designers in fashion merchandising process differs in brand types as well as in fashion merchandising stages. In NB, the designer's work was conducted in order of Design Planning(M=4.58)$\to$Presentation & Line release(M=4.31)$\to$ Environment Information(M=3.83)$\to$Target Market Planning(M=3.13). In DB, in order of Price Settlement (M=4.80)$\to$Production(M=4.33)$\to$Design Development(M=4.27)$\to$Design Planning(M=3.77)$\to$Presentation & Line release(M=3.20)$\to$Environment Information (M2.70). In GB, in order of Production(M=4.38)$\to$Design Planning(M=4.22)$\to$Price Settlement(M4.16)$\to$Environment Information(M=3.83)$\to$Merchandising Target Market (M=3.72)$\to$Design Development(M=3.65). 3. Considering the other factors such as sales, the amount of owning shops, item amounts that are related to the company size, this study shows that only the brand type affects designer's task achievement.

Efficient Channel Scheduling Technique Using Release Time Unscheduled Channel Algorithm in OBS WDM Networks (OBS WDM 망에서 비 할당된 채널 개방시간을 이용한 효율적인 채널 스케줄링 기법)

  • Cho Seok-man;Kim Sun-myeng;Choi Dug-kyoo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.30 no.10A
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    • pp.912-921
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    • 2005
  • Optical burst switching(OBS) is a promising solution for building terabit optical routers and realizing If over WDM. Channel scheduling Algorithm for reduce contention is one of the major challenges in OBS. We address the issue of how to provide basic burst channel scheduling in optical burst switched WDM networks with fiber delay lines(FDLs). In OBS networks the control and payload components or a burst are sent separately with a time gap. If CHP arrives to burst switch node, because using scheduling algorithm for data burst, reservation resources such as wavelength and transmit data burst without O/E/O conversion, because contention and void between burst are happened at channel scheduling process for data burst that happened the link utilization and bust drop probability Existent proposed methods are become much research to solve these problems. Propose channel scheduling algorithm that use Release Time of bust to emphasize clearance between data and data dissipation that is happened in data assignment in this treatise and maximize bust drop probability and the resources use rate (RTUC : Release Time Unscheduled Channel). As simulation results, Confirmed that is more superior in terms of data drop and link utilization than scheduling algorithm that is proposed existing. As simulation results, confirmed improved performance than scheduling algorithm that is proposed existing in terms of survival of burst, efficiency resource and delay. However, In case load were less, degradation confirmed than existent scheduling algorithm relatively, and confirmed that is superior in data drop aspect in case of load increased.

전송 지점 간 협력 통신에 대한 LTE-Advanced 표준화 동향 및 성능 분석

  • Lee, Hyo-Jin;Kim, Yun-Seon;Ji, Hyeong-Ju;Clerckx, Bruno;Jo, Jun-Yeong;Lee, Ju-Ho
    • Information and Communications Magazine
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    • v.28 no.8
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    • pp.3-9
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    • 2011
  • 평균 셀 스펙트럼 효율 및 최대 데이터 전송 속도를 극대화 하는 방향으로 진화하던 3GPP LTE 표준 기술이 셀 가장자리에 있는 단말들까지 골고루 높은 데이터 전송 속도를 지원하는 기술로 진화하면서 전송 지점 간의 간섭 제어가 표준의 새로운 중요 사안으로 대두되고 있다. 이로 인해 전송지점 간의 간섭을 제어하기 위한 주요 기술인 협력 통신(coordinated multi-point transmission; CoMP) 이 LTEA-dvanced Release 11의 study item으로 합의되었고 표준화를 통한 CoMP 기술의 지원이 현실화되고 있는 상황이다. 특히 기지국의 안테나들이 셀 전 영역에 분산 배치되어 통신 서비스를 지원하는 분산 안테나 시스템 (distributed antenna system; DAS)을 heterogeneous 네트워크를 고려한 CoMP 기술중의 하나로 분류하고 DAS의 표준지원에 대한 가능성이 논의되고 있다. 본 논문에서는 LTE-Advanced Release 11에서 논의되고 있는 CoMP기술들의 표준화 진행 상황을 살펴보고 협력 통신 방법의 특성 및 시스템 설험을 통한 성능을 분석한다.

An Efficient Vocoder for Digital Cellular System (디지틀 셀룰라 시스템을 위한 효율적인 음성부호화 기술)

  • 강상원;이인성;한경호
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.18 no.9
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    • pp.1348-1357
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    • 1993
  • In this paper, we present code-excited linear prediction coding using trellis coded vector excitation, termed trellis code-excited linear prediction coding (TCELP), for an efficient 8 kbps digital cellular vocoder. A training sequence-based algorithm is developed for designing an optimized codebook subject to the TCELP structure. Also, we discuss the encoding complexity of the TCELP system and trellis symbol release rules that avoid excessive encoding delay. finally, simulation results results for the TCELP coder are given at the bit rate of 8 kbps.

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Preparation and Cytotoxicity Comparison of Type A Gelatin Nanoparticles with Recombinant Human Gelatin Nanoparticles

  • Won, Young-Wook;Kim, Yong-Hee
    • Macromolecular Research
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    • v.17 no.7
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    • pp.464-468
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    • 2009
  • Gelatin nanoparticles derived from bovine or porcine have been developed as various types of drug delivery system, and they need to be cross-linked to maintain their physicochemical properties in aqueous environments. Although gelatin is a widely used material in pharmaceutical industries, the safety issue of animal-origin gelatins, such as transmissible mad cow disease and anaphylaxis, remains to be solved. The purpose of this study was to prepare type A gelatin (GA) nanoparticles by modified, two-step, desolvation method and compare the toxicity of the resulting GA nanoparticles with recombinant human gelatin (rHG) nanoparticles. The GA nanoparticles were characterized, and drug loading and release pattern were measured. FITC-BSA, a model protein, was efficiently loaded in the nanoparticles and then released in a biphasic and sustained release pattern without an initial burst. In particular, the cell viability of the GA nanoparticles was less than that of the rHG nanoparticles. This finding suggests that rHG nanoparticles should be considered as an alternative to animal-origin gelatin nanoparticles in order to minimize the safety problems.

3GPP 5G Core Network: An Overview and Future Directions

  • Husain, Syed;Kunz, Andreas;Song, JaeSeung
    • Journal of information and communication convergence engineering
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    • v.20 no.1
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    • pp.8-15
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    • 2022
  • The new 5G radio technology (NR) can provide ultra-reliable low latency communications. The supporting 5G network infrastructure will move away from the previous point-to-point network architecture to a service-based architecture. 5G can provide three new things, i.e., wider channels, lower latency and more bandwidth. These will allow 5G to support three main types of connected services, including enhanced mobile broadband, mission-critical communications, and the massive Internet of Things (IoT). In 2015, the 5th generation (5G) mobile communication was officially approved by the International Telecommunication Union (ITU) as IMT-2020. Since then, 3GPP, the international organization responsible for 5G standards, is actively developing specifications for 5G technologies. 3GPP Release 15 provides the first full set of 5G standards, and the evolution and expansion of 5G are now being standardized in Release 16 and 17, respectively. This paper provides an overview of 3GPP 5G technologies and key services.

A Study on the Relationship between Release Time and number of Events Using T-Test (T검정을 이용한 출시시기와 이벤트 횟수와의 관계에 대한 연구)

  • Shin, Dae-young
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.597-598
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    • 2021
  • 신대영(2020)의 연구에 의하면, 출시시기 기준으로 One-way ANOVA를 이용하여 리니지, 리니지2, 아이온 등 세 게임간의 평균 이벤트 기간의 차이를 조사, 분석한 결과, 세 게임간의 평균 이벤트 기간의 평균의 차이 검증에서 유의수준 P값은 0.398(P>0.05)로 세 게임간의 게임출시시기와 평균 이벤트 기간은 차이가 없다는 결과를 가져왔다. 이에 본 연구에서는 이벤트 개최 횟수를 늘려 관측수를 증가하여 t-test를 활용하여 리니지와 아이온 등 두 게임간의 게임출시시기와 이벤트 횟수의 평균의 차이에 대한 연구를 진행하여 양측검정 결과 P값이 0.002515(P>0.05)로 두 게임간의 이벤트 횟수의 평균의 차이가 있다는 연구결과를 도출하였다.

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A Study on the Relationship between Release Time and number of Events (게임출시시기와 이벤트 개최 횟수와의 관계에 대한 연구)

  • Shin, Dae-young
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.599-600
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    • 2021
  • 국내 게임 산업은 1998년 리니지의 성공 그리고 2020년 모바일 게임으로의 발전까지 급성장하여 왔다. PC온라인게임으로 시작하여 현재 모바일게임까지 급성장을 보여 온 국내 게임시장은 수년동안 지속적으로 시장이 성장하면서 시장에 공급되는 게임의 수가 증가하였다. 그 결과 개발 뿐만 아니라 홍보, 광고, 이벤트 등 마케팅 활동이 중요한 시기가 되었다. 이에 게임 출시 시기에 따라 이벤트 개최 횟수가 게임의 성공 여부에 커다란 영향을 미칠 것으로 예상하고, 본 연구에서는 출시 시기에 따라 세 개의 게임을 선정하여 빈도분석을 실시하여 각 게임간의 이벤트 횟수를 살펴보았다.

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A Study on the Relationship between Release Time and Average Event Period (출시시기와 평균 이벤트 기간과의 관계에 대한 연구)

  • Shin, Dae-young
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.461-462
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    • 2020
  • 국내 온라인 게임은 1996년 바람의 나라를 시작과 1998년 리니지의 성공으로 2020년 오늘날에 이르러 온라인 게임은 국내 게임산업의 중추 플랫폼으로 발전해 왔다. 1999년말부터 2000년대 초반에는 온라인 게임의 태동 시기로 온라인 게임의 수요보다 공급이 부족하였지만 20년이 지난 오늘날에는 많은 수의 온라인 게임들이 시장에 나오고 있어 광고, 이벤트 등 마케팅 활동이 중요한 시기가 되었다. 이에 게임 출시 시기에 따라 이벤트의 중요성이 게임의 성공 여부에 커다란 영향을 미칠 것으로 예상하고, 본 연구에서는 출시 시기에 따라 세 개의 게임을 선정하여 One-way ANOVA을 실시하여 세 게임간의 이벤트의 평균의 차이를 연구하였다.

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LTE Cat.M1 Communication Module for Fishing Gear Automatical Identification Monitoring System (어구 자동식별 모니터링을 위한 LTE Cat.M1 통신 모듈)

  • Kim, Seong-Yuel;Lee, Doo-Cheon;Kim, Kwang-On;Yim, Choon-Sik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.682-685
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    • 2021
  • The design and fabrication of LTE Cat.M1 (3GPP Release13 Standardization) modules of ships such as fishing boat and patrol boat are reported in this research. LTE cat.M1 modules are needed to expand the for broadening of IoT services through the ships used in fishing gear automatically identification monitoring system, which is one of applying ICT into the real name system of electric fishing gear.

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