• Title/Summary/Keyword: Online Network

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A Study on the Influential Factors of Impulsive Purchases by Female University Students in their 20's when Purchasing Fashion Products in Social Commerce (소셜 커머스에서 20대 여대생의 패션제품 구매 시 충동구매에 영향을 미치는 요인)

  • Lee, Su-Jin;Shin, Su-Yun
    • Fashion & Textile Research Journal
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    • v.15 no.5
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    • pp.743-752
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    • 2013
  • Consumers can share their diverse opinions about products due to the increased popularity of smartphones and the internet that enables increased access to the websites and encourages the use of 'SNS' (Social Network Services). Social commerce has expanded rapidly as a mainstream online shopping channel over the past year, compelling consumers to spend more money vis-$\grave{a}$-vis social commerce websites. This allows individuals to see different lists of prices for specific products; however, it is also likely to lead to serious compulsive buying. Despite these changing trends, earlier studies have been limited to factors that affect impulse purchases vis-$\grave{a}$-vis Internet shopping malls; therefore, in is salient to conduct research on consumer spending habits related to social commerce websites. This study describes the characteristics of consumers and utilizes social commerce websites as parameters for the impact of impulsive shopping based on a survey of 300 women in their 20's who have experienced impulse buying vis-$\grave{a}$-vis social commerce websites. This study shows that: First, discounts, product scarcity and social commerce site's reputation affect impulse buying when consumers buy products from the social commerce websites. Second, variables on the characteristics of the personal experiences, interests, and self-control also stimulate impulsive purchases.

Synergetics based damage detection of frame structures using piezoceramic patches

  • Hong, Xiaobin;Ruan, Jiaobiao;Liu, Guixiong;Wang, Tao;Li, Youyong;Song, Gangbing
    • Smart Structures and Systems
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    • v.17 no.2
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    • pp.167-194
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    • 2016
  • This paper investigates the Synergetics based Damage Detection Method (SDDM) for frame structures by using surface-bonded PZT (Lead Zirconate Titanate) patches. After analyzing the mechanism of pattern recognition from Synergetics, the operating framework with cooperation-competition-update process of SDDM was proposed. First, the dynamic identification equation of structural conditions was established and the adjoint vector (AV) set of original vector (OV) set was obtained by Generalized Inverse Matrix (GIM).Then, the order parameter equation and its evolution process were deduced through the strict mathematics ratiocination. Moreover, in order to complete online structural condition update feature, the iterative update algorithm was presented. Subsequently, the pathway in which SDDM was realized through the modified Synergetic Neural Network (SNN) was introduced and its assessment indices were confirmed. Finally, the experimental platform with a two-story frame structure was set up. The performances of the proposed methodology were tested for damage identifications by loosening various screw nuts group scenarios. The experiments were conducted in different damage degrees, the disturbance environment and the noisy environment, respectively. The results show the feasibility of SDDM using piezoceramic sensors and actuators, and demonstrate a strong ability of anti-disturbance and anti-noise in frame structure applications. This proposed approach can be extended to the similar structures for damage identification.

Multiple-Class Dynamic Threshold algorithm for Multimedia Traffic (멀티미디어 트래픽을 위한 MCDT (Multiple-Class Dynamic Threshold) 알고리즘)

  • Kim, Sang-Yun;Lee, Sung-Chang;Ham, Jin-Ho
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.42 no.12
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    • pp.17-24
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    • 2005
  • Traditional Internet applications such as FIP and E-mail are increasingly sharing bandwidth with newer, more demanding applications such as Web browsing, IP telephony, video conference and online games. These new applications require Quality of Service (QoS), in terms of delay, loss and throughput that are different from QoS requirements of traditional applications. Unfortunately, current Active Queue Management (AQM) approaches offer monolithic best-effort service to all Internet applications regardless of the current QoS requirements. This paper proposes and evaluates a new AQM technique, called MCDT that provides dynamic and separated buffer threshold for each Applications, those are FTP and e-mail on TCP traffic, streaming services on tagged UDP traffic, and the other services on untagged UDP traffic. Using a new QoS metric, our simulations demonstrate that MCDT yields higher QoS in terms of the delay variation and a packet loss than RED when there are heavy UDP traffics that include streaming applications and data applications. MCDT fits the current best-effort Internet environment without high complexity.

A Comparative Analysis of Contents Related to Artificial Intelligence in National and International K-12 Curriculum (국내외 초·중등학교 인공지능 교육과정 분석)

  • Lee, Eunkyoung
    • The Journal of Korean Association of Computer Education
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    • v.23 no.1
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    • pp.37-44
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    • 2020
  • As the importance of artificial intelligence(AI) education is emphasized recently, policies and researches are being promoted to develop the AI curriculum or courses for K-12 students in worldwide. In this study, researcher analysed a synthesis of contents and standards on AI education curriculum to present implications for AI education in the elementary and secondary schools. As a result, Korea and the United States are proposing national curriculum standards to provide the basis for AI curriculum establishment in school sites and to provide guidelines for various related policies such as teacher training programs. The EU's AI education is characterized by its curriculum and online courses to ensure that all citizens of the EU have AI literacy, rather than designating students or subjects at specific school levels. In terms of educational contents and levels, Korea, United States, and EU's curriculum or standards includes basics and applications related to machine learning and neural network based on the fundamental concepts and principles of artificial intelligence.

Development of Network-Based Online GPS Baseline Processing System (네트워크 기반 온라인 GPS 기선해석 시스템 개발)

  • Kim, Su-Kyung;Bae, Tae-Suk
    • Journal of the Korean Association of Geographic Information Studies
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    • v.14 no.2
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    • pp.138-146
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    • 2011
  • With the increased use of GPS in the field of various applications including surveying, the request for fast and precise positional information has increased. Several countries such as USA, Canada, and Australia have already been operating Internet-based automatic GPS data analysis system using e-mail and FTP. Expanding GPS market, it is necessary to establish automatic GPS baseline processing system that is accessible via Internet. The system developed in this study is operating on the web, and it allows the users to access easily regardless of time and place. The main processing engines are Bernese V5.0 and PAGES. They process user data with three GPS CORS(Continuously Operating Reference Station), and then send the report to the users through e-mail. This system allows users to process high accurate GPS data easily. It is expected that this system will be used for various GPS applications such as monitoring large-scale structures and providing spatial information services in private sector.

Intent to Use a Smartphone Application for Radiation Monitoring in Correlation with Anxiety about Exposure to Radiation, Recognition of Risks, and Attitudes toward the Use of Radiation

  • Han, Eunkyoung;Rott, Carsten;Hong, Seung-Woo
    • Journal of Radiation Protection and Research
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    • v.42 no.4
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    • pp.205-211
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    • 2017
  • Background: Radiation is used in a variety of areas, but it also poses potential risks. Although radiation is often used with great effectiveness in many applications, people perceive potential risks associated with radiation and feel anxious about the possibility of radiation exposure. Various methods of measuring radiation doses have been developed, but there is no way for the general public to measure their doses with ease. Currently, many people use smartphones, which provide information about the location of an individual phone through network connections. If a smartphone application could be developed for measuring radiation dosage, it would be a very effective way to measure individuals' radiation doses. Thus, we conducted a survey study to assess the social acceptance of such a technology by the general public and their intent to use that technology to measure radiation doses, as well as to investigate whether such an intention is correlated with anxiety and attitudes toward the use of radiation. Materials and Methods: A nationwide online survey was conducted among 355 Koreans who were 20 years old or older. Results and Discussion: Significant differences were found between the genders in attitudes, perceptions of radiation risk, and fears of exposure to radiation. However, a significant difference according to age was observed only in the intent to use a smartphone dose measurement application. Attitudes towards the use of radiation exerted a negative effect on radiation risk perception and exposure anxiety, whereas attitudes towards the use of radiation, risk perception, and anxiety about exposure were found to have a positive impact on the intent to use a smartphone application for dose measurements. Conclusion: A survey-based study was conducted to investigate how the general public perceives radiation and to examine the acceptability of a smartphone application as a personal dose monitoring device. If such an application is developed, it could be used not only to monitor an individual's dose, but also to contribute to radiation safety information infrastructure by mapping radiation in different areas, which could be utilized as a useful basis for radiation research.

Development of a 3-D Immersion Type Training Simulator

  • Jung, Young-Beom;Park, Chang-Hyun;Jang, Gil-Soo
    • KIEE International Transactions on Power Engineering
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    • v.4A no.4
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    • pp.171-177
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    • 2004
  • In the current age of the information oriented society in which we live, many people use PCs and are dependant on the databases provided by the network server. However, online data can be missed during the occurrence of a blackout and furthermore, power failure can greatly effect Power Quality. This has resulted in the trend of using interruption-free live-line work when trouble occurs in a power system. However, 83% of the population receives an electric shock experience when a laborer is performing interruption-free live-line work. In the interruption-free method, education and training problems have been pinpointed. However, there are few instructors to implement the necessary training. Furthermore, the trainees undergo only a short training period of just 4 weeks. In this paper, to develop a method with no restrictions on time and place and to ensure a reduction in the misuse of materials, immersion type virtual reality (or environment) technology is used. The users of a 3D immersion type VR training system can interact with the system by performing the equivalent action in a safe environment. Thus, it can be valuable to apply this training system to such dangerous work as 'Interruption-free live-line work exchanging COS (Cut-Out-Switch)'. In this program, the user carries out work according to instructions displayed through the window and speaker and cannot perform other tasks until each part of the task is completed in the proper sequence. The workers using this system can utilize their hands and viewpoint movement since they are in a real environment but the trainee cannot use all parts and senses of a real body with the current VR technology. Despite these weak points, when we consider the trends of improvement in electrical devices and communication technology, we can say that 3D graphic VR application has high potentiality.

An Investigation of Disability Awareness Between Occupational Therapists and None Therapists using SNS (SNS를 이용한 작업치료사와 일반인의 장애에 대한 인식 연구)

  • Hong, Deok-Gi;Bak, In-Hye;Moon, Jong-Hoon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.13 no.5
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    • pp.1125-1134
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    • 2018
  • The purpose of this study was comparing the disability awareness of occupational therapists and none therapists, and investigating the disability awareness according to the demographic characteristics of the respondents. The questionnaire was distributed through the online with a questionnaire based on social network service, and analyzed 62 responses of none therapists and 60 responses of occupational therapists. In results, disability awareness was not significantly different between occupational therapists and none therapists(p>.05). But, in subscale of disability awareness item 4 and 7, occupational therapists were significantly higher than none therapists(p<.05). In all respondents, disability awareness was more positive in males than females(p<.05). Also, there was no difference in disability awareness according to presence of disabled persons among family members or relatives(p>.05). However, All respondents who answered 'Yes' in the presence of disabled persons among family members or relatives in responders were significantly higher than those who answered 'No' in item 4(p<.05). There was no correlation between age and disability awareness(p>.05). The authors discussed suggestions in results of this study.

A Study on Development of an On-line 3D Game Engine (온라인 3D 게임엔진 개발에 관한 연구)

  • Lee, Hun-Joo;Park, Tae-Joon;Kim, Hyun-Bin
    • Journal of Korea Game Society
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    • v.3 no.2
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    • pp.42-55
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    • 2003
  • Domestic game companies are competitive in developing on-line 2D game contents. However, they have difficulties in maintaining the competitive edge in the area of on-line 3D game technologies owing to the limited funds and technologies. The 3D on-line game engine technologies we have intended to propose in this research are highly expected to be the key technologies ensuring the competitive edge over other countries. For this, we propose a full 3D online game engine that reflects the cutting edge technologies trend in the computer gaming industry. Our game engine is integrated with rendering and animation core technologies to visualize the game world, and provides stable network service through the Internet using server technologies.

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Examining Factors Affecting the Binge-Watching Behaviors of OTT Services (OTT(Over-the-Top) 서비스의 몰아보기 시청행위 영향 요인 탐색)

  • Hwang, Kyung-Ho;Kim, Kyung-Ae
    • Journal of the Korea Convergence Society
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    • v.11 no.3
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    • pp.181-186
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    • 2020
  • The purpose of this study is to empirically examine the factors affecting the binge-watching behaviors of OTT service users by using a multi-layer perceptron (MLP) artificial neural network. All samples (n=1,000) were collected from 'A survey on user awareness in OTT service' published by a Media Research Center of the Korea Press Foundation in 2018. Our research model includes one dependent variable which is binge-watching behaviors on OTT service and five independent variables such as gender, age, frequency of service usage, users' satisfaction with content recommendation algorithm, and content types mainly consumed. Our findings demonstrate that age, frequency of service usage, users' satisfaction with content recommendation algorithms, and certain types of contents (e.g., Korean dramas, Korean films, and foreign dramas) were found to be highly related to binge-watching behavior on OTT services.