• Title/Summary/Keyword: Online-to-offline

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A Study on C2B2C Business Integration Model Design Focusing On the Fashion Clothes Business

  • Cheng, Zhi-Chao;Kwon, Donghwoon;Jin, Chang-Hai;Kwon, YoungJik
    • Journal of Multimedia Information System
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    • v.3 no.3
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    • pp.85-90
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    • 2016
  • We firstly tried to understand consumers' purchasing tendencies and mainly focused on designing a platform model that offers integrated support. C2B (Customer to Business) orders integrate with a consumption platform of a B2C (Business to Customer) model, and integrated support aims at design, supply, processing, and distribution of a fashion business. All the information such as orders, sales, production, supply, and settlement of accounts is synchronized under the C2B, B2C, and O2O (Online to Offline) environment so that accurate information can be shared in real time. Our platform automatically handles with a net income of a product designer, manufacturer, and shipping company once shipping is confirmed.

Lightweight Intrusion Detection of Rootkit with VMI-Based Driver Separation Mechanism

  • Cui, Chaoyuan;Wu, Yun;Li, Yonggang;Sun, Bingyu
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.3
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    • pp.1722-1741
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    • 2017
  • Intrusion detection techniques based on virtual machine introspection (VMI) provide high temper-resistance in comparison with traditional in-host anti-virus tools. However, the presence of semantic gap also leads to the performance and compatibility problems. In order to map raw bits of hardware to meaningful information of virtual machine, detailed knowledge of different guest OS is required. In this work, we present VDSM, a lightweight and general approach based on driver separation mechanism: divide semantic view reconstruction into online driver of view generation and offline driver of semantics extraction. We have developed a prototype of VDSM and used it to do intrusion detection on 13 operation systems. The evaluation results show VDSM is effective and practical with a small performance overhead.

The Use of Persona Based Scenario Method for the Development of Web Board Game for the Pre-elderly

  • Seo, Mi-Ra;Kim, Ae-Kyung
    • International Journal of Contents
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    • v.10 no.2
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    • pp.37-41
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    • 2014
  • This study defined the pre-elderly as middle age people from 50 to 59. Because it is difficult to produce a design to satisfy the pre-elderly without deeply understanding them, their financial and physical characteristics and persona-based scenario method was studied. An experimental study about persona based scenario method was conducted, and as a result, the types of personas found were as follows: 1) Users enjoy the same games online and offline. 2) Users enjoy playing alone on the computer. 3) Users prefer games that end quickly with win or loss. Writing the situation scenario for each type, the pre-elderly's problems and needs occurring while they play web board games were obtained. The obtained user requests were as follows: users would like the level of difficulty to be simpler in the game of baduk; users wanted unlimited credit and refrainment from using English words in go-Stop; and there were simple comments about game screen design.

Performance of Vocabulary-Independent Speech Recognizers with Speaker Adaptation

  • Kwon, Oh Wook;Un, Chong Kwan;Kim, Hoi Rin
    • The Journal of the Acoustical Society of Korea
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    • v.16 no.1E
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    • pp.57-63
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    • 1997
  • In this paper, we investigated performance of a vocabulary-independent speech recognizer with speaker adaptation. The vocabulary-independent speech recognizer does not require task-oriented speech databases to estimate HMM parameters, but adapts the parameters recursively by using input speech and recognition results. The recognizer has the advantage that it relieves efforts to record the speech databases and can be easily adapted to a new task and a new speaker with different recognition vocabulary without losing recognition accuracies. Experimental results showed that the vocabulary-independent speech recognizer with supervised offline speaker adaptation reduced 40% of recognition errors when 80 words from the same vocabulary as test data were used as adaptation data. The recognizer with unsupervised online speaker adaptation reduced abut 43% of recognition errors. This performance is comparable to that of a speaker-independent speech recognizer trained by a task-oriented speech database.

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Adaptive Recommendation System for Health Screening based on Machine Learning

  • Kim, Namyun;Kim, Sung-Dong
    • International journal of advanced smart convergence
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    • v.9 no.2
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    • pp.1-7
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    • 2020
  • As the demand for health screening increases, there is a need for efficient design of screening items. We build machine learning models for health screening and recommend screening items to provide personalized health care service. When offline, a synthetic data set is generated based on guidelines and clinical results from institutions, and a machine learning model for each screening item is generated. When online, the recommendation server provides a recommendation list of screening items in real time using the customer's health condition and machine learning models. As a result of the performance analysis, the accuracy of the learning model was close to 100%, and server response time was less than 1 second to serve 1,000 users simultaneously. This paper provides an adaptive and automatic recommendation in response to changes in the new screening environment.

Indoor Environment Recognition Method for Indoor Autonomous Mobile Robot (실내 자율주행 로봇을 위한 실내 환경 인식방법)

  • Lee Man-Hee;Cho Whang
    • The Transactions of the Korean Institute of Electrical Engineers D
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    • v.54 no.6
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    • pp.366-371
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    • 2005
  • For an autonomous mobile robot localization, it is very important for the robot to be able to recognize indoor environment and match a detected object to an object defined within a map developed either online or of offline. Given the map defining the locations of geometric beacons like wall and corner existing in the robot operation environment, this paper presents a stereo ultrasonic sensor based method practically applicable in recognizing the geometric beacons in real-time. The stereo ultrasonic sensor used in the experiment consists of an ultrasonic transmitter and two ultrasonic receivers placed symmetrically about the transmitter Experimental results are provided to demonstrate that the proposed method is more efficient in recognizing wall and coner than the conventional method of using multiple number of transmitter-receiver pairs.

Research on Integrated Management System for Light Facility (조명시설 통합관리 시스템 개발에 관한 연구)

  • Jeon, Chang-Dae;Chang, Byong-Kun;Kim, Young-Joo
    • Proceedings of the Korean Institute of IIIuminating and Electrical Installation Engineers Conference
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    • 2005.11a
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    • pp.101-105
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    • 2005
  • This paper concerns developing a integrated online/offline light facility management system for light facility using internet and building a database system for control box and street light. Also, we designed the system to minimize the disparity with the conventional management system by referring to a old management ledger format. Thus, the proposed method may enable the system manager to administer the light facility efficiently and to reduce the manpower cost, and time economically.

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Object Tracking with Histogram weighted Centroid augmented Siamese Region Proposal Network

  • Budiman, Sutanto Edward;Lee, Sukho
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.2
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    • pp.156-165
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    • 2021
  • In this paper, we propose an histogram weighted centroid based Siamese region proposal network for object tracking. The original Siamese region proposal network uses two identical artificial neural networks which take two different images as the inputs and decide whether the same object exist in both input images based on a similarity measure. However, as the Siamese network is pre-trained offline, it experiences many difficulties in the adaptation to various online environments. Therefore, in this paper we propose to incorporate the histogram weighted centroid feature into the Siamese network method to enhance the accuracy of the object tracking. The proposed method uses both the histogram information and the weighted centroid location of the top 10 color regions to decide which of the proposed region should become the next predicted object region.

A Study on the Acceptance of the 52-Hour Workweek System in Game Industry

  • Chanuk, Park
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.184-194
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    • 2023
  • Recently, there has been a lot of interest in the game industry, which has become more spotlighted due to the beginning of the metaverse, and the industry is gradually expanding and developing. However, workforces leading the game industry are increasingly complaining of fatigue due to the COVID-19 situation. Also, as the situation crosses online and offline at the same time, a 52-hour workweek is becoming increasingly important. Therefore, this study sought to conduct research on the acceptance of a 52-hour workweek system according to the characteristics of the game industry. This study proposed various research questions and presented academic and practical implications by verifying them.

A Study on the Development of Learning Model for Improving Collaborative Creativity Based on CPS

  • PARK, Eunsook
    • Educational Technology International
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    • v.7 no.2
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    • pp.23-44
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    • 2006
  • As the educational paradigm has shifted from the traditional knowledge oriented instruction learning to the knowledge product oriented instructional learning, the development of student's creativity becomes one of the most important educational goals, because the ability that can produce the knowledge creatively is required in the digital information knowledge based society. The purpose of this study is to make a basic direction and strategy for the instructional design to develop an on and off line blended instructional design which will help a learning community to be a more collaborative and creative learning community. This research has investigated the concept and the characteristics of collaborative creativity and creative problem solving as the theoretical basis of the design. After that, on the basis of the theories connected with the collaborative creativity theory, the direction and the strategies for the development of collaborative creativity was designed. The design was applied into the real learning community and finally proved the effectiveness of the learning model for the development of the collaborative creativity by the quantitative evaluation.