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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.

Case Study on Competency-based Maker and Design Education using Marine Robot (해양로봇 활용의 역량중심 메이커 및 설계 교육 사례 연구)

  • Kim, Hyun-Sik
    • Journal of Engineering Education Research
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    • v.24 no.2
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    • pp.12-19
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    • 2021
  • Recently, the need of the future education in youth and univesity is rapidly increasing according to 4th industrial revolution. However, the maker and design education as a kind of youth and university future education has the following problems: it is implemented as an interesting convergence education including software education, it is managed by integrating youth and university competencies, it is composed in the form of blended class of consilient subject and nonsubject, it requires considering satisfaction in competency measurement and management, it is connected with entering school and getting job. To solve these problems, a case study on competency-based maker and design education using marine robot, which is based on the process-based learing method, integrated competency of youth and university, blended-type curriculum in terms of online and offline, is executed. To verify the competency-based maker and design education, the satisfaction survey in subject and nonsubject is performed. Study results show the example of the marine robot-based maker and design education and the need for additional study.

Digitalization of Fashion Shows in the Pandemic Era - A Focus on Fashion Films and Fashion Gamification - (팬데믹 시대의 패션쇼의 디지털화 - 패션 필름과 패션 게이미피케이션을 중심으로 -)

  • Kang, Soojung;Chun, Jaehoon
    • Fashion & Textile Research Journal
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    • v.24 no.1
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    • pp.29-41
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    • 2022
  • With the outbreak of the COVID-19 pandemic, global fashion brands have been hosting online fashion shows instead of offline ones. In light of the current pandemic scenario, this research conducted a study on digital fashion shows held online, specifically focusing on two types of shows: fashion films and games. This study examined the characteristics of changes in digital fashion shows as well as their limitations. The case studies analyzed fashion shows from January 2020 to July 2021, with a focus on the 2021 S/S and 2021 F/W seasons, and 26 fashion shows from 23 brands. The results of this study were as follows: First, digital fashion shows transcended physical limitations through virtualization and non-face-to-face communication, breaking free of the limits of space and time in reality. Second, the entertainment role of fashion shows was strengthened. However, online fashion shows had limitations as they lacked a sense of reality and distracted viewers' attention from fashion products. This study has practical implications as it proposes a path for the development of digitalized fashion shows by addressing its current limitations. Overcoming these shortcomings, post-pandemic fashion shows would be more diverse, flexible, and creative. Consequently, following the pandemic period, we look forward to new types of fashion shows using digital imaging technologies.

Analysis Influential Factors for Media Selection in Banking Transaction Context (온.오프라인 은행거래를 위한 매체선택 영향 요인)

  • Cho, Nam-Jae;Park, Ki-Ho;Lim, Hae-Kyung
    • Journal of Digital Convergence
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    • v.6 no.3
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    • pp.75-84
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    • 2008
  • The purpose of our this research, based on the Media Selection Theory, the Technology Acceptance Model, and the Social Influence Theory, is to investigate the influential factors that affect media selection in banking transactions. Analyses showed that for location sensitive bank window's and ATMs (automatic teller machines), defined as offline-based transaction channels, convenience was the variable affecting media selection. However, in the case of online media not related to location, (phone banking, internet banking, and mobile banking) reliability was the significant variable influencing use. The findings show that banking organizations may benefit from identifying traits of media affecting use, and should differentiate customer services for competitive advantage.

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A System of Software Asset Management in Company using the Server (서버를 이용한 사내 소프트웨어 자산관리 시스템)

  • Lee, Young Gyo;Park, Jin Kyu
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.3
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    • pp.1-12
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    • 2013
  • Illegal software use have been abroad through online (internet) and offline (CD, DVD, USB, etc.). It infringes intellectual property rights and weakens the will to software development. Also, it generates the software errors and virus intrusion in PC. It hinders national software industry and induces the personal and national trade friction. Many group (company, office, organization, institution, etc.) have been realized the prohibition of illegal software use. But, it is too hard to monitor and control illegal software use. In this paper, we propose a method of software management in a group. A software module of client agency is installed in all PC of the group. A main server of the software management controls the all of the PC through the communication. The server blocks the install of illegal software, permits the install / use of honest goods software, monitors the license (term, amount) in all the PC. The system prevents errors of illegal software use, all cuts the virus intrude through the illegal software, improves the performance of PC relatively.

Impact of Gender Differences in DNA on Consumer Buying Behavior

  • Kim, Young-Ei
    • Journal of Distribution Science
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    • v.14 no.2
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    • pp.33-39
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    • 2016
  • Purpose The purpose of this study is to investigate the impact of gender differences in DNA on consumer buying behavior both online and offline and other buying channels to find out effective sales promotion strategies of enterprises. Research design, data, and methodology - This study investigated the relation between chromosome and DNA, DNA and gene, and gene and human behavior of gender. The study shows generic characteristics have influence upon consumers' buying behavior and inclination, and examined the effects of genetic characteristics depending upon the difference of gender DNA upon consumers' buying behavior. Results - Precedent studies on genetics and ethology showed close relations between chromosome and DNA, DNA and gene, and gene and buying behavior of the gene. 'Hunting and protection', one of the genetic characteristics in men's DNA, had great influence upon the consumers' different buying behavior. Conclusion - Gender DNA difference in genetics and ethology disclosed fundamental reasons for the difference in buying behavior and inclination of men and women. It gives implications that marketing strategies of advertising and sales promotion should be made in different ways depending upon men and women.

The Influence of Discount Methods on College Students' Satisfaction and Loyalty -Focusing on the Foodservice Industry- (할인수단이 대학생 소비자의 외식업체 만족도와 충성도에 미치는 영향)

  • Jeon, Min-Sun;Lee, Kwang-Woo
    • Korean Journal of Human Ecology
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    • v.23 no.5
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    • pp.941-955
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    • 2014
  • A price discount is one of the effective marketing means to get business profitability in a short period of time. Recently most of the foodservice enterprises in our country utilize a variety of discount methods such as affiliated cards, point cards, discount coupons, social commerce and/or event discount as their marketing strategy. Therefore, this research aimed to investigate customer satisfaction about discount methods provided by the foodservice industry and explore the moderate effect of the discount methods between customer satisfaction and loyalty. For data collection, both of online and offline questionnaire surveys were carried out, and a total of 871 responses were analyzed. As results, the respondents showed high satisfaction with the discount methods, and the discount methods had a positive moderate effect between customer satisfaction and loyalty.

A study on construction for all times learning system (상시학습 시스템 설계에 관한 연구)

  • Park, Young Ho
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.3
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    • pp.61-70
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    • 2014
  • The government supports the various systems on the premise of life-long education for improving the qualification of its people and supporting the lifelong career system. These systems help the educational activities for every generation from the teens. Each government department supports the learning activities for those who are related. In addition, each government department systemizes the regular education for advancing the performance of civil servant, by obliging a self-directed system to their member as well as by reflecting this educational activities in a promotion. This style of learning is provided not only offline but also online. However, not all necessary educational contents is furnished within the department. It is sometimes necessary to cooperate with the commissioned education and a professional educational institution. This thesis suggests three model systems while comparing one another. This paper suggests three system model. The first model is e-contents open place. The second model is e-contents open place. Finally, the suggest model is mixed form.

Relationship Maturity Model with SKT Case: Dancing with Knowledge Partners (관계 성숙 모형과 SKT사례: 지식 파트너와 함께 춤을)

  • Kwon, Tae H.;Lee, Kang Up;Choi, Jaewoong
    • Knowledge Management Research
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    • v.8 no.1
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    • pp.15-28
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    • 2007
  • In the age where the Internet changes everything, even the earth has become flat. The boarders between nations, locations, times, and industries are not meaningful, and no single company can do the whole process well. Therefore, various types of 'Value network' and 'Relation web' emerge for moving first and learning fast. Both the relationship maturity model (RMM) proposed and the partnership management initiatives at SKT demonstrate that the concept is important, and that the final goal can be reached only through a series of critical outcome at each phase. In particular, recognizing as core infrastructures various online/offline channels, deep trust, and rich communications is an important finding for a successful relationship management. Also, related literatures suggest the following key factors to be influential in more than two phases: professionalism including expertise, similarity, channel infrastructure, trustful/trustworthy, and absorptive capacity. Based on these findings, future efforts need to be put on the research & development of related measurement and management tools. It is hoped that more dance with their partners through these efforts.

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An ID-Based Remote User Authentication Scheme in IoT (사물인터넷에서 ID기반 원격 사용자 인증 방식)

  • Park, KiSung;Lee, SungYup;Park, YoHan;Park, YoungHo
    • Journal of Korea Multimedia Society
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    • v.18 no.12
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    • pp.1483-1491
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    • 2015
  • Applications of Internet of Things (IoT) supply various conveniences, however unsolved security problems such as personal privacy, data manipulation cause harm to persons, even nations and an limit the applicable areas of Internet of IoT technology. Therefore, study about secure and efficient security system on IoT are required. This paper proposes ID-based remote user authentication scheme in IoT environments. Proposed scheme provides untraceability of users by using different pseudonym identities in every session and reduces the number of variables. Our proposal is secure against inside attack, smart card loss attack, user impersonation attack, server masquerading attack, online/offline password guessing attack, and so on. Therefore, this can be applied to the lightweight IoT environments.