• 제목/요약/키워드: Time usage

검색결과 2,451건 처리시간 0.028초

인터넷 경매 이용 소비자의 구매, 소비자만족, 재이용의도 및 관련 변수 (Consumers' purchase behavior and satisfaction in auction cite)

  • 허경옥
    • 한국생활과학회지
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    • 제14권4호
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    • pp.561-575
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    • 2005
  • This paper searches Internet auction sites to study consumer willingness to reuse and consumer satisfaction, along with its frequency of usage and evaluation. This study also examines the differency in the frequency of usage, the number of products purchased, consumer satisfaction and willingness to reuse, and evaluation of the auction sites according to the characteristics of consumers' socio-economic factors and the auction site itself. Determinant variables is investigated in the level of consumer satisfaction. The results of this study are as below: First, consumers used auction sites frequently, especially when they were in their 20s, intended to purchase clothes, and thought the delivery time would be short. In addition, consumers were more likely to purchase products, with low income buy first pay later, and short deliberation. Second, consumers, unemployed and in their 50s, sell-purchase among consumers were less likely to have a willingness to reuse the auction site. However, consumers with an experience to buy clothes or products with a price between 50,000 and 100,000 won were more likely to have a willingness to reuse the site. Third, consumer satisfaction with auction sites were higher among those who were females; responsible as a consumer; full of experiences; and received the product within a short period of time. Lastly, the willingness to reuse auction sites was positively related to the following type of consumers: single, employed, and responsible as a consumer.

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DEVELOPMENT OF AN IMPROVED THREE-DIMENSIONAL STATIC AND DYNAMIC STRUCTURAL ANALYSIS BASED ON FETI-LOCAL METHOD WITH PENALTY TERM

  • KIM, SEIL;JOO, HYUNSHIG;CHO, HAESEONG;SHIN, SANGJOON
    • Journal of the Korean Society for Industrial and Applied Mathematics
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    • 제21권3호
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    • pp.125-142
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    • 2017
  • In this paper, development of the three-dimensional structural analysis is performed by applying FETI-local method. In the FETI-local method, the penalty term is added as a preconditioner. The OPT-DKT shell element is used in the present structural analysis. Newmark-${\beta}$ method is employed to conduct the dynamic analysis. The three-dimensional FETI-local static structural analysis is conducted. The contour and the displacement of the results are compared following the different number of sub-domains. The computational time and memory usage are compared with respect to the number of CPUs used. The three-dimensional dynamic structural analysis is conducted while applying FETI-local method. The present results show appropriate scalability in terms of the computational time and memory usage. It is expected to improve the computational efficiency by combining the advantages of the original FETI method, i.e., FETI-mixed using the mixed local-global Lagrange multiplier.

2D와 3D에 기반한 MMORPG 트래픽간의 특성 비교 (A Comparison of 20 and 3D MMORPG's Traffic)

  • 김재철;권태경;최양희
    • 한국IT서비스학회지
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    • 제7권2호
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    • pp.137-148
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    • 2008
  • This paper measures and compares the traffic of a series of Massively Multi-player On-line Role Playing Game (MMORPG). The purpose of this analysis is to characterize the MMORPG traffic and compare the traffic characteristics of those games caused by the game structure difference between 2D and 3D environment. The target game is 'Lineage I' and 'Lineage II' which represent world's largest MMORPGs in terms of the number of concurrent users. We collect about 280 giga bytes and 1 tera bytes of packet headers, respectively. We compare packet size, packet inter-arrival time and bandwidth usage of these two games. The MMORPG traffic consists of two kinds of packets: client-generated upstream packets and server-generated downstream packets. We observe that the upstream packet size of payload has grown from 9 bytes to 19 bytes, while the average payload size of downstream packets has grown from 37 bytes to 318 bytes. This asymmetry of growing rate is caused by 3D game structure. Packet inter-arrival time becomes shorter from average 2 milliseconds to 58 microseconds. Bandwidth consumption per client has grown from 4 kbps to 20 kbps. We find that there is a linear relationship between the number of users and the bandwidth usage in both case.

데이터 마이닝을 통한 네트워크 이벤트 감사 모듈 개발 (Development of Network Event Audit Module Using Data Mining)

  • 한석재;소우영
    • 융합보안논문지
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    • 제5권2호
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    • pp.1-8
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    • 2005
  • 최근 새로운 공격기법에 대한 대응방법의 하나로 네트워크 상황 즉, 네트워크 사용량을 분석을 통한 외부 공격 예방기법이 연구되고 있다. 이를 위한 네트워크 분석을 데이터 마이닝 기법을 통하여 네트워크 이벤트에 대한 연관 규칙을 주어 외부뿐만 아니라 내부 네트워크를 분석할 수 있는 기법이 제안되었다. 대표적인 데이터 마이닝 알고리즘인 Apriori 알고리즘을 이용한 네트워크 트래픽 분석은 과도한 CPU 사용시간과 메모리 요구로 인하여 효율성이 떨어진다. 본 논문에서는 이를 해결하기 위해서 새로운 연관 규칙 알고리즘을 제시하고 이를 이용하여 네트워크 이벤트 감사 모듈을 개발하였다. 새로운 알고리즘을 적용한 결과, Apriori 알고리즘을 적용한 시스템에 비해 CPU 사용시간과 메모리의 사용량에 있어 큰 향상을 보였다.

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메모리 사용률을 개선한 SURF 알고리즘 특징점 추출기의 하드웨어 가속기 설계 (An Implementation of a Feature Extraction Hardware Accelerator based on Memory Usage Improvement SURF Algorithm)

  • 정창민;곽재창;이광엽
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2013년도 추계학술대회
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    • pp.77-80
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    • 2013
  • SURF 알고리즘은 영상의 특징점 검출 및 서술자를 생성하는 알고리즘으로 크기와 회전, 조명 및 시점 등의 환경 변화에 강인한 특징을 가지고 있다. 이러한 특징 때문에 객체 인식, 파노라마 이미지, 3차원 영상 복원 등 영상처리 분야에서 많이 사용되고 있다. 하지만 SURF 알고리즘과 같은 대부분의 인식 알고리즘은 많은 양의 연산을 필요로 하기 때문에 실시간 구현이 어렵다. 본 논문은 SURF의 메모리 접근 횟수와 메모리 사용량을 분석하여 효율적인 메모리를 설계함으로써 메모리 접근 횟수와 메모리 사용량을 최소화하여 실시간 구현이 가능하도록 설계하였다.

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인천지역 초등학교 급식의 냉동가공식품 이용률 및 관리실태 (Assessments of utilization and Management Practices of Frozen Convenience Foods in Elementary School Foodservice Operations in Inchon)

  • 박경숙;최은희;류경
    • 대한영양사협회학술지
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    • 제10권2호
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    • pp.246-257
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    • 2004
  • To provide basic information for the proper usage of frozen convenience foods in elementary school foodservice operations, 51 dietitian employeed in school foodservices in Inchon were surveyed. Among the frozen convenience foods, dumpling-type foods(60.8%) and processed meats(40.4%)were used widely in school foodservice. Generally, the frequency of using frozen food items was fewer than 1 time per month. More than 15% of respondents were using pork cutlet, chicken, chickenball, dumpling stuffed with meat about 2-3 times per month. Sweet and sour pork(Tangsuyuk), kebap(Sanjuk), fish/shrimp cutlet, fried potato items were used only fewer than 1 time per month. Dietitian's age, carrier, employed status influenced the utilization rate. The grand mean of satisfaction score was 3.36 out of 5. The factors affecting satisfaction in using frozen foods were sanitation, taste, price, nutrition, food additives in order. The major reasons of utilizaing frozen convenience foods were 'improved labor productivity(4.47)' and 'meet customer preference(4.25)'. The limiting factors in using frozen foods were taste(35.3%), price(23.5%), nutrition(17.6%). The management practices of frozen convenience foods through food processing flow were assessed. Average performance rate was 64.7%. To enlarge the usage of frozen convenience foods in foodservice operations, dietitians should observe sanitary practices.

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FRP의 원통형 압력 용기제작을 위한 필라멘트 밴드의 감김 시뮬레이션 (Filament Band Winding Simulation for Fiber Reinforced Cylindrical Pressure Vessels)

  • 윤재득;;정융호
    • 한국CDE학회논문집
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    • 제19권1호
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    • pp.19-28
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    • 2014
  • The filament winding method is widely used to manufacture products of fiber reinforced plastics (FRP), such as high pressure vessels, launch tubes and pipes. For reducing winding time, the method of winding by filament band which consists of several filament fibers is used. NC winding machine is used for precise winding and NC path is needed. Before filament winding, users should verify that winding path which presented by a line is appropriate by filament winding simulation. Also, the used length of each filament is different. So, if the peak filament exhausted, it causes to stop manufacturing. In this research, we developed software which visualizes 3D graphic of filament band winding path and simulates winding process on real time. And we proposed algorithm about calculation of each filament usage. We use geodesic equation for generating filament band surface and calculating the usage length of each filament.

대출기록을 통해 본 공공도서관 이용자 연구 - 강서·양천지역을 중심으로 - (A Study on Public Libraries' User Behaviors Based upon Circulation Data in Gangseo and Yangcheon Region)

  • 허선;정연경
    • 한국비블리아학회지
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    • 제25권4호
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    • pp.187-207
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    • 2014
  • 대출기록은 공공도서관에 축적되는 다양한 이용데이터로 이용 행태 분석을 통해 도서관서비스 개선에 적극 반영할 수 있다. 본 연구는 강서 양천지역 공공도서관 2개관의 대출기록 754,198건을 대상으로 대출이용자 및 대출 횟수, 대출자료, 대출시간 및 대출요일 분석을 실시하였다. 분석을 통해 두 도서관의 주된 이용자 계층, 도서관 방문 횟수, 주로 이용되는 자료의 주제, 주로 이용되는 시간을 확인할 수 있었고, 근접하였지만 환경이 서로 다른 두 도서관의 유사한 이용행태를 밝혀냄으로써 대출기록의 활용방안을 제시하였다.

청소년의 인터넷게임 중독 영향 요인 (Factors on Internet Game Addiction among Adolescents)

  • 박현숙;권윤희;박경민
    • 대한간호학회지
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    • 제37권5호
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    • pp.754-761
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    • 2007
  • Purpose: The purpose of this study was to explore factors related to internet game addiction for adolescents. Method: This study was a cross-sectional survey, and data was collected through self-report questionnaires. Data was analyzed using the SPSS program. Results: In logistic regression analysis, the risk of being addicted to internet games was 2.22 times higher in males than females. Adolescents with low and middle academic performance also had a higher risk(2.08 times and 2.54 times) to become addicted to internet games. For the location of the computer, the risk of becoming addicted to internet games were .01 times lower in the living room or brother or sisters' room than in their own room. The risk of becoming addicted to internet games was 1.18 times higher in the higher usage time of internet games. The risk of becoming addicted to internet games was .49 times lower in the more accepting and autonomic parents' rearing attitude and .02 times lower in the high self-efficacy group than the low group. Conclusion: The result of this study suggests that there are noticeable relationships between internet game addiction and gender, academic performance, location of computer, usage time of internet games, parents' rearing attitude, and self efficacy.

모바일 SNS 사용이 30~40대 기혼여성의 대인관계 강화와 자존감에 미치는 영향: 사용촉진 요인을 중심으로 (Influence of Mobile SNS on Personal Relationship Enhancement and Self-esteem of Married Women in Their 30s and 40s: Based on Usage Acceleration Factors)

  • 김종기;한지연
    • 한국정보시스템학회지:정보시스템연구
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    • 제23권1호
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    • pp.53-71
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    • 2014
  • The center of networking is moving toward mobile from PC based computing environment. The number of smartphone users are increasing rapidly today. One of the most popular smart phone applications is mobile SNS such as Kakao Story, Facebook, Twitter, Mobile Cyworld, etc. Mobile SNS means social network services based on mobile communication technology. This research focused on mobile SNS usage of married women who have not enough time for face-to-face communication with their friends to enhance their friendship. Married women in their 30s and 40s have lots of things to do like housework and caring their children. Mobile SNS would help their communication in aspect such of free of space and time. Through Mobile SNS married women can reinforce their personal relationship and self-esteem. Social Information Processing Theory (SIP) is an interpersonal communication theory developed by Walther(1992). Once established, online personal relationships may demonstrate the same relational dimensions and qualities as face-to-face relationships. The theory explains how people get to know one another online, without nonverbal cues, and how they develop and manage relationships in the computer-mediated environment. The result of empirical analysis indicates that marred women's Mobile SNS activities reinforce their personal relationship and self-esteem.