• 제목/요약/키워드: Usage Time

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PLM 시스템 활용도 향상 방안의 중요도에 관한 연구 (A Study on the Importance of Measures for Improving PLM System Usage)

  • 유종광;임성택;민대환
    • 한국정보시스템학회지:정보시스템연구
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    • 제31권1호
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    • pp.239-269
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    • 2022
  • Purpose This paper attempts to identify items for improving the usage of PLM(Product Lifecycle Management) systems and suggests ways to prioritize improvement items on the basis of importance. It also tries to find out differences in the importance of improvement items due to the company size, the industry, the job, or the PLM solution. Design/methodology/approach Through a survey from participants to a PLM System Conference, data were collected from a sample of 181 users who had the previous experience in using a PLM system. In order to figure out the differences in the importance among user groups, the F-test with the Scheffe test as a post-hoc analysis was used in case of equal variances and the Welch test with the Dunnett T3 test was used in case of unequal variances. Findings This study sorted out 25 improvement ideas according to their importance assessed by the PLM system users. The top five ideas are improving data consistency, error minimization, fast system response time, enhancing user recognition, and business process improvement. The support group puts higher importance than the general user group in data consistency, fast system response time, enhancing user recognition, business process improvement, dedicated team for data consistency, continuous support from management, hardware performance upgrade, output linkage to other systems, and shortening problem solving duration. The largest company group attaches significantly higher weights than the smallest company group to data consistency, error minimization, fast system response time, business process improvement, dedicated team for data consistency, security with proper access management, output linkage to other systems, and better user interface.

보일러 고온요소의 수명 감시시스템 소프트웨어 개발 (Development of On-line Life Monitoring System Software for High-temperature Components of Power Boilers)

  • 윤필기;정동관;윤기봉
    • 한국에너지공학회:학술대회논문집
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    • 한국에너지공학회 1999년도 춘계 학술발표회 논문집
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    • pp.171-176
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    • 1999
  • Nondestructive inspection and accompanying life analysis based on fracture mechanics were the major conventional methods for evaluating remaining life of critical high temperature components in power plants. By using these conventional methods, it has been difficult to perform in-service inspection for life prediction. Also, quantitative damage evaluation due to unexpected abrupt changes in operating temperature was almost impossible. Thus, many efforts have been made for evaluating remaining life during operation of the plants and predicting real-time life usage values based on the shape of structures, operating history, and material properties. In this study, a core software for on-line life monitoring system which carries out real-time life evaluation of a critical component in power boiler(high temperature steam headers) is developed. The software is capable of evaluating creep and fatigue life usage from the real-time stress data calculated by using temperature/stress transfer Green functions derived for the specific headers and by counting transient cycles. The major benefits of the developed software lie in determining future operating schedule, inspection interval, and replacement plan by monitoring real-time life usage based on prior operating history.

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Effect of Movile Communication during Non-Worktime: Increasing Worker's Stress in the IT Industry

  • 함상우
    • 인터넷정보학회논문지
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    • 제19권4호
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    • pp.95-105
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    • 2018
  • As the IT industry has developed, the frequency of mobile communication usage has increased sharply. Mobile communication has many advantages such as improving work performance, communication beyond time and local constraints, and rapid and vast amounts of information exchange. However, mobile communication also allows supervisors to give their subordinates work at any time. Thus, mobile communication may also have a negative impact on workers' stress levels during non-work time. This study examined required time, urgent business, personal engagement, and trivial matters as sub-dimensions of mobile communication messages that workers could receive during non-work time. Further, the nature of the relationship between team leaders and members explains how these messages may increase the stress levels of workers. Supervisors should prohibit the use of such mobile communication, and efforts should be made at the enterprise level. Through this research, we aim to explain the dual nature of mobile communication, and understand how to optimize the usage of this innovative technology

로그기반 플래시 메모리 파일 시스템 성능 향상 기법 (A Technique to Enhance Performance of Log-based Flash Memory File Systems)

  • 류준길;박찬익
    • 대한임베디드공학회논문지
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    • 제2권3호
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    • pp.184-193
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    • 2007
  • Flash memory adoption in the mobile devices is increasing or vanous multimedia services such as audio, videos, and games. Although the traditional research issues such as out-place update, garbage collection, and wear-leveling are important, the performance, memory usage, and fast mount issues of flash memory file system are becoming much more important than ever because flash memory capacity is rapidly increasing. In this paper, we address the problems of the existing log-based flash memory file systems analytically and propose an efficient log-based file system, which produces higher performance, less memory usage and mount time than the existing log-based file systems. Our ideas are applied to a well-known log-based flash memory file system (YAFFS2) and the performance tests are conducted by comparing our prototype with YAFFS2. The experimental results show that our prototype achieves higher performance, less system memory usage, and faster mounting than YAFFS2, which is better than JFFS2.

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모바일 인터넷 서비스 이용만족도에 관한 예비적 연구 (A Preliminary Study on the Satisfaction of Mobile Internet Service Usage)

  • 변재호;권수천;조성빈
    • 품질경영학회지
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    • 제32권2호
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    • pp.15-23
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    • 2004
  • This study investigates the customer satisfaction based on the various levels of many factors such as age, sex, period, motive, preference between wired and mobile service, frequency, and time. Customer satisfaction is measured by 13 dimensions. MANOVA reveals that preference between wired and mobile commerce service, mobile service frequency, mobile e-mail service frequency, wired Internet usage frequency, and mobile Internet usage time have a significant effect on the overall satisfaction. Transmission speed, fare, and ease of operation of mobile Internet service turn out to be improved for better customer satisfaction, the IMT-2000 service in particular.

빌딩 및 일반 대수용가용 통합관리 시스템에 대한 적용사례 소개 및 전력사용 데이터 활용연구 (A Study of Electric Power Usage Data Utilization and Application regarding Consumer Portal System for Building and Large Consumers)

  • 최중인
    • 조명전기설비학회논문지
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    • 제25권12호
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    • pp.101-106
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    • 2011
  • An utilization of electricity usage measured data by region and time through the consumer portal system for building and large consumer are suggested. Electricity usage data by region and time can't be measured by traditional approach. A measured data from smart meters which are installed various regions can be utilized to set up a management of electricity peak demand.

급수제어장치 설치에 따른 건축물의 에너지 효율 및 경제성 평가 (A Study on Economic Evaluation and Energy Efficiency for the Installation of Water Control Device in Building)

  • 박강현;차정훈;김수민
    • 한국태양에너지학회:학술대회논문집
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    • 한국태양에너지학회 2011년도 추계학술발표대회 논문집
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    • pp.338-341
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    • 2011
  • Water usage for cleaning the toilet bowl accounts for 27% of the total water usage. Water-saving valve that can select the amount of water for cleaning toilet bowl can be reduced expenditure. After installing water-saving valve, analysed the economic effects. Water-saving valves compared with flush valves, and researched the amount of water usage. Then analyzed fort he economic effects. Water-saving valve was used 5.6 ${\ell}/time$ for cleaning toilet bowl. In contrast, flush valve was consumed 8.4 ${\ell}/time$. Water-saving valve's water-saving rate was 33.3%. The initial payback period for Water-saving valve was 459.5 days. By a small investment in water saving valve, the economic benefits can be obtained.

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영업용 물류센터 사용하에서 자가 물류센터의 크기 확장계획 모형 (Capacity Expansion Planning Model of Private Distribution Center Under Usability of Public Distribution Center)

  • 장석화
    • 산업경영시스템학회지
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    • 제33권1호
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    • pp.71-79
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    • 2010
  • This paper addresses capacity expansion planning model of distribution center under usability of public distribution center. For discrete and finite time periods, demands for distribution center increase dynamically. The capacity expansion planning is to determine the capacity expansion size of private distribution center and usage size of public distribution center for each period through the time periods. The capacity expansion of private distribution center or lease usage of public distribution center must be done to satisfy demand increase for distribution center. The costs are capacity expansion cost and excess capacity holding cost of private distribution center, lease usage cost of public distribution center. Capacity expansion planning of minimizing the total costs is mathematically modelled. The properties of optimal solution are characterized and a dynamic programming algorithm is developed. A numerical example is shown to explain the problem.

관광객의 정보이용이 관광주유행동에 미치는 영향분석 (Tourists' Excursion Behavior Analysis Considering Their Information Usage)

  • 김현
    • 대한토목학회논문집
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    • 제30권4D호
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    • pp.339-349
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    • 2010
  • 본 논문은 관광객의 정보이용을 고려한 관광주유행동 분석 목적으로 구조방정식 시스템을 적용한 모형을 구축하였다. 관광주유행동은 관광지 도착이후부터 귀가까지를 다루는 것으로 관광지내 활동과 시간, 관광지점수 등의 지표로 설명하고 있다. 이러한 관광주유행동지표들은 상호 상관관계가 있다는 가정에 구조방정식의 내생변수로 취급하였다. 또한 내생변수들은 지역인지도, 정보이용행동, 개인속성 등에 영향을 받는 것으로 가정하고 있다. 본 모형의 사례분석은 일본 후지 5호 관광지의 관광실태자료를 이용해 수행하였다. 본 연구에서 제안한 관광주유행동 모형은 내생변수간의 공분산관계를 통계적 분석으로 다루는 것이 가능해 기존 이산선택 방법론보다 간단하게 관광지의 정보이용 효과를 분석할 수 있는 장점이 있다.

아동의 전자게임 사용 실태 (A Study of Video and Computer Game Usage and Attitudes among Children)

  • 공인숙
    • 가정과삶의질연구
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    • 제20권3호
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    • pp.63-71
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    • 2002
  • This study is an investigation of children's video and computer games usage. The respondents included 286 third and fourth grade children, of whom 152 were boys and 134 were girls. The participants were selected from a pair of elementary schools in Seoul. The instruments used consisted of children's self-reported computer game use and their evaluations of the video and computer games. I employed frequencies, percentiles, means, Chi-squares, 1-tests, one-way ANOVA, and the Scheffe Test. Ninety-five percent of the children interviewed reported having played video and computer games. Among these children, most reported that they played the games 2 to 3 times per week for 112 to 1 hour each time. The most common reasons given for playing was 'fun'. The most popularly played games included themes of action, adventure, violence, and competition. There was a significant gender difference in playing and usage. Boys played games longer than the girls. Boys played the games with their friends while the girls played the games with their siblings. Children who played these games longer perceived themselves to be faster, more attentive, and more stable than children who played for a shorter period of time.