• Title/Summary/Keyword: User Experiences

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Earliest Virtual Deadline Zero Laxity Scheduling for Improved Responsiveness of Mobile GPUs

  • Choi, Seongrim;Cho, Suhwan;Park, Jonghyun;Nam, Byeong-Gyu
    • JSTS:Journal of Semiconductor Technology and Science
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    • v.17 no.1
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    • pp.162-166
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    • 2017
  • Earliest virtual deadline zero laxity (EVDZL) algorithm is proposed for mobile GPU schedulers for its improved responsiveness. Responsiveness of user interface (UI) is one of the key factors in evaluating smart devices because of its significant impacts on user experiences. However, conventional GPU schedulers based on completely fair scheduling (CFS) shows a poor responsiveness due to its algorithmic complexity. In this letter, we present the EVDZL scheduler based on the conventional earliest deadline zero laxity (EDZL) algorithm by accommodating the virtual laxity concept into the scheduling. Experimental results show that the EVDZL scheduler improves the response time of the Android UI by 9.6% compared with the traditional CFS scheduler.

A Cache Management Technique Based on Eviction Cost Estimation for Heterogeneous Storage Devices (이기종 저장장치를 위한 제거 비용 평가 기반 캐시 관리 기법)

  • Park, SeJin;Park, ChanIk
    • IEMEK Journal of Embedded Systems and Applications
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    • v.7 no.3
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    • pp.129-134
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    • 2012
  • The objective of cache is to reduce I/O access of physical storage device so that user accesses their data faster. Traditionally, the most important metric to measure the performance of cache is hitratio. Thus, when the cache maintains hitratio high, it is regarded as a good cache replacement policy. However, the cache miss latency is different when the storages are heterogeneous. Though the cache hitratio is high, if the cache often misses with low performance disk, then the user experiences low performance. To address this problem we proposed eviction cost estimation based cache management. In our result, the eviction cost estimation based cache management has 10~30% throughput improvement compared with LRU cache management.

Multiplexing scheme for forward signaling channels in wireless cellular networks (이동통신망의 전향 신호 채널을 위한 다중화 방식)

  • 최천원
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.35S no.3
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    • pp.65-75
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    • 1998
  • We consider connection-oriented wireless cellular networks such as the second generation wireless cellular networks and wirelss ATM networks. In these networks, a separate forward signaling channel is provided for the transmission of paging and channel allocation packets. When a call destined to a user is requested, all the base stations in the user's current location area broadcast the corresponding paging packet across forward signaling channels. By slot mode operation and paging group allocation for fusers in a location area, we can reduce relative power consumption level at battery-operated terminals. However, a sthe number of paging groups is increased for lowering relative power consumption level, a paging packet experiences higher delay to access the forward signaling channel. For the pre-negotiated quality-of-service level, paging packet delay level must be limited. In this paper, we consider static and dynamic multiplexing schemes for paging packets, and develop an analytical method for calculating paging packet delay and relative power consumption levels. Using this analytial method, we investigate the effect of network parameters on the paging packet delay and relative power consumption levels.

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Designing User Experiences in Network Environment with Scenario-Based Design - PACT Analysis Approach to Conceptual Design - (시나리오 기반 디자인을 이용한 네트워크 환경에서의 사용자 경험 설계 - PACT 분석을 적용한 개념 디자인 연구 -)

  • Lee, Sang-Hee;Kim, Joon-Hwan;Yim, Jin-Ho
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.240-245
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    • 2006
  • 시스템의 복잡도가 증가하고 컨버젼스 제품들이 늘어나면서 기존의 사용자 인터페이스 설계 방법론으로 미래의 사용자 환경을 예측하기엔 한계를 보인다. 또한, 제품 개발 시 관련 부서간 협업의 비중이 늘어난 반면 커뮤니케이션을 통해 얻을 수 있는 효과가 감소하고 있는 실정이다. 본 연구에서는 사용자 경험 설계 방법론으로써 PACT 분석을 응용한 시나리오 기반 디자인(Scenario-Based Design)을 채택하여 디지털 가전제품간의 네트워크 사용 환경에 대한 개념 디자인 방향을 효율적으로 제시하였다. PACT 분석은 People, Activity, Context, Technology 등 4 가지 요소를 시나리오 전개의 중요한 인자로 삼고 있는 방법론으로써 미래 사용 환경에 대한 예측과 체계적인 접근을 가능하게 했다. 또한, 다양한 전공자들로 구성된 관련 부서간의 커뮤니케이션 도구로 활용되어 각 분야의 전문성을 결과물에 반영하기에 효율적이었다. 추후 연구과제로는 본 방법론을 체계화하여 복잡하고 예측하기 어려운 도메인을 위한 사용자 중심의 설계 프로세스를 구성할 예정이다.

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The Study on Park Designing for Users of Common Residential Room (공동주거 공간의 이용자 중심형 공원계획에 대한 연구)

  • Cho, Kyoung-Deuk
    • Journal of The Korean Digital Architecture Interior Association
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    • v.7 no.1
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    • pp.35-42
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    • 2007
  • Common residential environment is synthetic forms promote with organic organization of varied cultures and images. Users perceive and classify about these environments of feeling and atmosphere of each elements through their experiences and memories, not fixed point of view. In Korea, park designing of common residential room is in operation monotonously attach importance to economical efficiency without aesthetic structures, varied tries of materials, multiplicity, congruity of surrounding, and user-oriented plan. Recently, in policy of park designing has elements that obstruct to characteristic of environment because of applied to wrong guidelines which are end in investigation to model of an advanced countries'. In conclusion, this investigation shows improve on quality of park planning with the pivot of the matter is for users of common residential room. and park planning needs to multidimensional achieve.

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Prediction Method for the Implicit Interpersonal Trust Between Facebook Users (페이스북 사용자간 내재된 신뢰수준 예측 방법)

  • Song, Hee Seok
    • Journal of Information Technology Applications and Management
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    • v.20 no.2
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    • pp.177-191
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    • 2013
  • Social network has been expected to increase the value of social capital through online user interactions which remove geographical boundary. However, online users in social networks face challenges of assessing whether the anonymous user and his/her providing information are reliable or not because of limited experiences with a small number of users. Therefore. it is vital to provide a successful trust model which builds and maintains a web of trust. This study aims to propose a prediction method for the interpersonal trust which measures the level of trust about information provider in Facebook. To develop the prediction method. we first investigated behavioral research for trust in social science and extracted 5 antecedents of trust : lenience, ability, steadiness, intimacy, and similarity. Then we measured the antecedents from the history of interactive behavior and built prediction models using the two decision trees and a computational model. We also applied the proposed method to predict interpersonal trust between Facebook users and evaluated the prediction accuracy. The predicted trust metric has dynamic feature which can be adjusted over time according to the interaction between two users.

Performance Improvement of Web Service Based on GPGPU and Task Queue

  • Kim, Changsu;Kim, Kyunghwan;Jung, Hoekyung
    • Journal of information and communication convergence engineering
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    • v.19 no.4
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    • pp.257-262
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    • 2021
  • Providing web services to users has become expensive in recent times. For better web services, a web server is provided with high-performance technology. To achieve great web service experiences, tools such as general-purpose graphics processing units (GPGPUs), artificial intelligence, high-performance computing, and three-dimensional simulation are widely used. However, graphics processing units (GPUs) are used in high-speed operations and have limited general applications. In this study, we developed a task queue in a GPU to improve the performance of a web service using a multiprocessor and studied how to receive and process user requests in bulk. We propose the use of a GPGPU-based task queue to process user requests more than GPGPU based a central processing unit thread, and to process more GPU threads on task queue at about 136% to 233%, and proved that the proposed method is effective for web service.

Prototyping Training Program in Immersive Virtual Learning Environment with Head Mounted Displays and Touchless Interfaces for Hearing-Impaired Learners

  • HAN, Insook;RYU, Jeeheon;KIM, Minjeong
    • Educational Technology International
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    • v.18 no.1
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    • pp.49-71
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    • 2017
  • The purpose of the study was to identify key design features of virtual reality with head-mounted displays (HMD) and touchless interface for the hearing-impaired and hard-of-hearing learners. The virtual reality based training program was aimed to help hearing-impaired learners in machine operating learning, which requires spatial understanding to operate. We developed an immersive virtual learning environment prototype with an HMD (Oculus Rift) and a touchless natural user interface (Leap Motion) to identify the key design features required to enhance virtual reality for the hearing-impaired and hard-of-hearing learners. Two usability tests of the prototype were conducted, which revealed that several features in the system need revision and that the technology presents an enormous potential to help hearing-impaired learners by providing realistic and immersive learning experiences. After the usability tests of hearing-impaired students' exploring the 3D virtual space, interviews were conducted, which also established that further revision of the system is needed, which would take into account the learners' physical as well as cognitive characteristics.

A preliminary study on the evaluation method of online design education (비대면 디자인 교육 평가 체계 구축에 관한 기초 연구)

  • Park, Seo-Yeon;Pan, Young-Hwan
    • Design & Manufacturing
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    • v.16 no.2
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    • pp.7-12
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    • 2022
  • The purpose of this study is to develop an evaluation method for online design education. Online education has established itself as the primary form in the educational field, however, there are unsatisfactory response from instructors and students due to rapid conversion of online education. Due to the transition of educational method, online class contents have become optimized and online educational experiences became accumulated. However, clear education criteria is essential. This study states importance of two parts: establishing an evaluation system based on design thinking for online design education and finding appropriate online platforms for interaction between instructors and students. The research results provide implications for ensuring the efficiency of design education and are expected to contribute significantly to the future education field.

Inclusive Design in Digital Medical Interface Adaptation for the Elderly

  • Liu Ming Hua
    • International Journal of Advanced Culture Technology
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    • v.12 no.1
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    • pp.100-107
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    • 2024
  • Addressing challenges posed by an aging society, this study explores inclusive design orientations for digital medical interfaces catering to the elderly. The aim is to enhance inclusiveness and optimize interactive experiences within the medical system for senior users. Employing inclusive design concepts, the study analyzes characteristics through literature, focusing on functional purpose, interactive behavior, and emotional expression in digital medical interface design for the elderly. User research methods, including in-depth interviews and field research, generate user personas and behavioral analysis diagrams, organizing and categorizing pain points for elderly patients with chronic diseases. The study proposes principles for improving service touchpoints based on inclusiveness, optimizing pain point types and design processes in age-friendly services. These enhancements aim to help the elderly adapt to and integrate into a digital lifestyle.Incorporating inclusive design principles enhances the inclusiveness of service design, improving the service experience for the elderly. Age-friendly service design with inclusiveness serves as a valuable entry point for research targeting elderly populations and provides practical strategies for age-friendly medical service process design.