• Title/Summary/Keyword: Web Items

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Forecasting Load Balancing Method by Prediction Hot Spots in the Shared Web Caching System

  • Jung, Sung-C.;Chong, Kil-T.
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.2137-2142
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    • 2003
  • One of the important performance metrics of the World Wide Web is how fast and precise a request from users will be serviced successfully. Shared Web Caching (SWC) is one of the techniques to improve the performance of the network system. In Shared Web Caching Systems, the key issue is on deciding when and where an item is cached, and also how to transfer the correct and reliable information to the users quickly. Such SWC distributes the items to the proxies which have sufficient capacity such as the processing time and the cache sizes. In this study, the Hot Spot Prediction Algorithm (HSPA) has been suggested to improve the consistent hashing algorithm in the point of the load balancing, hit rate with a shorter response time. This method predicts the popular hot spots using a prediction model. The hot spots have been patched to the proper proxies according to the load-balancing algorithm. Also a simulator is developed to utilize the suggested algorithm using PERL language. The computer simulation result proves the performance of the suggested algorithm. The suggested algorithm is tested using the consistent hashing in the point of the load balancing and the hit rate.

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A Study on the Development of Website for Fashion Coordination (패션 코디네이션을 위한 웹 사이트 개발에 관한 연구)

  • 김효숙;강인애;최창석
    • Journal of the Korean Society of Costume
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    • v.51 no.3
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    • pp.99-109
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    • 2001
  • The purpose of this study is to propose the effective development a fashion coordination website by computer graphics and web animation programs. Today, the internet fashion shopping malls come into the spotlight as the way of marketing. The amount of clothing products sold on the internet shopping mall and interest in the website design is increasing. This means many people consider that the web site design is one of the most important thing to lead customers to purchasing. For this reasons, this study develop fashion coordination items which was designed by the computer graphics software named 'photoshop 6.0'and propose the more visual effect of fashion coordination web image which was designed by animation software named 'flash 4.0'. As a result of this study. 1 It can accumulate a database of trend garment. 2. It can help designers save a time, expenses and tries to treat design also make correction and transform their work more freely. 3. It can help develop a new textile through the various image adjustment. 4. It can give more visual and interesting effect to website by animation and multimedia. 5. It can able to communicate interactive with each other by website.

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Design and Implementation of the Web-based Individual Computerized Adaptive Testing System (웹 기반 학습자 개별적응 평가시스템의 개발)

  • Lee, Dong-Chun;Kwon, Ki-Tae
    • The Journal of Korean Association of Computer Education
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    • v.4 no.2
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    • pp.21-29
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    • 2001
  • The purpose of this study is to design and implementation of the Web-based Individual Computerized Adaptive Testing(CAT) system. The Web-based Individual CAT is a kind of test system to present a set of the problems divided into basic level, intermediate level and advanced level according to the saved results after doing a diagnostic test related to each unit. The diagnostic test is done to pull out the necessary items which learners have to study. The strong points of the web-based computerized adaptive testing system are to reduce the problems of distributed teachers and to have the effect of individual learning by using this system.

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A Comparative Study on Data Input Design of E-business Websites (E-business 웹사이트에서의 데이터 입력디자인에 관한 비교 연구)

  • 정홍인
    • Archives of design research
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    • v.17 no.1
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    • pp.127-134
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    • 2004
  • The purpose of this study was to compare data input interfaces used in e-business applications on the web and find optimal input design characteristics. Basic data entry tools such as a pull down menu, list, text input box, and radio button were examined by inputting data into a simulated hotel room reservation web site. Experimental results indicated that the text input box was most efficient for experts or experienced operators when there are more than four menu-items and pull down menu was considered most satisfactory, simplest, and easier to use for novices or unexperienced users. A simple list was determined to be the best for the input of binary data considering user's satisfaction, simplicity, and flexibility but radio button was evaluated best for the ease to use. Design guide lines of this study can be applied to build a usable interactive web sites and increase economic efficiency.

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An Internet-based Self-Learning Educational System for Efficient Learning Process of Java Language

  • Kim, Dong-Sik;Lee, Dong-Yeop;Park, Sang-Yoon
    • Proceedings of the Korea Multimedia Society Conference
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    • 2004.05a
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    • pp.709-713
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    • 2004
  • This Paper Presents an Internet-based Java self-learning educational system which consists of a management system named Java Web Player (JWP) and creative multimedia contents fer Java language. The JWP Is a Java application program free from security problems by the Java Web Start technologies that supports an Integrated learning environment including three Important learning Procedures: Java concept learning Process, Programming practice process and assessment process. This JWP enables the learners to achieve efficient and Interesting self-learning since the learning process is designed to enhance the multimedia capabilities on the basis of various educational technologies. On-line voice presentation and its related texts together with moving images are synchronized for efficiently conveying creative contents to learners. Furthermore, a simple and useful compiler is included in the JWP fur providing user-friendly language practice environment enabling such as coding, editing, executing and debugging Java source files on the Web. The assessment process with various items helps the learners not only to increase their academic capability but also to appreciate their current degree of understanding. Finally, simple multiple choices are given suddenly to the learners while they are studying through the JWP and the test results are displayed on the message box. The proposed system can be used for an efficient tool for learning system on the Web.

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Development of Apparel Coordination System Using Personalized Preference on Semantic Web (시맨틱 웹에서 개인화된 선호도를 이용한 의상 코디 시스템 개발)

  • Eun, Chae-Soo;Cho, Dong-Ju;Lee, Jung-Hyun;Jung, Kyung-Yong
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.66-73
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    • 2007
  • Internet is a part of our common life and tremendous information is cumulated. In these trends, the personalization becomes a very important technology which could find exact information to present users. Previous personalized services use content based filtering which is able to recommend by analyzing the content and collaborative filtering which is able to recommend contents according to preference of users group. But, collaborative filtering needs the evaluation of some amount of data. Also, It cannot reflect all data of users because it recommends items based on data of some users who have similar inclination. Therefore, we need a new recommendation method which can recommend prefer items without preference data of users. In this paper, we proposed the apparel coordination system using personalized preference on the semantic web. This paper provides the results which this system can reduce the searching time and advance the customer satisfaction measurement according to user's feedback to system.

A Study on Web Design Development for Consumer-Oriented Information for Food Safety (소비자 맞춤형 식품안전 정보 제공 웹 디자인 개발에 관한 연구)

  • Lee, Sim Yeol;Park, Myung Hee;Cho, You Hyun
    • Korean Journal of Human Ecology
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    • v.21 no.6
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    • pp.1129-1144
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    • 2012
  • The purpose of this study was to investigate the gender difference in adolescent's problem behavior and depression, and The main aim of this study was to develop a fundamental web design to provide information content that would be easy for average consumers to understand based on the classification of information related to food safety. Based on the information obtained through in-depth interviews, the researchers developed an information classification system that meets the needs of consumers, and which serve as a basic framework for a homepage for a food safety information center. A total of 62 food items in 6 areas were selected based on reports of food safety related events occurring between 1998-2009 (KFDA 2008). The classification system of risk factors such as chemical risk factors and biological risk factors were categorized. The specific features of the information content for individual food items provided for classification based on evaluation by professional food scientists and the importance of risk factors. By providing a consumer participation section and company participation section, it was anticipated that the food safety information center would be able to act as a moderator for food safety information communication among consumers, the food industry, and the government. Based on the development of a classification system and framework, a design plan and tree-map for the internet site was developed.

The Antecedents of Need for Self-Presentation and the Effect on Digital Item Purchase Intention in an Online Community (온라인 커뮤니티에서 자기표현욕구의 영향요인과 디지털 아이템 구매의도에 미치는 효과)

  • Koh, Joon;Shin, Seon-Jin;Kim, Hee-Woong
    • Asia pacific journal of information systems
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    • v.18 no.1
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    • pp.117-144
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    • 2008
  • Lots of virtual communities and online businesses presently derive their primary sources of revenues through advertising, but nevertheless are plagued with marginal profitability though they might possess a significant user base. In the light of the need for an efficacious business model, there have been recent insights of an online community in particular reaping profits through an innovative and lucrative revenue generation method that earns by selling digital items. There have been some obvious evidences (e.g., Cyworld, SecondLife, Habo Hotel, etc.) that online communities can be profitable through their unique business model of selling digital items. However, there is lack of understanding about the motivation of purchasing digital items. This study tries to identify the main motivators of digital item purchases based on social/individual identity theory and self-presentation theory. "Digital items", otherwise known as "virtual assets", may include online avatars, accessories for the avatars, decorative ornaments like furniture, digital wallpapers, skins, background music and virtual weapons used for Internet games. These digital items are employed by users for representation and articulation in the online space, especially to create and enhance their online profiles in web pages and games. Prices for digital items typically range from a few cents to a few dollars each. Based on the theoretical framework like social identity theory and self-presentation theory, we developed the research model and proposed seven hypotheses. An analysis of 225 members of Cyworld found that digital item purchase intention in virtual world is affected by both members' need for self-presentation and need for affiliation. We also found that the need for self-presentation is significantly increased by innovativeness of members, community group norm, and community involvement. We concluded that the need for self-presentation could be a key variable for profitable business model in online community service industry. However, neither individual self-efficacy nor the need for affiliation significantly influenced the need for self-presentation which triggers purchase intention of digital items. In term of the theoretical and practical contribution, this study can be a pioneering empirical research that investigates the purchase intention of digital items based on social identity theory and self-presentation theory in the online context. Also, the findings of our study are valuable and practical for practitioners in the market who wish to adopt or improve the business model of selling digital items in an online community. From the findings, it can be seen that innovativeness of users, community group norm, and community involvement are three significant factors that influence need for self-presentation of users which ultimately leads to their intentions to buy digital items. These findings put forth that virtual community providers and online businesses selling digital items should prioritize their efforts and focus on these three factors if they want to increase the sales of these digital items and generate greater revenues. This study provides important implications for academic researchers and practitioners to understand why the community members pay money for their digital items in virtual world and how the practitioners can increase the sales of digital items in an online community. A couple of limitations of the study and future research directions are also discussed.

Advanced Web Services Retrieval System using Matchmaking Algorithm (매치메이킹 알고리즘을 이용한 개선된 웹서비스 검색 시스템)

  • Choi, Ok-Kyung;Han, Sang-Yong;Lee, Jung-Woo
    • Journal of Intelligence and Information Systems
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    • v.13 no.3
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    • pp.1-15
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    • 2007
  • Recently, semantic web technology, represented by ontology building, is being combined with web services technology, creating 'Semantic Web Services' as a new promising field in information retrieval research. Accordingly, many brokering and matchmaking agents are being developed and used in the field. However, literature review revealed that most models do not take QoS(Quality of Services) into consideration. In this study, a QoS-augmented matchmaking algorithm is developed based on service availability, response time, maximum transaction amount, reliability, accessibility and price as critical QoS items. A prototype for Intelligent Semantic Web Services System is developed using publicly available data. Performance test was conducted and reported at the end.

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Web Accessibility Evaluation of Professional Sports Clubs in Korea (프로스포츠 웹 사이트의 접근성 평가)

  • Choi, Kyoung-Ho;You, Kang-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.3
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    • pp.399-406
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    • 2012
  • The government is supporting the law not to be uncomfortable in all departments of some sports and cultural activities for the handicapped, making the Welfare Law for People with Disability(Article 25) in Korea. Moreover web sites which are places of business more than 300 employees including other public organizations are making it mandatory to observe web accessibility for the handicapped. This study analyzed in statistical aspects to investigate systematically how professional sports clubs observe the accessibility of web site to some degree. As a result, it turned out that the compliance record on the items of the providing of text alternatives(44.92%) for non-text content and the keyboard accessible(46.79%) was low. However, by and large we are able to recognize that the compliance record of the web site is on an increasing trend with the course of time.