• Title/Summary/Keyword: user task requirement

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Design of Self-Reconfigurable Kinematics and Control Engine for Modular Robot (모듈러 로봇의 작업 적응성을 위한 자가 재구성 제어 엔진)

  • Do, HyunMin;Choi, Tae-Yong;Park, DongIl;Kim, DooHyeong;Son, Youngsu
    • The Journal of Korea Robotics Society
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    • v.11 no.4
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    • pp.270-276
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    • 2016
  • This paper proposes a design methodology of self-reconfigurable kinematics and control engine for modular and reconfigurable robots. A modular manipulator has been proposed to meet the requirement of task adaptation in versatile needs for service and industrial robot area and the function of self-reconfiguration is required to extend the application of modular robots. Kinematic and dynamic contexts are extracted from the module and assembly information and related codes are automatically generated including controller. Thus a user can easily build and use a modular robot without professional knowledge. Simulation results are presented to verify the validity of the proposed method.

A QoS-aware Web Services Selection for Reliable Web Service Composition

  • Nasridinov, Aziz;Byun, Jeongyong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.04a
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    • pp.586-589
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    • 2012
  • Web Services have been utilized in a wide variety of applications and have turned into a key technology in developing business operations on the Web. Originally, Web Services can be exploited in an isolated form, however when no single Web Service can satisfy the functionality required by a user, there should be a possibility to compose existing services together in order to fulfill the user requirement. However, since the same service may be offered by different providers with different non-functional Quality of Service (QoS), the task of service selection for Web Service composition is becoming complicated. Also, as Web Services are inherently unreliable, how to deliver reliable Web Services composition over unreliable Web Services should be considered while composing Web Services. In this paper, we propose an approach on a QoS-aware Web Service selection for reliable Web Service composition. In our approach, we select and classify Web Services using Decision Tree based on QoS attributes provided by the client. Service classifier will improve selection of relevant Web Services early in the composition process and also provide flexibility to replace a failed Web Services with a redundant alternative Web Services, resulting in high availability and reliability of Web Service composition. We will provide an implementation of our proposed approach along with efficiency measurements through performance evaluation.

A Multi-category Task for Bitrate Interval Prediction with the Target Perceptual Quality

  • Yang, Zhenwei;Shen, Liquan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.12
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    • pp.4476-4491
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    • 2021
  • Video service providers tend to face user network problems in the process of transmitting video streams. They strive to provide user with superior video quality in a limited bitrate environment. It is necessary to accurately determine the target bitrate range of the video under different quality requirements. Recently, several schemes have been proposed to meet this requirement. However, they do not take the impact of visual influence into account. In this paper, we propose a new multi-category model to accurately predict the target bitrate range with target visual quality by machine learning. Firstly, a dataset is constructed to generate multi-category models by machine learning. The quality score ladders and the corresponding bitrate-interval categories are defined in the dataset. Secondly, several types of spatial-temporal features related to VMAF evaluation metrics and visual factors are extracted and processed statistically for classification. Finally, bitrate prediction models trained on the dataset by RandomForest classifier can be used to accurately predict the target bitrate of the input videos with target video quality. The classification prediction accuracy of the model reaches 0.705 and the encoded video which is compressed by the bitrate predicted by the model can achieve the target perceptual quality.

Study on ″Policy-based Network service Management System for DEN″ (DEN 서비스를 위한 PBNM 개발)

  • 전준현;백성혁;구태원
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.41 no.4
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    • pp.1-10
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    • 2004
  • In NGNs(Next Generation Networks), It is necessary for Integrated management of resource and information to satisfy high-quality users'demands, such as stable speed, guarantee of high level service and service requirement in various fields. In relation to this, technology for efficiently using limited resources is becoming interesting things more and more. Therefore policy of network service is dealt essentially. Recently, DEN(Directory Enabled Network)-based personalization service is user-dependent services in NGNs, and integrated management and efficient use of limited resources. Also, PBNM(Policy-Based Network Management) is new technology defined and applied by policies of communication service environments and users on demand. Subsequently to study on how to optimizing the PBNM is of great importance. In this paper, we propose a technology of the PBNM based on DEN standardized in DMTF(Distributed Management Task Force).

Development of a Web-based User Experience Certification System based on User-centered System Design Approach (사용자 중심의 웹 기반 제품 사용경험 인증·평가 시스템 개발)

  • Na, Ju Yeoun;Kim, Jihee;Jung, Sungwook;Lee, Dong Hyun;Lee, Cheol;Bahn, Sangwoo
    • The Journal of Society for e-Business Studies
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    • v.24 no.1
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    • pp.29-48
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    • 2019
  • Recently, product design innovation to improve user experience has been perceived as a core element of enterprise competitiveness due to the fierce market competition and decrease of the technological gap between companies, but there is insufficient services to support the product experience evaluation of small and medium-sized companies (SMCs). The aim of this study is to develop a web-based product user experience evaluation and certification system supporting product design practices for SMCs. For system interface design, we conducted systematic functional requirement elicitation methods such as user survey, workflow analysis, user task definition, and function definition. Then main functions, information structure, navigation method, and detailed graphic user interfaces were developed with consideration of user interactions and requirements. In particular, it provides the databases for evaluation efficiency to support the evaluation process above a certain level of performance and efficiency, and knowledge databases to utilize in the evaluation and product design improvement. With help of the developed service platform, It is expected that the service platform would enhance SMCs' product development capability with regard to the user experience evaluation by connecting the consulting firms with SMCs.

Software Replacement Time Prediction Technique Using the Service Level Measurement and Replacement Point Assessment (서비스 수준 측정 및 교체점 평가에 의한 소프트웨어 교체시기 예측 기법)

  • Moon, Young-Joon;Rhew, Sung-Yul
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.8
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    • pp.527-534
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    • 2013
  • The software is changed according to the changing businesses and the user requirement, it involves increasing complexity and cost. Considering the repetitive changes required for the software, replacement is more efficient than maintenance at some point. In this study, the replacement time was predicted using the service dissatisfaction index and replacement point assessment index by the software group for each task. First, fuzzy inference was used to develop the method and indicator for the user's service level dissatisfaction. Second, the replacement point assessment method was established considering the quality, costs, and new technology of the software. Third, a replacement time prediction technique that used the gap between the user service measurement and replacement point assessment values was proposed. The results of the case study with the business solutions of three organizations, which was conducted to verify the validity of the proposed prediction technique in this study, showed that the service dissatisfaction index decreased by approximately 16% and the replacement point assessment index increased by approximately 9%.

An Empirical Study on Motivation Factors and Reward Structure for User's Createve Contents Generation: Focusing on the Mediating Effect of Commitment (창의적인 UCC 제작에 영향을 미치는 동기 및 보상 체계에 대한 연구: 몰입에 매개 효과를 중심으로)

  • Kim, Jin-Woo;Yang, Seung-Hwa;Lim, Seong-Taek;Lee, In-Seong
    • Asia pacific journal of information systems
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    • v.20 no.1
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    • pp.141-170
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    • 2010
  • User created content (UCC) is created and shared by common users on line. From the user's perspective, the increase of UCCs has led to an expansion of alternative means of communications, while from the business perspective UCCs have formed an environment in which an abundant amount of new contents can be produced. Despite outward quantitative growth, however, many aspects of UCCs do not meet the expectations of general users in terms of quality, and this can be observed through pirated contents and user-copied contents. The purpose of this research is to investigate effective methods for fostering production of creative user-generated content. This study proposes two core elements, namely, reward and motivation, which are believed to enhance content creativity as well as the mediating factor and users' committement, which will be effective for bridging the increasing motivation and content creativity. Based on this perspective, this research takes an in-depth look at issues related to constructing the dimensions of reward and motivation in UCC services for creative content product, which are identified in three phases. First, three dimensions of rewards have been proposed: task dimension, social dimension, and organizational dimention. The task dimension rewards are related to the inherent characteristics of a task such as writing blog articles and pasting photos. Four concrete ways of providing task-related rewards in UCC environments are suggested in this study, which include skill variety, task significance, task identity, and autonomy. The social dimensioni rewards are related to the connected relationships among users. The organizational dimension consists of monetary payoff and recognition from others. Second, the two types of motivations are suggested to be affected by the diverse rewards schemes: intrinsic motivation and extrinsic motivation. Intrinsic motivation occurs when people create new UCC contents for its' own sake, whereas extrinsic motivation occurs when people create new contents for other purposes such as fame and money. Third, commitments are suggested to work as important mediating variables between motivation and content creativity. We believe commitments are especially important in online environments because they have been found to exert stronger impacts on the Internet users than other relevant factors do. Two types of commitments are suggested in this study: emotional commitment and continuity commitment. Finally, content creativity is proposed as the final dependent variable in this study. We provide a systematic method to measure the creativity of UCC content based on the prior studies in creativity measurement. The method includes expert evaluation of blog pages posted by the Internet users. In order to test the theoretical model of our study, 133 active blog users were recruited to participate in a group discussion as well as a survey. They were asked to fill out a questionnaire on their commitment, motivation and rewards of creating UCC contents. At the same time, their creativity was measured by independent experts using Torrance Tests of Creative Thinking. Finally, two independent users visited the study participants' blog pages and evaluated their content creativity using the Creative Products Semantic Scale. All the data were compiled and analyzed through structural equation modeling. We first conducted a confirmatory factor analysis to validate the measurement model of our research. It was found that measures used in our study satisfied the requirement of reliability, convergent validity as well as discriminant validity. Given the fact that our measurement model is valid and reliable, we proceeded to conduct a structural model analysis. The results indicated that all the variables in our model had higher than necessary explanatory powers in terms of R-square values. The study results identified several important reward shemes. First of all, skill variety, task importance, task identity, and automony were all found to have significant influences on the intrinsic motivation of creating UCC contents. Also, the relationship with other users was found to have strong influences upon both intrinsic and extrinsic motivation. Finally, the opportunity to get recognition for their UCC work was found to have a significant impact on the extrinsic motivation of UCC users. However, different from our expectation, monetary compensation was found not to have a significant impact on the extrinsic motivation. It was also found that commitment was an important mediating factor in UCC environment between motivation and content creativity. A more fully mediating model was found to have the highest explanation power compared to no-mediation or partially mediated models. This paper ends with implications of the study results. First, from the theoretical perspective this study proposes and empirically validates the commitment as an important mediating factor between motivation and content creativity. This result reflects the characteristics of online environment in which the UCC creation activities occur voluntarily. Second, from the practical perspective this study proposes several concrete reward factors that are germane to the UCC environment, and their effectiveness to the content creativity is estimated. In addition to the quantitive results of relative importance of the reward factrs, this study also proposes concrete ways to provide the rewards in the UCC environment based on the FGI data that are collected after our participants finish asnwering survey questions. Finally, from the methodological perspective, this study suggests and implements a way to measure the UCC content creativity independently from the content generators' creativity, which can be used later by future research on UCC creativity. In sum, this study proposes and validates important reward features and their relations to the motivation, commitment, and the content creativity in UCC environment, which is believed to be one of the most important factors for the success of UCC and Web 2.0. As such, this study can provide significant theoretical as well as practical bases for fostering creativity in UCC contents.

QoS-Aware Channel Sensing Scheduling for Cognitive Radio Network (Cognitive Radio 네트워크에서 QoS를 보장하는 채널 센싱 스케줄링 방법)

  • Kwon, Ki-Hyuk;Choi, Jae-Kark;Yoo, Sang-Jo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.6A
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    • pp.484-493
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    • 2009
  • For the flexible frequency utilization, cognitive radio technique has been prominently considered. The most important requirement in cognitive radio networks is to protect the communications of primary users. Spectrum sensing task by secondary users should be seriously considered in cognitive radio networks, since the spectrum sensing process makes their current quality of service worse. In this paper, we propose the channel sensing scheduling method that keeps the requirements for protecting the primary and guarantee the secondary user's quality of service as possible. The quality of service of secondary user is analyzed in terms of packet delay and loss while the protection-requirements in terms of sensing interval and sensing time predefined. In numerical analysis, we can get appropriate parameters which guarantee QoS in various environment. And simulation results show that this method can improve the performance, delay and the number of transmitted packets against consecutive sensing method.

Design of Sensor Middleware Architecture on Multi Level Spatial DBMS with Snapshot (스냅샷을 가지는 다중 레벨 공간 DBMS를 기반으로 하는 센서 미들웨어 구조 설계)

  • Oh, Eun-Seog;Kim, Ho-Seok;Kim, Jae-Hong;Bae, Hae-Young
    • Journal of Korea Spatial Information System Society
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    • v.8 no.1 s.16
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    • pp.1-16
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    • 2006
  • Recently, human based computing environment for supporting users to concentrate only user task without sensing other changes from users is being progressively researched and developed. But middleware deletes steream data processed for reducing process load of massive information from RFID sensor in this computing. So, this kind of middleware have problems when user demands probability or statistics needed for data warehousing or data mining and when user demands very important stream data repeatedly but already discarded in the middleware every former time. In this paper, we designs Sensor Middleware Architecture on Multi Level Spatial DBMS with Snapshot and manage repeatedly required stream datas to solve reusing problems of historical stream data in current middleware. This system uses disk databse that manages historical stream datas filtered in middleware for requiring services using historical stream information as data mining or data warehousing from user, and uses memory database that mamages highly reuseable data as a snapshot when stream data storaged in disk database has high reuse frequency from user. For the more, this system processes memory database management policy in a cycle to maintain high reusement and rapid service for users. Our paper system solves problems of repeated requirement of stream datas, or a policy decision service using historical stream data of current middleware. Also offers variant and rapid data services maintaining high data reusement of main memory snapshot datas.

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An investigation of the User Research Techniques in the User-Centered Design Framework - Focused on the on-line community services development for 13-18 Young Adults (사용자 중심 디자인 프레임워크에서 사용자 조사기법의 역할에 관한 연구 - 13-18 청소년용 온라인 커뮤니티 컨텐트 개발 프로젝트를 중심으로)

  • 이종호
    • Archives of design research
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    • v.17 no.2
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    • pp.77-86
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    • 2004
  • User-Centered Design Approach plays important role in dealing with usability issues for developing modern technology products. Yet it is still questionable whether the User-Centered approach is enough for the development of successful consumer contents since the User-Centered Design is originated from the software engineering field where meeting customers' functional requirement is the most critical aspect in developing a software. However, modern consumer market is already saturated and in order to meet ever increasing consumer requirements, the User-Centered Design approach needs to be expanded. As a way of incorporating the User-Centered Approach into the consumer product development, Jordan suggested the 'Pleasure-based Approach' in industrial design field, which usually generates multi-dimensional user requirements: 1)physical, 2)cognitive, 3)identity and 4) social. It is the current tendency that many portal and community service providers focus on fulfilling both functional and emotional needs for users when developing new items, contents and services. Previously fulfilling consumers' emotional needs solely depend on visual designer's graphical sense and capability. However, taking the customer-centered approach on withdrawing consumers' unknown needs is getting critical in the competitive market environment. This paper reviews different types of user research techniques and categorized into 6 ways based on Kano(1992)'s product quality model. Based on his theory, only performance factors, such as suability, can be identified through the user-centered design approach. The user-centered design approach has to be expanded to include factors include personality, sociability, pleasure, and so on. In order to identify performance as well as excellent factors through user research, a user-research framework was established and tested through the case study, which is ' the development of new online service for teens '. The results of the user research were summarized at the end of the paper and the pros and cons of each research techniques were analyzed.

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