7 research outputs found

    B2B Performance Evaluation Model

    Get PDF

    Development of Indexes for the Performance Evaluation of e-SCM

    Get PDF
    Web-based sharing of information across the supply chain can bring a host of advantages to the trading partners. lower cost, leaner inventories, and more efficient shipping are just the beginning. eSCM is technology-enabled ability to concurrently manage high levels of complexity and multiple external relationships. This study presents that the development of indexes for the performance evaluation of e-SCM should be given more priority by companies giving weights to each index. Deductive research is used for the development of evaluation items and AHP method for the development of weights of the items. According to priority of each category - relationship between supplier and company, relationship between partner and company and relationship between customer and company- is as follows; Company driven type: relationship between customer and company, relationship between supplier and company, relationship between partner and company. Market portal type: relationship between supplier and company, relationship between customer and company, relationship between partner and company

    GLAD: Global-Local View Alignment and Background Debiasing for Unsupervised Video Domain Adaptation with Large Domain Gap

    Full text link
    In this work, we tackle the challenging problem of unsupervised video domain adaptation (UVDA) for action recognition. We specifically focus on scenarios with a substantial domain gap, in contrast to existing works primarily deal with small domain gaps between labeled source domains and unlabeled target domains. To establish a more realistic setting, we introduce a novel UVDA scenario, denoted as Kinetics->BABEL, with a more considerable domain gap in terms of both temporal dynamics and background shifts. To tackle the temporal shift, i.e., action duration difference between the source and target domains, we propose a global-local view alignment approach. To mitigate the background shift, we propose to learn temporal order sensitive representations by temporal order learning and background invariant representations by background augmentation. We empirically validate that the proposed method shows significant improvement over the existing methods on the Kinetics->BABEL dataset with a large domain gap. The code is available at https://github.com/KHUVLL/GLAD.Comment: This is an accepted WACV 2024 paper. Our code is available at https://github.com/KHUVLL/GLA

    An Analysis of Deadlock Detection Schemes in Multidatabase Systems

    No full text
    In multidatabase systems, autonomous executions of concurrency control schemes at local sites make it difficult to detect global deadlocks. Though timeout schemes are able to detect transactions involved in deadlocks, they may include false deadlocks. It is believed that an approximate wait-for-graph(AWFG) helps reduce the false deadlocks by extending the timeout values for those that appear not to be involved in a deadlock. In this paper, we evaluate the effectiveness of the AWFG scheme in reducing false deadlocks and the effect of the time-out value. Our simulation studies show that the AWFG scheme is not efficient in reducing false deadlocks since it is unaware of the exact waiting states in each local DBMS. We also found that the optimal time-out value is sensitive to the change in the transaction abort rate, and it is insensitive to the data contention level of global transactions, contrary to the common belief. Keywords: multidatabase, concurrency control, deadlock detection, wa..

    Mobile cloud-based interactive 3D video rendering and streaming over wireless networks

    No full text
    This paper presents an effective mobile cloud-based interactive 3D rendering and streaming system with data-service cost constraints over heterogeneous wireless networks. The proposed system contains software-defined networking ( SDN)enabled adaptive cloud resource management module and context-aware 3D rendering and streaming module to enhance the quality-of-service of interactive 3D rendering and streaming services. The first module is designed to efficiently control the limited cloud resources, such as server computing power and available backbone link bandwidth, and the second module is implemented to pursue an effective tradeoff between 3D rendering quality and compressed image quality. The system is implemented using Mininet network emulator with an OpenDaylight SDN controller, and VirtualGL with an online open-source 3D game, PlaneShift. Finally, the system is examined at a mobile device connected to real long-term evolution and WiFi networks.112sciescopu
    corecore