The problem of nonpreemptively scheduling a set of rn partially ordered tasks on n identical processors subject to interprocessor communication delays is studied in an effort to minimize the makespan.A new heuristic, called Earliest Task First (ETF), is designed and analyzed. It is shown that the makespan wEx-generated by ETF always satisfies to Eq.. (2 1/n wopti) + C, where Wopti) is the optimal makespan without considering communication delays and C is the communication requirements over some immediate predecessor-immediate successor pairs along one chain. An algorithm is also provided to calculate C. The time complexity of Algorithm ETF is O(nm2).
Purpose-To arouse the public awareness of online gaming-related crimes and other societal influences so that these problems can be solved through education, laws and appropriate technologies. Design/methodology/approach-A total of 613 criminal cases of online gaming crimes that happened in Taiwan during 2002 were gathered and analyzed. They were analyzed for special features then focusing on the tendency for online gaming crime. Related prosecutions, offenders, victims, criminal methods, and so on, were analyzed. Findings-According to our analysis of online gaming characteristics in Taiwan, the majority of online gaming crime is theft (73.7 percent) and fraud (20.2 percent). The crime scene is mainly in internet cafés (54.8 percent). Most crimes are committed within the 12:00 to 14:00 time period (11.9 percent). Identity theft (43.4 percent) and social engineering (43.9 percent) are the major criminal means. The offenders (95.8 percent) and victims (87.8 percent) are mainly male and offenders always proceed alone (88.3 percent). The age of offenders is quite low (63.3 percent in the age range of 15-20), and 8.3 percent of offenders are under 15 years old. The offenders are mostly students (46.7 percent) and the unemployed (24 percent), most of them (81.9 percent) not having criminal records. The type of game giving rise to most of the criminal cases is Lineage Online (93.3 percent). The average value of the online gaming loss is about US$459 and 34.3 percent of criminal loss is between $100 and $300. Research limitations/implications-These criminal cases were retrieved from Taiwan in 2002. Some criminal behavior may have been limited to a certain area or a certain period. Practical implications-Provides a useful source of information and constructive advice for the public who will sense the seriousness and influence of online gaming crimes. Further, this topic may have implications on e-commence, e-services, or web-based activities beyond gaming. Originality/value-Since there is little published research in this area, this paper provides the public with a good and original introduction to a topic of growing importance.
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