• Title/Summary/Keyword: 서비스 상호작용성

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XML message based Workfrow Management Application Programming Interface Mechanism (XML 메시지 기반 워크플로우 관리 응용 프로그래밍 인터페이스 메커니즘)

  • 임현준;이명호;김상배;백수기;김광훈
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.04a
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    • pp.680-682
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    • 2003
  • 본 논문은 워크플로우 표준기관인 WfMC(Workflow Management Coalition)의 명세서에서 명세하고 있는 기존 워크플로우 관리 응용 프로그래밍 인터페이스에 해당하는 워크플로우 클라이언트 응용, 호출 응용과 워크플로우 엔진과의 상호작용 방식에 대한 문제점과 웹 서비스의 활성화가 급속하게 확장됨에 따른 개선된 상호작용 방법의 필요성을 기술한다. 이러한 문제점과 필요성을 검토한 후 이에 대한 문제해결 방법으로 XML 메시지 기반의 워크플로우 관리 응용 프로그래밍 인터페이스 정의와 접근방법을 제시한다. 워크플로우 관리 시스템에서 중요한 요소인 상호운용성에서도 이러한 XML 메시지 기반 인터페이스는 워크플로우 구성요소간 상호운용성에도 영향을 줄 수 있게 되는 것이다.

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A Study on Service Failure and Service Recovery in Web Application of Smart Phone (스마트폰 환경에서 웹 애플리케이션서비스 실패 요인 및 서비스 회복에 관한 연구)

  • Choi, Hun
    • Management & Information Systems Review
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    • v.31 no.1
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    • pp.205-219
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    • 2012
  • This study is to understand how why users fail to service and how users use service recovery strategics. This study use equity theory to understand how perceived justices have influence on trust and to identify how trust has influence on service quality. This study used scenario techquie to get user experience of service failure in smartphone application. Scenario is composed of 16 sub scenario and we conducted survey with each case. The results show that interpersonal justice and distributed justice have significantly influence on trust. However, procedural justice has not influence on trust. Service quality is influenced by trust. This paper conclude with statements of implications and limitations of the study results.

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The Blueprint of Service Encounter by Types of Restaurants (레스토랑 유형별 서비스 인카운터 청사진 설계 및 비교)

  • Jo, Mi-Na;Shin, Seo-Young
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.35 no.8
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    • pp.1088-1096
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    • 2006
  • The purpose of this study was to identify the service encounter blueprint by types of restaurants in order to manage moment of truth when customers who visit a restaurant encounter services. The service encounter blueprint gives an overall picture of the service provision to visualize an entire service process and its integrated structure. The blueprint is used for service process analysis technique. The random samples of 15 customers were observed by types of restaurants and the records were collected for three-days' observation. Interviews were performed by 3 managers, 3 service encounter employees, 3 cashiers, 3 cooks and 10 customers by types of restaurants. After drawing the first service blueprint, it was revised by the interview with the 3 managers and 6 service encounter employees. In this paper, restaurant service processes are reviewed and analyzed. By use of service blueprint, the processes are analyzed to find a fail point, customer wait, employee decision. As a result of making a blueprint of service encounter by types of restaurant, blueprints of fine-dining restaurants and family restaurants were similar, while fast-food restaurants showed a little difference. In particular, difference was indicated in a point where interaction of service encounter occurred. Difference was indicated depending on types of restaurants. Therefore, the efforts to improve this problem were needed. The blueprint is a map or flowchart (called a process chart in manufacturing) of all transactions constituting the service delivery process. The results showed that service encounter blueprint can be used to improve the service process in the restaurant's encounter.

Design and Development of Interactive Therapy System for Children with Autism (발달장애아동을 위한 상호작용 치료시스템의 디자인 개발)

  • Choi, Min-Young;Lee, Hyun-Jhin;Lee, Jang-Han
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.777-788
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    • 2010
  • Early diagnosis of autism and intervention of medical treatment are very significant to develop specific social communication skill for children with autistic spectrum disorders (ASDs). But they have difficulties in medical treatment because of lack of a public welfare institution and special medical system. In particular, few children can access such treatment and the existing single-therapist clinics are inefficient with regard to cost and time. Therefore, new methods should be studied for developing various products, services, and systems for autistic children. This study discusses the potential use of an interactive design as assistive technology for such children. We utilize the experience gained in the collaborative design of the interactive therapy system (ITS). The key methods include a collaborative design with rapid interactive prototyping, heuristic evaluation, user-centered process, VR technology, tangible interface, and scenario-based contents. We applied these methods to the ITS and proved the efficiency of interactive design as an assistive technology through clinical experimentation.

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The Effects of Perceived Interaction Effort and Service Justice on Satisfaction with Complaint Handling and Customer Loyalty in the Internet Fashion Shopping Mall Service Recovery (인터넷 패션쇼핑몰 서비스 회복 과정의 지각된 상호 작용성과 서비스 공정성이 불평 처리 만족 및 충성도에 미치는 영향)

  • Ju, Seong-Rae;Chung, Myung-Sun
    • The Research Journal of the Costume Culture
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    • v.15 no.6
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    • pp.1023-1037
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    • 2007
  • The focus of this study was on service recovery process of domestic internet fashion shopping mall, the purposes of this study were to extract perceived interaction effort and service justice with the recovery factors according to service failure by literature review, and to empirically examine the effect this variables on customer satisfaction with complaint handling and loyalty. The questionnaires was administered to 256 internet shopping mall customer, who has experiences of dissatisfaction and complaining behavior after buying fashion products. The data was analyzed by Cronbach's a, confirmatory factor analysis, correlation analysis, and structural equation modeling using LISREL 8.30 program. The results were as follows. First, perceived interaction partly affected serviced justice consumer. Interaction effort on the part of consumer negatively affected interactional justice, but didn't affected distributive justice and procedural justice. However interaction effort on the part of shopping mall positively affected all justice. Second, distributive, procedural and interactive justice positively affected customer satisfaction with complaint handling and loyalty. Finally, customer satisfaction with complaint handling positively affected customer loyalty. The implications of the research and directions for future researchers were discussed.

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A Study on the Effect of Social Commerce Service Quality and Service Provider Physical Environment on the Social Commerce Loyalty -Focused on the Social Commerce for Group Purchase- (소셜커머스 서비스품질과 서비스제공 업체의 물리적환경이 소셜커머스 충성도에 미치는 영향 -공동구매형 소셜커머스를 중심으로-)

  • Choi, Tae-Ho;Yun, Dae-Hong;Ock, Jung-Won
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.11
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    • pp.322-331
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    • 2016
  • This study examines the effects of social commerce service quality and the service provider's physical environment on customer loyalty based on trust and satisfaction. Study results are as follows: First, correlation analysis results for social commerce service quality and social commerce trust find that informativity and interactivity exert statistically significant effects on social commerce trust. Second, service provider's physical environment and service provider satisfaction correlation analysis results demonstrate cleanliness, ambience, and interactivity exert statistically significant effects on service provider satisfaction. Lastly, the correlation between social commerce trust, service provider satisfaction, and social commerce loyalty, was statistically significant. Results of this study are expected to provide general understanding of group purchase decisions in social commerce and to provide value input in strategy development for social commerce with respect to group purchase and service provider.

Fairness, Satisfaction, Intention to Repurchase, and Negative WOM in the Process of Service Recovery (서비스 회복과정에서 공정성과 만족, 그리고 재구매 의도와 부정적 구전)

  • Jeong, Yong-Gil
    • The Journal of the Korea Contents Association
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    • v.17 no.6
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    • pp.424-435
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    • 2017
  • Because services are delivered through the behaviors of people, it is very difficult to do the quality control and services failures are often happened. If services failures are not recovered by appropriate methods, customers make the negative word-of-mouth communications and have the negative intention to repurchase. The service recovery paradox demonstrates the importance of service recovery after the service failures. The purpose of this study is to investigate the antecedents of customer satisfaction of service recovery(CS), and its consequences of the CS. Independent variables of CS are distributive justice, procedural justice, and interactional justice, and dependent variables of CS are negative word of mouth communication and intention to repurchase. Data are collected using the scenario method. Research model and hypotheses are tested empirically using the statistical packages such as SPSS and AMOS.

A Design and Implementation of Ontology for Service Interoperability in Collaboration (협업에서 서비스 상호운용을 위한 온톨로지 설계 및 구현)

  • Hwang, Chi-Gon;Shin, Hyo-Young;Jung, Kye-Dong;Choi, Young-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.12
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    • pp.2777-2784
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    • 2012
  • To support complex business environment. the enterprise information system requires prompt and flexible response to altered conditions. The development of collaboration among information systems in accordance with changes in enterprises' business environment brings about the problems of duplication of the existing business services and increase in costs of maintenance. In order to supplement and resolve such problems, researches on ontology are under way. Ontology can support the semantic interoperability of Web service by describing the resources of particular business domains and the relationships among them. This thesis suggests ontology that supports interoperability among services. The constructed ontology is designed into the service area, the meta area, and the instance area, which can support the collaboration efficiently by providing the link between the interactivity among businesses and the data. The register and call of constructed ontology are carried out with the interaction of the three areas, that is, the service area, the instance area and the meta area that supports the common elements. The efficiency of the proposed ontology is evaluated by comparing with an existing Web service ontology.

An e-Learning System using a Combined Multimedia Content (혼합형 멀티미디어 콘텐트를 활용한 e-러닝 시스템)

  • Na, Yun-Ji;Ko, Il-Seok;Cho, Dong-Uk;Yoon, Chui-Yung
    • The KIPS Transactions:PartA
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    • v.11A no.5
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    • pp.407-412
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    • 2004
  • The e-learning system uses multimedia content for efficiency of a education and learner's convenience. With the web based e-learning, various multimedia services are difficult on account of physical factors such as network state and system performance. Also on the off line based e-learning, we have defects an insufficiency of interactions among learners and instructors, and an insufficiency of an adaptation about the latest information. In this study, we designed a multi-tier e-learning system using hybrid multimedia method, The proposed system can provide interaction and adaptability such as web based systems, and it can provide various multimedia content such as off line based systems. In experiments results, we know the proposed system improved users' convenience and an adaptability about the latest information, and interactions among learners and instructors when compare with existing e-learning system.

Implementation of Healthcare Application Service in Mobile Collaboration Environment (모바일 협업 환경하에서 헬스케어 응용 서비스의 구현)

  • Kim Dong-Suk;Jeong Chang-Won;Joo Su-Chong
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06d
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    • pp.88-90
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    • 2006
  • 본 논문에서는 다수의 모바일 장치가 협업을 할 수 있는 환경을 제안하고, 이를 기반으로 헬스케어 응용 서비스에 적용함을 보였다. 제안한 협업 환경은 센서와 모바일 장치, 모바일 장치와 모바일 장치, 모바일 장치와 홈 서버의 상호작용을 3가지 타입으로 정의 하였다. 또한 이들간의 정보 교환은 Push와 Pull방식으로 구분하였으며, 다수의 센서로부터 수집된 정보는 보안 정책에 따라 모바일 장치간 정보를 교환하거나 홈 서버에게 전달한다. 보안 정책은 개인 의료 처방과 예방을 위한 개인 정보와 주변 환경에 관련된 공개 정보로 나누어 관리하여 협업 환경에 적용하였다. 이는 개인 사용자마다 상이한 서비스를 제공하는데 기반이 된다. 이를 위한 구현 기술로는 적시성을 보장하는 TMO 스킴을 이용하여 컴포넌트를 설계 및 구현하였으며, 이들간의 상호작용은 TMOSM을 사용하였다.

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