• Title/Summary/Keyword: 서비스 상호작용성

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A Study on Trust Transfer in Traditional Fintech of Smart Banking (핀테크 서비스에서 오프라인에서 온라인으로의 신뢰전이에 관한 연구 - 스마트뱅킹을 중심으로 -)

  • Ai, Di;Kwon, Sun-Dong;Lee, Su-Chul;Ko, Mi-Hyun;Lee, Bo-Hyung
    • Management & Information Systems Review
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    • v.36 no.3
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    • pp.167-184
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    • 2017
  • In this study, we investigated the effect of offline banking trust on smart banking trust. As influencing factors of smart banking trust, this study compared offline banking trust, smart banking's system quality, and information quality. For the empirical study, 186 questionnaire data were collected from smart banking users and the data were analyzed using Smart-PLS 2.0. As results, it was verified that there is trust transfer in FinTech service, by the significant effect of offline banking trust on smart banking trust. And it was proved that the effect of offline banking trust on smart banking trust is lower than that of smart banking itself. The contribution of this study can be seen in both academic and industrial aspects. First, it is the contribution of the academic aspect. Previous studies on banking were focused on either offline banking or smart banking. But this study, focus on the relationship between offline banking and online banking, proved that offline banking trust affects smart banking trust. Next, it is the industrial contribution. This study showed that offline banking characteristics of traditional commercial banks affect the trust of emerging smart banking service. This means that the emerging FinTech companies are not advantageous in the competition of trust building compared to traditional commercial banks. Unlike traditional commercial banks, the emerging FinTech is innovating the convenience of customers by arming them with new technologies such as mobile Internet, social network, cloud technology, and big data. However, these FinTech strengths alone can not guarantee sufficient trust needed for financial transactions, because banking customers do not change a habit or an inertia that they already have during using traditional banks. Therefore, emerging FinTech companies should strive to create destructive value that reflects the connection with various Internet services and the strength of online interaction such as social services, which have an advantage over customer contacts. And emerging FinTech companies should strive to build service trust, focused on young people with low resistance to new services.

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Cloud Computing Adoption and Job Performance based on Diffusion of Innovation Theory (한국 중소기업의 클라우드 컴퓨팅 오피스환경 도입에 따른 확산요인이 업무성과에 미치는 영향)

  • Kim, Jong Mok;Lee, Junkwan;Kim, Hyung Jae
    • International Area Studies Review
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    • v.21 no.1
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    • pp.97-117
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    • 2017
  • This research highlights the process of adopting cloud computing technology from users' perspective. Concentrating on perceived mechanism from employees side that lead to job performance at work. Cloud computing, the new player in our modern business environment, authors employ diffusion of innovation theory to capture how this new technology affect employees in workplace in terms of job performance. Education for this new system and managerial support by firm were used as moderating variable to test dependent variable, job performance. Research was done through survey from total 284 people working in metropolitan area at South Korea. The result shows that cloud computing system affect positively on work efficiency, and the extent of diffusion factors that influence from the most to least are as follow: 1. Users' Skill, 2. System Quality, 3. Information Quality, 4. Group Awareness, 5. Attitude towards New System. To test diffusion factors of cloud computing and job performance, South Korean people actually felt that cloud computing help their job performance and the extent of diffusion factors that influence from the most to least are as follow: 1. Users' Skill, 2. System Quality, 3. Information Quality, 4. Attitude towards New System, 5. Group Awareness. As for diffusion factors of cloud computing and productivity, result proved that cloud computing really helps firms, and the extent of diffusion factors that influence from the most to least are as follow: 1. Information Quality, 2. Attitude towards New System, 3. Group Awareness, 4. System Quality, 5. Users' Skill. Two moderating variables, employee education and managerial support were tested to prove whether these two variables affect the job performance and the result displays positive affect for both two factors. To conclude, adopting cloud computing helps firms by increase employees' work efficiency and job performance. In order to accelerate the process employees education really matters because users' skill is the most crucial among diffusion factors.

An Organization Framework for Role-based Adaptive Distributed Systems (역할기반 적응형 분산 시스템을 위한 조직 프레임워크)

  • Hwang, Seong-Yun;Jung, Jong-Yun;Lee, Jung-Tae;Ryu, Ki-Yeol
    • KIPS Transactions on Computer and Communication Systems
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    • v.2 no.9
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    • pp.369-380
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    • 2013
  • Recently, role-based distributed system models have been proposed to support adaptive interactions in ubiquitous application environment. A Role-based distributed model regards an application as an organization composed of roles, and separate players running role processes from the roles. When an application is running, it binds a role with a player, and the player runs dynamically assigned role processes provided by an application for supporting adaptability. However, there has not been much attention on researches about development and runtime environment for role-based distributed systems. In this paper we suggest an application framework as an environment for developing and executing role-base distributed systems. The application framework is divided into two parts: an organization framework to manage and construct an organization composed of roles necessary in the application, and a player framework to provide running environment for players. In this paper, we focus on the organization framework which supports the creation and management of organizations, directory service for players and allocation of players to roles, and message brokering between roles and players. The proposed framework makes developers to be able to develop highly adaptive distributed systems in the ubiquitous environment.

Design of Web 2.0 based Bibliographic Information Network for Life Science (Web 2.0 기반의 생명과학 문헌정보 네트워크 설계)

  • Ahn, Bu-Young;Kim, Dae-Jung;Han, Jeong-Min;Park, Yang-Sook
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.1051-1056
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    • 2007
  • In current web-based systems, it is generally recognized that one way flow of information from providers to users can cause the static problem of document structure. Therefore, information update frequency and interaction between providers and users are quiet slow. Monopolized information can obstruct the free user's access and heterogeneous format and different protocols also make users difficult to retrieve and to collect information. To resolve these problems, in this study, we introduce the Web 2.0 to move toward the user's participation and share based on the social network and the OAI protocol to improve the free access and the interoperability on bibliographic information for Life Science and then design the bibliographic information network for life science. This network has four main functions such as: 1) Open Repository function that can make up user community for sharing and data exchange. Data such as article, seminar material, research note and research report are considered in design. 2) Open Collection function that can collect and store the metadata on distributed bibliographic information networks, 3) Open Access function that can manage the metadata in the open access environment, and 4) Administration function that can monitor the user activity and statistics and can inspect the registered data.

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The Effect Analysis of Smart City Planning on Urban Dynamics Using System Dynamics Method - Focused on Anyang-city, Korea (시스템 다이내믹스를 이용한 스마트도시계획이 도시동태성에 미치는 영향 분석 - 안양시를 중심으로)

  • Yi, Mi Sook;Yeo, Kwan Hyun;Kim, Chang Hoon
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.38 no.1
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    • pp.57-67
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    • 2020
  • Recently, smart cities are attracting attention as a solution for a plethora of urban problems, including transportation, environment, safety, and energy. However, despite a substantial body of research dealt with the concept, trends, policy, and legal institutions of smart cities, few researchers have examined how the smart city services influence the cities from the dynamic perspective that considers the entire cycle of a city, including its growth, stagnation, and decline. Thus, it is vital to understand how the city changes with time from the view that a city is a system of sub-elements-population, industry, transportation, environment, housing, and land-closely interacting together. Within this context, this study explores how the urban dynamics of Anyang-city develop for the long term using the System Dynamics method and analyzes the effect of smart city project investment on the dynamics of Anyang-city. According to the result, Anyang-city is a "mature and stable" type, and its population is expected to decrease slowly by 2040. Specifically, the Anyang-city population will be reduced to 553,000 by 2030. It was analyzed that the number will decrease to 543,000 by 2040. It was also found that the investment in smart city projects in Anyang, based on the Plan for Anyang Smart City, would have the following effects: easing population decline, increasing number of businesses, improving urban safety index, and increasing average driving speed. The population will grow by 4,000 and the number of businesses will increase by 761 than before budget investment. The result of this paper is expected to contribute to identifying and predicting the effect of smart city policies from a long-term perspective.

A Study on the Influence of Augment Reality(AR) Types on Brand Attachment (증강현실 광고유형이 브랜드애착에 미치는 영향에 관한 연구)

  • Eum, Seong-Won
    • Management & Information Systems Review
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    • v.38 no.2
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    • pp.241-254
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    • 2019
  • This study is a study on the consumer reaction to the augmented reality advertisement which is a recent issue. this study was conducted based on the necessity of marketing advertisement technique suitable for the 4th industrial revolution era. First, we present the types of augmented reality ads based on previous studies, and examined the effects of enjoyment and formation of brand attitudes on brand attachment on products or services based on the perceived value of consumers for these types of ads. This study is briefly summarized as follows. Hypothesis (H1) empirical value had a positive effect on pleasure, and hypothesis H2) empirical value also had a positive effect on brand attitude. Hypothesis (H3) symbolic value had a positive effect on pleasure and hypothesis (H4) symbolic value had positive influence on brand attitude. Hypothesis (H5) Practical value has a positive effect on pleasure. Hypothesis (H7) Pleasure affects positively (+) influence on brand attitude. Hypothesis (H8, H9) enjoyment affects affection and brand attitude affects affection positively. Hypothesis (H6) Practical value did not affect brand attitude positively. It can be seen that the augmented reality advertisement communicates with consumers through experience or symbolic side rather than perceive practical value by consumer. The implication of this study is that the augmented reality advertisement is highly interactive with consumers and can induce consumer participation. This means that consumers are more aware of empirical and symbolic values rather than experiencing practical value through augmented reality advertising.

Methods for Stabilizing QoS in Mobile Cloud Computing (모바일 클라우드 컴퓨팅을 위한 QoS 안정화 기법)

  • La, Hyun Jung;Kim, Soo Dong
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.8
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    • pp.507-516
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    • 2013
  • Mobile devices have limited computing power and resources. Since mobile devices are equipped with rich network connectivity, an approach to subscribe cloud services can effectively remedy the problem, which is called Mobile Cloud Computing (MCC). Most works on MCC depend on a method to offload functional components at runtime. However, these works only consider the limited verion of offloading to a pre-defined, designated node. Moveover, there is the limitation of managing services subscribed by applications. To provide a comprehensive and practical solution for MCC, in this paper, we propose a self-stabilizing process and its management-related methods. The proposed process is based on an autonomic computing paradigm and works with diverse quality remedy actions such as migration or replicating services. And, we devise a pratical offloading mechanism which is still in an initial stage of the study. The proposed offloading mechanism is based on our proposed MCC meta-model. By adopting the self-stabilization process for MCC, many of the technical issues are effectively resolved, and mobile cloud environments can maintain consistent levels of quality in autonomous manner.

Experiences of Ageism and "Self-Ageism" (노인차별 경험과 자기연령주의(self-ageism))

  • Kim, Juhyun;Oh, Hyein;Ju, Kyonghee
    • 한국노년학
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    • v.40 no.4
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    • pp.659-689
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    • 2020
  • This study focuses on the process of internalizing the perception of negative discrimination among elderly people who have experienced age discrimination. The grounded theory method was used to identify the age discrimination experienced by the elderly in their daily lives and to explore the consequences of such discrimination through self-ageism. According to the analysis results, the elderly respond not only to explicit discrimination but also to implicit discrimination. In this process, the stronger the pain of old age (poverty, disease, ignorance, and solitude) and the stronger the memory of failing to respond to discrimination, the higher the level of self-ageism. "Self-ageism" has internalized the negative image of the elderly, who have been discriminated against by age, resulting in disadvantages in terms of quality of life through various reject/separate/suspension actions in reality. In the presence of supportive resources such as health, institutional support, and caregivers, the elderly have room to overcome self-ageism through more active ways. However elderly people who cannot motivate themselves and they lack these resources, elderly are trapped in negative reflux caused by self-ageism and sustained a depressed and shrinking life. In this state, it is not easy to motivate themselves and make physical, cognitive, emotional and social responses. Therefore, in this analysis, we specifically noted two aspects, contextual conditions and interventional conditions, and proposed programs for synchronizing senior citizens and improving resiliency from a microscopic point of view, and argued for the need to develop systems such as supplementing welfare and health service systems related to the entire life cycle, expanding accessibility and 'age-integration' through 'Community Care', awareness improvement and anti-discrimination laws.

Determinants of Mass Customization Adoption in the Apparel Industry: Retail Managers' and Young Consumers' Point of View (의류매장 매니저와 20대 소비자의 매스커스터마이제이션 도입 결정요인)

  • Kim, Su-Yeon;Fiorito, Susan S.;Koh, Ae-Ran
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.6
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    • pp.968-979
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    • 2009
  • The purpose of this study was to examine the relationship between the willingness to adopt mass customization and four proposed characteristics: organizational, individual, technological, and environmental. Retail managers' and consumers' point of view was separately examined to distinguish their characteristics and willingness to adopt mass customization. The sample of this study consisted of 66 managers and 274 consumers in their twenties. The researcher obtained seven findings from the hypotheses testing. The determinants of mass customization adoption were managers' technology and environmental characteristics, and consumers' individual, technology, and environmental characteristics. The most influential variables for the willingness to adopt mass customization were technology characteristics and retailer's customer relationship management process, where customer satisfaction and customer relationships are the top priority in an organization.

Hierarchical QoS Architecture for Virtual Dancing Environment (분산 가상현실을 위한 계층적 QoS 지원 기법)

  • 김진용;원유집;김범은;박종일;박용진
    • Journal of KIISE:Computer Systems and Theory
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    • v.30 no.11
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    • pp.675-690
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    • 2003
  • In this paper, we present the virtual dancing studio for distributed virtual environment. In this system, geographically distributed user shares the virtual dancing hall and interacts with each other. The participating object can be a graphical avatar or a live video stream. It allows the coexistence of graphic objects and real images in the shared virtual space. One of the main technical challenges in developing the distributed virtual environment is to handle excessive network traffic. In an effort to effectively reduce the network traffic, we propose a scheme to adjust the QoS of each object with respect to the distance from the observer in the virtual space. The server maintains the QoS vector for each client's shared space and controls the packet traffic to individual clients based on its QoS vectors. We develop a proto-type virtual dancing environment. Java based development enables the client to be platform independent. The result of experiment shows that the adoption of hierarchical QoS management significantly reduces the overall network traffic.