• Title/Summary/Keyword: Collaborative tools

Search Result 153, Processing Time 0.026 seconds

The Impact of the Introduction of Cloud Computing-Based Collaborative Tools on Work and Life: Based on the S-O-R Framework (클라우드 컴퓨팅 기반 협업툴의 도입이 일과 삶에 미치는 영향: S-O-R 프레임워크를 중심으로)

  • Jung, Su In;Yang, Sung Byung;Kang, Eun Kyung
    • The Journal of Information Systems
    • /
    • v.32 no.2
    • /
    • pp.153-176
    • /
    • 2023
  • Purpose As non-face-to-face work environments become common due to COVID-19, interest in online collaboration tools that can communicate smoothly without time and space limitations is continuously increasing. Most of the prior studies are about the introduction, use intention, and satisfaction of cloud computing-based collaboration tools, and studies on the effects of collaboration tools on work-life balance and quality of life are somewhat lacking. Therefore, in this study, the characteristics of cloud computing-based collaboration tools were derived, and the effect on job satisfaction during work and job stress outside of working hours was confirmed. Design/methodology/approach This study applied the S-O-R framework and conducted an online survey of office workers who used cloud computing-based collaboration tools for more than three months. Hypotheses were tested using structural equations. Findings As a result of the analysis, among the characteristics of collaboration tools, stability, usefulness, and interoperability had higher job satisfaction as more stimuli were applied. In addition, the higher the job satisfaction during work, the higher the job performance, work-life balance, and quality of life.

Impact of Internal Communication of Organizations on Collaborative Performance and Organizational Effectiveness: focusing on the Moderationg Effect of Online Communication Tools for Collaboration (조직 내부 커뮤니케이션이 협업성과와 조직효과성에 미치는 영향: 온라인 커뮤니케이션 협업도구의 조절효과를 중심으로)

  • Kim, Sungyoun;Lee, Myungjin
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.12
    • /
    • pp.498-518
    • /
    • 2020
  • This study aimed to examine the impact of internal communication(IC) on collaborative performance(CP) and organizational effectiveness(OE), and the moderating effect of online communication tools. First, IE and RS, ISI, RS, and COMN had a significant impact on ISI, Perf, respectively. The all factors of CP affected JS and OC. Second, IE, COMN, and RS influenced OC through CC and Perf. Third, online cooperative tools for collaboration have been moderated between RS and ISI, CoW and CC, IE and Perf, Perf and JS, repectively- IE(Infromation Exchange), CoW(Collaboration Work), Communication(COMN), Relationship(RS), Information Sharing Intention(ISI), CC(Collaboration Culture), Perf(Performance), JS(job satisfactino), and OC(Organization Commiment). These results could provide one implication for the establishment and utilization of online communication collaboration tools that take into account internal communication components within the organization.

Analysis of Elementary Pre-Service Teachers' Collaborative Problem Solving Competency Related to Science which Required in the Digital Age (디지털 시대에 요구되는 예비 초등교사의 과학 관련 협력적 문제해결역량 분석)

  • Na, Jiyeon;Yoon, Heojeong
    • Journal of Korean Elementary Science Education
    • /
    • v.39 no.4
    • /
    • pp.494-505
    • /
    • 2020
  • In this study, we surveyed characteristics of the science related collaborative problem solving competency of pre-service elementary teachers, especially required in the digital age. The participants in online survey were 119 pre-service elementary teachers of National University of Education located in Gangwon province. The analyzed results of survey were as follows: First, pre-service teachers performed their task responsibly in collaborative problem solving context related to science. However, they lacked competencies in making rubrics for problem solving processes or outcomes, and setting up rules about team activities. Second, in using ICT technology, the competencies of utilizing tools such as app and software lacked compared with the competencies of searching data in online and using ppt. Third, there was no statistically significant difference among groups by their intensive major in university or selective subject in high school. Nevertheless, pre-service teachers majoring in natural science showed more persistence than those majoring in humanities in problem solving context. Finally, there was no significant gender difference except 'clear communication and accomplishment'. That is, female pre-service teachers performed more responsible in their task and showed more fluency in communication and presentation within their group than male counterparts. Based on these results, implications in the field of pre-service teacher education were discussed.

Design and Implementation of a Performance Evaluation Tool for Embedded Softwares on Collaborative Development Environment (협업 개발을 지원하는 임베디드 소프트웨어 성능분석도구 설계 및 구현)

  • Kim, Ik-Su;Cho, Yong-Yun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.13 no.7
    • /
    • pp.19-27
    • /
    • 2008
  • A performance evaluation tool makes an important role in order to improve performance of an embedded software which has restricted computing resources. However, existing performance evaluation tools for embedded softwares cannot be used in collaborative development environment because they support only one developer with performance evaluation work under cross development environment. In this paper, we propose a performance evaluation tool for embedded softwares on collaborative development environment. A proposed tool is based on server and client model. It can have flexibility in offering and integrating the result information for the items. Through the suggested tool. developers can intuitively understand and analysis performance evaluation results each other.

  • PDF

The Development and the Application of a Collaborative Design Prototyping Tool for Digital Products (디지털 제품의 협동적 디자인을 위한 프로토타이핑 도구 개발 및 활용 사례 연구)

  • Nam, Tek-Jin
    • Archives of design research
    • /
    • v.17 no.4
    • /
    • pp.119-128
    • /
    • 2004
  • There is a lack of user centered design methods that support effective collaboration between designers and end-users for designing hardware and software integrated digital products. This paper presents the application of Collaborative Design and a new collaborative design prototyping tool for interactive digital product design projects. The tool consists of STCtools(State Transition Chart tools) software, hardware modeling materials, and physical interface toolkits for integrating software and hardware. STCtools allow users to create and edit States, to compose Events describing transitions between States, and to run intermediate or final results of STC. Using the hardware modeling materials and the physical interface toolkit, designers and end-users can collaborately examine the hardware and software integrated concepts in an early stage of the design process. Three collaborative design workshops of designing a portable digital guide for a theme park were accomplished to examine the feasibility of the tool. The results suggested that the tool supported iterative concept development and interactions between designers and end users. Although several user interface problems of STCtools were identified, the participants gave positive feedback on the role of the tool in collaborative concept generation and deployment. It is expected that the results of this study contribute not only to the collaboration between designers and end users, but also to the collaboration between designers, and between designers and other professionals.

  • PDF

Analysis of Vulnerability in Electron Based Collaboration Tools (Electron 기반 협업 프로그램 취약점 분석)

  • Lee, Hyomin;Jang, Yeonseok;Kwon, Yonghee;Lim, Eunji;Kim, Jongmin;Park, Jinwoo
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.31 no.4
    • /
    • pp.573-586
    • /
    • 2021
  • As the proportion of non-contact work is increasing in the situation of COVID-19 pandemic, the collaboration program market is growing rapidly. As the size of the market grows, vulnerabilities in collaborative programs are constantly being disclosed which increases interest in the security of collaborative tools. In this paper, we introduce the results of vulnerability analysis on Electron-based collaboration programs, noting that a number of collaboration programs are based on the Electron framework, and propose countermeasures to enhance the security of Electron-based applications.

The Effect of Performing Leader's Role on Academic Achievement and Satisfaction in Small Group Collaborative Learning in Virtual Reality (가상현실을 활용한 소집단 협력학습에서 팀 구성원으로서의 역할 수행이 학업성취도와 만족도에 미치는 영향)

  • Kim, Mi Hwa
    • Journal of Digital Convergence
    • /
    • v.15 no.11
    • /
    • pp.67-76
    • /
    • 2017
  • To conduct research using small group learning with advanced technology in school, small group collaborative learning was conducted in virtual reality called Second Life for high school history class to verify the effects of the role of group members (leader, group member) in collaborative learning activities in this study. Two classes of the second grade of high school were selected randomly and 20 groups were also randomly assigned, and each group was consisted of three members (1 leader and two group members). Academic achievement and satisfaction with academic activities were used to verify the effect of the role as measurement tools, and collected quantitative data were tested by independent sample t. As a result, it was found that performing the role of leader in collaborative learning activities in virtual reality was effective in promoting enhancing students' academic achievement and increasing satisfaction level. Lastly, utilization and improvement of small group collaborative learning using virtual reality in the field of education were discussed.

A Concurrency Control and a Collaborative Editing Mechanism in a Collaborative Virtual Environment for Designing a Game Map (게임 맵 디자인을 위한 협업 가상 환경에서의 동시성 제어 및 공동 편집 방법)

  • Park, Sung-Jun;Lee, Jun;Lim, Min-Gyu;Kim, Jee-In
    • Journal of Korea Game Society
    • /
    • v.11 no.4
    • /
    • pp.15-26
    • /
    • 2011
  • Game level design is a collaborative work to create a virtual world for a computer game including maps, agents, monsters, objects, players and events based on predefined its game scenario. It is a promising collaborative design application. The game level design generally requires much time and cost, as the size of its target game space becomes huge. However, traditional game level design tools do not provide concurrency control mechanisms among multiple participating game designers. They do not provide consistency of undo and redo mechanisms for erroneous collaborative tasks during iterative modifications and updates of collaborative tasks among multiple designers. In this paper, we propose a concurrency control and a collaborative editing mechanism to enhance productivity of the collaborative game level design. The proposed system provides hierarchical structures of shared objects and a concurrency control mechanism for each object. The proposed system also provides a consistent undo and redo mechanism to enhance modifications and updates on intermediate results of the level design procedures.

Performance Analysis of Scalable HEVC Coding Tools (HEVC 기반 스케일러블 비디오 부호화 툴의 성능 분석)

  • Kim, Yongtae;Choi, Jinhyuk;Choi, Haechul
    • Journal of Broadcast Engineering
    • /
    • v.20 no.4
    • /
    • pp.497-508
    • /
    • 2015
  • Current communication networks consist of channels with various throughputs, protocols, and packet loss rates. Moreover, there are also diverse user multimedia consumption devices having different capabilities and screen sizes. Thus, a practical necessity of scalability on video coding have been gradually increasing. Recently, The Scalable High Efficiency Video Coding(SHVC) standard is developed by Joint Collaborative Team on Video Coding(JCT-VC) organized in cooperation with MPEG of ISO/IEC and VCEG of ITU-T. This paper introduces coding tools of SHVC including adopted and unadopted tools discussed in the process of the SHVC standardization. Furthermore, the individual tool and combined tool set are evaluated in terms of coding efficiency relative to a single layer coding structure. This analysis would be useful for developing a fast SHVC encoder as well as researching on a new scalable coding tool.

Research on a Conceptual Model of Architecture Framework for Simulation based Acquisition (SBA를 위한 아키텍처 프레임워크 개념모델에 관한 연구)

  • Sohn, MyE
    • Journal of the Korea Society for Simulation
    • /
    • v.19 no.4
    • /
    • pp.309-318
    • /
    • 2010
  • Simulation-based acquisition(SBA) is a new acquisition paradigm to deliver combat systems cheaper, faster, and better. ROK MND adopts the vision of SBA and is pushing ahead with dramatic reform. However, ROK MND does not develop the SBA architecture framework which facilitates the reuse of tools and techniques and data software code and algorithms among participants of collaborative environments. In this paper, we propose a conceptual Model of architecture framework for SBA. To do so, we analyse acquisition process of MND and propose the to-be operational view that describes fundamental concept for how Government, Industry, and Academia can collaborate and share information more effectively throughout the acquisition process. Furthermore, we identify the tools and techniques that supports the operational nodes, and propose technical view and all view, too. technical view compose of set of standards that can ensure interoperability among tools, techniques and data, and all view provide an overarching description of the architecture.