• Title/Summary/Keyword: Developer and User

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Correlation Analysis Between Casual and Outcome Factors for Developing Land Information System (토지정보시스템 구축의 영향요인과 성과요인의 상관관계 분석)

  • Choe, Byong Nam;Jin, Heui Chae
    • Spatial Information Research
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    • v.23 no.6
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    • pp.1-8
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    • 2015
  • This study aims to suggest key strategy for successful establishment of LIS (Land Information System). Survey questionnaires on casual and outcome factors for LIS establishment are distributed to the LIS users and developers. Analysis results show that user participation has statistically significant, positive effect on business efficiency, user satisfaction, data sharing and services. Government support and developer technical skill are appeared to be the two important factors for improving the business efficiency and user satisfaction of LIS. Based on such results, this study suggests different strategies for successful development and implementation of LIS, including the definition of users' role and their proactive participation, visionary guide and support by government, cooperative relationship based government support and user participation, sufficient technology for land informatization. This study contributes to systematic organization of situational factors of South Korea's LIS towards its achievements. The results of this study could also be utilized for strengthening global competitiveness of the domestic geospatial information firms, in particular in supporting the development of land information projects in developing countries.

User Innovation Empowerment in Open Market Systems: A Case Study on Participatory Game Communities (오픈마켓 시스템에서의 사용자 혁신 위임: 참여적 게임 커뮤니티에 대한 사례연구)

  • Kwon, Hee-Jung;Kim, Jin-Woo
    • Information Systems Review
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    • v.12 no.3
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    • pp.75-88
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    • 2010
  • Business models in open market systems targeting smart phone users are determined by several important factors. First, by providing developers efficient technical platforms, it contains a setting for developers to learn, apply and improve the skills relating to the product category easily while they stay beyond a corporate boundary. Second, by the first condition, a huge population of talented developers becomes to join a specific open market where will invite more customers to use their applications. Hence it will attract more and more developer participants who will finally give a rise to a persistent market growth. Third, the evaluation system between platform providers and application producers, and one between application producers and application users may underlie the trust relationships between them. The research conducted a multiple embedded case study to test the success factors of open market based business models. It focused on smart phone game communities that have installed user evaluation, and feedback systems. The user innovation empowerment model within the social game networks has highlighted the theories on the roles and characteristics of lead users, and lead user network behaviors for future NPD participations.

Preliminary Design and Implementation of 3D Sound Play Interface for Graphic Contents Developer (그래픽 콘텐츠 개발자를 위한 입체음 재생 인터페이스 기본 설계 및 구현)

  • Won, Yong-Tae;Jang, Bong-Seog;Ahn, Dong-Soon;Kwak, Hoon-Sung
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.203-211
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    • 2008
  • Due to the advance of H/W and S/W techniques to play 3D sound, the virtual space contented by 3D graphics and sounds can provide users more improved realities and vividness. However for the small 3D contents developers and companies, it is hard to implement 3D sound techniques because the implementation requires expensive sound engines, 3D sound technical understanding and 3D sound programming skills. Therefore 3D-sound-playing-interface is necessary to easy and cost-effective 3D sound implementation. Using this interface, graphics experts can easily add 3D sound techniques to their applications. In this paper, the followings are designed and implemented as a preliminary stage in the way of developing the 3D sound playing interface. First, we develop 3D sound S/W modules converting mono to 3D sound in PC based systems. Second, we develop the interconnection modules to map 3D graphic objects and sound sources. The developed modules in this paper can allow the user to percept sound source position and surround effect at the moving positions in the virtual world. In the coming works, we are going to develop the more completed 3D sound playing interface consisted of the synchronization technique for sound and moving objects, and HRTF.

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An Implementation of the Report View Generator using Program Performance Log Information (프로그램 성능 평가 로그 정보를 이용한 레포트 뷰 생성기 구현)

  • Cho Yong-Yoon;Yoo Chae-Woo
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.3 s.35
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    • pp.35-44
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    • 2005
  • A software developer can use a performance evaluation tool to elevate development speed and improve qualify of softwares. But, evaluation results that most performance evaluation tools offer are complicated strings. Therefore, a developer cannot intuitively understand the meanings of the results and must make much times and efforts in analysing the result. In this paper, we propose a report view generator that can transform and provide the text-based performance evaluation results for softwares with various graphic-based views. Our proposed generator consists of a screen generator that creates a structural XML document about the text-based performance evaluation results and a log analyzer that makes various report view through the created XML evaluation document. Because the XML evaluation result document can express the result information structured according to performance evaluation items for resources of softwares, it can have flexibility in offering and integrating the result information for the items. Through the suggested report view generator, developers can intuitively understand and analysis performance evaluation results of embedded software. And they can easily and quickly improve software quality and improve development efficiency of softwares.

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Study about Component Identification Method Based On RUP (RUP 기반의 컴포넌트 식별 방법에 관한 연구)

  • Choe, Mi-Suk;Yun, Yong-Ik;Park, Jae-Nyeon
    • The KIPS Transactions:PartD
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    • v.9D no.1
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    • pp.91-102
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    • 2002
  • We need a component-based system to reflect software changes in user's requirements, to implement a system at a rapid speed as well as to efficiently manage the system in a maintenance phase and to easily change software. Moreover, the component-based system has a merit in development cost. However, existing component development methodology for implement of component-based system is inefficient in object identification for component identification. Moreover, the existing component development methodology also fails to provide any method to identify system component. It merely provides procedures and methods to identify business component focused on a whole system domain. In addition, it has another problem that it considerably relies on developer's experiences and intuitions for component identification. Therefore, according to this paper, RUP (Rational Unified Process) is applied from a requirement analysis phase to an object identification phase in order to improve the inefficiency of object identification. In addition, this paper procedures and methods for system component identification, and identifies business components based on the identified system component, rather than on the whole system domain. This paper also provides and applies cohesion metric and coupling metric so as to overcome the problem that component identification depends on developer's intuitions and experiences. Accordingly, the component identification method proposed in this paper, may identify components more effectively based on facility of object identification, functional reusability of components, traceability, and independence of components.

The proposal of download based IPTV system using user-specific channel management (사용자 맞춤형 채널 관리를 이용한 다운로드 기반의 IPTV 시스템 제안)

  • Kim, Dae-Jin;Choi, Hong-Sub
    • Journal of Digital Contents Society
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    • v.10 no.1
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    • pp.61-71
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    • 2009
  • While the broadband network and multimedia technology are being developed, the commercial market on digital contents as well as IPTV has been widely spreading. Especially IPTV is providing various useful services since it makes using multimedia contents easier and more convenient by combining the strong points of both TV and PC system. Until now, IPTV system has been focused on VoD service as a general usages. However, various IPTV services are recently demanded since they can have special features for some specific places and occasions. So in this paper, we propose a design of the download based IPTV system using user-specific channel management. At first, program contents previously scheduled by users are downloaded and are played at settop-box according to the prescribed time table. This system has some advantages of giving users easy access to any wanted media contents in anytime that is IPTV's characteristics. And we can increase stability of services by using time slot distributed download for contents. Because this service can be constructed and maintained at relatively low cost, we confirm that this service model is more suitable to some companies with small infrastructure and special purposes. Accordingly, in this paper, we look into necessary elements and define some protocols for system in order to help other developer build this system.

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A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective - (고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 -)

  • Shin, Young-Chul;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.5
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    • pp.101-117
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    • 2013
  • As the number of online game user has been rapidly increased thanks to the recent vitalization of online contents market, not only new business opportunity but also the opportunity to create high profits have been provided as well. However, the increase of the number of online game user and the rapid expansion of the market evoke a cutthroat completion among online game service providers, and also high barriers to entry to online game market have been erected. Thus, what kinds of efforts need for the business success and sales increase in online game market? In lots of researches regarding online contents business, the deepening of loyalty was considered as a critical factor for the business success. According to the study on user's behavior in online environment, users would experience the Flow while using online service, and then, if they were in state of the Flow, they would use the service constantly. High customer loyalty to online game means high will to use the online game too. The purpose of this research was i) to examine what factors enable users to be naturally immersed in online game while playing it, ii) to examine what properties of online game can make game more interesting and exciting, iii) to verify that such factors are critical in deepening customer loyalty, and iv) to suggest some essential factors to be fun and exciting games, on where the focus should be put, and the directionality for the development for sales expansion of online game developer or online game service provider. The research results are as below: First, the involvement and the perceived quality which were characteristics of brand appeared to be factors most affecting Flow. This shows that once game user get interested in online game that user has played frequently, even though new games are released, user will continuously flow the game not moving to new games, and also shows that users not only get more interested but also put more trust in games in the site to where users are frequently going than games in other sites, and consequently user can increasingly flow the game. Second, the compensation and graphics which are the characteristics of contents appeared to be factors affecting Flow. Proper compensation which is given to game users triggers fun and interests in game and makes them flow more and more. And graphics make users to feel game space as if real space and let them flow in game with more reality. Third, challenges, support, and the stability which are technical characteristics appeared to be factors affecting Flow. Challenges enable users to not only experience new virtual world but also solve various difficulties and obstacles. Once users feel fun and interests through this challenge, they can naturally flow games. In addition, the stability of network provides reliability in security and hacking. By doing so, it can induce users to flow more and more. Lastly, when aforementioned characteristics including contents characteristics, technical characteristics, and brand characteristics are organically combined each other, game users feel fun and total minutes are naturally increased, so that game users experience Flow, and consequently the customer loyalty will be deepened as well.

A Study On design & implementation of the intelligent robot simulator which is connected to an URC system (URC시스템과 연계한 지능형 로봇 시뮬레이터의 설계 및 구현에 관한 연구)

  • Nam, Sang-Yep;Lee, Hyo-Young;Kim, Suk-Joong;Kang, Yi-Chul;Kim, Keun-Eun
    • 전자공학회논문지 IE
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    • v.44 no.4
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    • pp.11-18
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    • 2007
  • Concept of URC does "with me wherever when, and the robot" which provides necessary service to me can be simply defined. This paper uses URC technology and various robots are implemented with a design. That is, we are going to implement that a user controls a virtual robot by communication between URC server with a design. We used an intelligent robot simulation tool, and a developer was easy, and it was intelligent, and we were connected to active URC server, and modeling did a system for simulation to be able to do an URC robot usefully. It was connected to an URC system and various robots and environments were composed with 3D, and, in this paper, a design and implementation did an intelligent robot simulation system so that it was possible by various contents development through simulation. The URC communication protocol and the URC server were based on a Planet v.1.2 ; Network Protocol, CAMUS(Context-Aware Middleware for URC Systems); URC Server, SAM(Service Agent Manager) v.1.2 ; Service API module developed in Electronics & Telecommunications Research Institute (ETRI).

The Dessing and Implementation of the SPR/SCR Management System for Reliability Data Collection and Analysis (신뢰성 데이터 수집 및 분석을 위한 SPR/SCR 관리 시스템의 설계 및 구현)

  • Lee, Chang-Hui;Han, Pan-Am
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.2
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    • pp.409-429
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    • 1997
  • Problems encountered during software development or pteration nay result from defects in the software,ghrdware,or their oterations.Because of their diversity,the determination of the sources of a problem and its corrective adtion requires a centrally controlled system for monitoring provlems and detemining systematiccauses. In the paper,the SPR/SCR management system was developed and applied for the collection and analysis of the error data,process data and product data delected by each phasd in SDLC.There are four objectibes in the SPR/SCR management system.The first is to assure that software errors are documented,corrected,and vot forgottem. The second is to assure that SPR.are assessed for their validity.The third is to provide feedback on SPR status to the developer and the user.The fourth is ot prvide data for measuring and prediciting sofware quality and reliability.These goals could be satisfied by the application of the SPR/SCR mangement system.Also,the accomplishment rate of software reliability,criterion of test completion,estimation of release time, efficient development and management can be reflected by applying the SPR/SCR management system.

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Object-Oriented based Refactoring Process (객체지향 기반의 Refactoring 프로세스)

  • Lee, Jong-Ho;Park, Jin-Ho;Rhew, Sung-Yul
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.4
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    • pp.299-308
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    • 2001
  • The company invests its time and money for temporary maintenance to satisfy the fast change of the computer use environment and the user's demands. Therefore, various problems occur including low performance because of duplication of codes and unstable structures from the restructuring and redevelopment. Furthermore, if a developer, who did not participate in initial process of development, wrote additional program codes to upgrade or restructure, it would cause many problems such as lack or lose of development documentation, understanding of documentation and reuse of existing program language. This study, Object-oriented Refactoring Process, suggests that the developers can reuse object unit to overcome the limit of the reusing code. In addition, this paper shows case study to verify our process by adjusting the project called "D2D", which is a case tool for developing windows system from Company D. Our works get positive results such as improvement of system pelfonnance, decreased cost of development and maintenance and optimizing structure and class.

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