• Title/Summary/Keyword: Groupware

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Design and Implementation of Hybrid Apps Design based on Spring MVC (스프링 MVC 기반에서 하이브리드 앱 디자인 설계 및 구현)

  • Lee, Myeong-Ho
    • Journal of the Korea Convergence Society
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    • v.10 no.3
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    • pp.395-400
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    • 2019
  • The Web environment of the frontend domain is increasingly competitive to preempt the new standard of presentation layer. N-Screen, a service that enables users to seamlessly use one content in various devices in Korea, is competing for market preemption by recognizing it as a core service of the future. In the cloud computing, N-screen is a typical service type. However, most of the frontend research required for groupware in enterprise environments has been limited to responsive web design for the web and native apps for mobile. Gradually, the need for MVC design patterns is increasingly widening in enterprise environments to overcome the cultural differences of companies and to support one source multi-use strategy supporting multiple devices and development productivity. Therefore, in this study, we will analyze and design JPetStore with hybrid application design based on Spring MVC, e-government standard framework environment of next generation web standard, and provide reference model of frontend hybrid apps design in future enterprise environment.

A Software Architecture for Supporting Dynamic Collaboration Environment on the Internet (인터넷 상에서의 동적인 협업 환경의 지원을 위한 소프트웨어 구조)

  • 이장호
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.2
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    • pp.146-157
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    • 2003
  • Our experience with Internet-based scientific collaboratories indicates that they need to be user-extensible, allow users to add tools and objects dynamically to workspaces, per mit users to move work dynamically between private and shared workspaces, and be easily accessible on the Internet. We present the software architecture of a development environment, called Collaboratory Builder's Environment(CBE), for building collaboratories to meet such needs. CBE provides user extensibility by allowing a collaboratory to be constructed as a collection of collaborative applets. To support dynamic reconfiguration of shared workspaces, CBE uses the metaphor of room that can contain applets, users, and arbitrary data objects. Rooms can be used not only for synchronous collaboration but also for asynchronous collaboration by supporting persistence. For the access over the Internet room participants are given different roles with appropriate access rights. A prototype of the model has been implemented in Java and can be run from a Java-enabled Web browser. The implemented system had been used by 95 users including 79 space scientists around the world in a scientific campaign that ran for 4 days. The usage evaluation of the campaign is also presented.

Designing and Implementing IOT-based Casino Information System (Windows OS, Windows Server) (IOT 기반의 카지노정보시스템 설계 및 구현(Windows OS, Windows Server))

  • LEE, Dae Kun;NA, Seung You
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.151-160
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    • 2015
  • As a lexical meaning, casino is defined as "a certified gambling house, equipped with recreational facilities such as dance and music, etc., where people play roulette or cards." Casinos started from 17th to 18th century for European nobility and their social meetings and established a casino industry framework in the United States in the 1930s. The success of the casino business leads to the increase of sales; it became very helpful for the local and national government revenues and also for the related incidental tasks. Casino operations include a variety of fields, such as general customer management, dealer game management, security, account management, currency exchange, re-exchange management, marketing management, comp management and placement management, etc. These operations should be organically connected to each other by information systems such as a groupware, ERP and Customer Relationship Management (CRM), etc. In addition, in order to effectively manage comprehensive entertainment service, including accommodation and tourism, it is necessary to develop an information system which supports casino business and collateral entertainment service, collects the data generated throughout the business and provides information about the situations of management. Thus, this study will propose a casino information system designed and implemented, considering these details.

Perceptions and Practices of Employees Regarding Email Records Management in Universities: A Case Study of D University (대학의 이메일 기록관리 실태와 조직구성원들의 인식: D대학을 사례로)

  • Park, Yu Jin;Jung, Young Mi
    • Journal of Korean Society of Archives and Records Management
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    • v.19 no.2
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    • pp.193-211
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    • 2019
  • With the increasing number of business email, there is a growing need to manage email records. Before the development of email records management measures, this study aimed to investigate the status of email records management in universities and determine employees' perceptions of email records management. Surveys and interviews were conducted with professors, staff, and assistants who use groupware accounts at D University, and their overall perceptions of email records management and the status of email record management, such as email production, deletion, archival, and backup of university members were gathered. A total of 185 people responded to the survey, and 12 of them were interviewed. According to the analysis, the public utilization of email was frequent, and the management of emails, such as backup and retention, was not performed well compared to deletion and storage. In addition, email is still perceived as private, and users recognize the need for email records management, but they still perceive that they are responsible for records management. The results of this study will be useful in setting the policy for email records management of universities and will help provide email record management awareness.

The Analysis and Preparation Guideline of Survey for Smart-City -Focused on the Case Study of Geumsan-gun- (스마트시티사업을 위한 설문결과 분석과 추진 방향 -도농복합도시 금산군의 사례-)

  • Nam, Yun-Cheol;Park, Eun-Yeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.3
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    • pp.422-428
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    • 2021
  • This study surveyed residents and public officials for the projects to make smart-city plans of Geumsan-gun. First, domestic and foreign cases related to smart city projects were reviewed. The local status of Geumsan-gun was investigated regarding various aspects of the natural, social, urban environment, and smart-city facilities. The survey results were as follows. Overall, more than half of the survey respondents said they were satisfied with their housing quality. Several problems in their areas, such as inefficient welfare system, shortage of parking space, and industrial infrastructure, were reported. On the other hand, tourism and leisure facilities, health care support systems, industries to boost the economy, and the job market were also important issues. The problem was that the regional problems mentioned above were not in line with their preferences for smart-city services. The implications of the survey results could be summed up as follows. The groupware surveys of Geumsan-gun should be used as survey tools, whereas IT survey tools (Google, Survey Monkey, etc.) should be used for locals. In particular, a survey targeting residents should ask plain and compact questions taking advantage of local gatherings. It is also important to have a pilot-survey with relevant public officials and select related projects and regional issues. The survey of local residents and public officials is a prerequisite for promoting smart city projects. The smart city project shall reflect the needs of residents while solving community problems by considering the survey results and local conditions.

The Effect of Synchronous CMC Technology by Task Network: A Perspective of Media Synchronicity Theory (개인의 업무 네트워크 특성에 따른 동시적 CMC의 영향 : 매체 동시성 이론 관점)

  • Kim, Min-Soo;Park, Chul-Woo;Yang, Hee-Dong
    • Asia pacific journal of information systems
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    • v.18 no.3
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    • pp.21-43
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    • 2008
  • The task network which is formed of different individuals can be recognized as a social network. Therefore, the way to communicate with people inside or outside the network has considerable influence on their outcome. Moreover, the position on which a member stands in a network shows the different effects of the information systems supporting communication with others. In this paper, it is to be studied how personal CMC (computer-mediated communication) tools affect the mission that those who work for a network perform through diverse task networks. Especially, we focused on synchronicity of CMC. On this score, the perspective of Media Synchronicity Theory was taken that had been suggested by criticizing Media Richness Theory. It is the objective, from this perspective, to find which characteristics of networks make the value of IT supporting synchronicity high. In the research trends of social networks, there have been two traditional perspectives to explain the effect of network: embeddedness and diversity ones. These differ from the aspect which type of social network can provide much more economic benefits. As similar studies have been reported by various researchers, these are also divided into the bonding and bridging views which are based on internal and external tie, respectively, Size, density, and centrality were measured as the characteristics of personal task networks. Size means the level of relationship between members. It is the total number of other colleagues who work with a specific member for a certain project. It means, the larger the size of task network, the more the number of coworkers who interact each other through the job. Density is the ratio of the number of relationships arranged actually to the total number of available ones. In an ego-centered network, it is defined as the ratio of the number of relationship made really to the total number of possible ones between members who are actually involved each other. The higher the level of density, the larger the number of projects on which the members collaborate. Centrality means that his/her position is on the exact center of whole network. There are several methods to measure it. In this research, betweenness centrality was adopted among them. It is measured by the position on which one member stands between others in a network. The determinant to raise its level is the shortest geodesic that represents the shortest distance between members. Centrality also indicates the level of role as a broker among others. To verify the hypotheses, we interviewed and surveyed a group of employees of a nationwide financial organization in which a groupware system is used. They were questioned about two CMC applications: MSN with a higher level of synchronicity and email with a lower one. As a result, the larger the size of his/her own task network, the smaller its density and the higher the level of his/her centrality, the higher the level of the effect using the task network with CMC tools. Above all, this positive effect is verified to be much more produced while using CMC applications with higher-level synchronicity. Among the a variety of situations under which the use of CMC gives more benefits, this research is considered as one of rare cases regarding the characteristics of task network as moderators by focusing ITs for the operation of his/her own task network. It is another contribution of this research to prove empirically that the values of information system depend on the social, or comparative, characteristic of time. Though the same amount of time is shared, the social characteristics of users change its value. In addition, it is significant to examine empirically that the ITs with higher-level synchronicity have the positive effect on productivity. Many businesses are worried about the negative effect of synchronous ITs, for their employees are likely to use them for personal social activities. However. this research can help to dismiss the concern against CMC tools.

A study on the developing and implementation of the Cyber University (가상대학 구현에 관한 연구)

  • Choi, Sung;Yoo, Gab-Sang
    • Proceedings of the Technology Innovation Conference
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    • 1998.06a
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    • pp.116-127
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    • 1998
  • The Necessity of Cyber University. Within the rapidly changing environment of global economics, the environment of higher education in the universities, also, has been, encountering various changes. Popularization on higher education related to 1lifetime education system, putting emphasis on the productivity of education services and the acquisition of competitiveness through the market of open education, the breakdown of the ivory tower and the Multiversitization of universities, importance of obtaining information in the universities, and cooperation between domestic and oversea universities, industry and educational system must be acquired. Therefore, in order to adequately cope wi th these kinds of rapid changes in the education environment, operating Cyber University by utilizing various information technologies and its fixations such as Internet, E-mail, CD-ROMs, Interact ive Video Networks (Video Conferencing, Video on Demand), TV, Cable etc., which has no time or location limitation, is needed. Using informal ion and telecommunication technologies, especially the Internet is expected to Or ing about many changes in the social, economics and educational area. Among the many changes scholars have predicted, the development and fixations of Distant Learning or Cyber University was the most dominant factor. In the case of U. S. A., Cyber University has already been established and in under operation by the Federate Governments of 13 states. Any other universities (around 500 universities has been opened until1 now), with the help of the government and private citizens have been able to partly operate the Cyber University and is planning on enlarging step-by-step in the future. It could be seen not only as U. S. A. trying to elevate its higher education through their leading information technologies, but also could be seen as their objective in putting efforts on subordinating the culture of the education worldwide. UTRA University in U. S. A., for example, is already exporting its class lectures to China, and Indonesia regions. Influenced by the Cyber University current in the U.S., the Universities in Korea is willing .to arrange various forms of Cyber Universities. In line with this, at JUNAM National University, internet based Cyber University, which has set about its work on July of 1997, is in the state of operating about 100 Cyber Universities. Also, in the case of Hanam University, the Distant Learning classes are at its final stage of being established; this is a link in the rapid speed project of setting an example by the Korean Government. In addition, the department of education has selected 5 universities, including Seoul Cyber Design University for experimentation and is in the stage of strategic operation. Over 100 universities in Korea are speeding up its preparation for operating Cyber University. This form of Distant Learning goes beyond the walls of universities and is in the trend of being diffused in business areas or in various training programs of financial organizations and more. Here, in the hope that this material would some what be of help to other Universities which are preparing for Cyber University, I would 1ike to introduce some general concepts of the components forming Cyber University and Open Education System which has been established by JUNAM University. System of Cyber University could be seen as a general solution offered by tile computer technologies for the management on the students, Lectures On Demand, real hour based and satellite classes, media product ion lab for the production of the multimedia Contents, electronic library, the Groupware enabling exchange of information between students and professors. Arranging general concepts of components in the aspect of Cyber University and Open Education, it would be expressed in the form of the establishment of Cyber University and the service of Open Education as can be seen in the diagram below.

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S-MADP : Service based Development Process for Mobile Applications of Medium-Large Scale Project (S-MADP : 중대형 프로젝트의 모바일 애플리케이션을 위한 서비스 기반 개발 프로세스)

  • Kang, Tae Deok;Kim, Kyung Baek;Cheng, Ki Ju
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.8
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    • pp.555-564
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    • 2013
  • Innovative evolution in mobile devices along with recent spread of Tablet PCs and Smart Phones makes a new change not only in individual life but also in enterprise applications. Especially, in the case of medium-large mobile applications for large enterprises which generally takes more than 3 months of development periods, importance and complexity increase significantly. Generally Agile-methodology is used for a development process for the medium-large scale mobile applications, but some issues arise such as high dependency on skilled developers and lack of detail development directives. In this paper, S-MADP (Smart Mobile Application Development Process) is proposed to mitigate these issues. S-MADP is a service oriented development process extending a object-oriented development process, for medium-large scale mobile applications. S-MADP provides detail development directives for each activities during the entire process for defining services as server-based or client-based and providing the way of reuse of services. Also, in order to support various user interfaces, S-MADP provides detail UI development directives. To evaluate the performance of S-MADP, three mobile application development projects were conducted and the results were analyzed. The projects are 'TBS(TB Mobile Service) 3.0' in TB company, mobile app-store in TS company, and mobile groupware in TG group. As a result of the projects, S-MADP accounts for more detailed design information about 'Minimizing the use of resources', 'Service-based designing' and 'User interface optimized for mobile devices' which are needed to be largely considered for mobile application development environment when we compare with existing Agile-methodology. Therefore, it improves the usability, maintainability, efficiency of developed mobile applications. Through field tests, it is observed that S-MADP outperforms about 25% than a Agile-methodology in the aspect of the required man-month for developing a medium-large mobile application.