• Title/Summary/Keyword: Information culture

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The Effects of Cultural Differences on the Design of Management Accounting Information Systems (첨단 생산기술 도입에 따른 관리회계정보시스템의 변화 : 국가 문화적 차이의 영향)

  • 최종민
    • Journal of the Korean Operations Research and Management Science Society
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    • v.28 no.4
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    • pp.61-84
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    • 2003
  • This study empirically examined the impact of national culture on the amount of information provided by management accounting information systems (MAIS). Two very different cultures, the Korean and Australian cultures, were considered in our study The results showed that the much more flexibility performance information is provided in Korean firms, while the amount of quality performance information and traditional cost control information (TCCI) produced in Australian firms is much more than in Korean firms. However, it was found that in the amount of financial performance information and advanced cost control information (ACCI), there exist no significant differences between Korean firms and Australian firms. We also investigated the effect of the three-way interactions among national culture, level of advanced manufacturing technology (AMT), and information on production performance. The results of this study revealed a significant impact of three-way interactions on the improvement of production performance. In conclusion, we suggest that under high levels of AMT, Korean firms need a large amount of information-based MAIS, while Australian firms require the ACCI and nonfinancial performance information-oriented MAIS.

An Empirical Study on Local Businesses Strategies of Success in Knowledge Management (우리나라 기업의 지식경영 성공전략에 관한 실증적 연구)

  • Kwon Hyeok-Gi
    • Management & Information Systems Review
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    • v.15
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    • pp.19-35
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    • 2004
  • Top management's will was considered most positive by all of the surveyed local businesses, followed by organizational culture, information technology, evaluation and reward, and organizational structure in order. When influences of educational background on factors of success in knowledge management were analyzed, it was found that such background was affecting organizational structure at the significance level of 0.01 and information technology and top management's will at that of 0.05. Those who were more educated responded that success in knowledge management were dependent more on top management's will. but less on organizational structure. Concerning effects of organizational position on factors of success in knowledge management, it was found that such position was influencing top management's will at the significance level of 0.01 and organizational structure at that of 0.05. Those who were higher in organizational position responded that success in knowledge management were dependent less on top management's will, but more on organizational culture, and evaluation and reward. It as generally agreed among the surveyed businesses that knowledge management is a key strategy for business survival in the 21st century. To utilize knowledge management as their strategy, Korea's businesses should change their recognition of such management, reform their organizational culture, have CEOs of strong conviction and will and firmly establish their own information technology. It is necessary to make recognized the importance of knowledge management and culture knowledge management culture. If a person has a strong conviction or will of achieving goals by using intellectual efforts, creative imagination and necessary information, such information can be regarded as a proper knowledge. In conclusion, knowledge enterprises should strengthen their ability of knowledge use by associating their competition strategies with knowledge management. They also need to positively invest in the capture and new development of knowledge and build up infrastructures for knowledge management.

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Constructing a Knowledge Graph for Improving Quality and Interlinking Basic Information of Cultural and Artistic Institutions (문화예술기관 기본정보의 품질개선과 연계를 위한 지식그래프 구축)

  • Euntaek Seon;Haklae Kim
    • Journal of the Korean Society for information Management
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    • v.40 no.4
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    • pp.329-349
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    • 2023
  • With the rapid development of information and communication technology, the speed of data production has increased rapidly, and this is represented by the concept of big data. Discussions on quality and reliability are also underway for big data whose data scale has rapidly increased in a short period of time. On the other hand, small data is minimal data of excellent quality and means data necessary for a specific problem situation. In the field of culture and arts, data of various types and topics exist, and research using big data technology is being conducted. However, research on whether basic information about culture and arts institutions is accurately provided and utilized is insufficient. The basic information of an institution can be an essential basis used in most big data analysis and becomes a starting point for identifying an institution. This study collected data dealing with the basic information of culture and arts institutions to define common metadata and constructed small data in the form of a knowledge graph linking institutions around common metadata. This can be a way to explore the types and characteristics of culture and arts institutions in an integrated way.

A Study on the Guild System for the Participation of User in the MMORPG Game (MMORPG 게임에서의 사용자 참여를 위한 길드시스템에 관한 연구)

  • Mo, Eun-Seok;Park, Jae-Hwan;Park, Ji-Won;Kang, Tae-Hyeon;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.307-310
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    • 2016
  • 국내 게임시장은 모바일을 기반으로 성정을 지속할 것으로 내다보고 있다. MMORPG 신작 부재로 국내 온라인 게임 시장의 성장은 다소 제한적일 것으로 예상했지만 다양한 신작 출시와 기존 온라인 게임의 모바일 게임 시장 진출로 시장이 활성화 되고 있다. 본 논문에서는 MMORPG 게임에 대표적인 두개의 길드 시스템을 분석하며 기존 시스템에 대한 보완과 새로운 시스템에 대해 제안하고자 한다. 두 게임에 공통적으로 들어가는 시스템에 대해 문제점과 보완방법을 제안하며 새로운 시스템에 대한 제안을 통해 게임을 즐기는 사용자들의 참여를 유도하고자 한다.

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Relationship between awareness of the webtoon and awareness of the game (웹툰의 인지도와 게임의 인지도간의 관계)

  • Heo, Ye-Ji;Hwang, Bo-Yeong;Oh, Seung-ju;Shin, Dae-yeong;Lee, Jong-won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.323-326
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    • 2016
  • 본 연구에서는 웹툰의 인지도가 그 웹툰을 기반으로 개발된 게임의 인지도와의 관계를 규명하고자 하였다. 웹툰과 게임 두 콘텐츠들 간의 각각의 순위에 관해 조사한 데이터들을 비교분석, 도출한 결과를 통해 알아본 결과 웹툰의 인지도가 게임의 인지도에 긍정적인 영향을 미치는 것으로 나타났다. 인지도가 높은 웹툰을 원작으로 개발한 게임이 다운로드 수, 공식 카페 회원 수, 게임 리뷰 수에서는 훨씬 긍정적인 영향을 보였지만, 반면에 재미요소와 관련이 있는 게임의 별점 데이터에서는 인지도의 높고 낮음과는 관계가 없는 것으로 나타났다. 결론적으로 웹툰의 인지도는 게임의 인지도에 긍정적인 영향을 미치는 것으로 나타났으나, 게임의 별점과 순위 항목에 있어서는 유의적인 영향을 보이지 않고 있음을 알 수 있다.

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A Study of Impact of Culture on Online Trust in the Internet Shopping Mall (인터넷 쇼핑몰에서의 온라인신뢰에 대한 문화의 영향력 연구)

  • Chung, Yong-Kyun
    • International Commerce and Information Review
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    • v.11 no.1
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    • pp.67-92
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    • 2009
  • This study investigates the relationship between Culture and online trust in three cultural dimensions: individualism, collectivism and long term orientation. For this purpose, this study proposes the empirical hypothesis to test the implication of the proposed model. The results are as follows. First, the purchase intention is influenced by the online trust in statistical sense. Second, the relationship between Culture and the antecedents of online trust are statistically established in three cultural dimensions: individualism, collectivism and long term orientation. The direction of future research is to develop the more refined hypothesis to test the empirical model in the field of on line trust and culture.

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A Study on the New Charging Model in the Online Game (온라인 게임에서의 새로운 과금 모델에 대한 연구)

  • Maeng, Joo-Hong;Jung, Min-Soo;Seo, Jae-Won;Park, Yoon-Jo;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.102-103
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    • 2018
  • 최근 국내 게임 시장이 12조원을 육박하고 있는 시장 현황에서 게임 매출 부분에서 게임내 어떤 과금정책을 적용할 것인지가 가장 중요한 요소이다. 시중에 출시된 게임 중에서는 P2W 모델이 접하기 쉬운 모델이긴 하지만 최근에는 B2P 모델을 많이 적용하고 있는 과금정책이다. 본 논문에서는 온라인 게임 내 P2W의 과금 모델과 B2P의 과금 모델의 선호도를 조사한다. 그리고 본 논문에서 새롭게 명명한 T2H 모델의 선호도를 조사하여 어떠한 과금 모델이 게임시장에서 더 유리하고 선호도가 높은 모델인지를 제시한다.

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Theoretical Aspects Of The Organizational And Pedagogical Conditions Of Creative Self-Development Of Distance Learning Students

  • Sydorovska, Ievgeniia;Vakulenko, Olesia;Dniprenko, Vadim;Gutnyk, Iryna;Kobyzhcha, Nataliia;Ivanova, Nataliia
    • International Journal of Computer Science & Network Security
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    • v.21 no.5
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    • pp.231-236
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    • 2021
  • The purpose and hypothesis of the article was the need to solve the following research tasks: Analysis of psychological and pedagogical literature on the research problem. To identify and experimentally test the effectiveness of organizational and pedagogical conditions affecting the creative self-development of a distance learning student. Research methods: analysis of philosophical and psychological-pedagogical literature on the problem under study; pedagogical experiment; modeling, questioning, testing, analysis of the products of students' creative activity (essays, creative works, creative projects) and the implementation of educational tasks, conversations, observations.

A Study of A Cultural Classification and A Culture Contents Industrial Classification (문화분류와 문화콘텐츠산업분류에 관한 연구)

  • Ahn, In-Ja
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.17 no.2
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    • pp.5-22
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    • 2006
  • A cultural classification and a culture contents industrial classification are the basic tools for cultural policies, cultural supporting, cultural statistics, and evaluations and there is a cyclic processes among them. This study finds out the varieties and short time changes of cultural categorization in laws, statistics, indexes, evaluations, research reports. As a result, colon style new cultural classification is suggested which used networks, media, genre, and cultural comparts as principles.

Information Technologies as an Incentive to Develop the Creative Potential of the Educational Process

  • Natalia, Vdovychenko;Volodymyr, Kukorenchuk;Alina, Ponomarenko;Mykola, Honcharenko;Eduard, Stranadko
    • International Journal of Computer Science & Network Security
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    • v.22 no.4
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    • pp.408-416
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    • 2022
  • The new millennium is characterized by an unprecedented breakthrough in knowledge and information and communication technologies, and the challenges of the XXI century require modernized paradigms of interaction in all spheres of life. Education continues to play a key role in national and global growth. The key role of education and its leadership in developing creative potential, as the main paradigm of the countries' stability, have significantly influenced educational centers. The developers of educational programs use information technologies as an incentive to develop creative potential of educational process. Professional training of the educational candidate is enhanced by the use of information technologies, so the educational applicants should develop technological skills to be productive members of society. Using the latest achievements in the field of information technologies for the organization of the educational process helps to form the operational style of education applicants' thinking, which provides the ability to acquire skills of processing information, that is presented in the text, graphic, tabular form, and increase the level of general and informational culture necessary for better orientation in the modern information space. The purpose of the research is to determine the effectiveness of information technologies as an incentive to develop creative potential of educational process on the basis of the survey, to establish advantages and ability to provide high-quality education in the context of using information technologies. Methods of research: comparative analysis; systematization; generalization, survey. Results. Based on the survey conducted among students and teachers, it has been found out that the teachers use the following information technologies for the development of creative potential of the educational process: to provide video and audio communication process (100%), Moodle (95,6%), Duolingo (89,7%), LinguaLeo (89%), Google Forms (88%) and Adobe Captivate Prime (80,6%). It is determined that modular digital learning environments (97,9%), interactive exercises tools (96,3%), ICT for video and audio communication (96%) and interactive exercises tools (95,1%) are most conducive to the development of creative potential of the educational process. As a result of the research, it was revealed that implementation of information technologies for the development of creative potential of educational process in educational institutions is a complex process due to a large number of variables, which should be taken into account both on the educational course and on the individual level. It has been determined that the using the model of implementation information technologies for the development of creative potential in educational process, which is stimulated due to this model, benefits both students and teachers by establishing a reliable bilateral connection between teacher and education applicant.