• Title/Summary/Keyword: Lead-user

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User-Led Information Systems Development (사용자 주도형 정보시스템 개발)

  • Jeong, Seung-Ryul;Suh, Chang-Gab
    • Asia pacific journal of information systems
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    • v.10 no.3
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    • pp.41-59
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    • 2000
  • The role of information systems(IS) is far more important in business operations today. Managers recognize information as a major resource of the organization, and non-expert end users positively participate in information system development processes. This phenomenon is considered user-led information system development(ULD), where users define the information requirements, oversee system testing, manage system development, and lead the overall project. Based on a socio-technical approach, this study examines the impact of ULD on IS success. This paper also investigates the moderating effects of various contextual factors on the relationships between ULD and the success. The questionnaire was developed and the data was collected from the end users who participated in implementing ERP systems. The results showed that ULD positively affects the success. For the moderating variables, IT complexity was found to have a strong effect on the relationship between ULD and the success while business complexity and top management support have partial effects. Surprisingly, resource adequacy was not found to have the effect. This study provides academia and practitioners with a number of implications and guidelines regarding why and when to introduce ULD in their IS development initiatives.

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Game Transformation from Non-Augmented Reality to Augmented Reality

  • Tan, Chin-Tong;Hwang, Gi-Hyun;Kang, Dae-Ki
    • Journal of information and communication convergence engineering
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    • v.9 no.5
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    • pp.619-623
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    • 2011
  • The evolution of technology has lead gaming playable in augmented reality and more games are developed only for augmented reality. There are mainly no supportive reasons for game designed in non-augmented reality and transforms to augmented reality. Genre of game played in augmented reality is always one of the defined game genres. In this paper, transformation process and effects of mobile games to augmented reality is discussed. Augmented reality game is recommended for mobile devices due to its portability. Modification for mobile games transformation including way of game rendering, game controlling, camera view controlling and game environment design are discussed. User experience is affected after the game transformed to augmented reality because of the differences in game controlling. The presence of game in real world is increased due to the usage of actual view in game playing.

Effects of Switching Costs on Loyalty to Social Network Sites: Resource Based Approach

  • Namn, Su-Hyeon;Jung, Chul-Ho
    • Journal of Digital Convergence
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    • v.9 no.1
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    • pp.25-36
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    • 2011
  • This paper examines user's loyalty to social network sites (SNS) from switching costs (SC) incurred by both technology and social factors. We propose a research model specifying that the perceived values of resources of the factors affect the SC and the SC determine user's loyalty. Empirical results show that technology variables of ease of use and privacy controllability, and social variables such as network size, usefulness of SNS activities, and awareness of network status have significant effect on SC. In particular, ease of use is negatively associated with SC. Since it is shown that in overall the impact of social factors is stronger than that of technology factors, we can interpret that technological superiority itself does not lead to the success of SNS. Contributions of this paper are: 1) application of SC in SNS research from the resource based perspective, which can be used for developing strategies of sustainable SNS, and 2) provision of different perspective toward the variable of ease of use, which has been considered an important factor of technology acceptance.

A study of space-performance with applied digital technology (디지털 메체를 적용한 퍼포먼스 행위적 공간연출에 관한 연구)

  • 황현숙;류호창
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2001.05a
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    • pp.100-105
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    • 2001
  • The space in today's digital era is developing in a new direction with the changing paradigm, which is different from that in the analog era. The space that appeals to the advanced technology mobilizes all the five senses of the space user with the technical elements of the more variable fields and aesthetic productions, and creates an interactive environment by motivating the user's active participation through the digital media. The environmental device called digital media connects the function pace with living performance. Unlike in the analog space, the different sides of the digital media space create a human consciousness that corresponds to the realistic ambience, further contributing to the lively condition. For the main production technique in the digital medias performance-active space, there are electronic image production, changeable production, impromptu-active production, light and sound production, and total artistic production that lead to the progressive interaction between man and space.

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Digital Signage User Satisfaction Model: The Dual Effect of Technological Complexity

  • Lee, Mi-ah;Lee, Sooyeon;Ko, Eunju
    • Asia Marketing Journal
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    • v.23 no.1
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    • pp.5-27
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    • 2021
  • This paper seeks to suggest user satisfaction model of digital signage to see how new in-store technology can effectively lead to customers' shopping satisfaction in fashion retails. Authors in particular focus on technological complexity, which is expected to serve a subtle role in using digital signage. This study employed a scenario-based online survey. Interactive digital signage with virtual try-on and video-captures functions was used as stimuli. Data were collected from 320 respondents and 307 useable responses were analyzed to examine a proposed model. Research model compares dual paths of motivators: the extrinsic motivation route that leads from usefulness to shopping outcome satisfaction and intrinsic motivation route that leads from enjoyment to shopping process satisfaction. Technological complexity of digital signage indirectly and negatively influences shopping outcome and process satisfaction, mediated by usefulness and enjoyment, but directly and positively affects shopping process satisfaction. In omni-channel environments, the findings have implications for fashion retail managers in using digital signage to maximize customer satisfaction and to counterbalance the advantages and disadvantages of technological complexity.

Daily Life Monitoring Application for Diabetic Patients Using Android Smartphone (당뇨병 환자를 위한 안드로이드 스마트폰 환경에서의 데일리 라이프 모니터링 어플리케이션)

  • Fahim, Muhammad;Siddiqi, Muhammad Hameed;Fatima, Iram;Lee, Sung-Young;Lee, Young-Koo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.89-91
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    • 2011
  • Diabetes is a chronic disease which may lead to other life threatening health complications like heart disease, stroke and peripheral vascular disease that diminished quality of life. In order to assists diabetic patients, we develop a smartphone application to monitor the regular medicine intake and exercise routines through repetitive user friendly and motivational reminders. Health-practitioners including doctors and nurses can frequently view and analyze the daily routine of patients through a web-interface. This paper presents architecture to improve the quality of life with android smart phone as user terminal, and integration of webbased application through web services for health care professionals. We also explain how each of the application interacts with each other and internal integration.

Impact Analysis of Internet Addiction on Students' Academic Performance

  • Seong-Hoon Lee;Dong-Woo Lee
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.248-253
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    • 2023
  • Nowadays, with the spread of the Internet and the emergence of high-performance computers and various peripheral devices, our society is undergoing great changes. In the field of education, various types of education using smart education infrastructure are being conducted. The spread of the Internet and the development of various devices have problems that can lead to addiction due to excessive Internet use. Most of the problems that appear in adolescence are immersed in games, which can affect academic achievement. Therefore, in this study, the effect of excessive Internet use on students' academic achievement was studied. The survey for the study was conducted through a questionnaire survey, and the subjects of the survey were high school students majoring in humanities. As a result, the relationship between academic achievement and Internet addiction was low in the middle, upper, and lower groups in the general user group. Also, in the highrisk user group, it appeared high in the order of middle, low, and high.

A Study on Optimizing User-Centered Disaster and Safety Information Application Service

  • Gaeun Kim;Byungjoo Park
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.35-43
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    • 2023
  • This paper emphasizes that information received in disaster situations can lead to disparities in the effectiveness of communication, potentially causing damage. As a result, there is a growing demand for disaster and safety information among citizens. A user-centered disaster and safety information application service is designed to address the rapid dissemination of disaster and safety-related information, bridge information gaps, and alleviate anxiety. Through the Open API (Open Application Programming Interface), we can obtain clear information about the weather, air quality, and guidelines for disaster-related actions. Using chatbots, we can provide users with information and support decision-making based on their queries and choices, utilizing cloud APIs, public data portal open APIs, and solution knowledge bases. Additionally, through Mashup techniques with the Google Maps API and Twitter API, we can extract various disaster-related information, such as the time and location of disaster occurrences, update this information in the disaster database, and share it with users.

A Stuedy on the API Development for Efficient Product Design (효율적 제품설계를 위한 API 개발에 관한 연구)

  • Hwang, Jun;Namgung, Suk
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 1993.10a
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    • pp.166-170
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    • 1993
  • This paper introduces API(Application Programming Interface) development technology for improving design efficiency which is concerned with special product design environment and development lead time of company's own. Even though most companies commercial CAD/CAM/CAE procucts. For reducing procuct development cycles and improving design efficiency. We have to automatize design processes through the standadizarion and parameterization and develop the specialized utilities as a infrastructure. The proposed API development methodology provides improved automatic 2D,3D modeling procedures and useful user interfaces at a small fraction of the cost and design effort.

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Design improvements for 'display' devices

  • Roh, Seung-Wan
    • 한국정보디스플레이학회:학술대회논문집
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    • 2009.10a
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    • pp.304-304
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    • 2009
  • We may need to consider 'display' interface and product design as distinct from traditional user- and technologydriven product design. Technology-dominated product development may lead users to demand another 'technological improvement' rather than 'design improvement.' This cycle of product development may cause both users and producers to disregard the potential of 'display' technology and interface. We must develop a better understanding of significant and unique 'display' potential in comparison with 'real' world communications and current sociological and technological contexts.

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