• Title/Summary/Keyword: MDA framework

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Design MetaModel for MCF (Mobile Cross Framework) Based MDA (MDA기반 모바일 크로스 프레임워크를 위한 메타모델 설계)

  • Song, Yujin;Han, Deoksoo;Lee, Eunjoo
    • Journal of Korea Multimedia Society
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    • v.22 no.2
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    • pp.292-298
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    • 2019
  • Mobile-based software development methodology has been vigorously researched from using object-oriented development methodology and component-based development methodology previous structural developing methodology. There are two types of OS in mobile platform which are android and iOS. There is a problem that the application to be developed is developed depending on the device type. To resolve this problem, first, the system structure and design method should be managed effectively. Second, a basic design guide that can be commonly adapted to the each project is required. In this paper, we define a mobile cross platform meta model based on MDA-development methodology, focusing on reusability, portability and interoperability about non - dependent part of the mobile platform. If the proposed meta-model is applied to manage the related information and all the types of Mobile-Apps become available through independent mobile app development process, henceforward, it will be much of help establishing formulaic mobile-app developmental methodology.

Impact of Quality Management Practices on Suppliers' Quality Performance: Empirical Evidence from Korean Automotive Parts Suppliers

  • Park, Seung-Wook;Kim, Youn-Sung;Chan, Peng
    • International Journal of Quality Innovation
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    • v.7 no.1
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    • pp.206-222
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    • 2006
  • Recent research on quality management systemically explored the use of quality management practices and performance. The consequences of using quality practices have not been consistently confirmed despite an increasing number of published empirical studies. The results of empirical studies of quality practices and performance are mixed. This study examines which quality management practices indicate high-, medium-, and low-performance under the TQM framework using MANOVA and multiple discriminant analysis (MDA). To measure quality management practices, this study used the Malcolm Baldrige National Quality Award (MBNQA) framework. Based on a survey of 490 suppliers from eleven different industries in Korea, the results revealed that the high performing group surpasses the medium and low performing groups in process management, employee empowerment, employee education and training, and employee satisfaction. Furthermore, the high and medium performing groups exceed the low performing group in human resource planning and evaluation, strategic deployment, leadership system, and senior executive leadership.

Framework analysis of Speed-running : Towards a Comparison Between the Normal Gameplayer and Speed Runners (스피드 러닝 프레임워크 분석 : 일반 게임플레이어와 스피드 러너 간의 비교를 중심으로)

  • Thiago, Araujo Silva;Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.2
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    • pp.337-339
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    • 2020
  • Speed-run is a gameplay style in what the player tries to finish the game as quickly as possible. The purpose of this study is to observe and analyze the difference between a normal player and a speed runner in a speed run to better understand their interaction with the game and to extrapolate the applications of the analyzed frameworks to scenarios that extent normal gameplay. For this purpose, MDA (Mechanic, Dynamic, Aesthetics) and DPE (Experience, Design, Play) were used. As a result, the average player was found to focus on aesthetics or affects while the speed runner focused on mechanics and gameplay.

Gray Zone Strategy of the Neighboring States and Korea's Geostrategy: An Analytical Framework of Complex Maritime Geostrategy (주변국의 그레이존 전략과 한국의 지전략: 복합해양지전략의 관점에서)

  • Lee, Myun Woo;Oh, Seunghee
    • Maritime Security
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    • v.1 no.1
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    • pp.119-148
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    • 2020
  • The purpose of this study is to examine the perceptions of neighboring countries on the gray zone and to explore Korea's maritime strategy. The concept of gray zones appears in various ways from country to country. In international relations, the gray zone is a comprehensive space between war and peace. The gray zone in the ocean is an unstable space in which competition between the US and China is represented and proxy wars are possible, and the gray zone needs strategic management. This study summarizes the concept of gray zones in the maritime security field, examines the gray zone strategies of neighboring countries, and suggests Korea's gray zone strategies. In particular, the recognition of the gray zone itself is the core of the problem, and it is necessary to strengthen information sharing to clarify the problem about the gray zone and accurately recognize the gray zone situation. The CMG(Complex Maritime Geostrategy) framework attempted in this study is expected to be helpful in understanding the nature of various gray zone issues around Korea and preparing for a geostrategy based on the analysis.

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A Study on the Implementation of gamification in Mobile Payment Services (모바일 페이먼트 서비스의 게임화 구현에 관한 연구)

  • Chen, Tzu-Ying;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.213-226
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    • 2022
  • The importance of gamification is garnering increased attention in the corporate world. Gamification refers to using game mechanics and thinking patterns in non-game domains to promote user engagement. By reviewing the definition of gamification and related literary research, we aim to understand how to put theory into practice and determine the organization of gamification's main features. Next, in order to understand the current implementation methods of mobile payment gamification marketing. We analyze popular mobile payment apps as case studies. To examine the effectiveness of game mechanics on mobile payment marketing to determine whether there is a positive impact on brand loyalty and stickiness. The results are used to identify shortcomings in gamified mobile payment systems. Finally, we propose a gamification framework model for mobile payments and offer recommendations for underutilized game mechanics based on previous cases. Future research can reference our model for deeper studies on the effectiveness and impact of gamified mobile payments.

A Framework for Improving Reusability at the Development Process of Multi-Agent based System using MDA (MDA를 이용한 다중 에이전트 기반 시스템 개발단계에서 재사용성 향상을 위한 프레임워크)

  • Lee, Poong-Seok;Jang, Soo-Hyun;Lee, Eun-Seok
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.10b
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    • pp.78-83
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    • 2007
  • 최근 유비쿼터스 환경에서 동작하는 지능형 시스템에 관한 관심이 높아지면서, 이러한 지능형 시스템의 개발을 효율적으로 하기 위해 에이전트 기반의 소프트웨어 시스템 개발 방법론 및 지원 도구에 관심이 높아지고 있다. 이러한 시스템들은 에이전트들의 동작환경을 제공하는 에이전트 플랫폼의 사용이 필수적이다. 그러나 실제로 에이전트 기반 시스템을 개발하는 경우 초기 단계에서 가장 적절한 에이전트 플랫폼을 결정하는 것은 어렵다. 또한 개발 중에 다양한 에이전트 플랫폼에 적용 가능한 소프트웨어를 개발해야 하는 경우가 발생할 수 있다. 따라서 본 논문에서는 이러한 문제점을 해결하기 위해 MBA를 기반으로 에이전트 기반 시스템 개발 방법론 및 개발 지원 도구를 제공하고자 한다. 본 논문에서 제안하는 방법을 통해 개발자는 개발 초기 단계에서 결정된 소프트웨어의 아키텍처를 기반으로 다양한 플랫폼에 적용 가능한 에이전트 모델과 소스코드를 생성시킬 수 있다. 본 논문에서는 플랫폼 독립적인 에이전트 모델을 통하여 FIPA-OS와 MTI 에이전트 플랫폼 기반의 소스코드를 생성시키는 실험을 하여 제안 방법론 및 도구의 유효성을 검증한다.

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Gamification for Environment Education based on The Extended Cooperation (확장협력 기반 환경교육 게이미피케이션)

  • Jung, ChanYong
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.37-46
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    • 2017
  • Gamifications offer utilities that may have potential to support convergence to become more engaged on their filed. This paper aims to design and implement gamification for the supporting of environment education based on the extended cooperation. We describe game mechanics, the system architecture, and its MDA model, finalizing with a small conclusion. We also discuss the implications of our work for the gamification that support the identified features and activate environment education. The result will be a framework for designing a gamification system that is suited for environment education. Ease, familiarity, relatedness, comfort, and usefulness were confirmed by the opinion polling. Our prototype has updated by reflecting their views and opinions.

Automatic 5 Layer Model construction of Business Process Framework(BPF) with M2T Transformation (모델변환을 이용한 비즈니스 프로세스 프레임워크 5레이어 모델 자동 구축 방안)

  • Seo, Chae-Yun;Kim, R. Youngchul
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.1
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    • pp.63-70
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    • 2013
  • In previous research, we suggested a business process structured query language(BPSQL) for information extraction and retrieval in the business process framework, and used an existing query language with the tablization for each layer within the framework, but still had a problem to manually build with the specification of each layer information of BFP. To solve this problem, we suggest automatically to build the schema based business process model with model-to-text conversion technique. This procedure consists of 1) defining each meta-model of the entire structure and of database schema, and 2) also defining model transformation rules for it. With this procedure, we can automatically transform from defining through meta-modeling of an integrated information system designed to the schema based model information table specification defined of the entire layer each layer specification with model-to-text conversion techniques. It is possible to develop the efficiently integrated information system.

A Case Study of Museum Gamification in Korea and abroad (국내외 박물관의 게이미피케이션 사례 연구)

  • Son, So-Hee;Min, Seo-Yun;Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.109-120
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    • 2018
  • Gamification is an important technology for the museum experience in the future, but there is a lack in both its application and academic studies in Korea. Therefore this study targets the technical strategies of museum gamification by studying domestic and international cases. For this purpose, this study analyzes and compares the cases as personalization, and audience interaction of museum experience and sees how the structure of the digital program affects the museum experience in detail by applying MDA framework to the comparisons. For visitors' active interaction with the museums, gamification should be designed in a way to contribute to visual expression of self identity, utilization of the museum space, constructivist learning free from limit on space and time, and interaction with other people.

A Study on the Heterogeneity in Multi-player VR Games : focused on (멀티플레이어 가상현실 게임에 나타난 비균질성 연구 : <더 플레이룸 VR>을 중심으로)

  • Park, Eun-Kyung;Nam, Yang-Hee
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.151-162
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    • 2016
  • The purpose of this paper is to identify the significance of heterogeneity in multi-player VR games. Heterogeneity is a concept of multi-player mode that a game uses the immersive VR and non-immersive system at the same time. As immersive VR device has become more commercial, multi-player VR games try to use heterogeneity strategically. is the best example to explain a new phenomenon, so this paper analyses by using a revised and reinforced MDA framework. As a result, we can find heterogeneity concept not only in the separation of player's interface, but also in the division of play patterns and experiences within a game itself.