• Title/Summary/Keyword: Programming Processes

Search Result 261, Processing Time 0.022 seconds

Understanding the Mismatch between ERP and Organizational Information Needs and Its Responses: A Study based on Organizational Memory Theory (조직의 정보 니즈와 ERP 기능과의 불일치 및 그 대응책에 대한 이해: 조직 메모리 이론을 바탕으로)

  • Jeong, Seung-Ryul;Bae, Uk-Ho
    • Asia pacific journal of information systems
    • /
    • v.22 no.2
    • /
    • pp.21-38
    • /
    • 2012
  • Until recently, successful implementation of ERP systems has been a popular topic among ERP researchers, who have attempted to identify its various contributing factors. None of these efforts, however, explicitly recognize the need to identify disparities that can exist between organizational information requirements and ERP systems. Since ERP systems are in fact "packages" -that is, software programs developed by independent software vendors for sale to organizations that use them-they are designed to meet the general needs of numerous organizations, rather than the unique needs of a particular organization, as is the case with custom-developed software. By adopting standard packages, organizations can substantially reduce many of the potential implementation risks commonly associated with custom-developed software. However, it is also true that the nature of the package itself could be a risk factor as the features and functions of the ERP systems may not completely comply with a particular organization's informational requirements. In this study, based on the organizational memory mismatch perspective that was derived from organizational memory theory and cognitive dissonance theory, we define the nature of disparities, which we call "mismatches," and propose that the mismatch between organizational information requirements and ERP systems is one of the primary determinants in the successful implementation of ERP systems. Furthermore, we suggest that customization efforts as a coping strategy for mismatches can play a significant role in increasing the possibilities of success. In order to examine the contention we propose in this study, we employed a survey-based field study of ERP project team members, resulting in a total of 77 responses. The results of this study show that, as anticipated from the organizational memory mismatch perspective, the mismatch between organizational information requirements and ERP systems makes a significantly negative impact on the implementation success of ERP systems. This finding confirms our hypothesis that the more mismatch there is, the more difficult successful ERP implementation is, and thus requires more attention to be drawn to mismatch as a major failure source in ERP implementation. This study also found that as a coping strategy on mismatch, the effects of customization are significant. In other words, utilizing the appropriate customization method could lead to the implementation success of ERP systems. This is somewhat interesting because it runs counter to the argument of some literature and ERP vendors that minimized customization (or even the lack thereof) is required for successful ERP implementation. In many ERP projects, there is a tendency among ERP developers to adopt default ERP functions without any customization, adhering to the slogan of "the introduction of best practices." However, this study asserts that we cannot expect successful implementation if we don't attempt to customize ERP systems when mismatches exist. For a more detailed analysis, we identified three types of mismatches-Non-ERP, Non-Procedure, and Hybrid. Among these, only Non-ERP mismatches (a situation in which ERP systems cannot support the existing information needs that are currently fulfilled) were found to have a direct influence on the implementation of ERP systems. Neither Non-Procedure nor Hybrid mismatches were found to have significant impact in the ERP context. These findings provide meaningful insights since they could serve as the basis for discussing how the ERP implementation process should be defined and what activities should be included in the implementation process. They show that ERP developers may not want to include organizational (or business processes) changes in the implementation process, suggesting that doing so could lead to failed implementation. And in fact, this suggestion eventually turned out to be true when we found that the application of process customization led to higher possibilities of failure. From these discussions, we are convinced that Non-ERP is the only type of mismatch we need to focus on during the implementation process, implying that organizational changes must be made before, rather than during, the implementation process. Finally, this study found that among the various customization approaches, bolt-on development methods in particular seemed to have significantly positive effects. Interestingly again, this finding is not in the same line of thought as that of the vendors in the ERP industry. The vendors' recommendations are to apply as many best practices as possible, thereby resulting in the minimization of customization and utilization of bolt-on development methods. They particularly advise against changing the source code and rather recommend employing, when necessary, the method of programming additional software code using the computer language of the vendor. As previously stated, however, our study found active customization, especially bolt-on development methods, to have positive effects on ERP, and found source code changes in particular to have the most significant effects. Moreover, our study found programming additional software to be ineffective, suggesting there is much difference between ERP developers and vendors in viewpoints and strategies toward ERP customization. In summary, mismatches are inherent in the ERP implementation context and play an important role in determining its success. Considering the significance of mismatches, this study proposes a new model for successful ERP implementation, developed from the organizational memory mismatch perspective, and provides many insights by empirically confirming the model's usefulness.

  • PDF

Tracing the Development and Spread Patterns of OSS using the Method of Netnography - The Case of JavaScript Frameworks - (네트노그라피를 이용한 공개 소프트웨어의 개발 및 확산 패턴 분석에 관한 연구 - 자바스크립트 프레임워크 사례를 중심으로 -)

  • Kang, Heesuk;Yoon, Inhwan;Lee, Heesan
    • Management & Information Systems Review
    • /
    • v.36 no.3
    • /
    • pp.131-150
    • /
    • 2017
  • The purpose of this study is to observe the spread pattern of open source software (OSS) while establishing relations with surrounding actors during its operation period. In order to investigate the change pattern of participants in the OSS, we use a netnography on the basis of online data, which can trace the change patterns of the OSS depending on the passage of time. For this, the cases of three OSSs (e.g. jQuery, MooTools, and YUI), which are JavaScript frameworks, were compared, and the corresponding data were collected from the open application programming interface (API) of GitHub as well as blog and web searches. This research utilizes the translation process of the actor-network theory to categorize the stages of the change patterns on the OSS translation process. In the project commencement stage, we identified the type of three different OSS-related actors and defined associated relationships among them. The period, when a master commences a project at first, is refined through the course for the maintenance of source codes with persons concerned (i.e. project growth stage). Thereafter, the period when the users have gone through the observation and learning period by being exposed to promotion activities and codes usage respectively, and becoming to active participants, is regarded as the 'leap of participants' stage. Our results emphasize the importance of promotion processes in participants' selection of the OSS for participation and confirm the crowding-out effect that the rapid speed of OSS development retarded the emergence of participants.

  • PDF

Research about CAVE Practical Use Way Through Culture Content's Restoration Process that Utilize CAVE (가상현실시스템(CAVE)을 활용한 문화 Content의 복원 과정을 통한 CAVE활용 방안에 대한 연구)

  • Kim, Tae-Yul;Ryu, Seuc-Ho;Hur, Yung-Ju
    • Journal of Korea Game Society
    • /
    • v.4 no.3
    • /
    • pp.11-20
    • /
    • 2004
  • Virtual reality that we have seen from the movies in 80's and 90's is hawing near based on the rapid progress of science together with a computer technology. Various virtual reality system developments (such as VRML, HMD FishTank, Wall Type, CAVE Type, and so on) and the advancement of those systems make for the embodiment of virtual reality that gives more sense of the real. Virtual reality is so immersive that makes people feel like they are in that environment and enable them to manipulate without experiencing the environment at first hand that is hard to experience in reality. Virtual reality can be applied to the spheres, such as education, high-level programming, remote control, surface exploration of the remote satellite, analysis of exploration data, scientific visualization, and so on. For some connote examples, there are training of a tank and an aeroplane operation, fumiture layout design, surgical operation practice, game, and so on. In these virtual reality systems, the actual operation of the human participant and virtual workspace are connected each other to the hardware that stimulates the five senses adequately to lend the sense of the immersion. There are still long way to go, however, before long it will be possible to have the same feeling in the virtual reality as human being can have by further study and effort. In this thesis, the basic definition, the general idea, and the kind of virtual reality were discussed. Especially, CAVE typed in reality that is highly immersive was analyzed in definition, and then the method of VR programming and modeling in the virtual reality system were suggested by showing the restoration process of Kyongbok Palace (as the content of the original form of the culture) that was made by KISTI(Korea Institute of Science and Technology Information) in 2003 through design process in virtual reality system. Through these processes, utilization of the immersive virtual reality system was discussed and how to take advantage of this CAVE typed virtual reality system at the moment was studied. In closing the problems that had been exposed in the process of the restoration of the cultural property were described and the utilization plan of the virtual reality system was suggested.

  • PDF

Transformation of Discourse on Uses of Computer Technology in Korean Landscape Architecture - Focused on Journal of the Korean Institute of Landscape Architecture and Environmental & Landscape Architecture of Korea - (한국 조경에서 컴퓨터 테크놀로지의 활용에 관한 담론의 변천 - 『한국조경학회지』와 『환경과조경』을 중심으로 -)

  • Lee, Myeong-Jun
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.48 no.1
    • /
    • pp.15-24
    • /
    • 2020
  • This work examines discourse on uses of computer technology and its transformation during the last thirty years effecting Korea landscape architecture. First, in the 1990s landscape architects begun to use computers as a new technology for landscape architecture, programming computer software utilities suitable for landscape research, planning, and design. The landscape architects, acting as computer programmers, tried to explore various techniques for landscape analysis and design with a piece of software, and various experts within the field of landscape architecture collaborated with each other. However, landscape architects mainly used computer technology as a tool as a substitute for hands-on cases. Since around the 2000s, the discourse on mapping and diagrammatic techniques as a visualization technique for landscaping processes have begun. Also, realistic representations for perspective drawings using graphic software have been increasingly important. The landscape architects, acting as graphic designers, focused on the specific visualization techniques for landscape planning and design. However, computer technology has been mainly used to produce realistic visuals aids for final presentations instead of creative exploration to generate landforms. Additionally, recent landscape architects have been using landscape performance modeling and parametric modeling for landform and landscape furniture design. The landscape architects as spatial designers are actively using computer modeling as creative form-generating tools during the design process.

A Case Study of Profit Optimization System Integration with Enhanced Security (관리보안이 강화된 수익성 최적화 시스템구축 사례연구)

  • Kim, Hyoung-Tae;Yoon, Ki-Chang;Yu, Seung-Hun
    • Journal of Distribution Science
    • /
    • v.13 no.11
    • /
    • pp.123-130
    • /
    • 2015
  • Purpose - Due to highly elevated levels of competition, many companies today have to face the problem of decreasing profits even when their actual sales volume is increasing. This is a common phenomenon that is seen occurring among companies that focus heavily on quantitative growth rather than qualitative growth. These two aspects of growth should be well balanced for a company to create a sustainable business model. For supply chain management (SCM) planners, the optimized, quantified flow of resources used to be of major interest for decades. However, this trend is rapidly changing so that managers can put the appropriate balance between sales volume and sales quality, which can be evaluated from the profit margin. Profit optimization is a methodology for companies to use to achieve solutions focused more on profitability than sales volume. In this study, we attempt to provide executional insight for companies considering implementation of the profit optimization system to enhance their business profitability. Research design, data, and methodology - In this study, we present a comprehensive explanation of the subject of profit optimization, including the fundamental concepts, the most common profit optimization logic algorithm -linear programming -the business functional scope of the profit optimization system, major key success factors for implementing the profit optimization system at a business organization, and weekly level detailed business processes to actively manage effective system performance in achieving the goals of the system. Additionally, for the purpose of providing more realistic and practical information, we carefully investigate a profit optimization system implementation case study project fulfilled for company S. The project duration was about eight months, with four full-time system development consultants deployed for the period. To guarantee the project's success, the organization adopted a proven system implementation methodology, supply chain management (SCM) six-sigma. SCM six-sigma was originally developed by a group of talented consultants within Samsung SDS through focused efforts and investment in synthesizing SCM and six-sigma to improve and innovate their SCM operations across the entire Samsung Organization. Results - Profit optimization can enable a company to create sales and production plans focused on more profitable products and customers, resulting in sustainable growth. In this study, we explain the concept of profit optimization and prerequisites for successful implementation of the system. Furthermore, the efficient way of system security administration, one of the hottest topics today, is also addressed. Conclusion - This case study can benefit numerous companies that are eagerly searching for ways to break-through current profitability levels. We cannot guarantee that the decision to deploy the profit optimization system will bring success, but we can guarantee that with the help of our study, companies trying to implement profit optimization systems can minimize various possible risks across various system implementation phases. The actual system implementation case of the profit optimization project at company S introduced here can provide valuable lessons for both business organizations and research communities.

Software development project management using Agile methodology (Agile 방법론을 이용한 소프트웨어 개발 프로젝트관리)

  • kim, tai-dal
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.16 no.1
    • /
    • pp.155-162
    • /
    • 2016
  • In recent years, hoping the interaction of individuals and rather than software development process and tools, and customers want software that works first, rather than a comprehensive document, in cooperation with the customer, rather than the developer negotiate a contract, to each other stick to the plan I think even more so than the value that corresponds to the change. In view of this, software development is given the autonomy and motivation to project team rather than process-oriented and have a passion and vision and human relations oriented management approach is required. In recent years, increasing the productivity benefits of agile development processes, improved quality, efficiency and customer satisfaction as is demonstrated in the methodology selected to promote the project, attention was given to the experts. Contemporary demands with regard to the methodology chosen to meet your needs, in this paper in the organization, and to solve the problems of product-based Cross functional team proposed methodology Feature Team model, this model is an organizational Cross functional team and the team is not the outcome (product) basis, were examined for the model that points to progress the development across multiple product as a functional unit, value-plan through the driven agile technique-based model and proposed a difference. And the domain analysis, required extraction by conventional JAD (joint application development) meeting the targets for the object-oriented modeling, in modeling and organize, review, aware in advance and the UML Structure and Behavior Diagrams and proposed to proceed with the project.

Active Documents: Programs by Form Designers (능동문서: 서식설계자의 프로그램)

  • Nam, Chul-Ki;Bae, Jae-Hak;Yoo, Hae-Young
    • The KIPS Transactions:PartB
    • /
    • v.10B no.6
    • /
    • pp.599-610
    • /
    • 2003
  • The Web plays an important role as information source and most Web applications are document-centric. A document implies an intention of its own designer, which can be utilized actively in automation of business processes. Through an understanding of an intrinsic nature of a document function, we can see a document as an executable computer program in a special case. For this approach, we propose an active document model that is composed of form, knowledge base, rules, and queries. For reusability and interoperability of a document, each component of the proposed model is uniformly represented in XML. The proposed active document not only plays a passive role in providing user interfaces, but also is a document that a machine can infer and process with reading a procedure of document processing and business rules intended by document designers. Through this approach, document can interact with machines and can cooperate with other applications. For applicability of our active document, we show a case study for the processing of purchase orders in a B2B e-Commerce system. This paper is expected to provide the framework of accelerating the development of intelligent applications through our approach regards form document as a computer program. In short, the proposed active document contains knowledge representation and processing method, consequently our document will play an important role in providing a concept of document of pursuing in Semantic Web.

An Internet-based Self-Learning Educational System for Efficient Learning of Java Language (효율적인 자바언어 학습을 위한 인터넷기반 자율학습시스템의 구현)

  • Kim Dong-Sik;Lee Dong-Yeop
    • Journal of Engineering Education Research
    • /
    • v.8 no.1
    • /
    • pp.71-83
    • /
    • 2005
  • This paper presents an internet-based self-learning educational system which can be enhancing efficiency in the learning process of Java language. The proposed self-learning educational system is called Java Web Player(JWP), which is a Java application program and is executable through Java Web Start technologies. Also, three important sequential learning processes : concept learning process, programming practice process and assessment process are integrated in the proposed JWP using Java Web Start technologies. This JWP enables the learners to achieve efficient and interesting self-learning since the learning process is designed to enhance the multimedia capabilities on the basis of various educational technologies. Furthermore, internet-based on-line voice presentation and its related texts together with moving images are synchronized for efficient language learning process. Also, a simple and useful Java compiler is included in the JWP for providing language practice environment such as coding, editing, executing and debugging Java source files. Finally, repeated practice can make the learners to understand easily the key concepts of Java language. Simple multiple choices are given suddenly to the learners while they are studying through the JWP and the test results are displayed on the message box. This assessment process is very essential to increase the learner's academic capability.

An Exploratory Study of Software Development Environment in Korean Shipbuilding and Marine Industry (조선해양산업 소프트웨어 개발환경 현황 연구)

  • Yu, Misun;Jeong, Yang-Jae;Chun, In-Geol;Kim, Byoung-Chul;Na, Gapjoo
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.7 no.6
    • /
    • pp.221-228
    • /
    • 2018
  • With an increase in demand for the high added value of shipbuilding and marine industry based on the information and communications technology (ICT), software technology has become more important than ever in the industry. In this paper, we present the result of our preliminary investigation on the current software development environment in the shipbuilding and marine industry in order to develop reusable software component, which can enhance the competitiveness of software development. The investigation is performed based on the survey answers from 34 developers who are working in different shipbuilding and marine companies. The questionnaire is composed of items to gather the information of each company such as the number of employees and product domain, and actual software development environment such as operating system, programming languages, deployment format, obstacles for developing components, and the adoption of software development methods and tools. According to the results of the survey, the most important consideration to select their development platform was the number of available utilities and the technical supports, followed by performance, price and security problems. In addition, the requirements of various platforms supporting and the higher reliability, and the limitations of low development cost and manpower made it difficult for them to develop reusable software components. Finally, throughout the survey, we find out that only 15% of developers used software development processes and managed the quality to systematically develop their software products, therefore, shipbuilding and marine companies need more technical and institutional support to improve their ability to develop high qualified software.

On the Development of Microcomputer-Assisted Mathematics Teaching/Learning Method (마이크로 컴퓨터를 이용한 수학 교수.학습법 개발에 관한 연구)

  • Kim Chang Dong;Lee Tae Wuk
    • The Mathematical Education
    • /
    • v.27 no.1
    • /
    • pp.15-23
    • /
    • 1988
  • We are at the onset of a major revolution in education, a revolution unparalleled since the invention of the printing press. The computer will be the instrument of this revolution. Computers and computer application are everywhere these days. Everyone can't avoid the influence of the computer in today's world. The computer is no longer a magical, unfamiliar tool that is used only by researchers or scholars or scientists. The computer helps us do our jobs and even routine tasks more effectively and efficiently. More importantly, it gives us power never before available to solve complex problems. Mathematics instruction in secondary schools is frequently perceived to be more a amendable to the use of computers than are other areas of the school curriculum. This is based on the perception of mathematics as a subject with clearly defined objectives and outcomes that can be reliably measured by devices readily at hand or easily constructed by teachers or researchers. Because of this reason, the first large-scale computerized curriculum projects were in mathematics, and the first educational computer games were mathematics games. And now, the entire mathematics curriculum appears to be the first of the traditional school curriculum areas to be undergoing substantial trasformation because of computers. Recently, many research-Institutes of our country are going to study on computers in orders to use it in mathematics education, but the study is still start ing-step. In order to keep abreast of this trend necessity, and to enhance mathematics teaching/learning which is instructed lecture-based teaching/learning at the present time, this study aims to develop/present practical method of computer-using. This is devided into three methods. 1. Programming teaching/learning method This part is presented the following five types which can teach/learn the mathematical concepts and principle through concise program. (Type 1) Complete a program. (Type 2) Know the given program's content and predict the output. (Type 3) Write a program of the given flow-chart and solve the problem. (Type 4) Make an inference from an error message, find errors and correct them. (Type 5) Investigate complex mathematical fact through program and annotate a program. 2. Problem-solving teaching/learning method solving This part is illustrated how a computer can be used as a tool to help students solve realistic mathematical problems while simultaneously reinforcing their understanding of problem-solving processes. Here, four different problems are presented. For each problem, a four-stage problem-solving model of polya is given: Problem statement, Problem analysis, Computer program, and Looking back/Looking ahead. 3. CAI program teaching/learning method This part is developed/presented courseware of sine theorem section (Mathematics I for high school) in order to avail individualized learning or interactive learning with teacher. (Appendix I, II)

  • PDF