• Title/Summary/Keyword: Task design

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The Effect of Smart Work and Cloud Computing Fit on Intention to use Cloud Computing Based on TAM-TTF Model (스마트워크를 지원하는 클라우드 컴퓨팅의 사용의도 분석 : TAM-TTF 모델 관점)

  • Bae, Kyoung Eun;Suh, Chang Kyo
    • The Journal of Information Systems
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    • v.31 no.2
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    • pp.63-88
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    • 2022
  • Purpose The purpose of this study is to empirically analyze the factors affecting the intention to use cloud computing in the smart work environment. This study is meaningful in that it examines the characteristics of smart work and the fit of cloud computing characteristics, and it is a study that reveals the factors affecting the intention to use cloud computing by applying the integrated model of TTF and TAM. Design/methodology/approach In order to understand the factors affecting the intention to use cloud computing in the smart work environment, a research model that integrates TTF and TAM with the hypothesis was proposed. In order to verify the research hypothesis, this study conducted a survey on individuals with experience in smart work and cloud computing. And with the data 280 collected in the survey, path analysis was performed using the PLS structural equation. Findings As a result, it was found that task characteristics and technology characteristics had a positive (+) effect on task-skill fit, and task-skill fit had a positive (+) effect on perceived ease of use and usefulness. Also, task-skill fit, perceived ease of use, and perceived usefulness were found to have a positive (+) effect on intention to use.

"It's easy. We got Desmos right here": The role of mathematical action technology in positioning students as mathematical explorers

  • Kristen Fye;Samantha Fletcher
    • Research in Mathematical Education
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    • v.27 no.3
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    • pp.267-294
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    • 2024
  • The positive impact on student learning and continued support of mathematical action technology (MAT) in classrooms deems a need to better understand what teaching practices maximize the affordances of MATs. The purpose of this study was to better understand the technology-centered teacher moves that allow students the opportunity to be positioned as mathematical explorers and sustain mathematical authority during a MAT task. In this case study of a MAT task designed to leverage the power of sliders in Desmos to explore key characteristics of the sine function, participants were two ninth-grade students (age 14), who engaged with a task-based interview. By coding the transcript of the task-based interview, the findings identified and described the teacher's actions with the technology that resulted in meaningful mathematical activity for the two students. Along with teacher actions with the technology, evidence showed the importance of the design of the MAT task and the ability of students to troubleshoot the technology. Ultimately, we identified important considerations for teaching mathematics with technology as well as several technology-centered teaching moves, leaving room for the students to perform as mathematical explorers. Applying these research methods for future cases could help generalize these technology-centered teaching strategies that position students as mathematical explorers, thus strengthening students' mathematics identities.

Software Design Framework for Content Creation (콘텐츠 제작을 위한 소프트웨어 디자인 프레임워크)

  • Oh, Jung-Min;Moon, Nammee
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.11
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    • pp.815-822
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    • 2013
  • Nowadays, the various kind of software packages that support content creation consumed in touch-type terminals as an application have come into the market. These softwares have a different style of user task compare to existing user task. The reason why difference style has been appeared for now is because interaction timing has a important role of both content creation and consumption. For this reason, in this paper, we propose a software UI design framework for content creation using MB-UID and UCD model based on task modeling. The proposed framework is made up of five steps: business rule model, creation role model, creation flow model, creation action model, presentation model. Through this framework, we handle the interaction between a content creator and software user interface at the content creation phase. At the same time, we consider a possible interaction type which can occur by consumers at the consumption phase in advance.

Exploratory Approach of Social Gameplay Behavior Pattern : Case Study of World of Warcrafts (소셜 게임플레이 행동패턴의 탐색적 접근 : World of Warcrafts를 중심으로)

  • Song, Seung-Keun
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.37-47
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    • 2013
  • The objective of this research is to discover the rule of gameplay related to the task interdependence to analyse the behavior pattern of social gameplay. Previous literatures related to the gameplay were reviewed and game which was suitable for the gameplay of the task interdependence was selected. A party-play includes a team of five people in the experiment during the gameplay with think-aloud method and video/audio data about action protocol and verbal report were collected. The video observation and protocol analysis were conducted to analyse data. The objective coding scheme were developed from consolidated sequence model task analysis. The player's behavior was analysed. The result was revealed that four rules and four modified rules were included into the total eight behavior pattern. A behavior graph integrated with five gameplay was written. The excellent cooperative spot and error and failure place could be identified. The social gameplay behavior graph is expected to be the key practical design guideline on whether the level design and balance design are proper.

The Operation of Domestic Women's Apparel Fashion Designer - Focusing on Brand type and Fashion Merchandising Process -

  • Lee, Eun-A;Kwon, Hae-Sook
    • Journal of Fashion Business
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    • v.10 no.3
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    • pp.87-99
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    • 2006
  • For comprehending the duties of fashion designer, Sharon(1989) has suggested to look at the procedure how the goods are being produced. The purpose of this research is to identify the task of domestic fashion designer by comparing and analyzing one's work range and performing level in the fashion merchandising process according to the brand types which one is involved in. The preliminary research for the questionnaire was conducted with 5 chief designers of woman's apparel manufactures in Seoul. They were asked to judge if designer's tasks fit to their carry-out operations in the pre-fixed questionnaire which had been done based on preliminary researches and literatures related with fashion merchandising process. The contents of research questionnaire are 11 questions to understand the general characteristics of companies and the participated subjects, and 42 questions to understand the designers' operations. For the selection of NB, among 503 domestic female apparel brands that were in 'Korean Textile Fashion yearbook (2002-2003), the companies that were located in Seoul and possible for cooperation by researcher's personal relationship were selected. For DB, cooperation was requested for brands that were located in Seoul among the 137 brands that participates on Domestic Collection. For GB, 50 stores were selected at random or by personal relationship among 32 GB shops such as Freya Town, Doosan Tower, New Zone, and so on. Total 300 questionnaire distributed to the designers, 192 copies were used for final data analysis. For data analysis, descriptive statistics and ANOVA, Sceffe test were used using SPSS V. 11 1. The participated fashion designers operated 41 categories of suggested 42 categories in the fashion merchandising process. 2. The ranges and contents of tasks in the fashion merchandising process that fashion designers mainly carry-out are very different according to the brand types and showed much different level of task carry-out. Only in the categories of 'fashion trend information' and 'design ideation', all three brand type showed the highest level of task performance. And the design related tasks presented common higher level of performance than the other tasks in all brand types. In order to comprehend the operation of fashion designer, various approaching methods are required according to various apparel manufactures' characteristics.

A Comparative Study for User Interface Design between TV and Mobile Phone (TV와 휴대폰의 사용자 인터페이스 디자인 비교 연구)

  • Pan, Young-Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.27 no.1
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    • pp.29-35
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    • 2008
  • An estimated 1 billion mobile phone were sold globally in the year 2006. In Korea, people watch television 3.17 hours in a day. Television isn't what it used to be. Digital TV provides both interactivity and high definition. Mobile phone also transferred from 2G to 3G or 3.5G. This means the complexity of TV and mobile phone is increased, design of user interface is more difficult. Unlike the personal computer industry, TV and mobile phone industries have no standard user interface. A comparative study for user interface between TV and mobile phone is studied. User, task, system are analyzed in requirement analysis. User interface model and interaction are also analyzed between TV and mobile phone. This study provides some insights for user interface design. First, the UI designer have to consider another products because one user using one product at the same time using another products. Experience for one product affects that for another product. Second, TV and mobile phone show very similar pattern, especially interaction task and input interaction. Third, there are not sometimes optimized experience between service operator and device manufacturer. Cooperative design between them is required.

Effects of Task-Oriented Training With Functional Electrical Stimulation on Cervical Spinal Cord Injury Patients' Hand Function: A Single-Subject Experimental Design (기능적 전기 자극을 병행한 과제 지향적 훈련이 경수 손상 환자의 손 기능에 미치는 영향: 개별사례 연구)

  • Ko, Seok-Beom;Park, Hae Yean;Kim, Jong-Bae;Kim, Jung-Ran
    • Therapeutic Science for Rehabilitation
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    • v.7 no.1
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    • pp.63-77
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    • 2018
  • Objective : The purpose of this study was to investigate the effects of task-oriented training with functional electrical stimulation on hand function in incomplete cervical cord injury. Method : The subjects of the study were 3 adults diagnosed as incomplete cervical cord injury. The design of this study was ABA single-subject research design to compare dominant hand function of before and after intervention and detect individual effects. The experiment consisted of 30sessions, in which baseline process A1 and A2 were implemented 5 sessions each for 10sessions. Intervention B was implemented 20 sessions. The dependent variable was converted to the change of hand function every session, and Canadian Occupational Performance Measure (COPM), Jebsen-Taylor Hand Function Test(JTHFT), Wolf Motor Function Test(WMFT) were selected for outcome measurements. Result analysis was suggested through visual analysis using a graph and comparison of pre, post and follow-up intervention measurements. Results : As a result, the quality and quantity of dominant hand function increased during intervention B compared to the baseline A1 for all subjects. Baseline A2 was also maintained without training. Additionally, JTHFT, WMFT and COPM scores demonstrated improvement and maintain. The follow up JTHFT and WMFT showed increased required time on all subjects and decrease or maintain task performance and satisfaction in COPM. Conclusion : The task-oriented training with function electrical stimulation in this study has been positive effects on hand function and task performance and satisfaction.

Knowledge Management Methodology in Design Repository (설계 저장소에시의 지식 관리 기법)

  • Eum K.H.;Kang M.
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2006.05a
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    • pp.73-74
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    • 2006
  • Design repository is considered an effective method to manage a set of heterogeneous design knowledge. In this paper, methodologies for modeling and managing different types of design knowledge - ontology for mold design task as well as mold components, rule bases, and library containing standard parts, material property, molding condition, etc. - in a design repository are described.

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