Expert judgment is frequently employed in the search for the solution to various engineering and decision-making problems where relevant data is not sufficient or where there is little consensus as to the correct models to apply. When expert judgments are required to solve the underlying problem, our main concern is how to formally derive their technical expertise and their personal degree of familiarity about the related questions. Formal methods for gathering judgments from experts and assessing the effects of the judgments on the results of the analysis have been developed in a variety of ways. The most important interest of such methods is to establish the robustness of an expert's knowledge upon which the elicitation of judgments is made and an effective trace of the elicitation process as possible as one can. While the resultant expert judgments can remain to a large extent substantiated with formal elicitation methods, their applicability however is often limited due to restriction of available resources (e.g., time, budget, and number of qualified experts, etc) as well as a scope of the analysis. For this reason, many engineering and decision-making problems have not always performed with a formal/structured pattern, but rather relied on a pertinent transition of the formal process to the simplified approach. The purpose of this paper is (a) to address some insights into the balanced use of formally structured and simplified approaches for the explicit use of expert judgments under resource constraints and (b) to discuss related decision-theoretic issues.
Even though the success of the information system (IS) protect becomes a critical issue to an enterprise and there has been a lot of research about finding critical success factors of IS projects, the scope management for the success of IS protect has received little attention in the literature. The purpose of this research is to investigate the effects of the project scope management activities defined by PMI (Project Management Institute) on the performance of the information system project. The focus of this paper is on the project supplier's point of view. This study shows the priority of the scope management activities during the IS Project. The results show the different results depending on the types of the project clients and the project scale. This research reveals that the scope verification is important for the project supplier from the project process view, and that the scope planning/definition is important for the protect client from the project result view. It also shows different results comparing to the conventional recognition about project success. The research results show that the positive relationships between the project scale and the importance of scope management activities, and between the familiarity of suppliers and clients and the importance of the scope management activities. Through this research, we expect that the importance of the scope management in a project will be considered as an important issue, and that this research will lead to various detailed research about this issue.
The purpose of the study was to induce meaning of the UX design from users' interview. The study covers interviews from 20 untact finance application users in their twenties in written form. It aims to examine previous studies on UX design and to overcome their shortcomings by categorizing usability qualities focusing on verbs used in the interview. The followings are the result: Usability of UX design can be summarized into Unity, Trust, Persistency, Recognition and Approachability of the information to the 20 users in their twenties. As for the data earned from interviews focusing on verbs, usability included Security, Familiarity, Accessibility, Convenience of Operation and Visibility. Each of the qualities fell into related categories such as Security, Information, Brand and Design. In conclusion, analysis based on verb choices led to better understanding of the user-based experience compared to using objective means in previous studies and can be a suggestion to make up for errors in the former evaluation process.
Journal of Information Technology Applications and Management
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v.27
no.6
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pp.53-73
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2020
Many prior studies have been conducted that positive reviews increase the intention to purchase. However, there are very few papers that have studied the impact of review search on purchase satisfaction. It is meaningful to study the impact of review search on purchase satisfaction as it can lead the business successfully by inducing repurchase. There is also no study of how review search have different effects on purchase satisfaction among countries. Given the growing number of cross-border e-commerce, we believe that the need for research is high because identifying these differences between countries can have a very important impact on a company's successful overseas expansion. Therefore, in this study, the impact of positive and negative review search on purchase satisfaction and the national impact were set up as a research model. In order to verify this research model, the survey was distributed to those who experienced online purchase in Korea and China, and a total of 234 copies were collected, including 125 copies in Korea, 109 copies in China, and the research model was verified using Smart-PLS structural equation analysis tools. First, positive review search has been shown to positively affect purchase satisfaction. Second, it has been shown that negative review search also has a positive effect on purchase satisfaction. Third, the impact of positive and negative review search on purchase satisfaction was different between Korea and China. While Korea is more aggressive in review search than China due to its high tendency to avoid uncertainty, China is less likely to avoid uncertainty than Korea and is more likely to rely on brand familiarity. Therefore, according to the uncertainty avoidance moderation effect the impact of positive and negative review search on purchase satisfaction was higher in Korea than in China. In this study, Shopping mall managers need to take strategic measures to maximize shopping mall performance by recognizing positive aspects of negative review search on purchase satisfaction. Companies and managers in Korea and China can establish strategies to promote product sales when companies enter the global market.
Journal of Information Technology Applications and Management
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v.28
no.3
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pp.77-87
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2021
The color gray in the cinema expresses the private or public memory and oblivion in the reminiscence scenes. The aesthetic function and meaning of gray that interacts with other elements in cinematic time and space are expanded in various ways. This study was analyzed the cases in which gray was used as the main visual style by limiting the scope to Korean films. Based on the traditional cultural symbolic meaning of gray, I analyzed how it was applied and transformed in films, and interpreted the cultural-social meaning by the interaction between gray and other elements. In film history starting from monochrome, gray has been used as a visual device suitable for realizing cinematic or imaginary reality. Gray is adopted when dreams or recollections are visualized as imaginary reality, and it is used when dreamy imaginations of daydreaming are demonstrated. Gray, which reproduces the dreamlike reality of imagination, is the concrete and realistic way of expression. First, in Korean films, gray is a flashback visual device that recalls the past, and is an intermediary visual form that materializes the imaginary. In films such as Ode to My Father (2014), DongJu (2015), A Resistance(2019) and The Battle : Roar to Victory (2019), the gray of the past is a visual device for cultural memory that builds the homogeneity and identity of the group. In the era of hyper-visibility, gray in black and white images is intended to be clearly remembered by unfamiliarity rather than blurry oblivion by familiarity. Second, in genre films with disaster materials such as Train To Busan (2016) and Ashfall (2019), the grays of rain, fog, clouds, shadows and smoke highlight other elements, and the gray color causes anxiety and fear. In war films such as TaeGukGi: Brotherhood Of War (2003) and The Front Line (2011), gray shows a more intense brutality than the primary color. In sports films such as 4th Place (2015), Take Off (2009) and Forever The Moment (2007), gray expresses uncertainty and immaturity. Third, gray visualizes the historical memory of A Petal (1996), the oblivion in Oh! My Gran (2020) and Poetry (2010), and the reality of daydreaming Gagman (1988) and Dream (1990). At the boundary between imagination and reality, gray is a visual form of dreams, memories and forgetfulness.
This work is intended to investigate how the factors of enterprise mobile SNS affect user satisfaction and continuous use intention through technology acceptance model proposed by Davis. To achieve the purpose, this researcher explored Information Systems Success model proposed by DeLone & McLean, Technology Acceptance Model proposed by Davis, and Model after Acceptance, and on the basis of the investigation, performed a study. For the data of this work, 9 enterprises, each of which has more than 100 employees and is located in Seoul, were chosen, and a questionnaire survey was conducted on their 276 employees who experienced enterprise mobile SNS. As a data collection tool, a structured self-administered questionnaire was used. For data analysis, SPSS 18.0 and AMOS 18.0 were used for applying Structural Equation modelling. According to the results of this work, three factors of enterprise mobile SNS-systematic factor (system quality, information quality, and service quality), user factor (personal innovation and personal familiarity), social factor (social effects and social interaction)-affected user satisfaction and continuous use intention through perceived availability, perceived easiness, and perceived enjoyment. Also, it was found that the direction of effects matched a theoretical prediction. And, it was revealed that the decision variables and mediating variables significantly affected user satisfaction and continuous use intention. Theoretical and practical meanings were discussed for the study result, and some suggestions were made for the issues of this work and future studies.
The purpose of this study is to verify the effect of forming groups according to the brain hemisphere preference on the cooperative problem solving learning achievement in the middle school technology. The subjects of this study were 95 second grade boy students of a middle school in Daejeon and the measurement instrument of the left and right hemisphere preference is the Brain preference Indicator(BPI) which had been developed by Torrance et al(1977) and was adjusted by Ko, Younghee(1991). The academic achievement was analyzed on cognitive, psychomotor and affective domains. Derived results from this research are stated below: First, making groups according that the brain preference is more similar was more effective than making groups according to the high familiarity and the similarity of performance in the academic achievement of psychomotor and affective domains. Second, making groups according that the brain preference is more similar was more effective than making groups according that the brain preference is more diffrent for the academic achievement of affective domains on the cooperative problem solving learning in technology. Third, the academic achievement score of the right hemisphere preference group is higher than the score of the population in three domains. Also, the academic achievement score of the right hemisphere preference group is higher than the score of the left hemisphere preference group.
As the world is in the age of globalization and information, we observe diverse changes in the market environment. Since wide-spread internet services and global networks made ubiquitous learning and business possible, equalizing consumers' ideology and preference, new trend and life style could be introduced easily. This study stipulates on the theoretical concept of the wellbeing consumer and LOHAS consumer. Consumers of LOHAS could be sampled out through pre-questionnaire targeting at selected food, clothing, and shelter based on companies of both wellbeing and general brands. Through this it is attempted to measure wellbeing emotion, recognition quotient of emotion and reason, affirmation and negation, mental emotion quotient, and preference in order to find out their value and to ultimately come up with what web design should be aiming at. Conclusions are as follows: Firstly, consumers easily recognize emotional identification from the web pages of wellbeing brand, rather than that of general brands. Secondly, what web pages of wellbeing brand recognize is reason, not emotion. Thirdly, the design of wellbeing brands scored higher than those of general brands in terms of positive aspects such as hospitality and familiarity, and high mental emotion quotient could not affect the consumers' preference toward web design. Fourthly, wellbeing brands win more preference than general brands do, and preference becomes higher after customers' visit to web pages basically. Lastly, sampled emotional adjectives toward the web designs of wellbeing brands marked a aesthetic graph figure, without leaning toward an active or stable one. It is expected that this study can serve as a groundwork to create proper strategies to actively involve consumers in industrial sphere.
For entertaining information system such as online games that value pleasures, characteristics of individuals can be very important factor. In this study, the influence of individuals' characteristics on the emotional and perceptive attitudes toward portal sites was analyzed with statistical method through surveys using Technology Acceptance Model suggested by Davis et al. (1989). As a result of the study, it was found that the influence that the influence of game's characteristics have on the perceived accessibility has significant influence on the emotions about game portal site, which means familiarity is influential Detailed assumptions on the influence of game portal site on the perceived accessibility showed that familarity and achievement mavenism are all influential. It showed that the perceived accessibility about game portal site has significant influence on the perceived pleasure. Also, it was found that the perceived pleasure about game portal site has influence on cognitive attitude but the perceived accessibility has no influence on cognitive attitude. Also, the influence of the perceived pleasure and the perceived accessibility about game portal site on emotional attitude and the influence of the perceived pleasure on cognitive attitude were studied. As a result, it was found that the perceived pleasure and the perceived accessibility have influence on emotional attitude.
The Journal of the Convergence on Culture Technology
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v.5
no.4
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pp.93-98
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2019
The purpose of this study was to identify and analyze the rate of change of air respirator consumption based on field fire fighting activities, The results of the experiment are as follows. The mean air consumption of the Five subjects was $15.56{\ell}/min$ when standing still, $32.43{\ell}/min$ when walking with normal pace, $43.07{\ell}/min$ when the fire hoses was expanded and arranged, $55.28{\ell}/min$ when climbing stairs, The situation of running up the stairs and hitting the hammer continuously increases to $127.14{\ell}/min$, which means that the consumption of air increases according to the energy consumption. Despite being the oldest, Experimental subject A was $13.23{\ell}/min$ when standing still, $29.33{\ell}/min$ when walking normally, and $41.08{\ell}/min$ when the fire hose was deployed and arranged. This is a result of familiarity with deep and slow breathing methods. The average respiratory use rate of subjects D was $63.58{\ell}/min$. The reason for this is that obesity seems to increase the air consumption, and it is considered that the physical strength is exhausted by the action of the hammer, which has a greater influence on the increase of air consumption. The subject E had significantly lower air respiratory use rate of $49.90{\ell}/min$. The reason for this is that the age of E is the youngest among the subjects, and it is presumed that it possesses strong physical strength.
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