• Title/Summary/Keyword: User's Involvement

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An improved Multi-server Authentication Scheme for Distributed Mobile Cloud Computing Services

  • Irshad, Azeem;Sher, Muhammad;Ahmad, Hafiz Farooq;Alzahrani, Bander A.;Chaudhry, Shehzad Ashraf;Kumar, Rahul
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.12
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    • pp.5529-5552
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    • 2016
  • Mobile cloud computing (MCC) has revolutionized the way in which the services can be obtained from the cloud service providers. Manifold increase in the number of mobile devices and subscribers in MCC has further enhanced the need of an efficient and robust authentication solution. Earlier, the subscribers could get cloud-computing services from the cloud service providers only after having consulted the trusted third party. Recently, Tsai and Lo has proposed a multi-server authenticated key agreement solution for MCC based on bilinear pairing, to eliminate the trusted third party for mutual authentication. The scheme has been novel as far as the minimization of trusted party involvement in authenticating the user and service provider, is concerned. However, the Tsai and Lo scheme has been found vulnerable to server spoofing attack (misrepresentation attack), de-synchronization attack and denial-of-service attack, which renders the scheme unsuitable for practical deployment in different wireless mobile access networks. Therefore, we have proposed an improved model based on bilinear pairing, countering the identified threats posed to Tsai and Lo scheme. Besides, the proposed work also demonstrates performance evaluation and formal security analysis.

The Role of Clients in Software Projects with Agile Methods (애자일 방법론을 사용한 소프트웨어 프로젝트에서의 사용자 역할 분석)

  • Kim, Vladimir;Cho, Wooje;Jung, Yoonhyuk
    • Journal of Intelligence and Information Systems
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    • v.25 no.3
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    • pp.141-160
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    • 2019
  • Agile methodologies in software development, including the development of artificial intelligence software, have been widespread over the past several years. In spite of the popularity of agile methodologies in practice, there is a lack of empirical evidence to identify determinants of success of software projects in which agile methods are used. To understand the role of clients in software project where agile methods are used, we examine the effect of client-side factors, including lack of user involvement, unrealistic client expectations, and constant changes of requirements on project success from practitioners' perspective. Survey methods are used in this study. Data were collected by means of online survey to IT professionals who have experience with software development methodologies, and ordered logit regression is used to analyze the survey data. Results of our study imply the following managerial findings. First, user involvement is critical to project success to take advantage of agile methods. Second, it is interesting that, with an agile method, constant changes of client's requirements is not a negative factor but a positive factor of project success. Third, unrealistic client expectations do negatively affect project success even with agile methods.

Perspective Differences between System Managers and Consultants as to ERP Critical Success Factors (ERP 성공요인에 대한 시스템관리자와 컨설턴트 간의 시각 차이)

  • Chang Hwal-Sik;Choi Yoo-Jung
    • The Journal of Information Systems
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    • v.14 no.2
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    • pp.215-236
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    • 2005
  • The purpose of this paper is to examine the differences in the critical success factors for ERP adoption suggested by the system managers and the ERP consultants. The survey results indicated the following findings. First, there was no significant difference in the relative importance of the critical success factors between the system managers and the ERP consultants. Both groups agree that 'top manager's concern and support' is the most critical factor and that 'user involvement' is the second. However, the system managers tend to think 'training and education of end users' and 'cooperations among the project participants' more important than the consultants do. Second, both groups agree that the most important ERP contribution should be 'improvements in the business processes.' They also agree that the least important aspect is 'ERP's contribution to the individual's productivity.' In overall, the ordered lists of ERP evaluation criteria according to their importances were of no significant difference between the groups. Third the two groups showed differences when they were asked to evaluate the importance of the critical success factors for each of the ERP evaluation criterion. In general, the system managers tend to put more emphasis on 'training and education of end users' and 'adaptation of end users to the changed processes,' whereas the consultants tend to emphasize more on 'top managers' interest and supports' and 'project manager's capabilities and performance.' The differences in the critical success factors presented by the two groups indicated that more efforts need to be devoted to understanding other participant's interests and concerns in an ERP project team. Better coordinations based on the mutual understandings could improve the chance of achieving a success in adopting ERP packages.

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Effects of Consumers on the Use of Social Networks and the Purpose of Visiting Restaurants (소비자의 SNS사용이 외식업체 방문의도에 미치는 영향)

  • Jung, Young-Ju
    • Journal of Digital Convergence
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    • v.16 no.6
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    • pp.143-150
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    • 2018
  • This study used a learner acceptance model to investigate the effect of SNS characteristics on user satisfaction and visit intention. A structured self - report questionnaire was administered to 172 college students. Structural equation modeling was applied using SPSS 18.0 and AMOS 22.0. The results of this study are as follows: First of all, the usefulness of informativeness did not affect the usability of the extracted SNS characteristics, and the usability did not affect usability. (+) Influence of. The characteristics of SNS can be utilized as a marketing tool to increase customer 's use and influence the customer' s intention to visit and further to create customers. In the future, various age groups will have to be surveyed. By examining the correlation between the degree of food companies' involvement in SNS and consumer visits, one can see how SNS activities of restaurant companies affect marketing activities.

A Study of the Employee's Attitude Toward Operation of the Hospital Material Requirements Planning System(HMRPS) in University Hospitals (병원 종합 물류시스템 운영에 대한 관련직원들의 인식)

  • Lee, Kwang-Yong;Yu, Seung-Hum;Sohn, Tae-Yong
    • Korea Journal of Hospital Management
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    • v.4 no.2
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    • pp.266-285
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    • 1999
  • The purpose of this study is to identify influencing factors for successful introduction, implementation and management of HMRPS through assessment of the employees attitude toward HMRPS in technical, administrative, and organization behavioral areas. Data were collected from 157 HMRPS employee members' self-reporting questionnaire in three university hospitals in the city of Seoul and Kyonggi Province from November 5 to November 10, 1997. Relevant literature on industry company MPR system theory was reviewed to develop the theoretical framework. The results were as follows: The employee's recognition of tangible benefit were more significantly influenced success than intangible benefit for successful operation relating the HMRPS. Concerning the employee's recognition of the successful HMRPS and the factor of influenced success was significantly positive correlation between tangible and intangible benefits and success factor in technical, administrative, and organizational behavior area. This study showed that major factor affecting the employee's recognition of tangible and intangible benefit for successful HMRPS. For tangible benefits; Success factors in the technical areas were quality of the data and information, efficiency of inventory management and rescheduling of operation plan. Success factors in the administrative areas were: role of top management. Success factors in the organization behavioral areas were; simplicity of the HMRPS, human resistance to change. For intangible benefits; Success factors in the organization behavioral areas were; user involvement, simplicity of HMRPS, human resistance to change. Futhermore as the exact evaluation of successful factors of HMRPS implement is needed, research for the development of systemic variables of physical distribution system control, methods, capacity of system, duration and other environment in many of 30 hospitals or more, and for the empirical study for HMRPS.

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Consumer's Aesthetic Response to Direct, Mediating and Interactive Effects of Typicality and Form Aesthetics in Product Design (제품디자인에 있어 전형성과 심미성 요소(균형)의 상호작용과 조절변수에 의한 사용자의 심미적 반응에 관한 연구)

  • Hong Jung-Pyo;Cho Kyoung-Sook;Cho Kwang-Soo
    • Science of Emotion and Sensibility
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    • v.7 no.4
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    • pp.7-17
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    • 2004
  • Recently, design has emerged as a key factor of successful product development. This study reviewed the elements of form with a view point of addressing and defining the elements of aesthetics and how they influence consumer aesthetic response. Though past researches related to form aesthetics reported that form aesthetics exist as a single element with other sub-elements, this research made further investigations into form aesthetics and reported that form aesthetics in product design can be broadly divided into form aesthetics and content aesthetics. Empirical studies on each category was undertaken and from the results obtained, it was concluded that typicality is a dominant element in content aesthetics while balance is a dominant element in form aesthetics. Also, the study investigated the effect of conditional variables such as price and people on each category and it was observed that both content and form aesthetics elements are affected by conditional variables such as price, people. Furthermore, the study reports that both content and form aesthetics elements are mutually correlated and both categories affect user's aesthetics response. It is intended that the results obtained from this work will contribute to theoretical knowledge of aesthetic elements and can be put to use by product design and manufacturing companies.

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Study on the Design and Analysis of a 4-DOF Robot for Trunk Rehabilitation (체간 재활을 위한 4-DOF 로봇의 설계 및 분석에 관한 연구)

  • Eizad, Amre;Pyo, Sanghun;Lee, Geonhyup;Lyu, Sung-Ki;Yoon, Jungwon
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.19 no.7
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    • pp.41-51
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    • 2020
  • This paper presents the development of a robotic system for rehabilitation of the trunk's ability to maintain postural control under different balance conditions. The system, developed with extensive input from rehabilitation and biomedical engineering experts, consists of a seat mounted on a robotic mechanism capable of moving it with four degrees of freedom (3 rotational and 1 translational). The seat surface has built in instrumentation to gauge the movements of the user's center of pressure (COP) and it can be moved either to track the movements of the COP or according to operator given commands. The system allows two types of leg support. A ground mounted footrest allows participation of legs in postural control while a seat connected footrest constrains the leg movement and limits their involvement in postural control. The design evolution over several prototypes is presented and computer aided structural analysis is used to determine the feasibility of the designed components. The system is pilot tested by a stroke patient and is determined to have potential for use as a trunk rehabilitation tool. Future works involve more detailed studies to evaluate the effects of using this system and to determine its efficacy as a rehabilitation tool.

A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective - (고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 -)

  • Shin, Young-Chul;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.5
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    • pp.101-117
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    • 2013
  • As the number of online game user has been rapidly increased thanks to the recent vitalization of online contents market, not only new business opportunity but also the opportunity to create high profits have been provided as well. However, the increase of the number of online game user and the rapid expansion of the market evoke a cutthroat completion among online game service providers, and also high barriers to entry to online game market have been erected. Thus, what kinds of efforts need for the business success and sales increase in online game market? In lots of researches regarding online contents business, the deepening of loyalty was considered as a critical factor for the business success. According to the study on user's behavior in online environment, users would experience the Flow while using online service, and then, if they were in state of the Flow, they would use the service constantly. High customer loyalty to online game means high will to use the online game too. The purpose of this research was i) to examine what factors enable users to be naturally immersed in online game while playing it, ii) to examine what properties of online game can make game more interesting and exciting, iii) to verify that such factors are critical in deepening customer loyalty, and iv) to suggest some essential factors to be fun and exciting games, on where the focus should be put, and the directionality for the development for sales expansion of online game developer or online game service provider. The research results are as below: First, the involvement and the perceived quality which were characteristics of brand appeared to be factors most affecting Flow. This shows that once game user get interested in online game that user has played frequently, even though new games are released, user will continuously flow the game not moving to new games, and also shows that users not only get more interested but also put more trust in games in the site to where users are frequently going than games in other sites, and consequently user can increasingly flow the game. Second, the compensation and graphics which are the characteristics of contents appeared to be factors affecting Flow. Proper compensation which is given to game users triggers fun and interests in game and makes them flow more and more. And graphics make users to feel game space as if real space and let them flow in game with more reality. Third, challenges, support, and the stability which are technical characteristics appeared to be factors affecting Flow. Challenges enable users to not only experience new virtual world but also solve various difficulties and obstacles. Once users feel fun and interests through this challenge, they can naturally flow games. In addition, the stability of network provides reliability in security and hacking. By doing so, it can induce users to flow more and more. Lastly, when aforementioned characteristics including contents characteristics, technical characteristics, and brand characteristics are organically combined each other, game users feel fun and total minutes are naturally increased, so that game users experience Flow, and consequently the customer loyalty will be deepened as well.

Update of Head and Neck Cancer Staging in the 8th Edition Cancer Staging Manual of the American Joint Committee on Cancer (두경부암 병기 설정의 최신 변화: AJCC 암 병기설정 매뉴얼8판)

  • Hong, Hyun Jun
    • Korean Journal of Head & Neck Oncology
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    • v.33 no.2
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    • pp.9-15
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    • 2017
  • The recently released the $8^{th}$ edition of the American Joint Committee on Cancer (AJCC) Staging Manual introduces significant modifications from the prior $7^{th}$ edition. In this paper, the contents of the new changes in the decision of cancer of the head and neck is summarized except changes in staging of skin and thyroid cancer. In addition to the 8th edition, 1) Addition of extracapsular involvement in metastatic lymph nodes (N category) 2) Oral cancer T classification change, 3) Staging of the pharyngeal cancer was divided into 3 chapters: high-risk human papilloma virus (HR-HPV) associated oropharyngeal cancer (OPC), non HR-HPV associated OPC and hypopharynx cancer (HPC), and nasopharynx cancer (NPC) 4) Changes in T and N classification in NPC, 5) In the case of cancer of unknown primary, P16-positive case is defined as HR-HPV related OPC, and EBV-positive case is defined as NPC. The process that led to these changes highlights the need to collect high-fidelity cancer registry-level data that can be used to confirm prognostic observations identified in institutional data sets. Clinicians will continue to use the latest information for patient care, including scientific content of the 8th Edition Manual. All newly diagnosed cases through December $31^{st}$ 2017 should be staged with the 7th edition. The time extension will allow all partners to develop and update protocols and guidelines and for software vendors to develop, test, and deploy their products in time for the data collection and implementation of the 8th edition in 2018. The 8th edition strikes a balance between a personalized, complex system and a more general, simpler one that maintains the user-friendliness and worldwide acceptability of the traditional TNM staging paradigm.

Virtuality in Digital Fashion Images (디지털 패션영상에 나타난 가상성 연구)

  • Kim, Hyang-Ja;Kim, Young-Sam
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.2
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    • pp.233-246
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    • 2015
  • Focus on Digital Fashion Image, the conceptual framework for the thesis is established from Virtuality in Digital Art. Formative characteristics and aesthetic characteristics were studied by classifying the Digital Fashion Image applied and expressed by digital media and technology. A detective research method was used for a case study. A literature study for case-by-case data was analyzed with focus on the works expressing fashion that utilized digital media and technology since the 2000s. Through this study, the Digital revolution has created the socio-cultural impact of a Virtual representation to implement technology and fashion culture that finds ways to take advantage of the image shown in a Digital Fashion Media by understanding Virtuality. The results are as follows. First, it was a re-formation of the fashion culture through the experience of virtuality with mental zone parameters between the media 'Mediation Code'. Reflect the reality of the virtual environment as represented by a cultural image of fashion brands and fashion that reset the team relationship and formed a Homo Ludens cultural code. Second, 'Interactive Exchange' acts on the exchange interaction between the method of digital technology, the human and the machine as well as the technical interoperability of network elements and techniques. This exchange is applied to fashion images that express emotion. Forming personalized fashion items and the user interactively storage that expresses the interactive exchange to forward the identity of the emotional fashion by a change in the message delivery system fashion. Third, the emphasis on intuitive artistic expression 'Synesthesia Immersion' induces a sense of immersion and excitement through the fusion of the interconnected. Enhance a visual image in fashion sensory representation and maximize a tactile and visual virtual reality involvement.