• Title/Summary/Keyword: User IT Capability

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Evaluating End-User Computing Capability in Total Perspective

  • Yoon, Chui-Young
    • 한국경영정보학회:학술대회논문집
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    • 2007.06a
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    • pp.357-362
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    • 2007
  • This study presents a methodology that efficiently evaluates and interprets the end-user computing capability in a total perspective in a computing environment. The evaluation system has an evaluation tool, evaluation method and process, and an interpretation system. The validity and reliability of the developed tool construct was verified by factor and reliability analysis with the application of SPSS software. The application and utilization of the developed system was confirmed by applying it to evaluating the computing competency of 316 workers in an enterprise and presenting its evaluation results. This will contribute to developing a methodology for totally evaluating and interpreting the end-user computing capability and improving their computing capability in industrial fields.

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Technological regime, innovation of game engine as market transaction factors (시장 거래의 요인으로서 게임엔진의 기술체제와 기술혁신)

  • Chang, Yong-Ho;Joung, Won-Jo
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.59-68
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    • 2009
  • This study empirically analyzes game engine supplier's licensing strategy connected with supplier's technological regime and technological innovation. The results show that game engine supplier's technological regime is heterogeneously differentiated and it's user friendliness increases. "User Friendliness" of supplier's technological regime enables supplier's efficient technological transfer and increases supporting capability. Technological knowledge factors such as modularity of game engine structure, generic capability, codifiability of tacit game engine knowledge and degree of innovation turn incomplete technological market into efficient technological market by increasing supporting capability and by reducing transaction cost.

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Implementation of a Network Provisioning System with User-driven and Trusty Protection Management

  • Lim, H.
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.11
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    • pp.4720-4738
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    • 2015
  • Proper management on user-driven virtual circuits (VCs) is essential for seamless operation of virtual networks. The Network Provisioning System (NPS) is useful software for creating user-driven VCs automatically and must take fault management into account for physical layer impairments on user-driven VCs. This paper addresses a user-driven and trusty protection management in an NPS with an open standard Network Service Interface (NSI), as a contribution to show how to implement the user-driven and trusty protection management required for user-driven VCs. In particular, it provides a RESTful web service Interface for Configuration and Event management (RICE) that enable management of a distinguished data and control plane VC status between Network Service Agents (NSAs) in the event of a node or link fault and repair in a domain. This capability represents a contribution to show how network and protection events in a domain can be monitored between NSAs (NPSs with the NSI) in multiple domains. The implemented NPS controls and manages both the primary and backup VC with disjoint path in a user-driven manner. A demonstration to verify RICE API's capability is addressed for the trusty protection in the dynamic VC network.

A Usability Assessment Metric for Ubiquitous Services: Quantification of the Interactivity Attribute in Inter-personal Services

  • Lee, Joo-Hwan;Song, Joo-Bong;Yun, Myung-Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.1
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    • pp.63-76
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    • 2012
  • Objective: The main objective of this study is to propose a user-centered assessment metric for ubiquitous services. Background: As the ubiquitous era took off, the interactions between ubiquitous services and users have come to take an important position. It is essential to conceptualize a new assessment model that considers human-system interaction capability with a user-centered design perspective. Method: The evaluation model for the interactivity of ubiquitous service was approached from the concept of usability and inter-personality of services. As a validation study, suggested assessment metric was utilized to evaluate the u-Home service. Priority weighting of each assessment metric was derived using the quantification type-I analysis. Results: To evaluate interactivity, this study suggested a quantitative metric for user testing performed after classifying the interactivity characteristics to contextualization; ubiquity; user experience; and service capability. Conclusion: This study suggest the metric for the ubiquitous service that are experienced in real life, and introduced the concept of ubiquitous service interactivity. Application: The suggested evaluation metric can be used to evaluate interactivity level of ubiquitous service and identify the potential problem and usability requirements at the early stage of service development.

Action Plans of Green r-Learning Services based on UCR(User Created Robots) (창작로봇(UCR) 기반 친환경 r-러닝 서비스 실천방안)

  • Kim, Jin-Oh;Han, Jeong-Hye
    • Journal of Information Technology Services
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    • v.10 no.3
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    • pp.21-30
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    • 2011
  • Expectation for improvement of creativity and problem-solving capability has increased the creative robotics classes in the form of after-school activity in more than half of total elementary schools. While Ministry of Education, Science and Technology has promoted 'Green IT Guidelines' as a part of 'Eco-friendly Green School Development Project', the Green issues have not been considered enough in those creative robotics classes. In this paper, we would like to address the Green issues, especially in the r-Learning services based on UCR (User Created Robots). First, trend of green IT education, r-Learning services and UCR are reviewed. And the current status of eco-related operations and teachers' perception in the robotics classes of elementary schools is investigated. Examples of Green UCR are also searched and green programs based on the three kinds of UCR, UC-TR, UC-AR, UC-CR, are explored. Finally, we propose action plans to promote the UCR-based r-Learning service reflecting green issues.

The Importance of Change Management after ERP Implementation: An Information Capability Perspective (ERP 도입이후 변화관리의 중요도에 대한 연구: 정보역량 관점에서)

  • Lee, Seung-Chang;Lee, Ho-Geun
    • Asia pacific journal of information systems
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    • v.17 no.1
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    • pp.1-31
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    • 2007
  • This research proposes a conceptual framework to highlight the importance of change management after firms implement ERP systems. With ERP, firms need to rework their business processes to make information flow smoothly within organizations. Firms cannot realize expected returns from ERP investments unless changes are effectively managed after ERP systems are put into operation. The research model is empirically tested using data collected from over 170 firms that had used ERP systems at least for more than one year. Our analysis reveals that the eventual success of ERP systems depends on effective change management after ERP implementation, supporting the existence of the 'valley of despair.

Mobile User Interface Pattern Clustering Using Improved Semi-Supervised Kernel Fuzzy Clustering Method

  • Jia, Wei;Hua, Qingyi;Zhang, Minjun;Chen, Rui;Ji, Xiang;Wang, Bo
    • Journal of Information Processing Systems
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    • v.15 no.4
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    • pp.986-1016
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    • 2019
  • Mobile user interface pattern (MUIP) is a kind of structured representation of interaction design knowledge. Several studies have suggested that MUIPs are a proven solution for recurring mobile interface design problems. To facilitate MUIP selection, an effective clustering method is required to discover hidden knowledge of pattern data set. In this paper, we employ the semi-supervised kernel fuzzy c-means clustering (SSKFCM) method to cluster MUIP data. In order to improve the performance of clustering, clustering parameters are optimized by utilizing the global optimization capability of particle swarm optimization (PSO) algorithm. Since the PSO algorithm is easily trapped in local optima, a novel PSO algorithm is presented in this paper. It combines an improved intuitionistic fuzzy entropy measure and a new population search strategy to enhance the population search capability and accelerate the convergence speed. Experimental results show the effectiveness and superiority of the proposed clustering method.

A Methodology for Measuring End-User e-Business Competency

  • Yoon, Chui-Young
    • 한국경영정보학회:학술대회논문집
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    • 2007.11a
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    • pp.23-28
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    • 2007
  • In e-Business environment, end-user e-Business capability is necessitated for performing his or her given tasks and improving his or her business performance in an enterprise of e-Business environment. An instrument of an end-user e-Business competency is extracted from the major components of a general competency. Through a pilot test, this study performed factor analysis, and proposed a 16-item instrument that can measure an end-user e-Business competency in e-Business environment. The application of the instrument is confirmed by applying it to measuring e-Business competency of end-users in an enterprise of e-Business environment and by presenting the measurement results for them.

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A Research Review on Effective Use of IS drawn on Multi-level Dynamic Capability (정보시스템 분석수준 별 역동적 역량에 기반한 효율적 사용에 관한 연구 리뷰)

  • Kang, Hyunjeong
    • The Journal of Information Systems
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    • v.29 no.2
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    • pp.27-50
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    • 2020
  • Purpose The research on the effective use of IS needs to embrace the alignment to organization learning process, which expands the limited focus on dynamic capability of IS use. In addition, it should be done in multi-level analysis with system, user, task, and organization. The current study suggests the inclusion of multi-level analysis of effective use of IS in the perspective of exploration and exploitation. Design/methodology/approach This review selected the representative studies in IS discipline which have investigated the effective use of IS, dynamic capability, operational capability, exploration, exploitation, or organizational learning. In the search of academic archives with those keywords, seventeen papers which have been most cited were chosen and validated whether the focus constructs are directly theorized or validated the suggested keywords. In addition, the level of analysis was verified whether it includes one or more levels of system, individual, task, or organization. Based on the initial analysis of dynamic capability, the further review of research on explorational and exploitational capabilities was implemented. Findings The present review study on previous literature on effective use of IS presented that it is largely implemented in the level of individual but few of them has included organization level. Similarly, the direct investigation of explorational and exploitational use of IS has not been done so much. The needs of study on effective use of IS in depth have been inquired for a decade. However, the review presented that it still lacks profound theories and empirical validations compared to those of adoption stage of IS. Based on the review, future research on the transition between explorational and exploitational use of IS is suggested.

Technology Requirements for Wearable User Interface

  • Cho, Il-Yeon
    • Journal of the Ergonomics Society of Korea
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    • v.34 no.5
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    • pp.531-540
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    • 2015
  • Objective: The objective of this research is to investigate the fundamentals of human computer interaction for wearable computers and derive technology requirements. Background: A wearable computer can be worn anytime with the support of unrestricted communications and a variety of services which provide maximum capability of information use. Key challenges in developing such wearable computers are the level of comfort that users do not feel what they wear, and easy and intuitive user interface. The research presented in this paper examines user interfaces for wearable computers. Method: In this research, we have classified the wearable user interface technologies and analyzed the advantages and disadvantages from the user's point of view. Based on this analysis, we issued a user interface technology to conduct research and development for commercialization. Results: Technology requirements are drawn to make wearable computers commercialized. Conclusion: The user interface technology for wearable system must start from the understanding of the ergonomic aspects of the end user, because users wear the system on their body. Developers do not try to develop a state-of-the-art technology without the requirement analysis of the end users. If people do not use the technology, it can't survive in the market. Currently, there is no dominant wearable user interface in the world. So, this area might try a new challenge for the technology beyond the traditional interface paradigm through various approaches and attempts. Application: The findings in this study are expected to be used for designing user interface for wearable systems, such as digital clothes and fashion apparel.