• Title/Summary/Keyword: User Participation

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A Study on the Effects of CIOs' Managerial Roles on Users (정보담당 최고임원 (CIO)의 경영자 역할이 사용자에 미치는 직접적 영향에 관한 연구)

  • Lee, Jae-Beom;An, Sang-Hyeop
    • Asia pacific journal of information systems
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    • v.7 no.3
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    • pp.125-143
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    • 1997
  • As information is the critical resource of business, CIOs(chief information officers)' managerial roles become more important. CIOs work out the organization and information system strategies, introduce changes into organizations, communicate with chief executive officers and users, and take the responsibilities of the information system operation. The CIOs' managerial roles make affects on the information system performance and the organizational effectiveness. They are divided into six sub-roles; leader, liaison, entrepreneur, monitor, resource allocator and spokesman. The CIOs' influences on organizations are evaluated by information systems performance. User information satisfaction is one of the most valid information system evaluation criterions. User participation and user involvement are regarded as the antecedents of user satisfaction. This study investigates the effect of CIOs' managerial roles on user satisfaction, user participation, user involvement, CIOs' six managerial roles do not equally influence users. The results of this study have implications for the CIOs' managerial roles in organizations. As CIOs effectively perform managerial roles, user satisfaction is improved.

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A New Roaming Authentication Framework For Wireless Communication

  • Li, Xiaowei;Zhang, Yuqing;Liu, Xuefeng;Cao, Jin;Zhao, Qianqian
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.7 no.8
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    • pp.2061-2080
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    • 2013
  • Roaming authentication protocol is widely used in wireless network which can enable a seamless service for the mobile users. However, the classical approach requires the home server's participation during the authentication between the mobile user and the foreign server. So the more the roaming requests are performed the heavier burden will be on the home server. In this paper, we propose a new roaming authentication framework for wireless communication without the home server's participation. The new roaming authentication protocol in the new framework takes advantage of the ID-based cryptography and provides user anonymity. It has good performance compared with the roaming authentication protocols whose authentication do not need the home server's participation in terms of security and computation costs. Moreover, a new User-to-User authentication protocol in the new framework is also present. All the authentications proposed in this paper can be regarded as a common construction and can be applied to various kinds of wireless networks such as Cellular Networks, Wireless Mesh Networks and Vehicle Networks.

An Exploratory Study of Consumer's Participation and Diffusion of Internet UCC-based on Digital Contents Services (인터넷 UCC 기반 디지털콘텐츠 서비스의 소비자 참여와 확산에 관한 연구)

  • Kim, Yeon-Jeong
    • Journal of Families and Better Life
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    • v.27 no.3
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    • pp.201-212
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    • 2009
  • The purpose of research is to investigate patterns and diffusion of consumer participation on Internet UCC based on digital contents services. A sample survey of internet users was conducted, responses were collected from 629 respondents and consumer streaming data were analyzed. Some of the practical implications of the results are follows. Research can find out that patterns of user participation in UCC. The major genres of UCC are like daily lives of individuals, humors, parodies of star entertainers and types of contents like still pictures or images, texts are relatively highly generated comparing with multimedia UCC. Although participants have been being increased in UCC recently, the consumers as prosumers who are classified in contents generating group are ten percents at the most. In generating community-based UCC such as posting answers of questions and activities in Blog, prosumers who are in contents making group(recreational group) show more positive attitudes than simple participants(consuming only). The results of multiple regression analysis indicated that fun & entertainment, arousal, self-expression, user friendly web interface variable commonly posited a significant effect in multimedia UCC Services between two groups. Information sharing and perceived usefulness posited a significant effect in recreational group.

Multimedia UCC Services as a Web 2.0 and Consumer Participation (웹2.0의 동영상 UCC 서비스현황과 소비자 참여)

  • Kim, Yeon-Jeong;Park, Sun-Young
    • Journal of Families and Better Life
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    • v.26 no.1
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    • pp.95-105
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    • 2008
  • This paper identifies current status and key determinants of participation in multimedia UCC as a web2.0 paradigm. Significant factors composed of IT digital convergence environments and young generation's value, attitude to connecting to web (human relation, visual expressionism, arousal, et al). This paper analyze multimedia UCC service status & current status of participation level of UCC users. The research implemented to analysis customer click streaming data (inter-temporary page-view, unique user)of small-mid multimedia UCC Company and to 2nd data(ww.rankey.com) for page-view and unique user to participation tendency by age and sex about total participation amount of multimedia UCC. In case of young generation be familiar with new internet service, Internet web space meaning important information seeking media and 1 person media able to connect to new web network as prosumer. In UCC centered internet business, web based customers implemented the role of prosumer as generate web contents and consuming to net-working.

The Influence of Social Media's Environmental Characteristics on Users' Active Participation and the Types of Message Diffusion: Government's Communication Messages and Public Responses during the MERS Outbreak (소셜 미디어의 매체 환경적 특성이 이용자의 능동적 참여 및 메시지 확산 유형에 미치는 영향 : 메르스 사태에 대한 정부 대응 및 국민들의 반응을 중심으로)

  • Hong, Juhyun;Lee, Mina
    • Journal of Internet Computing and Services
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    • v.18 no.1
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    • pp.89-103
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    • 2017
  • This paper analyzed the influence of government-owned social media's environmental characteristics on the level of users' active participation and types of message diffusion during government's crisis. The social media environment was categorized based on human interactivity and media interactivity. Users' active participation was measured based on amount of like/dislike and number of comments. User's comments were categorized through network analysis. This study found that the level of user's active participation was high on the information-provider participation type and the relationship-oriented participation type. The level of user's active participation was low on the information-provider type and the limited platform. The analysis of message diffusion type showed that a restrictive rational opinion type was found for the limited platform and diffusive or restrictive emotional opinion types were found for other types of social media environment. This study found that during MERS crisis, the government did not provide messages suitable for the social media environment, and the media environment influenced users' participation and comments. The government should provide user friendly social media environment by increasing interaction with users and should make efforts to communicate with users in crisis situation.

A study on the Development of School Space Design by User Participation Design (사용자 참여 설계에 의한 학교 공간디자인 개발에 대한 연구)

  • Choi, Jin Sik
    • Journal of Convergence for Information Technology
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    • v.11 no.10
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    • pp.27-35
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    • 2021
  • The purpose of this study is to perform spatial restructuring by user participation design as one of the school space innovation projects. The contents of this study were conducted through the process of deriving and applying various requirements and specific ideas while communicating through the user participation process targeting Y Elementary School in Busan. As a result of the study, the space design was pursued in various ways, away from the uniform educational space of grades 1-6. This study focuses on the development of various space designs that reflect the characteristics of each grade level, and it is characterized by a built-in cabinet for each person to secure a personal space. For a space created by innovation, It can be seen that for a space created by innovation, it is essential to design based on the user participation of various people who use the space.

The Relationship Between End-User Joint Work and End-User Satisfaction : Two Moderate Factors (최종사용자의 공동작업과 시스템 성공간의 상황모형)

  • 문용은
    • The Journal of Information Systems
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    • v.10 no.1
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    • pp.73-95
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    • 2001
  • A significant body of information systems research is concerned with user participation as a means to improve user satisfaction within systems development. In spite of the many studies in this area, findings are not consistent or cumulative. One of the reasons for this is not to be considered the type of systems. Most research are focusing on traditional system development under the mainframe environment instead of under end-user based environment like web-based information system or ERP. End-user based environment requires user's strong initiatives in the system development life cycle. It means the user\`s simple participation is not enough and user-led-development is more appropriate for the system success. This paper can call this new concept is end-user joint work which means user has to participate in the system development as a co-developer. This paper investigates how the end-user joint work contributes end-user satisfaction and two variables in particular-job complexity and technical competence-moderate the outcomes of end-user joint work Analysis of 112 independent systems development projects indicated that end-user joint work has a direct relationship with end-user satisfaction. In addition, the two variables were found to moderate key roles on this relationship. That is, the strength of this relationship depended on the level of these factors.

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A Study on Antecedents of Game User Participation Intention in User Community in an Era of Convergence (융복합 시대 게임 사용자들의 유저 커뮤니티 참여 의도에 영향을 미치는 선행 요인에 관한 연구)

  • Hong, Seil;Kim, Byoungsoo
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.185-194
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    • 2016
  • Several game developers or publishers adopt open innovation strategies to reduce R&D costs and increase user loyalty about their games. User communities play an important role in increasing users' interests in the game because they can share game information and skills in user communities. In this regard, this study explored key antecedents of game user participation intention in user community. We developed a research model by integrating perceived risk into theory of planned action. The theoretical model was tested by using survey data collected from 110 "Suddenattack" game users. Partial least squares (PLS) was utilized to analysis the research model. The findings of this study indicate that both perceived usefulness and perceived enjoyment play an important role in forming attitude toward community. However, contrast to our expectations, perceived risk has no signifiant effect on perceived usefulness, perceived enjoyment, attitude toward community and participation intention. While attention toward community significantly influences community participation intention, social norms are not significantly related to it. The analysis results help game developers or publishers establish effective strategies and policies to increase user participation intention in user community.

The Impact of Social Network characteristics on the intention to reuse SNS: With a focus on mediating effects of TikTok users' participation and attachment

  • Liang, Ya-Qing;Yoon, Sung-Joon
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.183-199
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    • 2022
  • With the consumption of smart phone content increasing rapidly, the short clip market in China is rapidly growing. TikTok, a short clip platform, has achieved great business success. However, there is not much research done on TikTok platform from the customers' perspective. To this end, this study aimed to verify the relationship between the social network characteristics on the TikTok platform, attachment toward the TikTok platform, user participation, social identity, psychological distance and reuse intention through an empirical investigation. In August 2021, a survey was conducted on consumers on the subject of TikTok platform in China. The results of the study are as follows. First, the social network characteristics significantly affected the user participation and the attachment. Second, both the attachment and the user participation had a significant impact on reuse intention. Third, user participation had a significant impact on attachment. Fourth, social identity played a significant moderating role in the relationship between social network characteristics and user participation. Fifth, Psychological distance played a significant moderating role in the relationship between social network characteristics and attachment. The results of this study are expected to provide theoretical and practical implications for research on TikTok platform.

Participation Level in Online Knowledge Sharing: Behavioral Approach on Wikipedia (온라인 지식공유의 참여정도: 위키피디아에 대한 행태적 접근)

  • Park, Hyun Jung;Lee, Hong Joo;Kim, Jong Woo
    • Journal of Intelligence and Information Systems
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    • v.19 no.4
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    • pp.97-121
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    • 2013
  • With the growing importance of knowledge for sustainable competitive advantages and innovation in a volatile environment, many researches on knowledge sharing have been conducted. However, previous researches have mostly relied on the questionnaire survey which has inherent perceptive errors of respondents. The current research has drawn the relationship among primary participant behaviors towards the participation level in knowledge sharing, basically from online user behaviors on Wikipedia, a representative community for online knowledge collaboration. Without users' participation in knowledge sharing, knowledge collaboration for creating knowledge cannot be successful. By the way, the editing patterns of Wikipedia users are diverse, resulting in different revisiting periods for the same number of edits, and thus varying results of shared knowledge. Therefore, we illuminated the participation level of knowledge sharing from two different angles of number of edits and revisiting period. The behavioral dimensions affecting the level of participation in knowledge sharing includes the article talk for public discussion and user talk for private messaging, and community registration, which are observable on Wiki platform. Public discussion is being progressed on article talk pages arranged for exchanging ideas about each article topic. An article talk page is often divided into several sections which mainly address specific type of issues raised during the article development procedure. From the diverse opinions about the relatively trivial things such as what text, link, or images should be added or removed and how they should be restructured to the profound professional insights are shared, negotiated, and improved over the course of discussion. Wikipedia also provides personal user talk pages as a private messaging tool. On these pages, diverse personal messages such as casual greetings, stories about activities on Wikipedia, and ordinary affairs of life are exchanged. If anyone wants to communicate with another person, he or she visits the person's user talk page and leaves a message. Wikipedia articles are assessed according to seven quality grades, of which the featured article level is the highest. The dataset includes participants' behavioral data related with 2,978 articles, which have reached the featured article level, with editing histories of articles, their article talk histories, and user talk histories extracted from user talk pages for each article. The time period for analysis is from the initiation of articles until their promotion to the featured article level. The number of edits represents the total number of participation in the editing of an article, and the revisiting period is the time difference between the first and last edits. At first, the participation levels of each user category classified according to behavioral dimensions have been analyzed and compared. And then, robust regressions have been conducted on the relationships among independent variables reflecting the degree of behavioral characteristics and the dependent variable representing the participation level. Especially, through adopting a motivational theory adequate for online environment in setting up research hypotheses, this work suggests a theoretical framework for the participation level of online knowledge sharing. Consequently, this work reached the following practical behavioral results besides some theoretical implications. First, both public discussion and private messaging positively affect the participation level in knowledge sharing. Second, public discussion exerts greater influence than private messaging on the participation level. Third, a synergy effect of public discussion and private messaging on the number of edits was found, whereas a pretty weak negative interaction effect of them on the revisiting period was observed. Fourth, community registration has a significant impact on the revisiting period, whereas being insignificant on the number of edits. Fifth, when it comes to the relation generated from private messaging, the frequency or depth of relation is shown to be more critical than the scope of relation for the participation level.