• Title/Summary/Keyword: User driven development

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Protection Management for Guaranteed User-Driven Virtual Circuit Services in Dynamic Multi-domain Environments: Design Issues and Challenges

  • Lim, Huhnkuk
    • ETRI Journal
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    • v.37 no.2
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    • pp.369-379
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    • 2015
  • Fault management of virtualized network environments using user-driven network provisioning systems (NPSs) is crucial for guaranteeing seamless virtual network services irrespective of physical infrastructure impairment. The network service interface (NSI) of the Open Grid Forum reflects the need for a common standard management API for the reservation and provisioning of user-driven virtual circuits (VCs) across global networks. NSI-based NPSs (that is, network service agents) can be used to compose user-driven VCs for mission-critical applications in a dynamic multi-domain. In this article, we first attempt to outline the design issues and challenges faced when attempting to provide mission-critical applications using dynamic VCs with a protection that is both user-driven and trustworthy in a dynamic multi-domain environment, to motivate work in this area of research. We also survey representative works that address inter-domain VC protection and qualitatively evaluate them and current NSI against the issues and challenges.

People's Creativity and User/Field-driven Innovation: Literature Review for the Paradigm of Creative Economy (국민의 창의성과 사용자/현장 중심 혁신: 창조경제 패러다임 정립을 위한 문헌 연구)

  • Lim, Hong-Tak
    • Journal of Technology Innovation
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    • v.22 no.3
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    • pp.135-166
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    • 2014
  • 'Creative Economy' has been announced as the new paradigm of socio-economic development strategy of newly elected President Geun-Hye Park's administration. By explicitly defining people as a major player in creative activity, it seems to depart from expert-driven or science & technology-focused development paradigms of previous administrations. Yet, its interpretation and operation in terms of government policy does not seem to show any differences. This study aims to explicate the nature of Creative Economy as a development paradigm by clarifying the differences between people's creativity and that of scientists and engineers through extensive literature review. People can contribute to the creative activity not just as users but also as living persons who make everyday yet independent choices based on their humanistic, philosophical, ethical and experiential capabilities which are clearly different from the sources of scientists' & engineers' creativity. People's creative activity does involve value judgement about life and can often accelerate the system innovation or transition by changing consumer behaviour and lifestyle, and hence destruct technological lock-in user lock-in of the existing system. People's creativity can thus present 'User/Field-driven Innovation Paradigm which clearly differs from existing expert- or science & technology-driven innovation paradigm. The Creative Economy with focus on people's creativity therefore faces new socio-economic development challenges of fulfilling the User/Field-driven Innovation Paradigm.

Test-Driven Development Adoption influence to User Satisfaction on OpenSource Project development (오픈소스 프로젝트의 테스트 주도 개발 채택여부가 사용자만족도에 미치는 영향에 관한 연구)

  • Sohn, Hyo-jung;Lee, Min-gyu;Seong, Baek-min;Kim, Jong-bae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.1075-1078
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    • 2015
  • Three kinds of typical practices to reflect the values of Agile Development Methodology were selected from a previous study. Those were Communicate using Web 2.0 collaboration tools, test-driven development (TDD, Test-Driven Development) method is adopted, and refactoring. In this study, we set up a hypothesis that the adoption of TDD project will make user satisfaction is higher. Select 100 sample projects from SourceForge(sourceforge.net), the most popular open source hosting site, the criteria is we can be determined whether operate in the project (developer least 7 people, bugs can occur more than 100, created the project since 2000). To determine whether the use of automated development tools xUnit of TDD through the CVS and SVN log analysis. Using data from the FLOSSmole and to evaluate the user experience of the project. User satisfaction of each project Rating, bug fix cycle, downloads and pageviews. Through this study, correlates of whether TDD adoption and user satisfaction, we will suggest a reflected the Agile practices new open source development methodology. As a result, it contributes to increase the maturity of the open source community.

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User-driven Context-aware Service (사용자주도형 상황인식서비스)

  • Park, Jeongkyu;Lee, Keung Hae
    • Journal of Internet Computing and Services
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    • v.14 no.4
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    • pp.1-12
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    • 2013
  • Context-awareness is a computing technology that automatically delivers useful services to users based on their situation. Most previous studies on context-awareness adopted the view that the user simply is a consumer of what the developer creates. Few studies addressed catering to the need of personalized services for the user. They are either too complex for the user to grasp or unable to express many useful services due to their weak expressive power. To address these issues, we propose Dobby as a new model and architecture for user-driven context-aware service development. Dobby enables the user to create services that are more suited to his personal preferences. We argue that Dobby offers an enhanced method for defining personalized context-aware services over existing methods.

Design and Development of Graphic User Interface for HDTV MPEG Module (HDTV 수신 모듈용 GUI 설계 및 구현)

  • Bong, Jong-Su;Lim, Hyun-Seok;Kim, Se-Young;Kim, Dae-Jin
    • The Journal of the Korea Contents Association
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    • v.9 no.4
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    • pp.72-80
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    • 2009
  • By the advent of an era of digital convergence, the user-friendly DTV graphic user interface (GUI) techniques become very important because of the explosive consumption of DTV receiving modules. This paper describes the design and implementation of GUI of menu-driven type for the operation of HDTV MPEG module. The designed GUI is convenient and user-friendly. Main menu is created by forming a new window and is located on the top area of the window in the structure of 1 by 3 matrix. Thus main menu, sub-manu, and lower-level menu can be displayed on a screen. The menu-driven DTV GUI was acomplished by using new styles and icons.

Adopting Design Thinking for Website Innovation: Case Studies of Korean Award Winners

  • Kim, Yu-Jin
    • Science of Emotion and Sensibility
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    • v.23 no.1
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    • pp.57-68
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    • 2020
  • This research investigates how digital design agencies and client companies incorporate design thinking-a human-centered approach to solving difficult problems-into their website development processes. Based on a literature review on the design-thinking-driven web development process, multiple case studies of award-winning website projects were performed by in-depth interviews with key practitioners. Through analyses of these cases, their user-centered approaches for website innovation were identified according to the following four phases: web planning (discovery and defining phases) and web design and development (development and delivery phases). Moreover, distinct approaches of design thinking practices were identified according to two website types: a brand promotion website with a killer brand storytelling approach; and a service channel website with a strategic UI/UX-driven approach. Next, the key success drivers of these website projects were suggested in light of the typical themes of design thinking (i.e., human centeredness, research based, context awareness, and collaboration). Some practical limitations were also found in adopting the design-thinking-driven web development process, such as limited research methods and tools, and insufficient prototyping and experimentation. Along with these limitations, it was also discovered that current digital design agencies still face the following challenges in adopting the design-thinking-driven web development process: building a long-term, playful partnership with clients; leveraging decision-makers' design thinking awareness; and coping with limited resources (design thinking practitioners, budgets, and schedules).

A Topic Analysis of Requested Books by User Types at a University Library for Patron-Driven Acquisition (이용자 요구 기반 장서개발을 위한 대학도서관 희망도서 주제 분석)

  • Sanghee Choi
    • Journal of the Korean Society for Library and Information Science
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    • v.58 no.1
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    • pp.395-415
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    • 2024
  • In the development of a university library's collection, the concept of patron-driven acquisition refers to a collection strategy that addresses users' direct information needs. In this study, an analysis of ten years' worth of book requests by user types was conducted to understand the topic preferences for efficient collection devleopment in the university library. In collection development, identifying subject areas of users' requested books is necessary for librarians to identify key areas of collection development and establish balanced collection development policies. To identify the major subject areas for each user group, KDC (Korean Decimal Classification) subject classifications were used, and network analysis techniques were applied to investigate the relationships between book topics in detail. The analysis revealed that "social sciences" emerged as the major topic across all user groups. However, in the analysis of sub-topics, "medicine" and "psychology" were distinctively identified as the major subject areas for graduate students, setting them apart from other user groups. The result of the network analysis further indicated that undergraduate students showed unique topics such as civil service, job placement, and career, which were not observed as major topic clusters in other user groups. On the other hand, graduate students tended to concentrate on a few specialized subjects, forming distinct topic clusters in the analysis.

Object-Oriented Graphical User Interface Model for Visualization of Ship Conceptual Design (객체지향 개념과 가시화 기법에 의한 선박 개념설계용 그래픽 사용자 인터페이스 모델)

  • Kyung-Ho Lee;Soon-Hung Han;Dong-Kon Lee;Kyu-Yeul Lee
    • Journal of the Society of Naval Architects of Korea
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    • v.29 no.4
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    • pp.27-35
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    • 1992
  • By the help of computer graphics and rapid development of hardwares. GUI(Graphic User Interface) represented by WYSIWYG(What You See Is What You Get) changed user interface from liguistic model(e.g : command, etc.) to spatial model(e.g : pulldown menu, scroll bar, icon, itc.). This graphical user interface model for the ship conceptual design(MBASWIN) adopted event-driven programming technique and object-oriented concepts. Different from traditional design programs, MBASWIN is separate from the design program completely and controls all design modules. This enable a designer to accomplish a flexible designs.

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Study on eBook Acquisition Model based on Patron-Driven Acquisitions (PDA(Patron-Driven Acquisitions) 방식 전자책 수서 모형에 관한 연구)

  • Cho, Jane
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.26 no.4
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    • pp.105-121
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    • 2015
  • PDA model is new collection development method not only corresponding user's demand, but also expensing acquisition budget effectively. In the PDA model, when the trigger that indicates user's demand reaches up to treshold, e-book is automatically purchased without librarian's interrogation. This study examines concept, basic principles, and current condition of operation about PDA and finds a way that could applicate to Korean university library foreign E-book consortium. Current model of university library e-book acquisition pursuit reduction of budget and utility value, but the selected collection is not based on user's demand. Therefore, it could be considerable to apply PDA or evidence based purchase model to foreign e-book acquisition consortium.

Event-Driven Social Media: Crowd Computing System Development for Idioculture Generation (이벤트 주도형 소셜 미디어: 특유문화 생성을 위한 군중 컴퓨팅 시스템 개발)

  • Lim, Seong-Taek;Cha, Sang-Yun;Park, Cha-La;Moon, Jee-Hyun;Lee, In-Seong;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.301-309
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    • 2009
  • This study focuses on event-driven social media (EDSM), which supports the production of unique cultural items of small groups by satisfying the conflicting desires of distinctiveness and assimilation that small groups possess. EDSM is a system which promotes the production of idioculture through small group interaction by using an actual event in which people participate in small groups. By setting up an EDSM system in a university festival in which 10,000 to 15,000 people gather in small groups, idioculture production was tested for approximately eight hours and a half. Interaction records gathered from the test, as well as focus group interview data garnered soon after were used to analyze usage patterns of EDSM, types of idiocultures produced, and resulting factors of user experience. Through this, considerations upon designing future EDSM were proposed.

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