• 제목/요약/키워드: feedback provider

검색결과 28건 처리시간 0.021초

기업 e-Learning 품질 보증 관리 개선 방안 연구 (e-Learning Quality Assurance System in Corporate Education)

  • 나현미;류성열;김종배
    • 한국IT서비스학회지
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    • 제6권3호
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    • pp.111-128
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    • 2007
  • The purpose of the research is to analyze the status and problems of the e-Learning quality assurance system on e-Learning contents and service provider(institutes) in the field of enterprise education. In addition, the research is to suggest the direction and strategies for revising and developing the system. The research put emphasis on two systems of the e-Learning quality assurance(contents, service provider) which directly influence financial support of government. This study depended mostly on literature review, supplemented by expert panel meetings. In the case of the quality assurance system on e-Learning contents, the followings are suggested; (1)admitting the contents made of the combination of modules in the approved module set, (2)making easier the qualifying of modified contents for maintenance, (3)revising evaluation criteria, (4)providing substantial feedback. In the field of service provider, the followings are requested; (1)differentiating of qualifying system by industry and scale of company, (2)extending the qualifying cycle, (3)improving the feedback and sharing system.

촉각 기반 윈도우 인터페이스 (Manipulation of the Windows Interface Based on Haptic Feedback)

  • 이준영;경기욱;박준석
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 1부
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    • pp.366-371
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    • 2008
  • 본 논문에서는 터치스크린이 장착된 윈도우 시스템에서 촉각 피드백을 사용해 윈도우 인터페이스와 상호작용하는 방법 및 체계를 제안한다. 사용자가 터치 스크린을 통해 윈도우 인터페이스와 상호작용할 때 발생하는 주요 이벤트는 윈도우 인터페이스 메시지 필터(Windows Interface Message Filter: WIMF)에 의해 감지되고, 촉각 정보 제공기(Haptic Information Provider: HIP)를 통해 적절한 촉각 정보로 변환되어 본 연구에서 제안한 스타일러스형 햅틱 인터페이스를 통해 사용자에게 촉각 자극을 전달한다. 본 연구에서는 윈도우 환경의 주요한 조작 방법인 버튼 클릭, 메뉴 선택 및 팝업, 창/아이콘 선택 및 끌어놓기(drag & drop), 스크롤에 대하여 촉각 피드백을 구현하였다. 피험자 실험결과 촉각 피드백은 상호작용하는 인터페이스 객체가 선택되었는지에 대한 사용자의 직관을 증대시켰으며, 인터페이스 객체의 위치 및 크기 조절 시 인터페이스의 정교한 조작을 도와 사용성을 증대시켰다.

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A Study on the design and implementation of Intelligent Advertisement Operation System based on User's Feedback in Mobile Environments

  • Lee, Yong-Ki;Moon, Nam-Mee
    • 한국컴퓨터정보학회논문지
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    • 제20권8호
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    • pp.93-104
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    • 2015
  • In this paper, the design of intelligent_advertisement_operation system(IAdOS) based on user's feedback is proposed for mobile environments. The proposed system stores the advertising contents created by the advertising provider and recommends the personalized advertising contents by analyzing the context information, and then feedback information of the advertisements. Since the proposed system which can recommends provide the smart advertisement contents based on personal preference, it is expected to contribute the new service model development of in the field of advertising market.

A Set-top Box with Virtual Platform Support for QoS Management in IMS Based Multiple Provider Networks

  • Siddiqui, Muhammad Shoaib;Hong, Choong-Seon
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제6권3호
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    • pp.886-905
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    • 2012
  • Set-top Box (STB) has evolved from being a device just sitting on top of a TV shelf to a device providing a gateway to the Internet for a home network, receiving services from multiple content providers, and enabling and ensuring Quality of Service (QoS) for the streaming media. IP Multimedia Subsystem (IMS), with its promise to provide a converged access network for multimedia service delivery (such as Triple play & Quadruple play services), has to guarantee QoS support. To enable QoS in IMS-based networks, we have designed a set-top box which provides feedback to the service provider to ensure end-to-end QoS. Our set-top box is designed to provide virtual platforms such that it can support multiple service providers. Each service provider is able to manage its own multimedia streams and ensures the desired network performance for each flow. The set-top box also works as a Home Gateway and provides end-to-end QoS support to the client nodes.

피드백 제공방식과 강화 경험이 품질관리 수행에 미치는 효과 (The Relative Effects of the Feedback Delivery Method(Face-to-Face vs. e-mail) and Reinforcement History on Quality Control Work Performance)

  • 채송화;오세진
    • 한국콘텐츠학회논문지
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    • 제16권9호
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    • pp.117-126
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    • 2016
  • 본 연구의 목적은 상이한 피드백 제공방식과 피드백 제공자와 수용자 간의 강화경험이 품질관리 수행에 미치는 영향을 검증하는 것이었다. C 대학 및 대학원의 재학생 100명을 대상으로 실험을 수행하였다. 본 연구에서는 컴퓨터를 사용하여 상품을 생산하는 가상의 휴대폰 조립과제를 사용하였다. 본 연구의 독립변인은 두 가지의 피드백 제공방식(면대면과 이메일)과 강화경험의 유무였으며, 종속변인으로는 참가자들의 수행 정확도를 측정하였다. $2{\times}2$ 집단 간 설계가 적용되었으며 실험은 총 4회기로써 사전회기 1회기와 실험회기 3회기로 각 회기는 30분으로 구성되었다. 연구 결과 강화경험을 가지고 있는 경우 두 가지 피드백의 품질관리 정확도 향상 효과가 유사하게 나타났으나 강화경험이 없는 경우에는 면대면 피드백이 품질관리 정확도 향상에 더 효과적인 것으로 나타났다. 이러한 결과를 통해 두 가지 피드백 제공방식과 피드백 제공자와 수용자 간의 강화경험에 따라 수행에 미치는 피드백의 효과가 달라질 수 있음을 알 수 있다.

Research on Application of Service Design Methodology in IOT Environment

  • Kim, Byung-Taek;Cho, Yun-Sung
    • 한국컴퓨터정보학회논문지
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    • 제22권3호
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    • pp.53-60
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    • 2017
  • The purpose of this study is to provide empirical and quantitative analysis on user's perceived privacy, security, and user satisfaction when providing visualization information about objects and service provider behaviors that users can not perceive in internet service process. Through previous research, we have examined the importance of privacy and security factors as a key factor to be considered for the characteristics of the Internet of things and the Internet of things. In addition, service blueprint, which is one of the service design methodologies to examine the flow of service usage in providing Internet service of things, was examined. In the flow of things internet service utilization, it is found that the things that are out of the user's cognitive area and the behavior of the service provider take up a large part. Therefore, the hypothesis that the trust of the Internet service security and the satisfaction of the user experience can be improved by providing the security visualization information about the behavior of the object and the invisible service provider in the non-contact aspect of the user and the object. In order to verify the hypothesis, we conducted experiments and questionnaires on the use of virtual objects' internet environment and conducted statistical analysis based on them. As a result, it was analyzed that visual information feedback on non - contact and invisible objects and service provider's behaviors had a positive effect on user's perceived privacy, security, and satisfaction. In addition, we conclude that it can be used as a service design evaluation tool to eliminate psychological anxiety about security and to improve satisfaction in internet service design. We hope that this research will be a great help for the research on application method of service design method in Internet environment of objects.

피드백 제공자에 따른 초등학생들의 과학 학업 성취도 차이 및 피드백에 대한 반응 (Differences in the Effect of Feedback Providers on Elementary Students' Science Achievement and the Students Responses to the Feedback)

  • 김찬종;오필석;전진구
    • 한국초등과학교육학회지:초등과학교육
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    • 제24권2호
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    • pp.111-122
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    • 2005
  • 본 연구의 목적은 교사와 학생들에 의해 제공되는 피드백이 초등학생들의 과학 학업 성취도에 미치는 효과의 차이를 알아보고, 서로 다른 주체에 의해 제공되는 피드백에 관한 초등학생들의 반응을 조사하는 것이다 초등학교 6학년 세 개 학급을 신정하여 총 9차시의 수업이 진행되는 동안 주기적으로 형성 평가를 실시하고, 형성 평가 결과에 대한 피드백 제공 여부 및 피드백 제공자를 달리하는 수업 처치를 적용하였다. 실험 집단 1에서는 교사에 의한 서술식 피드백과 강의식 피드백이 제공되었으며, 실험 집단 2에서는 학생들이 소집단으로 나뉘어 동료들 간에 피드백을 교환하였고, 통제 집단에는 형성 평가에 대한 피드백을 제공하지 않았다. 수업 처치 후에 실시된 과학 학업 성취도 검사 결과에 따르면, 피드백을 제공 받은 학생들의 과학 학업 성취도가 피드백을 제공 받지 않은 학생들에 비하여 통계적으로 유의미한 수준에서 높게 나타났으며, 이러한 차이는 교사에게서 피드백을 제공 받은 집단과 피드백을 제공받지 않은 집단 사이에서 발견되었다. 또, 실험 집단 1과 2에서 학업 성취 수준에 따라 선정된 학생들과의 면담 결과, 학생들은 교사에 의해 제공되는 피드백에 대하여 긍정적으로 반응한 반면, 동료에 의해 제공되는 피드백에 관해서는 상대적으로 부정적으로 반응하였다. 특히, 피드백에 대한 반응은 학생들의 과학 학업 성취도 수준에 따라 차이를 보였다 즉, 교사에 의해 피드백을 제공받은 집단에서 과학 학업 성취도가 낮은 학생들은 교사의 서술식 피드백 보다는 강의식 피드백을 선호하였으며, 동료 간에 피드백을 주고 받은 집단에서 과학 학업 성취도가 높은 학생들은 많은 양의 피드백을 제공해야 하는 자신의 역할에 거부감을 가지고 있었고, 과학 학업 성취 수준이 낮은 학생들은 자신이 작성하는 피드백에 대한 자신감을 결여하고 있는 것으로 나타났다. 이상과 같은 연구의 결과를 토대로, 초등학교 교실에서는 학생들의 학습을 돕기 위하여 피드백을 고려한 수업이 지속적으로 이루어져야 하며, 특히 학생들 간의 교수 행위를 바탕으로 하는 수업 전략이 시행될 때에는 학생들의 학업 성취 수준에 따라 적절하게 다르게 처방된 전략이 동원되어야 한다는 것을 제안하였다.

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Understanding Service Quality in Health/Fitness Clubs from A Systems Perspective

  • Kyungro Chang
    • Asia Marketing Journal
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    • 제1권3호
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    • pp.53-78
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    • 1999
  • Despite of the vibrant nature of the fitness industry, there has not been a sustained effort to understand the dynamics of the industry, particularly with reference to the quality of services offered in that industry. The purpose of this paper is to present a system based process model of quality in health/fitness services. The characteristics of the organization, the service employees and the client are the inputs into the service encounter where the service is produced (i.e., the throughput). The output is the quality of the service. The extent of quality perceived by both the service provider and the client is said to influence the satisfaction of the respective parties, and subsequent motivation to participate in the production of quality in the service. The model also suggests that physical environment as well as other customers and their behaviors influence customer perception of service quality. The quality of service is enhanced through the quality assurance practices of the organization and the feedback from client. Further, the input, throughput, and output in our model reflect (a) quality of the design of the service delivery system, (b) objective quality of the product, and (c) quality as perceived by client. The specific attributes of the design element (i.e., organization, service employee, and the client) are elaborated upon. It is suggested that the organization can assure quality by seeking feedback from clients and service employees, monitoring the service production phases, and managing inter-customer interactions.

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중소기업 환경에서의 합목적적 정보시스템 활용을 위한 최종사용자 피드백 탐색행위의 중요성 (Importance of End User's Feedback Seeking Behavior for Faithful Appropriation of Information Systems in Small and Medium Enterprises)

  • 신영미;이주량;이호근
    • Asia pacific journal of information systems
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    • 제17권4호
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    • pp.61-95
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    • 2007
  • Small-and-medium sized enterprises(SMEs) represent quite a large proportion of the industry as a whole in terms of the number of enterprises or employees. However researches on information system so far have focused on large companies, probably because SMEs were not so active in introducing information systems as larger enterprises. SMEs are now increasingly bringing in information systems such as ERP(Enterprise Resource Planning Systems) and some of the companies already entered the stage of ongoing use. Accordingly, researches should deal with the use of information systems by SME s operating under different conditions from large companies. This study examined factors and mechanism inducing faithful appropriation of information systems, in particular integrative systems such as ERP, in view of individuals` active feedback-seeking behavior. There are three factors expected to affect end users` feedback-seeking behavior for faithful appropriation of information systems. They are management support, peer IT champ support, and IT staff support. The main focus of the study is on how these factors affect feedback-seeking behavior and whether the feedback-seeking behavior plays the role of mediator for realizing faithful appropriation of information systems by end users. To examine the research model and the hypotheses, this study employed an empirical method based on a field survey. The survey used measurements mostly employed and verified by previous researches, while some of the measurements had gone through minor modifications for the purpose of the study. The survey respondents are individual employees of SMEs that have been using ERP for one year or longer. To prevent common method bias, Task-Technology Fit items used as the control variable were made to be answered by different respondents. In total, 127 pairs of valid questionnaires were collected and used for the analysis. The PLS(Partial Least Squares) approach to structural equation modeling(PLS-Graph v.3.0) was used as our data analysis strategy because of its ability to model both formative and reflective latent constructs under small-and medium-size samples. The analysis shows Reliability, Construct Validity and Discriminant Validity are appropriate. The path analysis results are as follows; first, the more there is peer IT champ support, the more the end user is likely to show feedback-seeking behavior(path-coefficient=0.230, t=2.28, p<0.05). In other words, if colleagues proficient in information system use recognize the importance of their help, pass on what they have found to be an effective way of using the system or correct others' misuse, ordinary end users will be able to seek feedback on the faithfulness of their appropriation of information system without hesitation, because they know the convenience of getting help. Second, management support encourages ordinary end users to seek more feedback(path-coefficient=0.271, t=3.06, p<0.01) by affecting the end users' perceived value of feedback(path-coefficient=0.401, t=6.01, p<0.01). Management support is far more influential than other factors that when the management of an SME well understands the benefit of ERP, promotes its faithful appropriation and pays attention to employees' satisfaction with the system, employees will make deliberate efforts for faithful appropriation of the system. However, the third factor, IT staff support was found not to be conducive to feedback-seeking behavior from end users(path-coefficient=0.174, t=1.83). This is partly attributable to the fundamental reason that there is little support for end users from IT staff in SMEs. Even when IT staff provides support, end users may find it less important than that from coworkers more familiar with the end users' job. Meanwhile, the more end users seek feedback and attempt to find ways of faithful appropriation of information systems, the more likely the users will be able to deploy the system according to the purpose the system was originally meant for(path-coefficient=0.35, t=2.88, p<0.01). Finally, the mediation effect analysis confirmed the mediation effect of feedback-seeking behavior. By confirming the mediation effect of feedback-seeking behavior, this study draws attention to the importance of feedback-seeking behavior that has long been overlooked in research about information system use. This study also explores the factors that promote feedback-seeking behavior which in result could affect end user`s faithful appropriation of information systems. In addition, this study provides insight about which inducements or resources SMEs should offer to promote individual users' feedback-seeking behavior when formal and sufficient support from IT staff or an outside information system provider is hardly expected. As the study results show, under the business environment of SMEs, help from skilled colleagues and the management plays a critical role. Therefore, SMEs should seriously consider how to utilize skilled peer information system users, while the management should pay keen attention to end users and support them to make the most of information systems.

The Advantages of Virtual Reality in Skill Development Training Based on Project Comparison (2009-2018)

  • Magar, Sunny Thapa;Suk, Hae Jung
    • International Journal of Contents
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    • 제16권2호
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    • pp.19-29
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    • 2020
  • In the era of noble technology, virtual reality (VR) has been adopted in various fields, with the advantages of VR in education being confirmed through numerous studies. In skill development training education, humans or equipment that interact with the trainee are crucial and currently VR is more preferred. In this study, six projects were selected and reviewed in-depth visualizing the use of VR in training and its potential. Comparison between the learning actions of training in the virtual and real environments were conducted. Training through VR is location-dependent, time-dependent, safe, and reversible. VR application is also determined by the preps and feedback-providing functionality which must be emphasized. All the advantages of VR in skill development training make it an opportunity provider. This article can be used by those developing VR projects for skill development training.