• Title/Summary/Keyword: manager-manager interaction

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A Grounded Theory Study on the Growth Process as a Fashion Brand Manager (패션브랜드 숍매니저로의 성장과정에 관한 근거이론 연구)

  • Kim, Jie-Yurn;Oh, Hyun Jeong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.43 no.5
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    • pp.649-665
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    • 2019
  • This study presents a conceptual framework for the growth process as a manager based on data gathered from the sales experiences and careers of fashion brand managers. The study participants were seven managers with over 15 years of sales experience in a women's clothing brand in Gwangju. Data were collected through in-depth interviews from January 2018 to September 2018 and analyzed using open coding, axis coding, and selective coding according to Strauss and Corbin's grounded theory method. The study results are as follows. First, this study found six categories and 17 sub-categories based on the shop manager's sales experiences and careers. Second, we found the central job category as well as categories with causality, interaction, moderating and outcome relationships. Third, we developed a paradigm model that links the main phenomena, causal conditions, contextual conditions, intervening conditions, action/interaction strategies, and consequence categories. Fourth, the process of growing as a fashion brand manager was described by an integrated story.

NAVER : Design and Implementation of Networked Virtual Environments Based on PC Cluster (NAVER : PC 클러스터 기반의 분산가상환경 커널 설계 및 구현)

  • Park, Chang-Hoon;Ko, Hee-Dong;Changseok Cho;Ahn, Hee-Kap;Han, Yo-Sub;Kim, Tai-Yun
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.05a
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    • pp.221-228
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    • 2002
  • The NAVER is based on a cluster of low-cost personal computers. The goal of NAVER is to provide flexible, extensible, scalable and re-configurable framework for the diverse virtual environments especially for Gamsung research experiments. Personal computers are divided into three servers are according to their specific functions: Render Server, Device Server and Control Server. While Device Server contains external modules requiring event-based communication for the integration, Control Server contains external modules requiring synchronous communication every frame. And, the Render Server consists of 5 managers: Scenario Manager, Event Manger, Command Manager, Interaction Manager and Sync Manager. In this paper, we discuss NAVER as effective distributed system and its application to Gamsung experiment.

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A Web Based Error Manager for Societal Security Service (웹 기반 사회 안전 서비스를 위한 오류 관리기)

  • Ko, Eung-Nam;Hong, Sung-Ryong
    • Journal of Digital Contents Society
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    • v.15 no.1
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    • pp.87-91
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    • 2014
  • This paper suggested a web based error manager for societal security service. This is a system that is suitable for detecting, sharing and recovering software error based on multimedia CSCW(Computer Supportes Cooperated Work). With error sharing system, a group cooperating users can share error applications. Our a web based error manager for societal security service enables user to share error objects through interaction awareness. This method has a file sharing, a window copy, a window overlay, or a window sharing. We implemented the web based error manager for societal security service so that the users participated in collaborative work may refer shared error objects as the same view to others.

The Effect of Interaction between Project Manager's Capabilities and Organizational Structure on Corporate Performance (프로젝트 관리자의 역량과 조직형태의 상호작용이 기업성과에 미치는 영향)

  • Seong-Il Lee;Seung-Chul Kim;Minjeong Oh;Sung-Yong Choi
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.47 no.3
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    • pp.202-216
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    • 2024
  • In today's rapidly changing business environment, rapid decision making and effective project management are essential for business growth. This study examines how project manager competencies and organizational structures affect business performance. Successful project execution depends on the strategic use of project managers' skills and organizational resources to maximize performance. An empirical study was conducted with 475 participants from the construction and engineering sectors. The applied analyses included multiple regression analysis and two-way ANOVA to assess how project manager competencies and organizational types affect business performance. The results of the study show that project manager competencies significantly improve business performance, especially when combined with appropriate organizational types. Effective use of organizational frameworks leads to better financial results, increased market competitiveness, and greater innovation. The results of the study are as follows: First, project manager competencies were found to have a significant positive effect on business performance. Second, the use of functional, project, and matrix organizations had a significant positive effect on business performance. This suggests that aligning organizational structures with business objectives is important for achieving optimal performance. Overall, this study provides valuable insights into the academic literature and practical applications of project management and organizational research. In addition, if we can select organizational members based on the learning effects of previous projects when operating new projects in the future, it will help reduce risks. Ultimately, it will improve the project manager's competency level, promote the individual abilities and knowledge sharing of team members, and provide opportunities for the company to build efficient new systems. This will be evaluated as a valuable study in terms of academic and practical productivity.

Interactive Authoring Tool for Mobile Augmented Reality Content

  • Jeon, Jiyoung;Hong, Min;Yi, Manhui;Chun, Jiyoon;Kim, Ji Sim;Choi, Yoo-Joo
    • Journal of Information Processing Systems
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    • v.12 no.4
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    • pp.612-630
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    • 2016
  • As mobile augmented reality technologies are spreading these days, many users want to produce augmented reality (AR) contents what they need by themselves. To keep pace with such needs, we have developed a mobile AR contents builder (hereafter referred to as MARB) that enables the user to easily connect a natural marker and a virtual object with various interaction events that are used to manipulate the virtual object in a mobile environment so that users can simply produce an AR content using natural photos and virtual objects that they select. MARB consists of five major modules-target manger, virtual object manager, AR accessory manager, AR content manager, and AR viewer. The target manager, virtual object manager and AR accessory manager register and manage natural target markers, various virtual objects and content accessories (such as various decorating images), respectively. The AR content manger defines a connection between a target and a virtual object with enabling various interactions for the desired functions such as translation/rotation/scaling of the virtual object, playing of a music, etc. AR viewer augments various virtual objects (such as 2D images, 3D models and video clips) on the pertinent target. MARB has been developed in a mobile application (app) format in order to create AR contents simply using mobile smart devices without switching to a PC environment for authoring the content. In this paper, we present the detail organizations and applications of MARB. It is expected that MARB will enable ordinary users to produce diverse mobile AR contents for various purposes with ease and contribute to expanding the mobile AR market based on spread of a variety of AR contents.

Distributed Virtual Environment for Collaboration between Heterogeneous Platform (이종 플랫폼 간 협업을 위한 분산 가상 환경)

  • 이석희;이영호;우운택
    • Proceedings of the IEEK Conference
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    • 2003.11b
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    • pp.141-144
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    • 2003
  • This paper proposes the distributed virtual environment framework for collaboration between heterogeneous platforms. The proposed system consists of Client, Content Server(CS), and Reflector Server(RS). The Client is composed of VR library(VRL), Interaction Manager(IM), Distributed Interaction Manager(DIM), and Network Interface(NI). The proposed Client structure can support various display environments. The XML-based IM and DIM lets the users define and add the interactions. The proposed Server structure synchronizes the distributed interaction between heterogeneous platforms and provides transparency to the users. Therefore, the proposed framework enables the users to implement virtual collaboration environment for their tasks. Moreover, it can also be used for research and development activities between a large number of the remote users. The usefulness of the framework was verified by applying it to the virtual heritage tour system.

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Communication Manager Design and Implementation of Individual Location Information for Social Learning in N-Screen (N-스크린 환경에서 소셜 러닝을 위한 개인 위치정보 지원 커뮤니케이션 매니저 설계 및 구현)

  • Kim, Kyung-Rog;Byeon, Jae-Hee;Moon, Nam-Mee
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.48 no.3
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    • pp.27-35
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    • 2011
  • Social network services are developed which is based on interaction and collaboration between users. This used to teaching-learning and integrate personal experience based on constructivism and social learning has developed into. In order to use which better to support the N-Screen communication model is needed. Communication model is to support the interaction between learner-instructor- the system. However, until now, There are a lot of web-based communications research. In this study, Social Learning Services environment to extended to N-Screen. For seamless service, Location information of individuals to use to learning activities. To support this, the communication manager is to design and implement. Communications manager for the N-Screen services draw students use cases and define the required functions. Based on this, Communication function is designed. In addition, Considering the characteristics of each device, personal location information to be reflected.

Design of Object Manager for MPEG-4 Stream in the Wireless Multimedia Service Environment (무선 멀티미디어 서비스 환경에서 MPEG-4 스트림을 위한 객체 관리기의 설계)

  • 최숙영
    • Journal of Korea Society of Industrial Information Systems
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    • v.8 no.3
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    • pp.1-11
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    • 2003
  • MPEG-4 provides high compression rate and uses object-oriented method to describe components of its structure, which has currently risen as the core technique in multimedia service fields. Our research objective is to provide object manager to MPEG-4 system in order that effective multimedia service could be available by supporting powerful interaction and adapting to various networks and terminals. Through the object manger, priorities are given to objects of a scene tree and the objects having higher priorities are first rendered according to the terminal capability. It also manages synchronization and update of the scene tree and object informations caused by user interactions.

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Design and application of learner-centered coding class based on flip-learning and havruta learning method (플립드러닝과 하브루타 학습법에 기반한 학습자 중심의 코딩 수업 설계 및 적용)

  • Lee, Aeri
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.14 no.2
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    • pp.69-78
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    • 2018
  • When it comes to the value of modern education, teachers are required to perform the role of a helper to promote interaction between learners, the role of a manager to facilitate smooth learning, and the role of a guide who has expert knowledge in the learning contents. Therefore, this study investigated what kind of learner-centered teaching methods there are, which require teachers to perform the roles of helper, manager, and guide, and conducted a pedagogical research on coding education to explore class models for self-directed learning. Subsequently, a class model was proposed by applying the flipped learning and havruta learning to a coding class. In this study, the learner-centered education methods of flipped learning and havruta method were applied to constructing a coding class as a university general education course. The feature of this class is that it enables dynamic interaction between teachers and learners as well as active interaction between leaners in a classroom instruction. After applying the proposed method to the actual class and analyzing it, the students taught using suggested method were more positively assessed in learning interest than those taught using a traditional method. And that in academic achievement as well, suggested method was more effective.

A Study on Remote Usability Test & Evaluation for Web Sites -with emphasis on the development of remote interaction observation & analysis software (웹사이트 원격 사용성 테스트에 관한 연구 - 원격 사용자 인터랙션 관찰 및 분석 도구의 개발을 중심으로)

  • 오기태;이건표
    • Archives of design research
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    • v.17 no.3
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    • pp.147-156
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    • 2004
  • Currently, usability tests for web sites with representative users are conducted in laboratory environment that disturbs subjects' natural behavior. These test methods are inefficient for tests that require large number of subjects, because experimenters and subjects should be located in the same place at the same time during the test. In this study, a remote usability test tool, called 'RIO' has been developed to cope with these laboratory-based experiment problems - the 'synchronism' and the 'unnatural environment'. The tool is separated into three parts: 'Project Manager', 'Remote Interaction Observer', and 'Interaction Analyzer'. 'Project Manager' sets up overall experimental parameters and actual tasks to be peformed by subjects. 'Remote Interaction Observer', endued with Microsoft Internet Explorer Control, is a modified Web Browser which records user interactions, screen images and elaborate browser events while subject performs given tasks. This module is distributed to subjects as an installable software package. When they finish all the tasks, the captured interaction data is compressed and sent to 'Interaction Data Server' automatically. 'Interaction Analyzer' visualizes interaction data from the 'Interaction Data Server'. It also generates project-scope statistics which facilitate discovering peculiar cases among interaction submissions.

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