• Title/Summary/Keyword: software quality policy

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A Study on the Architecture Modeling of Information System using Simulation (시뮬레이션을 이용한 정보시스템 아키텍쳐 모델링에 관한 연구)

  • Park, Sang-Kook;Kim, Jong-Bae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.455-458
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    • 2013
  • The conventional design of the information system architecture based on the personal experience of information systems has been acted as a limit in progress utilizing appropriate resource allocation and performance improvements. Architecture design depending on personal experience makes differences in variance of a designer's experience, intellectual level in related tasks and surroundings, and architecture quality according to individual's propensity. After all these problems cause a waste of expensive hardware resources. At working place, post-monitoring tools are diversely developed and are running to find the bottleneck and the process problems in the information operation. However, there are no simulation tools or models that are used for expecting and counteracting the problems at early period of designing architecture. To solve these problems we will first develop a simulation model for designing information system architecture in a pilot form, and will verify validity. If an error rate is found in the permissible range, then it can be said that the simulation reflects the characteristic of information system architecture. After the model is developed in a level that can be used in various ways, more accurate performance computation will be able to do, getting out of the old way relying on calculations, and prevent the existence of idle resources and expense waste that comes from the wrong design of architecture.

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A Study on Social Network Characteristics, Social Support, Functional Recovery, and Life Satisfaction of People with Mental Illness (정신질환자의 사회관계망 특성, 사회적 지지 그리고 삶의 만족도에 관한 연구)

  • Kim, Jin-Mi;Shin, Hyo-Jin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.85-96
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    • 2023
  • In a reality where negative perceptions and social prejudices towards individuals with mental illnesses persist, the absence and lack of social support systems acquired through personal intimate social networks can be considered a significant hindrance to the quality of life for those with mental disorders. Therefore, this study examined the impact of the characteristics of social networks and social support on the life satisfaction of individuals with mental illnesses. A survey was conducted with 180 patients from seven mental health treatment facilities in the Daegu area. The data were analyzed using MANOVA, hierarchical multiple regression analysis, and Sobel test for mediation analysis with SPSS 25 software. The key findings of the study revealed that the intimacy aspect of social networks had a positive and significant effect on social support and life satisfaction. On the other hand, the size of the social network showed a negative influence on social support. Furthermore, social support partially mediated the relationship between the intimacy of social networks and life satisfaction, and it fully mediated the relationship between the size of social networks and life satisfaction. Based on these research outcomes, practical and policy-related recommendations are provided to enhance life satisfaction through increased social support for this population.

Analysis of the Effectiveness of Big Data-Based Six Sigma Methodology: Focus on DX SS (빅데이터 기반 6시그마 방법론의 유효성 분석: DX SS를 중심으로)

  • Kim Jung Hyuk;Kim Yoon Ki
    • KIPS Transactions on Software and Data Engineering
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    • v.13 no.1
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    • pp.1-16
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    • 2024
  • Over recent years, 6 Sigma has become a key methodology in manufacturing for quality improvement and cost reduction. However, challenges have arisen due to the difficulty in analyzing large-scale data generated by smart factories and its traditional, formal application. To address these limitations, a big data-based 6 Sigma approach has been developed, integrating the strengths of 6 Sigma and big data analysis, including statistical verification, mathematical optimization, interpretability, and machine learning. Despite its potential, the practical impact of this big data-based 6 Sigma on manufacturing processes and management performance has not been adequately verified, leading to its limited reliability and underutilization in practice. This study investigates the efficiency impact of DX SS, a big data-based 6 Sigma, on manufacturing processes, and identifies key success policies for its effective introduction and implementation in enterprises. The study highlights the importance of involving all executives and employees and researching key success policies, as demonstrated by cases where methodology implementation failed due to incorrect policies. This research aims to assist manufacturing companies in achieving successful outcomes by actively adopting and utilizing the methodologies presented.

The Mediating Effect of Experiential Value on Customers' Perceived Value of Digital Content: China's Anti-virus Program Market (경험개치대소비자대전자내용적인지개치적중개영향(经验价值对消费者对电子内容的认知价值的中介影响): 중국살독연건시장(中国杀毒软件市场))

  • Jia, Weiwei;Kim, Sae-Bum
    • Journal of Global Scholars of Marketing Science
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    • v.20 no.2
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    • pp.219-230
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    • 2010
  • Digital content makes big changes to our daily lives while bringing opportunities and challenges for companies. Creative firms integrate pictures, texts, videos, audios, and data by digitalization to develop new products or services and create digital experiences to promote their brands. Most articles on digital content contribute to the basic concept or development of marketing it in literature. Actually, compared with traditional value chains for common products or services, the digital content industry seems to have more potential value. Because quite a bit of digital content is free to the consumer, price is not necessarily perceived as an indicator of the quality or value of information (Rowley 2008). It becomes evident that a current theme in digital content is the issue of "value," and research on customers' perceived value of digital content is a necessity. This article argues that experiential value has an advantage in customers' evaluations of digital content. Two different but related contributions to the understanding of "value" of digital content are made here. First, based on the comparison of digital content with products and services, the article proposes two key characteristics that make experiential strategy available for digital content: intangibility and near-zero reproduction cost. On top of that, based on the discussion of the gap between company's idealized value and customer's perceived value, this article emphasizes that digital content prices and pricing of digital content is different from products and services. As a result of intangibility, prices may not reflect customer value. Moreover, the cost of digital content in the development stage may be very high while reproduction costs shrink dramatically. Moreover, because of the value gap mentioned before, the pricing polices vary for different digital contents. For example, flat price policy is generally used for movies and music (Magiera 2001; Netherby 2002), while for continuous demand, digital content such as online games and anti-virus programs involves a more complicated matter of utility and competitive price levels. Digital content companies have to explore various kinds of strategies to overcome this gap. Rethinking marketing solutions such as advertisements, images, and word-of-mouth and their effect on customers' perceived value becomes essential. China's digital content industry is becoming more and more globalized and drawing special attention from different countries and regions that have respective competitive advantages. The 2008-2009 Annual Report on the Development of China's Digital Content Industry (CCIDConsulting 2009) indicates that, with the driven power of domestic demand and governmental policy support, the country's digital content industry maintained a fast growth of some 30 percent in 2008, obviously indicating the initial stage of industry expansion. In China, anti-virus programs and other software programs which need to be updated use a quarter-based pricing policy. Customers can download a trial version for free and use it for six months or a year. If they want to use it longer, continuous payment is needed. They examine the excellence of the digital content during this trial period and decide whether to pay for continued usage. For China’s music and movie industries, as a result of initial development, experiential strategy has not been much applied, even though firms in other countries find the trial experience and explore important strategies(such as customers listening to music for several seconds for free before downloading it). For the above reasons, anti-virus program may be a representative for digital content industry in China and an exploratory study of the advantage of experiential value in customer's perceived value of digital content is done in the anti-virus market of China. In order to enhance the reliability of the survey data, this study focused on people who were experienced users of anti-virus programs. The empirical results revealed that experiential value has a positive effect on customers' perceived value of digital content. In other words, because digital content is intangible and the reproduction costs are nearly zero, customers' evaluations are based heavily on their experience. Moreover, image and word-of-mouth do not have a positive effect on perceived value, only on experiential value. That is to say, a digital content value chain is different from that of a general product or service. Experiential value has a notable advantage and mediates the effect of image and word-of-mouth on perceived value. The results of this study help provide an understanding of why free digital content downloads exist in developing countries. Customers can perceive the value of digital content only by using and experiencing it. This is also why such governments support the development of digital content. Other developing countries whose digital content business is also in the beginning stage can make use of the suggestions here. Moreover, based on the advantage of experiential strategy, companies should make more of an effort to invest in customers' experience. As a result of the characteristics and value gap of digital content, customers perceive more value in the intangible digital content only by experiencing what they really want. Moreover, because of the near-zero reproduction costs, companies can perhaps use experiential strategy to enhance customer understanding of digital content.