• Title/Summary/Keyword: USER MANAGEMENT

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User Acceptance of Information Systems within Organization : Case of Knowledge Management Systems (조직에서 사용자의 정보시스템 수용 : 지식경영시스템의 경우)

  • Lee Chung-Seop
    • Journal of the Korean Operations Research and Management Science Society
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    • v.29 no.4
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    • pp.11-40
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    • 2004
  • Organizations have attempted to develop Knowledge Management Systems for achieving competitive advantage by effectively managing organizational knowledge. However, if Knowledge Management Systems are not user-oriented, organizations may not attain desired goals. That is, it must be utilized and accepted by organizational members to be successful systems. This study proposes an extended Technology Acceptance Model and empirically validates it. For that purpose, a research model is set UP that consists of antecedent variables, perception moderators, and intention to use the system. Empirical data analysis found significant relationships among research variables, as suggested in research hypotheses. The results of the analysis indicated that perceived usefulness, ease of use, job relevance and information quality should be considered as important factors in designing Knowledge Management Systems. In addition, perceived value, incentive, affect, self-efficacy, and image were found to influence the perception of users in the usage situation.

Effective management of end-user computing based on its dimensions (최종사용자 컴퓨팅의 업무차원구분과 효과적 관리방안)

  • 김상훈
    • Korean Management Science Review
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    • v.11 no.1
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    • pp.165-186
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    • 1994
  • The increasing importance of end-user computing(EUC) is reflected in the proliferation of academic and practitioner literature on the subject. However, much of this literature assumes widely differing dimensions of EUC, which tends to make many researchers suggest different success factors for managing EUC. Moreover, the variables regarding EUC management have been considerably restricted in previous research. In order to overcome these problems, this study focuses on identifying EUC dimensions theoretically and deriving generic variables representing the mode of EUC management by factor analysis first. Then, based on these EUC dimensions and generic variables for EUC management, effective ways of managing EUC are hypothesized and tested empirically through a mail survey of end-users in 83 Korean business organizations. The results suggest that effective management of EUC should be different depending upon which dimension more importance is attached to in implementing EUC.

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Institutional Improvement of Irrigation Management System in Korea

  • Chung, Sang-Ok
    • Magazine of the Korean Society of Agricultural Engineers
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    • v.44 no.7
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    • pp.74-82
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    • 2002
  • There are two major operation and management (O & M) systems in Korea, one by the Korea Agricultural and Rural Infrastructure Corporation (KARICO), a government corporation, and the other by non-KARICO, which includes Irrigation associations (IAs) and individual farmers under the supervision of city or county authorities. Main issues and constraints in the irrigation facility management are: (1) The dual system of the irrigation water management system; management by KARICO and that by IAs, and (2) From the commencement of KAICO in 2000, farmers were exempted from water charge. This is opposite to the international trend, which follows' user pay principle: Main specific strategies to improve irrigation management system are: (1) Introduction of water metering for water charge as well as water conservation, (2) Adoption of demand-oriented irrigation rather than supply-oriented to reduce waste of water, (3) To augment farmer's participation by forming water user associations, (4) To maintain consistency of government policy, (5) To promote roles of local governments, and (6) To reestablish the role of KARICO.

User-Centric Conflict Management for Media Services Using Personal Companions

  • Shin, Choon-Sung;Yoon, Hyo-Seok;Woo, Woon-Tack
    • ETRI Journal
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    • v.29 no.3
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    • pp.311-321
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    • 2007
  • In this paper, we propose a user-centric conflict management method for media services which exploits personal companions for the harmonious detection and resolution of service conflicts. To detect conflicts based on the varying characteristics of individual users, the proposed method exploits the unified context describing all users attempting to access media services. It recommends and mediates users' preferred media contents through a shared screen and personal companions to resolve the detected conflicts. During the recommendation, a list of preferred media contents is displayed on the shared screen, and a personally preferred content list is shown on the user's personal companion comprising the selection of media contents. Mediation assists the selection of a consensual service by gathering the users' selections and highlighting the common media contents. In experiments carried out in a ubiHome, we observed that recommendations and mediation are useful in harmoniously resolving conflicts by encouraging user participation in conflict situations.

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A Design of General Communication Protocol for Online Game (온라인 게임을 위한 범용 통신 프로토콜 설계)

  • 두길수;정성종;안동언
    • Proceedings of the IEEK Conference
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    • 2001.06c
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    • pp.233-236
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    • 2001
  • When we execute a online game in the network, a lots of game informations and user informations are transfered between game server and game clients. This information has deferent data structure and communication protocol. So, game developers will be design the communication protocols and packet structures after analyze the game. And, they will be design the database for user management. It will be lots of overload to the game developers. From a user point of view, they must be register to each game server to use several games. It is a undesible operation for the game users. This problems are solved by using the communication server which operates commonly with several game servers. Game providers can get the benefit of multiple access of users and get freedom from user management. Game users can access the several games which connected to communication server by register the communication server only. In this paper we design the communication packet and propose a communication protocol which operates on the communication server described previous.

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Implementation of Wireless Network simulator considering a User's Call Characteristics (사용자 통화 특성을 고려한 무선 네트워크 시뮬레이터 구현)

  • Yoon, Young Hyun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.5 no.3
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    • pp.107-115
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    • 2009
  • Traditionally, simulation method is used to test and evaluate the performance of communication protocol or functional elements for mobile communication service. In this paper, wireless network simulator is implemented using the C++ object-oriented programming language. This simulator can simulate wireless data services, like as ad-hoc networks, by considering the user's mobility. In this paper, the simulator includes network traffic model to reflect wireless data service and traffic source model to represent a user's mobility similar to real service environment and traffic characteristics can be reflected on the simulation, and also more accurate simulation results can be got through that. In addition, by using object-oriented techniques, new service feature or environment can be easily added or changed so that the developed mobile communication simulator can reflect the real service environment all the time. This simulator can be used in adjusting the characteristics of wireless data hosts following the mobility of the user, and also can be used in building new wireless ad-hoc network routing protocols.

User-Created Content Recommendation Using Tag Information and Content Metadata

  • Rhie, Byung-Woon;Kim, Jong-Woo;Lee, Hong-Joo
    • Management Science and Financial Engineering
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    • v.16 no.2
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    • pp.29-38
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    • 2010
  • As the Internet is more embedded in people's lives, Internet users draw on new Internet applications to express themselves through "user-created content (UCC)." In addition, there is a noticeable shift from text-centered contents mainly posted on bulletin boards to multimedia contents such as images and videos on UCC web sites. The changes require different way of recommendations comparing to traditional products or contents recommendation on the Internet. This paper aims to design UCC recommendation methods with user behavior data and contents metadata such as tags and titles, and compare performances of the suggested methods. Real web logs data of a major Korean video UCC site was used to empirical experiments. The results of the experiments show that collaborative filtering technique based on similarity of UCC customers' preferences performs better than other content-based recommendation methods based on tag information and content metadata.

Developing End-User Oriented Quality Dimensions for BcN Service (사용자 중심의 광대역통합망 서비스 품질척도 연구)

  • Eun, Hyun-Ji;Kim, Seong-Cheol
    • Korean Management Science Review
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    • v.23 no.3
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    • pp.119-132
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    • 2006
  • Since the guaranteed service quality(QoS) is spotlighted as a strategic competitive tool to Broadband Convergence Network(BcN) service providers, many scholars have dealt with QoS issues in the BcN environment. However, just a few researchers focus on end-users and most are lean toward service providers or technology itself. In this paper, therefore, we investigated how end-users could measure service quality in the BcN environment, and moreover, proposed the end-user oriented measurement guideline for BcN QoS. Through literature review and two surveys, four QoS dimensions and nineteen measurement items were derived from end-user's perspective. proposed QoS dimension and items would be utilized as meaningful tools for future BcN service.

Resource Allocation in OFDMA System with User Cooperation (협동 전송 방식을 이용한 OFDMA 시스템에서의 자원 관리에 관한 연구)

  • Han, Young-Goo;Kim, Se-Hun
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2006.11a
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    • pp.674-677
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    • 2006
  • Orthogonal frequency division multiple access (OFDMA) has emerged as one of the core multiple access schemes in 4G to mitigate the problems of frequency selectivity and inter-symbol interferences. In OFDMA, cooperative transmission can be adopted in transmission between each user and base station. Cooperative transmission can provide better channel environments and additional transmitter diversity. In this paper, we formulate a user and subcarrier assignment problem in OFDMA system with user cooperation and propose an efficient scheme to solve it.

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Quayside Container Crane Efficiency in the United States

  • Desrosiers, Robert A.
    • Journal of the Korean Institute of Navigation
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    • v.22 no.3
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    • pp.51-63
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    • 1998
  • This paper presents the results of a study that looks into the different operating structures of terminals in the United States and attempts to find the type of terminal management scheme (All-Comers Common User Facilities, Programmed Common User Facilities, and Program-Tied User Facilities) that is most efficient with regard to crane usage. The paper uses gross and net crane moves per hour to develop an efficiency ratio that is then used to compare terminals. A total of thirty-one terminals were compared in an attempted to find the most efficient management scheme. While the hypothesis that Program-Tied User Facilities are the most efficient operating scheme was accepted, the sample was too small to provide conclusive results pertinent to the terminals in the United States.

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