• Title/Summary/Keyword: User's Involvement

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The Impact of Organizational Context on the Performance of ERP Systems (조직적 상황이 ERP시스템의 도입 성과에 미치는 영향)

  • 정경수;김상진;송정희
    • The Journal of Information Systems
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    • v.12 no.1
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    • pp.19-45
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    • 2003
  • The ERP system comes to existence in the period of change. In other words, the ERP system is adopted to the company with BPR project. In general, the ERP system is introduced to companies as packages rather than in-housing systems. There are several researches in IS literatures which have a conclusion that organizational context affects the performance of ERP system. This study attempts to review the organizational context from the prospective of organizational structure and change management. Regarding the organizational structure, we choose some widely known variables such as the degree of formalization and centralization. For the analysis of change management, we set the variables, which are the most importantly considered, such as the power of CEO's promotion and user participation. The extent of customizing is introduced as moderating variables between the organizational context and the implementation performance. With collected data, we performed the reliability test, the factor analysis and the regression analysis. In summary, the introduction of an information system such as ERP system has a behavioral and organizational impact. The organizational change may breed resistance and opposition and can lead to the failure of the system. Therefore, implementation of the system requires careful change management, active involvement of users and high level of management support.

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Issues on User Participation in Korean Disability Services : Implications from UK Community Care (영국 커뮤니티케어의 이용자 참여 기제와 한국 장애인복지서비스에 대한 함의)

  • Kim, Yong-Deug
    • Korean Journal of Social Welfare
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    • v.57 no.3
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    • pp.363-387
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    • 2005
  • The purpose of this study is to find out implications which can be useful for enhancement of user participation in Korean disability services from UK community care experience. In Korea, until recently dominant issue on social services always has been the shortage of service provision. But during the recent 20 years, we experienced great expansion in quantity, as though it may be not yet enough. And more recently, disabled people and organizations began to actively argue for appropriate service in quantity and quality. Now, Korean disability policy and practice are confronted to the difficult and embarrassing task how to meet the need of disabled people with limited resources, and how to response to the disabled people's voice arguing on independence and choice. This task would require somewhat deliberate reform which might be quite different from previous one. UK's experience of implementation and development of community care system would give meaningful implications to Korean disability service policy and practice related to user participation. The results of the review on user participation issues in the UK community care give several implications to Korean disability services. Above all, consumerist approach which is the key strategy adopted by UK community care change is not appropriate for Korean disability service because of largely different service environment. The second implication is about decentralization. To enable decentralization of social service leads to enhancement of user involvement avoiding a lowering of service quality, prerequisite conditions should be secured. A third is securing and making declaration on the disabled person's right to assessment and constructing public service system operated by case management process. Fourth, formalized complaints procedure should be established. Fifth, professional education which enables professionals to encourage participation of disabled people should be developed, and the role of disability movement leading disabled users to participate on their services also should be highlighted.

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A Study of the Influence of Consumer's Decision Making Process in Internet Shopping of Clothing Product Using Virtual Reality(Web3D) (가상현실(웹3D)을 이용한 인터넷 의류제품 쇼핑몰이 소비자 구매의사결정단계에 미치는 영향에 관한 연구)

  • Sung, Jung-Hwan;Sung, Hee-Won
    • Archives of design research
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    • v.17 no.4
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    • pp.289-298
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    • 2004
  • The development of the Internet has influenced consumers' information search process and purchase behaviors. The environmental changes and consumers' lifestyle changes have stimulated them to use the Internet shopping mall. However, people used to shop the low-involvement product rather than high-involvement product such as clothing product at the internet shopping mall due to the subjects' perceived risks or product characteristics. The purpose of this study is to examine the differences of consumers' attitudes toward the two types of apparel internet shopping mall. With compared to the existing shopping mall, this study generated Web3D internet shopping mall by designing Abata, representing the user's body figure. The changes of respondents' attitudes toward the internet shopping mall and purchase intentions would provide the possibility and future direction of the Web3D internet shopping. Recommendations and future research were also discussed.

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The influence of evaluation factors of overseas direct sales website on the continuous intention of Chinese consumers (대(對)중국 역직구사이트 평가요인이 지속적 이용의도에 미치는 영향)

  • Son, Je-Young;Kang, In-Won
    • Korea Trade Review
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    • v.43 no.3
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    • pp.219-243
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    • 2018
  • This study focused on the rapidly growing Chinese market by developing an evaluation model for overseas direct sales websites for Chinese consumers. In addition, we developed specific strategic alternatives for each sub-market by conducting multi-group analysis for each consumer's characteristics. Results showed that the level of concern about site use had a stronger impact on persistent use behavior. In addition, among antecedents that affect the level of assurance and concern, we found that these includes not only the perceived benefits and perceived risk factors identified in previous studies but also social-cultural factors. In addition, this study compares the evaluation of overseas direct sales website according to the level of involvement of users. This study analyzes the differences in coefficients among the paths and suggest practical implications for each group.

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The Effect of Services Recovery Effort on Continuous Use Intention of Internet User -Focusing Mainly on Personal Information Security Exposur- (서비스회복노력이 인터넷이용자의 지속적 이용의도에 미치는 영향 - 개인정보유출을 중심으로 -)

  • Hong, Sang-Jin;Lee, Soo-Hyoung
    • Journal of the Korea Safety Management & Science
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    • v.12 no.2
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    • pp.89-97
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    • 2010
  • The most important concern in the internet service organizations in competitive market circumstances is to focus on formation and maintenance of continuous relationship with customers. The purpose of this study is to verify the effect of perception of the fairness - procedural fairness for recovery, interactional fairness, fairness for reward on customer's satisfaction and trust, behavior when the internet service company failed to service such as disclosure of personal information. This study aims to apply justice theories to service recovery. As a result, first, the customer's perceived justice had a significant effect on the customer satisfaction and trust in service recovery. Second, the customer's satisfaction positive effect on trust. Third, customer's satisfaction formed by service recovery had a effect on the customer's behavior such as continuous usage intention. Therefore, this study was reveal how the extent of justice perception felt by customers in the service recovery process, causes positive causation relationship which affect customer behavior intention.

Gesture Input as an Out-of-band Channel

  • Chagnaadorj, Oyuntungalag;Tanaka, Jiro
    • Journal of Information Processing Systems
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    • v.10 no.1
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    • pp.92-102
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    • 2014
  • In recent years, there has been growing interest in secure pairing, which refers to the establishment of a secure communication channel between two mobile devices. There are a number of descriptions of the various types of out-of-band (OOB) channels, through which authentication data can be transferred under a user's control and involvement. However, none have become widely used due to their lack of adaptability to the variety of mobile devices. In this paper, we introduce a new OOB channel, which uses accelerometer-based gesture input. The gesture-based OOB channel is suitable for all kinds of mobile devices, including input/output constraint devices, as the accelerometer is small and incurs only a small computational overhead. We implemented and evaluated the channel using an Apple iPhone handset. The results demonstrate that the channel is viable with completion times and error rates that are comparable with other OOB channels.

A Scheme of VoIP Spam Detection Using Improved Multi Gray-Leveling (향상된 Multi Gray-Leveling을 통한 VoIP 스팸 탐지 기법)

  • Chae, Kang-Suk;Jung, Sou-Hwan
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37 no.8B
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    • pp.630-636
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    • 2012
  • In this paper, we propose an improved Multi Gray-Leveling scheme which reduces the problems of the existing Multi Gray-Leveling scheme suggested as a way of prevention against call spam in VoIP environment. The existing scheme having two different time period distinguishes the possibility of call spam by checking the call interval, so that it prevents the spammer's avoidance controlling the call interval. This is the strength of the existing one but it can misunderstand the normal user as a spammer due to taking long term time period. To solve this problem, this paper proposes the upgrade scheme which utilizes the receiver's action pattern as well as the caller's action pattern. It has such a good strength that can do gray leveling via the collected information in the database of VoIP service provider without user's direct involvement. Hence it can be a very effective way of VoIP spam detection.

Does Social Distance Always Increase Content Performance in Online Distribution Channels? (온라인 유통 채널에서 컨텐츠의 성과는 사회적 거리에 의해 항상 증가하는가? YouTube의 문화별컨텐츠를 중심으로)

  • Son, Jung-Min;Kang, Seong-Ho
    • Journal of Distribution Science
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    • v.13 no.8
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    • pp.97-104
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    • 2015
  • Purpose - This study examines the positive impact of the social distance between producers and users of online content, investigating and analyzing the most popular Web content. In addition, it tries to elicit the matching effect that appears when the individuals'cultural background is consistent with social distance. Research design, data, and methodology - We collected and analyzed actual data about 4,981 videos clips on YouTube, looking at six countries in order to verify the content of this study. Based on the results of the data analysis, the study conducted behavioral measurements on popularity, social distance, culture, and user engagement. The unit of analysis was the content and we collected information about the content producers and the content records. We controlled the views, comments, likes, calendar dates, and ages in the empirical models. The data was collected in 2011, with the records coming from South Korea, Japan, China, U.S., German, and France. A total of 4,980 elements were analyzed in the model. The empirical model estimated is the bivariate negative binomial distribution (NBD) model. Results - It turns out that there is a possibility that the matching effect can be diminished by variables that reflect the psychological involvement of user engagement. This study proposes academic and practical implications based on these research results. This research shows the positive effect of social distance between users and producers on the increased performance of the online content. We find the effect of social distance to be a stronger tendency in collectivism. The collectivists follow their sense of friendship and intimacy in their culture and, the social congruence effect can be found there as well. The effect, however, could erode in a social case where users are motivated by strong intrinsic and psychological factors. In addition, user engagement complicates the process of user decision making regarding the information. Conclusions - This study examines how the differential effects of social distance caused by culture could disappear through user commitment as a complicated user motivation. Some potential implications are as follows. First, a firm in the collectivism culture has to communicate based on the social distance. In fact, most online channels do not have a function that indicates the social distance as measured by favorites or subscribers. This function could help increase the performance of the content in online channels, but this increasing effect can only be found in a collectivist culture. Based on this, the firms have to communicate and announce to users the actual social distance between users and producers. Second, firms should develop a system that discovers the social distance and culture and shows these measures to users and producers, since the congruence effect between social distance and culture is found only for low user engagement. The firms can take the advantage of the congruence effect only for the development of the social distance and culture visualized system.

A study on the User Experience and Aggressive Action in Violent Video Game (폭력적 비디오게임의 사용자 경험과 공격행동성에 대한 연구)

  • Yun, Ju-Sung;Noh, Ghee-Young
    • The Journal of the Korea Contents Association
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    • v.15 no.11
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    • pp.215-226
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    • 2015
  • As violent video game is used based on active interaction and involvement of users, it is widely thought that it may have more effect on individual violence and aggressive action than existing violent videos. This study aimed to examine the effect of user experiences in the violent video game such as hostility, anger, arousal, enjoyment and identification on users' aggressive action. For this purpose, the first person FPS shooting game that consists of violent contents was employed to carry out playtest for 80 subjects with 40 male and 40 female university students. As a result, it was found that the user's arousal level, state anger, enjoyment and identification experience by the use of violent video game had an effect on aggressive action. Among factors that have aggressive action in the used of violent video game, besides emotion and arousal, the level of identification with a game character was found to be important effect factor. Hostility factor that was assumed to have effect on aggressive action was not significant, but enjoyment of game was proved to have effect on aggressive action of users.

The Effect of Layout Framing on SNS Shopping Information: A-D Perspective (SNS 쇼핑정보의 레이아웃 프레이밍 연구: A-D 관점에서)

  • Yanjinlkham Khurelchuluun;Zainab Shabir;Dong-Seok Lee;Gwi-Gon Kim
    • Journal of Industrial Convergence
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    • v.21 no.11
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    • pp.1-12
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    • 2023
  • With the recent explosive popularity of SNS, it is increasingly important to utilize SNS marketing, and in this process, the importance of image and caption order in SNS layout is also growing. This research aims to analyze the impact of SNS layouts (Image First vs. Caption First) on the user's attitude toward SNS shopping. A survey was conducted targeting 350 general public and college(graduate) students living in Daegu City and Gyeongbuk Province. The data was analyzed using PROCESS, regression analysis, and t-test by SPSS 21.0 program. The result of this study, it was confirmed that the Image First was more accessible than the Caption First. The Caption First was confirmed to be more diagnostic than the Image First. Moreover, from three specific mediation paths, only two were confirmed, named is through diagnosticity and usefulness, and through accessibility, diagnosticity, and usefullness. The path through diagnosticity and usefulness were stronger than another. Additionally, the impact of accessibility on diagnosticity was found to be higher when involvement was high rather than when involvement was low.