When individuals collaborated in virtual settings, communication is medicated through a variety of communication technologies, and is associated not only with communication effectiveness but also with socio-emotional interactions among group members. In this regards, scholars have examined how technology-mediated communication systems can be designed and used to facilitated communication interaction. However, the empirical results of the previous studies have revealed inconsistencies in the effects of communication media on users' behavioral or attitudinal responses, and on their viable effectiveness in organizations. Some studies claim that computer-mediated communication(CMC) is task-oriented but not suitable for emotional expression since it hinders close interpersonal interaction. On the other hand, some studies argue that individuals are able to develop interpersonal relationships more effectively in a CMC environment than in an FtF-environment. Due to the different perspectives, a theoretical gap exists, and it leads to the inconsistent research findings. The purpose of this paper is to combine the two different perspectives into single unified model, thereby providing a more realistic and comprehensive understanding about virtual collaboration. The present study here sought to answers the following questions with organizational communication perspective: What are the major components of virtual collaboration? What factors affect the performance of virtual collaboration? And what kind of managerial efforts should organization make in order to facilitate CMC media effectiveness in virtual collaboration? Although there is a certain belief that new media, namely technology-mediated communication support would create new opportunities, the problem of "how" or "why" has been an important question that is still not fully addressed. In this regards, we collectively reexamined previous literatures with major issues which are still controversial and integrated various theoretical activity within computer-mediated communication domain: task-oriented approach, socio-emotional approach, and evolutionary psychological approach. Our first contribution is to develop a framework for virtual collaboration by combining two different perspectives into a single unified model, providing a more realistic and comprehensive understanding. The second main contribution is the joint modeling of both social presence and cognitive effort, and the effects on two distinct but important communication outcomes(i.e., take performance and relational development). We tested the research hypotheses which were developed based on the various CMC theories using data gathered through a self-administered mail survey of 127 individuals of 69 virtual workgroups. The proposed model was supported, providing preliminary evidence that the tension between two opposite view should be integrated. The results show that the individual's psychological processes(social presence and cognitive effort) in a virtual environment significantly mediated the effect of CMC inputs (media richness, user adaptation, and shared contest) on the CMC outputs (task performance and relational development). Furthermore, this study shows that the lack of perceived media richness of CMC media can be complemented by user adaptation and shared context. Based on the results, we discuss how communication system should be designed and implemented so as to promote virtual interaction as well as how a virtual workgroup should be composed to complement the lack of media richness. A virtual collaboration using CMC media may create new value by overcoming the logistical constraints. On the other hand, it may also generate various managerial risks such as communicational depersonalization, process dissatisfaction, and low cohesion. Therefore, this study suggests that organization managers should carefully choose the CMC mediums and monitor individual member's cognitive and affective psychological processes during virtual collaboration to reduce potential risks in virtual collaboration.
In recent decades, microscopic simulation models have become powerful tools to analyze traffic flow on highways and to assist the investigation of level of service. The existing microscopic simulation models simulate an individual vehicle's speed based on a constant free-flow speed dominantly specified by users and driver's behavior models reflecting vehicle interactions, such as car following and lane changing. They set a single free-flow speed for a single vehicle on a given link and neglect to consider the effects of highway design elements to it in their internal simulation. Due to this, the existing models are limitted to provide with identical simulation results on both curved and tangent sections of highways. This paper presents a model developed to estimate the change of free-flow speeds based on highway design elements. Nine neural network models were trained based on the field data collected from seven different freeway curve sections and three different locations at each section to capture the percent changes of free-flow speeds: 100 m upstream of the point of curve (PC) and the middle of the curve. The model employing seven highway design elements as its input variables was selected as the best : radius of curve, length of curve, superelevation, the number of lanes, grade variations, and the approaching free-flow speed on 100 m upstream of PC. Tests showed that the free-flow speeds estimated by the proposed model were statistically identical to the ones from the field at 95% confidence level at each three different locations described above. The root mean square errors at the starting and the middle of curve section were 6.68 and 10.06, and the R-squares at these points were 0.77 and 0.65, respectively. It was concluded from the study that the proposed model would be one of the potential tools introducing the effects of highway design elements to free-flow speeds in simulation.
The purpose of this study was to examine the eye-fixation times on different parts of a student avatar and the virtual presence with two scenarios in the virtual reality-based teaching simulation. This study was to identify user attention while he or she is interacting with a student avatar. By examining where a user is gazing during a conversation with the avatar, we have a better understanding of non-verbal communication. For this study, forty-five college students (21 females and 24 males) participated in the experiment. They had a conversation with a student avatar in a virtual reality-based teaching simulation. The participants had verbal interactions with the student avatar with two scenarios. While they were having a conversation with the virtual character in the teaching simulation, their eye-movements were collected through a head-mounted display with an eye-tracking function embedded. The results revealed that there were significant differences in eye-fixation times. Participants gazed a longer time on facial expression than any other area. The fixation time on the facial expression was more prolonged than on gestures (F=3.75, p<.05). However, the virtual presence was not significantly different in two scenario levels. This result suggested that users focus on the face more than the gesture when they emotionally interact with the virtual character.
Application developers need effective reuseable methodology to meet rapidly changes and variety of users requirements. Product Line and CBD(Component Based Development) offer the great benefits on quality and productivity for developing the software that is mainly associate with reusable architectures and components in a specific domain and rapidly changing environments. Product line can dynamically focus on the commonality and variety feature model among the products. The product line uses the feature modeling for discovering, analyzing, and mediating interactions between products. Reusable architectures include many variety plans and mechanisms. In case of those architecture are use in product version for a long time, It is very important in architecture product line context for product line design phase. Application developer need to identify the proper location of architecture changing for variety expression. It is lack of specific variety managements to design the product line architecture until nowdays. In this paper, we define various variety types to identify the proper location of architecture changing for variety expression and to design the reusable architecture. We also propose architecture variety on feature model and describe variety expression on component relations. We implemented the web learning system based on the methodology. We finally describe how these methodology may assist in increasing the efficiency, reusability, productivity and quality to develop an application. In the future, we are going to apply the methodology into various domain and suggest international and domestic's standardization.
Journal of the Institute of Convergence Signal Processing
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v.12
no.4
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pp.258-266
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2011
AR(Augmented Reality) technology is now easily shown around us with respect to its applicable areas' being spreaded into various shapes since the usage is simply generalized and many-sided. Currently existing camera vision based AR used marker based methods rather than using real world's informations. For the marker based AR technology, there are limitations on applicable areas and its environmental properties that a user could immerse into the usage of application program. In this paper, we proposed a novel AR method which users could recognize objects from the real world's data and the related 3-dimensional contents are also displayed. Those are done using image processing skills and a smart mobile embedded camera for terminal based AR implementations without any markers. Object recognition is done from the comparison of pre-registered and referenced images. In this process, we tried to minimize the amount of computations of similarity measurements for improving working speed by considering features of smart mobile devices. Additionally, the proposed method is designed to perform reciprocal interactions through touch events using smart mobile devices after the 3-dimensional contents are displayed on the screen. Since then, a user is able to acquire object related informations through a web browser with respect to the user's choice. With the system described in this paper, we analyzed and compared a degree of object recognition, working speed, recognition error for functional differences to the existing AR technologies. The experimental results are presented and verified in smart mobile environments to be considered as an alternate and appropriate AR technology.
Although online social network services widely used in human networking and recruiting industries, it is showing off its limitations in followings-it's hard to reach the status of seamless connection between offline and online; the incompletion and low credibility of the information came from non-face-to-face profile exchange; and the restraint of user autonomy due to centralized control. This paper defines the ubiquitous social network management which enables the seamless real-time face-to-face social interactions of the users based on WPAN (Wireless Personal Area Network) who share the same interest in real word and deduces a ubiquitous social network management framework based on it. As an instance of ubiquitous social network management, u-Recruiting service model will be designed and analyzed. The Analysis using the business model will be followed by the possible scenario of service model. The role, value proposition and potential benefits of the each participants in this service model and will be given as well. In order to evaluate relative advantages of the model suggested by this study, 6 cases will be compared.
Urbanization of the world's population has given rise to more than 450 cities around the world with populations in excess of 1 million (megacity) and more than 25 so-called metacities with populations over 10 million (Brinkhoff, 2010). The United States today has a total resident population of more than 308,500,000 people, with 81 percent residing in cities and suburbs as of mid - 2005 (UN, 2008). Urban meteorology is the study of the physics, dynamics, and chemistry of the interactions of Earth's atmosphere and the urban built environment, and the provision of meteorological services to the populations and institutions of metropolitan areas. While the details of such services are dependent on the location and the synoptic climatology of each city, there are common themes, such as enhancing quality of life and responding to emergencies. Experience elsewhere (e.g., Shanghai, Helsinki, Tokyo, Seoul, etc.) shows urban meteorological support is a key part of an integrated or multi-hazard warning system that considers the full range of environmental challenges and provides a unified response from municipal leaders. Urban meteorology has come to require much more than observing and forecasting the weather of our cities and metropolitan areas. Forecast improvement as a function of more and better observations of various kinds and as a function of model resolution, larger ensembles, predicted probability distributions; Responses of emergency managers, government officials, and users to improved and probabilistic forecasts; Benefits of improved forecasts in reduction of loss of life, property damage, and other adverse effects. A national initiative to enhance urban meteorological services is a high-priority need for a wide variety of stakeholders, including the general, commerce and industry, and all levels of government. Some of the activities of such an initiative include: conducting basic research and development; prototyping and other activities to enable very--short and short range predictions; supporting and improving productivity and efficiency in commercial and industrial sectors; and urban planning for long term sustainability. In addition urban test-beds are an effective means for developing, testing, and fostering the necessary basic and applied meteorological and socioeconomic research, and transitioning research findings to operations. An extended, multi-year period of continuous effort, punctuated with intensive observing and forecasting periods, is envisioned.
Journal of the Institute of Electronics Engineers of Korea CI
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v.42
no.6
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pp.1-10
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2005
This paper describes the implementation of HTML converter for wireless internet access in wireless application protocol environment. The implemented HTML converter consists of the contents conversion module, the conversion rule set, the WML file generation module, and the frame contents reformatting module. Plain text contents are converted to WML contents through one by one mapping, referring to the converting rule set in the contents converting module. For frame contents, the first frameset sources are parsed and the request messages are reconstructed with all the file names, reconnecting to web server as much as the number of files to receive each documents and append to the first document. Finally, after the process of reformatting in the frame contents reformatting module, frame contents are converted to WML's table contents. For image map contents, the image map related tags are parsed and the names of html documents which are linked to any sites are extracted to be replaced with WML contents data and linked to those contents. The proposed conversion method for frame contents provides a better interface for the users convenience and interactions compared to the existing converters. Conversion of image maps in our converter is one of the features not currently supported by other converters.
The development of mobile applications is fast in recent years. However, nearly all applications are for messaging, financial, locating services based on simple interactions with mobile users because of the limited screen size, narrow network bandwidth, and low computing power. Processing an algorithm for supporting a group decision process on mobile devices becomes impossible. In this paper, we introduce the mobile-oriented simple interactive procedure for support a group decision making process. The interactive procedure is developed for multiple objective linear programming problems to help the group select a compromising solution in the mobile Internet environment. Our procedure lessens the burden of group decision makers, which is one of necessary conditions of the mobile environment. Only the partial weak order preferences of variables and objectives from group decision makers are enough for searching the best compromising solution. The methodology is designed to avoid any assumption about the shape or existence of the decision makers' utility function. For the purpose of the experimental study of the procedure, we developed a group decision support system in the mobile Internet environment, MOBIGSS and applied to an allocation problem of investor assets.
The Journal of Korea Institute of Information, Electronics, and Communication Technology
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v.4
no.2
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pp.111-118
/
2011
It is not easy to define a boundary between TV and home computer in these day since developing H/W and S/W of computer technology induces that TV is conflated with computer. Coming digital HD broadcasting forces for replacement of TV at home and the trend of TV is became bigger. The evolved TV is able to replace the computer by connecting to the network and people want to do interactions with contents by using the bidirectional communication. Therefore, it is expected to changing the human lifestyle. It is natural that contents for all members of family are needed, since screen of TV become bigger. It is required that the contents should guarantees the accessability of information to the all of family members and the easy interaction with contents. But, the related basic research is not enough to catch the user's eye to induce flow or presence. Our goal of this study is to analyse effects of experiential space perception on performing interactive digital contents. The result shows that users interacted with contents without any difficulty when they met a same dimension and shape of objects as dimension and shape objects in their experiences or learning.
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