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.
The health of feet is connected with individual's health and affects a man's activity. Shoes need to be designed to protect feet and to absorb the impact of land. Thus, design, comfort and economical efficiency are important factors of shoes. Consumers can choose suitable shoes for their feet in off-line shopping. However, in on-line shopping, because they can not wear shoes, compare to the off-line shopping, there are many problems in internet shopping. First, consumers can get limited information of shoes because they must search information of purchase without other's help. Second, because consumers can not get important information such as design, size and a comfort of wearing, they can not make a careful decision. Above these, the solution of user-oriented internet shopping is development of new type of prototype which is accessible to user and to offer visual information through 3D virtual reality.
TPR(Total Physical Response) is a new representative learning method for children's education. Today's approach to TPR has focused on signals from a user which becomes input data in a human-computer interaction, but the accuracy of sensing from body signals(e. g. motion and voice) isn't so perfect that it seems difficult to apply on an education system. To overcome these limits, we suggest a mediating interface device which can detect the user's motion using correct numerical values such as acceleration and angular speed. In addition, we suggest new design requirements for the mediating device through analyzing children's behavior as human factors by ethnography research and protocol analysis. As a result, we found that; children are unskilled in physical control when they use objects; tend to lean on an object unconsciously with touch. Also their behaviors are restricted, when they use objects. Therefore a mediating device should satisfy new design requirements which are make up for unskilled handling, support familiar and natural physical activity.
Transactions of the KSME C: Technology and Education
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v.1
no.2
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pp.199-204
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2013
In this paper, a new system requirement management tool and its application on the Urban Transit Maglev Project were introduced. In most R&D projects on complexity system such as transportation system, Systems Engineering(SE) activities are included on each project, and SE teams are using commercial computer-based tools to perform the SE activities. Even though SE tools help to manage huge data and documents on engineering efficiently, but well-designed functions of SE tools which support SE activities are not sufficiently used on the whole process of system engineering. In order to computer-based SE tools are to be effectively used on project management, most engineers who takes engineering and coordination roles, at least sub-project managers should be familiar to the tool and could be easily use it, but usability of commercial SE tools are very difficult for normal engineers with no experience on SE activities and SE tools. To overcome this difficulty, we developed a new system requirement management tool considering each user's scenario on using engineering tools. The developed tool could not cover whole SE processes, but designed to perform requirement engineering such as system requirements(SRs) management, specification management, traceability management, SRs' verification activity management and so on. All the entities on SR database are inter-connected by pre-recognized traceabilities, so even non-specialists on SE can easily browse the database and find entities concern, and linked information such as interacted entities, legal or engineering constraints, coordination documents, status of development and verification and so on. Also functions for SR verification tools, TPM(Technical Performance Measure) tools, DB searching tools with traceability, and report generation tools are included on the system.
Advancements in digital technology have caused significant changes to the tradition of creative educational activities. Such an with digital technology is prone to an error where digital technology itself becomes the goal, ignoring educational efficacy grounded on improved user experience and immersion. Previously, picture book-making activities for children allow them to actively participate in the process of book-making, and is often employed to instill reading habits as well as nurture linguistic abilities. Aside from such picture book-making activities, diverse efforts are being made for innovation in educational pedagogy through digital technology. However, as the goal of children's picture book-making activities is realizing creative education through expressions in language and pictures, digital technology should be considered in the viewpoint of fusion, not as a simple replacement to the traditional tools employed in children's picture book-making activities. This study examines previous researches related to children's picture book-making activities to propose contents and methodology allowing effective immersion by fusing digital technology based on a physical environment, from the viewpoint of fusion and integration. Expect this study will become a fundamental data in visualizing a practical integration of digital technology in future creative education.
Recently, as service design was introduced to improve the quality of public service, there have been many attempts to improve various public service. In the process, various stakeholders including general citizens are participating in the design improvement activity through a method of design service but the parties are facing a difficulty in the progress because of a limitation of time and budget and a lack of professionalism among the member while the parties are planning the process and activities based on the professional service design method. Persona method that is usually used in the process of service design is encountering a limitation as well. Also, there are continuous attempts to understand the limitation of persona and apply an alternative research method among service and UX designers. For this reason, this thesis is to recognize the limitation in deduction method of traditional persona and suggests a fast and economical production method of Rapid Persona speaking for the goal of users and overcoming the limitation. Furthermore, by applying the suggested method of making Rapid Persona to an actual public service design project of National Statistical Office, the test through an empirical study was conducted. This was conducted with the purpose of progressing a discussion in the respect of actual application beyond a banal discussion. Through the research method suggested in this study, it is expected to overcome the limitation of time and a lack of professionalism and, based on these, can be used in the process of various service design and UX design as establishing persona in a fast and easy way.
Information is used effectively and contributes in profit creation and not only support management judgment quick but important resource to be possible recycled. The recent information systems improve enterprise's competitive power by reflection of user's various requirements and becoming big and complex for adaptation of rapidly circumstance change. Also it is trend that importance of information quality is emphasized gradually. The biggest problem in user requirement that is based on low quality data support. In case of business management is achieved by low quality information, company can not help dropping their competitive power such as company's strategy establishment, strategy achievement and management concentration breakup against competitor. Information of low quality increase time and expense to improve inaccurate data or revise and it is hard to accept correct information from specific situation. To solve these problems, we have to gain high quality data through definite comprehension, data management system establishment, and systematic data management achievement etc. Up to now, information quality and connected study were developed partially, but systematic methodology of information quality management's whole condition was not existed. Therefore, in this paper can show you how to extract process for information quality management & related evaluate factor with CMM (Capacity Maturity Mode]) 5 steps that is information warranty of quality process step. This paper whishes to contributes in competitive company or organization activity through information quality improvement management process.
Journal of the Korean Institute of Landscape Architecture
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v.44
no.6
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pp.137-147
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2016
The purpose of this study was to analyze the perception factors of a pedestrian environment that affect pedestrian environment satisfaction(PES) and determine the relationship between PES and the expected effects of health promotion. The targeted areas of study are neighborhood parks in Suseong-gu, Daegu city. First, regarding the results for the evaluation of pedestrian environment perception, 'Gentle slope' was rated the highest, while factors regarding pedestrian safety such as 'Lots of unpleasant elements', 'Risk from biking and motorcycling' and 'Many obstacles on sidewalks' were rated low. A stepwise regression analysis showed that factors such as 'Fresh air', 'Beautiful scenery', 'Continuity of the sidewalks', 'Various attractions', 'The shade of trees' and 'Lots of unpleasant elements' influenced the PES. Therefore, creating fresh air and shade trees by planting trees and removing unpleasant elements from pedestrian areas are important. Also, it is necessary to cultivate beautiful scenery and attractions through street improvement and improve the continuity of the sidewalks. Finally, in terms of path analysis, PES influenced the frequency of park use, the expected effects of physical and mental health promotion both directly and indirectly.
The article herein suggested a compound repository and a descriptive method to develop a compound knowledge process. A data target saved in a compound knowledge repository suggested in this article includes all compound knowledge meta data and digital resources, which can be divided into the three following factors according to the purpose: user roles, functional elements, and service ranges. The three factors are basic components to describe abstract models of repository. In this article, meta data of compound knowledge are defined by being classified into the two factors. A component stands for the property about a main agent, activity unit or resource that use and create knowledge, and a context presents the context in which knowledge object are included. An agent of the compound knowledge process performs classification, registration, and pattern information management of composite knowledge, and serves as data flow and processing between compound knowledge repository and user. The agent of the compound knowledge process consists of the following functions: warning to inform data search and extraction, data collection and output for data exchange in an distributed environment, storage and registration for data, request and transmission to call for physical material wanted after search of meta data. In this article, the construction of a compound knowledge repository for recommendation system to be developed can serve a role to enhance learning productivity through real-time visualization of timely knowledge by presenting well-put various contents to users in the field of industry to occur work and learning at the same time.
Objective: This study aims to develop and evaluate a multi-purpose rollator, which may be used as a seat, as a traditional walker, or as a storage basket for elderly farmers. Background: The rollators on the market are not user-friendly designed and seen inconvenient for elderly farmers to use, although they are sold at considerably high price. Since they lack enough space to load stuffs and are not durable or stable enough, they do not seem to be suitable for elderly farmers to use in rural areas. Method: Two types of methods were used in this study. First, the survey consisted of 19 questions was conducted among elderly farmers in rural areas, after using the developed rollator, to evaluate the usability of the rollator developed in this study. Second, EMG experiment was conducted to compare the existing rollator and developed rollator quantitatively. Through this experiment, we tried to verify the differences of muscle responses, when using the traditional and the developed ones, which have their own brake system, in the ramp. Results: The developed rollator was highly evaluated in most of the questions in the usability survey, except for the 'Weight' category in which the opinions were divided into three different types (Worse: 31%, Similar: 30%, Better: 36%). The result of EMG experiment showed that the existing rollator (7.4%MVC) demands more muscle strength than the developed rollator (5.5%MVC) does. By statistically analyzing the results of upper limb and lower limb respectively, we found out that all the muscles except deltoid in upper limb showed statistically significant differences in muscle activity when using the existing and the developed rollator. However, there was no statistical difference in lower limb muscles. Conclusion: The developed rollator in this study has maximized the functionality of the brake system, the storage and the chair, which were pointed out as the weaknesses of existing rollators. Furthermore, the developed rollator is designed to be more user-friendly, safe, durable, and effective for elderly farmers to use in rural areas, where roads are rough and bumpy. Application: We expect that the emergency brake system developed in this study would be utilized for other convenience equipment, such as strollers and carts, and that it would be able to develop and produce more secure and reliable equipment in the future.
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