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REFERENCE LINKING PLATFORM OF KOREA S&T JOURNALS
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The Journal of Society for e-Business Studies
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Journal DOI :
Society for e-Business Studies
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Volume & Issues
Volume 17, Issue 4 - Nov 2012
Volume 17, Issue 3 - Aug 2012
Volume 17, Issue 2 - May 2012
Volume 17, Issue 1 - Feb 2012
Selecting the target year
Factors Influencing Acceptance of Hedonic Ubiquitous Services
Yoo, Ho-Sun ; Kim, Min-Yong ; Kwon, Oh-Byung ;
The Journal of Society for e-Business Studies, volume 17, issue 1, 2012, Pages 1~21
DOI : 10.7838/jsebs.2012.17.1.001
Conventional studies on technology acceptance have focused on information technology for utilitarian value and hence based on `theory of reasoned action`. Correspondingly, the studies depend on perceived usefulness and perceived ease of use as rational decision making elements. However, in ubiquitous society, innovative technologies are applied to non-task area, as well as task-oriented area. Therefore, users are more influenced by affective factors than cognitive factors in causing their usage intention. In line with those discussions, we cannot make sure that the conventional technology acceptance model could fully explain the current u-service acceptance phenomenon. Hence, to overcome the limitations of the prior technology acceptance studies, we propose an amended TAM which includes one hedonic factor and two factors on ubiquitous computing technology : ubiquity and intelligence.
Identifying the Key Success Factors of Massively Multiplayer Online Role Playing Game Design using Artificial Neural Networks
Jung, Hoi-Il ; Park, Il-Soon ; Ahn, Hyun-Chul ;
The Journal of Society for e-Business Studies, volume 17, issue 1, 2012, Pages 23~38
DOI : 10.7838/jsebs.2012.17.1.023
Massive Multiplayer Online Role Playing Games(MMORPGs) headed by some Korean game companies such as NC Soft, NHN, and Nexon have exploded in recent years. However, it becomes one of the major challenges for the MMORPG developers to design their games to appeal to gamers since only a few MMORPGs succeed whereas they require a huge amount of initial investment. Under this background, our study derives the major elements for designing MMORPG from the literature, and identifies the ones critical to the users` satisfaction and their willingness to pay among the derived elements. Though most previous studies on the design elements of MMORPG have used analytic hierarchy process(AHP), our study adopts artificial neural network(ANN) as the tool for identifying key success factors in designing MMORPG. The results of our study show that the elements of the game contents quality have a bigger effect on the user`s satisfaction, whereas the ones of the value-added systems have a bigger effect on the user`s willingness to pay. They also show that user interface affects both the user`s satisfaction and willingness to pay most. These results imply that the strategies for the development of MMORPG should be aligned with its goal and market penetration strategy. They also imply that the satisfaction and revenue generation from MMORPG cannot be achieved without convenient and easy control environment. It is expected that the new findings of our study would be useful forthe developers or publishers of MMORPGs to build their own business strategies.
A Study on Elderly for Improvement of Usability on Smartphone
Han, Young-Suk ; Choi, Jong-Kyu ; HwangBo, Hwan ; Go, Sang-Min ; Yoon, Sol-Hee ; Ji, Yong-Gu ;
The Journal of Society for e-Business Studies, volume 17, issue 1, 2012, Pages 39~52
DOI : 10.7838/jsebs.2012.17.1.039
The introduction of iPhone was an opportunity to increase of internal smarphone users in 2009 and it exceeded 15 millions at August, 2011. According to report about usage of smartphone users, elderly people aged over 60 was quite low compared to other groups. Moreover these elderly peoples feel lag behind cause of smartphone non-use. Thus, the aim of this research is to improve usability of smartphone for elderly peoples. The performance evaluation program and questionnaire were developed for this purpose and objective data and subjective data were collected through these. 22 elderly peoples participated in our research and we could derived proper level of target. The results of this research will be applied to smartphone or application for elderly. The meaning of this research is reveal the detailed touch target for elderly based on smartphone environment.
Bayesian Selection Rule for Human-Resource Selection in Business Process Management Systems
Nisafani, Amna Shifia ; Wibisono, Arif ; Kim, Seung ; Bae, Hye-Rim ;
The Journal of Society for e-Business Studies, volume 17, issue 1, 2012, Pages 53~74
DOI : 10.7838/jsebs.2012.17.1.053
This study developed a method for selection of available human resources for incomingjob allocation that considers factors affecting resource performance in the business process management (BPM) environment. For many years, resource selection has been treated as a very important issue in scheduling due to its direct influence on the speed and quality of task accomplishment. Even though traditional resource selection can work well in many situations, it might not be the best choice when dealing with human resources. Humanresource performance is easily affected by several factors such as workload, queue, working hours, inter-arrival time, and others. The resource-selection rule developed in the present study considers factors that affect human resource performance. We used a Bayesian Network (BN) to incorporate those factors into a single model, which we have called the Bayesian Selection Rule (BSR). Our simulation results show that the BSR can reduce waiting time, completion time and cycle time.
Characteristics of Social Computing Websites Based on Design Factors and User Emotions
Yang, Eui-Jung ; Hwang, Won-Il ; Kim, Dong-Soo ;
The Journal of Society for e-Business Studies, volume 17, issue 1, 2012, Pages 75~90
DOI : 10.7838/jsebs.2012.17.1.075
The aim of this study is to investigate the preferred website`s design factors. Social computing is driving a dramatic evolution of the Web these days, and a number of users are increasing every day. But many website designers are just focusing on functional aspects of website. Also, there are few studies regarding the social computing website`s emotional design. Proper designs of social computing websites could be designed through investigating the websites design factors preferred by users. Empirical study was conducted in order to investigate websites design factors preferred by users. Website design and user emotion of social computing websites were measured by the questionnaire and 254 people participated. Also, Website design and user emotion of non-social computing websites were measured by same participants, and then comparing results each other. Five design factors and eight emotion factors were derived, and only four out of design factors and three out of emotion factors were found as having significant effects on the satisfaction of social computing website. In addition, different factors in determining user satisfaction when using social computing websites and non-social computing website.
Development of an Agent-based Simulator for Shopping Path Analysis in Retail Stores
Kim, Sang-Hee ; Keshavarz, Mehdi ; Lee, Yong-Han ;
The Journal of Society for e-Business Studies, volume 17, issue 1, 2012, Pages 91~110
DOI : 10.7838/jsebs.2012.17.1.091
Recently the effort of retailers improving the efficiency of store operations by using the information technology (IT) is increasing. Among them, the analysis of the shoppers` flow in retail stores is one of the critical tasks since it is an essential part in optimizing store layout and item grouping, and in developing the customized services specialized to shoppers` classification. Agent-Based Modeling and Simulation (ABMS) is one of the most promising methods which support analyzing the shoppers` flow. In this paper, we suggested a shopper`s behavior model and developed an agent-based simulator for optimizing the operations of retail stores. In order to model the shoppers` behavior, we analyzed the behavioral characteristics of shoppers based on their shopping lists, suggesting BDI-based agent models of the shoppers` behavior. The shopping agent model were suggested, which has an additional mental state, the shopper`s behavioral characteristic, as well as the original mental states of the BDI theory which has beliefs, desires and Intentions. The result of this study can be used in as a preliminary study for modeling and simulation of retail stores congestion and in the end the optimization of item grouping and store layout.
A Study of Factors Affecting the Adoption of Cloud Computing
Kim, Dong-Ho ; Lee, Jung-Hoon ; Park, Yang-Pyo ;
The Journal of Society for e-Business Studies, volume 17, issue 1, 2012, Pages 111~136
DOI : 10.7838/jsebs.2012.17.1.111
The global recession has made it more difficult for companies to invest in IT, and they are increasingly aware of the environmental costs of so doing. In these circumstances, cloud computing has emerged as a new paradigm in the business IT sector. Governments, institutes and companies around the world, as well as specifically in Korea since 2009, have turned to this model of providing IT resources. This study is concerned to identify those characteristics of cloud computing that affect its introduction on a company`s part; it offers a theoretical framework describing cloud services and seeks to establish causal linkages between antecedent factors and a company`s introduction and application of this form of IT provision. The features of cloud computing in particular contexts that the study selected for analysis were its scalability, speed, security, potential compatibility with existing services, efficiency, economic feasibility, dependency and credibility. The study thus related these to whether or not cloud computing was adopted, verifying adjustment effects for cloud services. On the basis of a survey of enterprise IT decision-makers, it emerged through a statistical analysis of correlations that cloud computing`s efficiency, economic feasibility and credibility had an effect on its introduction. This study`s results should be of use to vendors and potential purchasers of cloud computing services. It is one of the first pieces of research on cloud computing from the customer perspective, based on the perceived characteristics of cloud services as they are seen and valued by users.
Dynamic Sensitivity Level Measurement for Privacy Protection
Jang, In-Joo ; Yoo, Hyeong-Seon ;
The Journal of Society for e-Business Studies, volume 17, issue 1, 2012, Pages 137~150
DOI : 10.7838/jsebs.2012.17.1.137
For social demand and technological development, systematic private information management and security guidance have been enhanced; however, the issue of leakage and invasion of private information is shown in many ways. In the management of such private information, the issue of how to protect such information is one of the sensitive key elements. As a criterion to decide the management policy of each property information consisting of private information, this article suggests Dynamic-Security-Level-Measurement for property information. DSLM adopts the variable characteristics of property information as the element of measurement. By applying this method, it is possible to provide information management functions to cope with the changes of each property information security level of an individual actively. It is expected that this will improve the security of previous information management methods even more and also contribute to the improvement of security in integrated systems such as the integrated ID management system and electronic wallet.
Classification and Standardization of Master-Data of Supply Chain for Adopting Common Standard Platform
Chang, Tai-Woo ; Yoon, So-Yeon ; Lim, Hye-Sun ;
The Journal of Society for e-Business Studies, volume 17, issue 1, 2012, Pages 151~171
DOI : 10.7838/jsebs.2012.17.1.151
In applying RFID/USN technology to various industries, it is needed to solve the problem caused by the system differences. Accordingly, this study introduces the common standard platform concept, and suggests the standard data scheme which provides the uniform perspective of classifying supply chain data and of using vocabularies. We selected several industry areas applicable for the platform, which are pharmaceutical, cosmetics, food and liquor industry. We collect and organize terminologies used in the supply chain of each industry, and then classify them according to the defined data attributes. The standardized vocabularies are suggested based on the contextured scheme of data classification. This study could provide more convenient way of communication between business partners, system developers and users of the platform.
The Impact of Individuals` Political Tendency on the Perception of Reliability and Social Impact of Online Newspaper Comments
Lee, Zoon-Ky ; Han, Mi-Ae ;
The Journal of Society for e-Business Studies, volume 17, issue 1, 2012, Pages 173~187
DOI : 10.7838/jsebs.2012.17.1.173
As newspapers which have been major news media are being replaced by on-line news media in recent years, many researchers are paying attention to "comments(news users` short remarks on an article)", a newly emerged way of forming public opinion. This study is examining how the similarity between political disposition of on-line news visitors and that of news media impacts upon their evaluation on quality of comments from the viewpoint of `social identity theory.` This study may have academic significance because it inspected the pattern of media usage and the cognition of comments in relation to political disposition for the first time and showed `comments reading` and the function of comments to form public opinion(comments journalism).
Critical Success Factors for BPM Implementation : A Multiple Case Study
Lee, Sung-Ho ; Lee, Jung-Hoon ; Jeon, Ho-Jin ;
The Journal of Society for e-Business Studies, volume 17, issue 1, 2012, Pages 189~214
DOI : 10.7838/jsebs.2012.17.1.189
In recent years, the innovative management tool of Business Process Management (BPM), has begun to reorganize business processes to enhance firms` operational performance. As practitioners have identified a number of failed BPM projects, research has begun to consider the Critical Success Factors (CSFs) for successful BPM implementation. However, these research works have not yet been properly theoretically grounded in being able rigorously to classify and then compare different BPM implementation practices. The main objective of this paper is thus to identify a theoretical basis for BPM implementation. The paper proposes a combined theoretical framework of dynamic capability and task-technology fit to identify CSFs for BPM. This basis is then used to interpret three different case studies of BPM implementation in Korea.