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REFERENCE LINKING PLATFORM OF KOREA S&T JOURNALS
> Journal Vol & Issue
Journal of the Korea society of IT services
Journal Basic Information
Journal DOI :
The Korea Society of Information Technology Services
Editor in Chief :
Lim Gyu Geon
Volume & Issues
Volume 13, Issue 4 - Dec 2014
Volume 13, Issue 3 - Sep 2014
Volume 13, Issue 2 - Jun 2014
Volume 13, Issue 1 - Mar 2014
Selecting the target year
An Empirical Study on Factors Affecting the Assimilation of Inter-Organizational Cloud Computing and Performance and the Moderating Effect of Trust
Park, Hyunsun ; Kim, Sanghyun ;
Journal of the Korea society of IT services, volume 13, issue 3, 2014, Pages 1~23
DOI : 10.9716/KITS.2014.13.3.001
This study investigates the effect of technological and environmental factors on the cloud computing assimilation, which then affects firms' performance. The technological characteristics include cost-savings, technology use advantage, technology infrastructure, and technology compatibility while environmental characteristics include partner cooperation, competitive pressure, environmental uncertainty, and business agility. Furthermore, we examine inter-organizational trust as a moderating effect between environmental characteristics and cloud computing assimilation. Data from a sample of 219 firms show the significant impacts of proposed variables with exception of technology infrastructure and technology compatibility. The findings also show that inter-organizational trust has a significant moderating effect in all paths except the one between business agility and cloud computing assimilation. The implication of this study suggests a theoretical framework explaining cloud computing assimilation and performance within inter-organizational environment.
Analysis on the Diffusion and the Intention to Use among Technology Adopter Categories
Han, Sangyun ; Bae, Sung Joo ; Park, Se-Bum ; Ma, Eunjung ; Han, Hena ;
Journal of the Korea society of IT services, volume 13, issue 3, 2014, Pages 25~50
DOI : 10.9716/KITS.2014.13.3.025
The purpose of this study is to examine factors affecting the diffusion and the intention to use, and how these factors differ among adopter categories. A survey was done to analyze the diffusion of smart-phone, the most popular and innovative product nowdays. We collected 197 survey questionnaires from smart-phone user and analyzed the data using SPSS 18.0 and Smart PLS 2.0. PLS (Partial Least Square) analysis was implemented before multiple group-innovator, early adopter, eraly majority- analysis which is categoriezed by Innovation Diffusion Model of Rogers (1995). The results show that firstly, in innovator group (n=63), the functional and the safety value have significantly positive effect on user satisfaction. In addition, we found that user satisfaction and the brand loyalty are significatly associated with the intention of use. Secondly, in early adopter group (n = 67), the design value has significantly positive effect on user satisfaction and it has significantly positive effect on brand loyalty. Finally, in early majority group (n = 67), the design value has significantly positive effect on the user satisfaction and it has stronger effect on the intention of use and brand loyalty. We conclude this paper with the implication of this study to both academia, business practice, and policy making.
An Investigation of Factors Affecting Consumer Intention to Use Branded App : Focused on Technology Acceptance Model(TAM)
Jang, Sunghyun ; Lee, Jungki ;
Journal of the Korea society of IT services, volume 13, issue 3, 2014, Pages 51~76
DOI : 10.9716/KITS.2014.13.3.051
As the smart phone devices gain popularity, companies no longer consider mobile application marketing as an auxiliary marketing tactic. The branded mobile application (branded app) becomes an important part of marketing strategies. This study is an attempt to investigate antecedents of the use intention of the branded app from the perspective of TAM (Technology Acceptance Model). This study takes a macro perspective in explaining the adoption process by incorporating a set of new, yet promising additional variables into the TAM model such as flow experience, benefits, innovation inclination, and customization features. Data were collected by using a survey research. A total of 270 responses were collected. Questionnaires from 25 individuals were removed from the data set due to the insincere responses, leaving the final sample size of 245. Findings support all but one hypotheses of the study. Both perceived utilitarian benefits and customization features of the branded app were found to have positive influences on the perceived usefulness of the branded app. Also, the innovation inclination and perceived entertainment of branded app users showed positive influences on the perceived ease of use of branded app. In addition, it was shown that the perceived usefulness about the use of the branded app influenced positively the flow experience and the users' attitudes toward branded app. Also, the ease of use perceived by branded app users had positive influences on the perceived usefulness and the user's attitude toward branded app. However, the ease of use of branded app did not have a significant influence on the flow experience among users. Moreover, the flow experience from the use of branded app users influenced positively the user's attitude toward branded app. Finally, the users' attitudes toward branded app had positive influences on their intention to use the branded app. Implications for practitioners and academicians are provided.
Penetration Strategies of SM Entertainment in Global Market
Lee, Moon Haeng ;
Journal of the Korea society of IT services, volume 13, issue 3, 2014, Pages 77~92
DOI : 10.9716/KITS.2014.13.3.077
Korean entertainment companies like SM entertainment, YG and JYP contribute enormously to the recent K-pop fever. They expand their businesses aggressively to foreign markets which has been successful. This paper seeks to find out their precise strategies to succeed in the global market. Our study focus on SM entertainment which manages successively in the Asian market. As a result, one of their successful strategies on the global market is localization. They rearrange a group with in the members to suit into the local market : for instance, Super Junior, representative boy group, has rearranged and reformed to Super Junior M (mandarin), Super Junior happy (for Japan market), etc. Coopration with SNS (Social Network Service) is another successful strategies of SM Entertainment : page views of K-pop on Youtube achieved more than 0.8 billion in 2013. Furthermore, for marketing, many members play an advertizing model for global products.
Exploring the Moderating Effect of Interdependence on Performance and Satisfaction in Virtual Work Environment
Lee, Hyejung ; Lee, Jungwoo ; Park, Jun-Gi ; Lee, Yoon Gun ;
Journal of the Korea society of IT services, volume 13, issue 3, 2014, Pages 93~110
DOI : 10.9716/KITS.2014.13.3.093
With the explosive proliferation of smart devices that may be connected to the fast Internet, virtual desktop interfaces(VDI) are being implemented in enterprises allowing employees to work anywhere anytime in the same technological environment. As this kind of systems are intended to raise the work performance, a research model is constructed from the review of research literature on service quality and work design. The model consists of VDI system service quality (ubiquity, availability, compatibility, security and ease of use), system satisfaction, task performance and job satisfaction. As VDI is designed as a support system for cooperative work, the task interdependence adopted from the work design theory is postulated here as moderating the effect of user satisfaction on task performance and job satisfaction. 147 data points were collected by a survey of VDI users in a global firm and subjected to PLS analysis. Interestingly, ubiquity and compatibility seem to be not statistically significant for user satisfaction while availability, security and ease of use of VDI system are statistically significant. Task interdependence is found to be a relatively strong mediator between system user satisfaction and task performance, however, interestingly, the coefficient come out as negative. This may indicate that the influence of VDI user satisfaction on task performance would not be high in highly interdependent tasks. Considering that VDI is intended for supporting 'interdependence' in cooperative work, this finding is a bit surprising. In-depth discussions are made in the discussion followed by future research directions.
An Analysis on the Legislative Process and Problems of the Special Act on ICT
Chung, Choong-Sik ;
Journal of the Korea society of IT services, volume 13, issue 3, 2014, Pages 111~128
DOI : 10.9716/KITS.2014.13.3.111
President Park Geun-hye Administration has established the Ministry of Science, ICT and Future Planning (MSIP) to build a creative economy using Information and Communication Technology (ICT). July 2, 2013, The National Assembly has legislated the special act on the ICT promotion and convergence so called special ICT Act. This special ICT Act has reduced the legal basis through legislative process and departmental agreement. Therefore many experts worried that since the MSIP's key functions and roles are being reduced, there will be a limit to the MSIP's endeavor for the advancement of science technology and the ICT promotion and convergence. The establishment of the Agency, together with the formation of 'IT Strategy Committee', is considered to be one of the core items of the Special Act on ICT. MSIP originally planned to integrate the ICT R&D functions scattered across many governmental organizations, including Korea Communications Agency (KCA), KEIT and Korea Creative Contents Agency (KOCCA), into the Agency to separate the national ICT R&D from private R&D and streamline the process of 'discovery-selection-evaluation-commercialization'. The analytical results in this study are supposed to the establishment of efficient ICT governance systems as the practical strategies to actively cope with the changes of ICT convergence environment. It is also expected to the revision on the special ICT Act in the ICT budget and governance. Therefore, MSIP should cover research and development (R&D) as well as major ICT promotion functions to a creative economy.
Bad Faith Intent in Internet Address Resources Act
Park, Young-Gyu ;
Journal of the Korea society of IT services, volume 13, issue 3, 2014, Pages 129~148
DOI : 10.9716/KITS.2014.13.3.129
Generally, the Internet Address Resources Act is intended to protect the public from acts of Internet "cybersquatting", a term used to describe the bad faith, abusive registration of Internet domain names. In determining whether a person has a bad faith intent, a court may consider factors such as, (1) the trademark or other intellectual property rights of the person, if any, in the domain name, (2) the extent to which the domain name consists of the legal name of the person or a name that is otherwise commonly used to identify that person, (3) the person's prior use, if any, of the domain name in connection with the bona fide offering of any goods or services, (4) the person's bona fide noncommercial or fair use of the mark in a site accessible under the domain name, (5) the person's intent to divert consumers from the mark owner's online location to a site accessible under the domain name that could harm the goodwill represented by the mark, either for commercial gain or with the intent to tarnish or disparage the mark, by creating a likelihood of confusion as to the source, sponsorship, affiliation, or endorsement of the site, (6) the person's offer to transfer, sell, or otherwise assign the domain name to the mark owner or any third party for financial gain without having used, or having an intent to use, the domain name in the bona fide offering of any goods or services, or the person's prior conduct indicating a pattern of such conduct.
Limitations and Challenges of Game Regulatory Law and Policy in Korea
Kwon, Hun-Yeong ;
Journal of the Korea society of IT services, volume 13, issue 3, 2014, Pages 149~164
DOI : 10.9716/KITS.2014.13.3.149
The laws and policies governing Korea's game regulations are becoming more and more topics for debate as we enter the Age of Internet. The nature of the basis for Internet regulations and policies are not rooted in freedom of speech or fundamental values of democracy, but rather focused on solving real-world problems such as protection of the youth. Furthermore, the reality is that regulatory devices for keeping the social order such as regulating gambling are being applied directly to games without consideration on the characteristics of Internet gaming, raising concerns that the expansion of constitutional values and innovative empowerment inherent to the Internet are being weakened. The Geun-Hye Park Administration which succeeded Myung-Bak Lee's Administration, even went so far as to implement the so-called "Shutdown Policy", which prohibits access to Internet games during pre-defined time zones and also instigated a time zone selection rule. In order to curb the gambling nature of Internet games, government-led policies such as the mandatory personal identification and prohibition of player selection or in other words mandatory random player selection are being implemented. These institutions can inhibit freedom of speech, which is the basis of democracy, violate the right of equality through unreasonable discrimination between domestic and foreign service providers, and infringe upon the principles of administrative law, such as laws, due process in policies, and balance in among policies and governmental bodies. Going forward, if Korea's Internet game regulations and polices is to develop in a rational manner, regulatory frameworks will need to be designed to protect the nature of the Internet and its innovative values that enable the realization of constitutional values; for example, the Internet acting as the "catalytic media for freedom of expression as a fundamental human right ", which has already been acknowledged by the Korea's Constitutional Court. At the same time, transparent procedures should be put into place that will allow diverse participation of stakeholders including game service providers, game users, the youth and parents in the legislation and enforcement process of regulatory institutions; policies will also need to be transformed to enable not only regulatory laws but also self-regulation system to be established. And in this process, scientific and empirical analysis on the expected effects before introducing regulations and the results of enforcing regulations after being introduced will need to be strengthened.
A Study on the Labor Inducement Coefficient of Software Industry through Reclassification of the Inter-Industry Table
Choi, Jinho ; Ryu, Jae Hong ; Lim, Gyoo Gun ; Shin, Ik Ho ;
Journal of the Korea society of IT services, volume 13, issue 3, 2014, Pages 165~181
DOI : 10.9716/KITS.2014.13.3.165
This study proposes the accurate labor inducement coefficient (employment inducement coefficient/hiring inducement coefficient) of Korea software industry by analyzing the inter-industry relation using the modified inter-industry table. To rewrite the inter-industry table of Korea, some previous studies related to the inter-industry analysis were reviewed and the key problems were identified. First, in the current inter-industry table published by the Bank of Korea, the output of software industry includes not only the pure software related output but also the output of non-software section due to the misclassification of the industry. This causes the output to become bigger than the actual output of software industry. Therefore, if the inter-industry table is not modified, the labor inducement coefficient would be overestimated too much. Second, during rewriting the inter-industry table, the output is changing. The inter-industry table is the table in the form of rows and columns, which records the transactions of goods and services among industries which are required to continue the activities of each industry. Accordingly, if only an output of a specific industry is changed, the reliability of the table would be degraded because the table is prepared based on the relations with other industries. This possibly causes the labor inducement coefficient to be over or underestimated. This study tries to correct these problems to get the more accurate labor inducement coefficient of the software industry. First, to get the output of the pure software section only, the data from the Korea Electronics Association (KEA) was used in the inter-industry table. Second, to prevent the difference in the outputs during rewriting the inter-industry table, the difference between the output in the current inter-industry table and the output from KEA data was identified and then it was defined as the non-software section output for the analysis. The followings are the labor inducement coefficient obtained when the output is divided into the pure software section (package software, and IT service) and non-software section. As of 2011, the employment inducement coefficients of pure software section, package software section and IT service of Korea were 8.616, 13.998, and 7.773 respectively while the labor inducement coefficients of pure software section, package software section and IT service of Korea were 7.979, 13.332, and 7.083, respectively.
Social Capital, Knowledge Quality, and Online Brand Community Success
Yoon, Cheolho ; Kim, Changkyu ; Kim, Sanghoon ; Park, Il-Kyu ;
Journal of the Korea society of IT services, volume 13, issue 3, 2014, Pages 183~200
DOI : 10.9716/KITS.2014.13.3.183
Online brand communities have become a major component of marketing strategy given that these communities encourage participation and share the culture of Web 2.0 core concepts to Internet users. This study investigated the effects of social capital and knowledge quality on the success of online brand communities. A research model suggests that trust among members and the identification derived from social capital theory and knowledge quality influence individual community participation; knowledge quality also influences brand trust. In turn, community participation and brand trust develop brand loyalty. The model was empirically analyzed using structural equation modeling with data from online brand community members in Korea. The results indicate that identification and knowledge quality significantly affects brand trust and brand loyalty through community participation. This study provides a basis for developing a success model for online brand communities. Also, this study identifies a new role of knowledge quality in an online brand community context.
Service Deployment and Priority Optimization for Multiple Service-Oriented Applications in the Cloud
Kim, Kilhwan ; Keum, Changsup ; Bae, Hyun Joo ;
Journal of the Korea society of IT services, volume 13, issue 3, 2014, Pages 201~219
DOI : 10.9716/KITS.2014.13.3.201
This paper considers service deployment and priority optimization for multiple service-oriented applications sharing reusable services, which are deployed as multiple instances in the cloud. In order to handle variations in the workloads of the multiple applications, service instances of the individual reusable services are dynamically provisioned in the cloud. Also service priorities for each application in a particular reusable service are dynamically adjusted. In this paper, we propose an analytic performance model, based on a queueing network model, to predict the expected sojourn times of multiple service-oriented applications, given the number of service instances and priority disciplines in individual reusable services. We also propose a simple heuristic algorithm to search an optimal number of service instances in the cloud and service priority disciplines for each application in individual reusable services. A numerical example is also presented to demonstrate the applicability of the proposed performance model and algorithm to the proposed optimal decision problem.
A Comparative Study between Stock Price Prediction Models Using Sentiment Analysis and Machine Learning Based on SNS and News Articles
Kim, Dongyoung ; Park, Jeawon ; Choi, Jaehyun ;
Journal of the Korea society of IT services, volume 13, issue 3, 2014, Pages 221~233
DOI : 10.9716/KITS.2014.13.3.221
Because people's interest of the stock market has been increased with the development of economy, a lot of studies have been going to predict fluctuation of stock prices. Latterly many studies have been made using scientific and technological method among the various forecasting method, and also data using for study are becoming diverse. So, in this paper we propose stock prices prediction models using sentiment analysis and machine learning based on news articles and SNS data to improve the accuracy of prediction of stock prices. Stock prices prediction models that we propose are generated through the four-step process that contain data collection, sentiment dictionary construction, sentiment analysis, and machine learning. The data have been collected to target newspapers related to economy in the case of news article and to target twitter in the case of SNS data. Sentiment dictionary was built using news articles among the collected data, and we utilize it to process sentiment analysis. In machine learning phase, we generate prediction models using various techniques of classification and the data that was made through sentiment analysis. After generating prediction models, we conducted 10-fold cross-validation to measure the performance of they. The experimental result showed that accuracy is over 80% in a number of ways and F1 score is closer to 0.8. The result can be seen as significantly enhanced result compared with conventional researches utilizing opinion mining or data mining techniques.
A Study of Factors Affecting Continuous Intention of Social Network Games : Focusing on Smart Device Users
Kim, Jeongwook ; Jang, Choulho ;
Journal of the Korea society of IT services, volume 13, issue 3, 2014, Pages 235~255
DOI : 10.9716/KITS.2014.13.3.235
Social Network Service (SNS) with emergence of Web 2.0 have been developed rapidly. Unlike other games, social network game is based on the relationship with smart devices and studied for user-centered behavior as a potential factor derived from the Technical Acceptance Model (TAM). This research is conducted for finding out influencing factors on continuous intention for smart device users. Therefore, the independent variables consist of subjective norm, mobility, playfulness, self-efficacy, and ease of use. The intermediate variables also compose of flow, and user satisfaction and the dependent variables as continuous intention. The result of study shows the following: First, subjective norm, playfulness, self-efficacy and ease of use except mobility have the positive effect on user flow. Second, subjective norm, mobility, playfulness and ease of use except self-efficacy have significantly the positive effect on user satisfaction. Finally, user flow has significantly the positive effect on user satisfaction and continuance intention and a factor of user satisfaction have significantly the positive effect on continuance intention.
Factors Affecting Viral Marketing Effectiveness in Social Network Sites
Kim, Sin Tae ; Kim, Jong Woo ;
Journal of the Korea society of IT services, volume 13, issue 3, 2014, Pages 257~274
DOI : 10.9716/KITS.2014.13.3.257
Social Network Services (SNSs) have grown to be new and promising tools of marketing. By referring to researches done on e-mail viral marketing, this paper operationizes SNS viral marketing effectiveness to accurately reflect marketing success in SNS environment, and tries to identify its affecting factors. As potential affecting factors, fan size, advertisement type, existence of engagement elicitation and incentive are identified. By sampling real advertisement postings on Facebook, we showed that fan size, advertisement type, and engagement elicitation are factors affecting SNS viral marketing success. This research expanded the conventional model of viral marketing into SNS settings to improve understanding on SNS viral marketing. Motivation is discussed as an important factor, and this research showed that viral campaign can be more successful when it triggers internal motivation to engage, but not the external motivation. This research could also be a guide for practitioners on how to post a successful advertisement in SNSs.
A Study on the Importance and Satisfaction of Purchase Decision Factor of Smart Phone : Focusing on Chinese Consumers
Han, Lihua ; Ahn, Jongchang ;
Journal of the Korea society of IT services, volume 13, issue 3, 2014, Pages 275~298
DOI : 10.9716/KITS.2014.13.3.275
The purpose of this study is to verify the difference between the importance level and the satisfaction level of each purchase decision factor of smart phone. Through review of literatures about purchase decision factors, we have derived about attributes of 6 factors. T-test, importance performance analysis (IPA), and regression analysis were conducted to identify priorities among the details of the importance and satisfaction and to analyze the effect relationship between satisfaction of each factor and overall satisfaction. Looking at a few high-priority order, battery capacity, memory capacity, fast and accurate repair, the adequacy of the repair cost, and processor in the top five factors were shown to be an important factor when purchasing smart phones. The results of this study can provide the marketing strategies for smart phone suppliers. In addition, these results imply what factors of smart phones should be more considered before launching into chinese smart phone market.
A Technique of Statistical Message Filtering for Blocking Spam Message
Kim, Seongyoon ; Cha, Taesoo ; Park, Jeawon ; Choi, Jaehyun ; Lee, Namyong ;
Journal of the Korea society of IT services, volume 13, issue 3, 2014, Pages 299~308
DOI : 10.9716/KITS.2014.13.3.299
Due to indiscriminately received spam messages on information society, spam messages cause damages not only to person but also to our community. Nowadays a lot of spam filtering techniques, such as blocking characters, are studied actively. Most of these studies are content-based spam filtering technologies through machine learning.. Because of a spam message transmission techniques are being developed, spammers have to send spam messages using term spamming techniques. Spam messages tend to include number of nouns, using repeated words and inserting special characters between words in a sentence. In this paper, considering three features, SPSS statistical program were used in parameterization and we derive the equation. And then, based on this equation we measured the performance of classification of spam messages. The study compared with previous studies FP-rate in terms of further minimizing the cost of product was confirmed to show an excellent performance.
A Study of Recommendation System Using Association Rule and Weighted Preference
Moon, Song Chul ; Cho, Young-Sung ;
Journal of the Korea society of IT services, volume 13, issue 3, 2014, Pages 309~321
DOI : 10.9716/KITS.2014.13.3.309
Recently, due to the advent of ubiquitous computing and the spread of intelligent portable device such as smart phone, iPad and PDA has been amplified, a variety of services and the amount of information has also increased fastly. It is becoming a part of our common life style that the demands for enjoying the wireless internet are increasing anytime or anyplace without any restriction of time and place. And also, the demands for e-commerce and many different items on e-commerce and interesting of associated items are increasing. Existing collaborative filtering (CF), explicit method, can not only reflect exact attributes of item, but also still has the problem of sparsity and scalability, though it has been practically used to improve these defects. In this paper, using a implicit method without onerous question and answer to the users, not used user's profile for rating to reduce customers' searching effort to find out the items with high purchasability, it is necessary for us to analyse the segmentation of customer and item based on customer data and purchase history data, which is able to reflect the attributes of the item in order to improve the accuracy of recommendation. We propose the method of recommendation system using association rule and weighted preference so as to consider many different items on e-commerce and to refect the profit/weight/importance of attributed of a item. To verify improved performance of proposing system, we make experiments with dataset collected in a cosmetic internet shopping mall.
Development of Real Time Information Service Model Using Smart Phone Lock Screen
Oh, Sung-Jin ; Jang, Jin-Wook ;
Journal of the Korea society of IT services, volume 13, issue 3, 2014, Pages 323~331
DOI : 10.9716/KITS.2014.13.3.323
This research is based on real-time service model that uses lock screen of smart devices which is mostly exposed to device users. The potential for lock screen space is immense due to their exposing time for user. The effect can be maximized by offering useful information contents on lock screen. This service model offers real-time keyword with abridged sentence. They match real-time keyword with news by using text matching algorithm and extracts kernel sentence from news to provide short sentence to user. News from the lock screen to match real-time query sentence, and then only to the original core of the ability to move a user evaluation was conducted after adding. The report provided a key statement users feel the lack of original Not if you go to an average of 5.71%. Most algorithms allow only real-time zoom key sentence extracted keywords can accurately determine the reason for that was confirmed.
The Analysis of Impact of IT-Based Communication Level on Customer's Intention of Service Reuse : Auto Repair Service
Han, Bokwoo ; Kim, Chulsoo ;
Journal of the Korea society of IT services, volume 13, issue 3, 2014, Pages 333~342
DOI : 10.9716/KITS.2014.13.3.333
As for the dimensions of service quality, reliability, responsiveness, assurance, empathy, and tangibles are the main factors that determine the company's service quality. To improve quality of service, companies emphasize the balance among the dimensions of service quality. These emphases improve definitely customer satisfaction and intention of reusing service, while communication at customer encounters give direct affects in customer satisfaction and intention of reusing service. This study shows how communications at customer encounters affect intention of reusing service and be affected by the dimensions of service quality. It especially analyzes how IT-based communications, one of physical one, such as phones, emails, messengers, and SNSs affect and be affected. In addition, it analyzes car repair service. This research uses a factor of communications at service encounter as for intermediate parameter and analyzes how it relates to dimensions of service quality and intention of reusing service. With following research model, it will analyze how IT-based communication affects intention of reusing service and be also affected by dimensions of service quality.
Developing a Real-time Cashflow Management System for National R&D Management
Han, Seung-Youp ; Lee, Hyejung ; Lee, Jungwoo ;
Journal of the Korea society of IT services, volume 13, issue 3, 2014, Pages 343~357
DOI : 10.9716/KITS.2014.13.3.343
As science and technology infiltrates every aspects of modern society in terms of economic and social growth and development, funding for research and development (R&D) is growing rapidly. Republic of Korea is not an exception in this trend and the R&D funding in Korea has been grown about 10% every year, recently. However, as the scope and size of funding grows exponentially, need for monitoring and managing these R&D projects becoming more and more imminent. Though different types of project management systems were developed by a variety of agencies and departments and used in monitoring and managing, these systems were developed as standalone silo type systems. These systems are not connected to each other while the same researchers may involved in different projects across agencies and department. Also, these management systems are not linked to the banking systems in which real transactions of funding occurs, such as cost reimbursement and financial audit of each R&D accounts. Historically, a few fraud and malappropriation cases were found and indicted. However, as the number of these incidents grows along with the growth of R&D funding, a large scale integration/linking of project management systems and banking systems. Realizing the importance of systems integration among agencies as well as with the banking systems, situational requirements analyses were conducted concerning the current state of R&D management system. As a results, a Real-time Case Management System (RCMS) was proposed as a solution to current problems. In this paper, the collected systems requirements were documents with analyses of the situation, the architecture of the integrated systems with more user-friendly technological alternatives. This large scale linkage requires interface standardization as well as modularization of interfaces. Proposed systems architecture is introduced here with technical details of Jex Framework used,, followed by resulting technical and economic performance of the Realtime Cashflow Management System (RCMS).