• 제목/요약/키워드: Crowd Source

검색결과 11건 처리시간 0.027초

Personality Characteristic-based Enhanced Software Testing Levels for Crowd Outsourcing Environment

  • Kamangar, Zainab U.;Siddiqui, Isma Farah;Arain, Qasim Ali;Kamangar, Umair A.;Qureshi, Nawab Muhammad Faseeh
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제15권8호
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    • pp.2974-2992
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    • 2021
  • Crowd-based outsourcing is an emerging trend in testing, which integrates advantages of crowd-based outsourcing in software testing. Open call format is used to accomplish various network tasks involving different types of testing levels and techniques at various places by software testers. Crowd-sourced software testing can lead to an improper testing process as if it does not allocate the right task to the right crowd with required skills and not choose the right crowd; it can lead to huge results, which become time-consuming and challenging crowd-source manager for the identification of improper one. The primary purpose of this research is to make crowd-based outsourced software testing more effective and reliable by relating association between the software tester, personality characteristic, and different levels of software testing, i.e., unit, integration, and system, in order to find appropriate personality characteristic for required testing level. This research has shown an observed experiment to determine which software testing level suits which personality characteristic tester in a crowd-based software testing environment. A total of 1000 software testers from different software houses and firms in Pakistan were registered to perform tasks at different software testing levels. The Myers-Briggs Type Indicator (MBTI) test is used to identify each tester's personality characteristic involved in this research study.

빅데이터를 위한 집단자료 설계 (Modeling of Crowd Source for Big Data)

  • 이상원;박승범
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2015년도 제51차 동계학술대회논문집 23권1호
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    • pp.283-284
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    • 2015
  • We can picture a workforce that extends beyond your employees: one that consists of any user connected to the Internet. Cloud, social, and collaboration technologies now allow organizations to tap into vast pools of resources across the world, many of whom are motivated to help. Channeling these efforts to drive business goals is a challenge, but the opportunity is enormous: it can give every business access to an immense, agile workforce that is not only better suited to solving some of the problems that organizations struggle with today but in many cases will do it for free. In this paper, we research on factors to design an organizational crowd source for Big Data.

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Crowd Participation Pattern in the Phases of a Product Development Process that Utilizes Crowdsourcing

  • Tran, Anhtuan;Hasan, Shoaib Ul;Park, Joon-Young
    • Industrial Engineering and Management Systems
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    • 제11권3호
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    • pp.266-275
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    • 2012
  • The rise of crowdsourcing and web 2.0 opens plenty of opportunities for companies who want to exploit external sources of ideas for internal innovation. Utilization of crowdsourcing for product design and development has been attracting the attention of both enterprises and researchers. Many cases of implementation of crowdsourcing for product design and development such as: Threadless, FIAT Mio, Lego online Factory, etc., have made crowdsourcing a promising alternative source of innovative power. Although crowdsourcing gained access due to improved Internet access and web 2.0, it is little understood how the crowd, with respect to participation, behaves for any crowdsourcing project. To investigate this, we conducted an experiment on a real crowd of engineering related individuals to figure out the crowd participation pattern for various product design and development phases of a new product development project. The experiment results give a quantitative view of the participation of the crowd (i.e., crowd participation pattern) in various phases of a product design and development process that utilizes crowdsourcing, provide a practical guidance for companies to harness the power of the crowd sensibly, and provide experimental data for further research in this field.

Must-have for Crowd-funding Projects: Credibility

  • Wang, Huaxin;Kim, Taekyung
    • Asia pacific journal of information systems
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    • 제26권1호
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    • pp.109-123
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    • 2016
  • The success of a crowd-funding project can be attributed to various reasons, among which, backer's (also known as 'investor', or 'funder') perception of project credibility may be a salient one. The purpose of this study is to investigate the extent to which perceived project credibility can affect a backer's investment decision. We examine the factors that could influence the building of perceived project credibility by testing the proposed research model using survey data. Analysis results indicate that perceived project credibility has a significantly positive effect on backer's investment intention. Furthermore, information quality and source credibility are two key determinants of perceived project credibility. This study contributes to crowd-funding literature by enriching the list of successful factors for fund-raising with project credibility. The study also has practical implications because it explains why and how a backer's perception of project credibility can be improved.

Gene Algorithm of Crowd System of Data Mining

  • Park, Jong-Min
    • Journal of information and communication convergence engineering
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    • 제10권1호
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    • pp.40-44
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    • 2012
  • Data mining, which is attracting public attention, is a process of drawing out knowledge from a large mass of data. The key technique in data mining is the ability to maximize the similarity in a group and minimize the similarity between groups. Since grouping in data mining deals with a large mass of data, it lessens the amount of time spent with the source data, and grouping techniques that shrink the quantity of the data form to which the algorithm is subjected are actively used. The current grouping algorithm is highly sensitive to static and reacts to local minima. The number of groups has to be stated depending on the initialization value. In this paper we propose a gene algorithm that automatically decides on the number of grouping algorithms. We will try to find the optimal group of the fittest function, and finally apply it to a data mining problem that deals with a large mass of data.

제품수명주기관리(PLM) 기반의 소셜매뉴팩처링 기술 고찰 (Review of Social Manufacturing Technology on Product Life Cycle Management(PLM) Base)

  • 박종만;김봉선
    • 대한산업공학회지
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    • 제39권3호
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    • pp.156-162
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    • 2013
  • Social manufacturing architecture is based on information delivery through social media and SNS, PLM and social platform, crowd source and knowledge base on whole phase of product life cycle. Although advanced social manufacturing issues are rising globally, its technology emerging into domestic industry is likely to be slow. We focused to review technological changes and R&D trend, patent issues, and then suggest assignments and advices to be practiced for social manufacturing modeling.

중소기업 대안금융으로서 플랫폼 금융의 모색 (Seeking Platform Finance as an Alternative Model of Financing for Small and Medium Enterprises in Korea)

  • 정재만;박재성
    • 기업가정신과 벤처연구
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    • 제20권3호
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    • pp.49-68
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    • 2017
  • 플랫폼 금융은 데이터 분석과 플랫폼을 이용한 매칭이라는 새로운 자금조달 방식을 제시함으로써 중소기업의 대안금융으로 부상하고 있다. 이 사업의 본질은 빅데이터를 이용한 위험평가와 투자자의 위험-수익 선호(risk-return preference)를 적절히 반영할 수 있는 위험분산 기술을 금융업에 적용한 것이다. 이로써 소상공인을 위한 소액금융, 중소기업의 운전자본(working capital) 조달을 위한 공급망 금융의 형태로 기존 금융의 대안으로 부상하고 있다. 한국의 플랫폼 금융은 이 같은 가능성에도 아직 유치 단계(infant stage)이며, 정책적 지원을 필요로 한다. 이는 다음과 같이 요약할 수 있다. "기관 및 공공 투자참여", 플랫폼 금융의 민간 자금유입(crowd-in)을 위한 정책금융의 씨앗자금(seed money) 공급, "수용적 규제체계", 영국의 샌드박스와 같이 새로운 사업에 대한 한시적 규제 유예, "데이터 개방 확대", 재량적인 데이터 공유의 허용, "대안투자 수단의 보급", 저금리시대의 대안투자 수단으로서 플랫폼 금융 육성.

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중국 소비자의 크라우드 펀딩 참여에 있어 지각된 위험, 지각된 이익, 한류문화콘텐츠의 영향에 관한 연구 (Effect of Perceived Risk, Perceived Benefit, and Korea Wave to Crowdfunding Participation in China)

  • 이한석
    • 한국콘텐츠학회논문지
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    • 제16권1호
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    • pp.204-213
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    • 2016
  • 크라우드 펀딩은 소비자들이 제품의 생산전 투자에 참여한다는 점에서 소비자 역할 변화의 모습으로 이해할 수 있다. 최근 문화콘텐츠관련 크라우드 펀딩이 증가하는 한편 문화콘텐츠로의 해외자본의 영향력에 대한 기대와 우려가 나타나고 있다. 본 연구에서는 해외 시장에서 큰 인기를 끌고 있는 한류 문화콘텐츠가 소비자 투자로까지 이어질 수 있는가에 대한 연구로서 크라우드 펀딩을 통한 새로운 투자처 확보의 가능성을 제시하고 소비자 영향요인을 확인하는데 그 목적이 있다. 연구는 중국 광저우의 20대 성인을 대상으로 조사가 이루어 졌으며 이들의 한류선호도가 크라우드 펀딩과 같은 투자행위로의 참여에 영향을 주는가를 확인하였다. 연구결과 소비자의 지각된 위험과 지각된 이익 중 지각된 이익의 크라우드 펀딩 참여에의 영향력이 더 강했으며 한류 선호도가 낮은 경우 지각된 위험과 지각된 이득에 따른 크라우드 펀딩 참여의 영향력이 없었지만 한류 선호도가 높은 경우 지각된 위험과 지각된 이득이 크라우드 펀딩의 참여에 영향을 주는 것으로 나타났다. 본 연구를 바탕으로 문화콘텐츠의 소비자가 향후 직접투자자로서의 변화에 대한 가능성을 확인할 수 있었으며 크라우드 펀딩에서 자본의 모집에 있어서 한류의 영향력을 고려할 수 있음을 확인할 수 있었다.

Triggering of Herding Instincts due to COVID-19 Pandemic in Pakistan Stock Exchange

  • JABEEN, Shaista;RIZAVI, Sayyid Salman;NASIR, Adeel
    • The Journal of Asian Finance, Economics and Business
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    • 제8권10호
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    • pp.207-218
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    • 2021
  • The present research intends to examine the herding aspect during the COVID-19 outbreak. The study is conducted to achieve specific objectives, so the underlying sampling technique is purposive sampling. The considered data source is the Pakistan Stock Exchange (PSX). Daily stock prices of 528 listed companies in PSX have been taken from the official website of PSX from 1998 to 2021. The current study envisions investigating the herding aspects for pre-pandemic and the time covering the pandemic period. The study has also targeted ten sectors of PSX. The present study's motive is to investigate investors' herding prospects before and during the pandemic in the Pakistan Stock Exchange (PSX) and its selected sectors. Daily closing stock prices of listed companies have been collected from the official website of PSX to calculate the stock returns. The Cross-Sectional Absolute Deviation (CSAD) has been used as a herding measure. Findings revealed that herding has not been observed in PSX during both time spans and even not during the bullish and bearish trends. However, robust sectoral evidence has been observed during the pandemic. It implies that investors in PSX tend to follow the crowd irrespective of making their own decisions to avoid further losses.

Reduced Raytracing Approach for Handling Sound Map with Multiple Sound Sources, Wind Advection and Temperature

  • Jong-Hyun Kim
    • 한국컴퓨터정보학회논문지
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    • 제28권9호
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    • pp.55-62
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    • 2023
  • 본 논문에서는 기하학 기반의 사운드 생성 기법을 활용하여 1)다중 음원, 2)바람의 이류와 3)온도에 따른 상호작용을 효율적으로 처리할 수 있는 방법을 제시한다. 최근에 절감된 광선추적법(Reduced raytracing) 기반으로 사운드(Sound) 위치를 업데이트하고 많은 레이(Ray)의 재귀적인 반사/굴절 없이 사운드 전파와 회절을 효율적으로 계산하는 방법이 제안되었지만, 이 접근법은 사운드의 전파 특징만을 고려했지 다중 음원, 바람의 이류와 온도에 따른 상호작용은 고려하지 못했다. 이러한 한계는 정적인 사운드만 생성하기 때문에, 다양한 가상환경에서 사운드를 통한 장면 제작을 어렵게 만든다. 본 논문에서는 여러 개의 사운드가 배치된 상황에서 사운드 맵을 효율적으로 구성할 수 있는 방법과 이것을 통해 효율적으로 에이전트의 움직임을 제어할 수 있는 방법을 제시한다. 뿐만 아니라 바람의 이류와 온도를 고려하여 사운드 전파를 제어를 할 수 있는 방법을 제안한다. 본 논문에서 제안하는 방법은 사운드를 기반으로 콘테츠 몰입을 개선시킬 수 있는 게임뿐만 아니라 메타버스 환경 디자인, 군중 시뮬레이션 등 다양한 분야에서 활용이 가능하다.