• Title/Summary/Keyword: Groupware

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Influence of Job Characteristics on the Use of Groupware and Job Performance (직무특성이 그룹웨어의 활용과 직무성과에 미치는 영향에 관한 연구)

  • 문태수;김승권
    • The Journal of Information Systems
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    • v.10 no.1
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    • pp.217-241
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    • 2001
  • Groupware technologies have become an important part of the business computing infrastructure in many organizations, but many groupware applications, especially those requiring significant collaboration among users, are still nut adequately used. The purpose of the paper is to explore the impact of groupware on the job performance. Recently, utilization of new information technology such as groupware can increase office productivity, but often this potential is not realized. Results of most studies indicate that groupware could increase the productivity of knowledge workers, who compose the majority of the labor force in the organization. The study on the impact of job characteristics on groupware and job performance is not sufficient. This study examines the influence of job characteristics such as job diversity, autonomy, and feedback on the use of groupware and job performance. In addition to that, this study examines the influence of the use of groupware on job performance. The results of regression analyses revealed that feedback was the major predictor of job performance, while autonomy and job diversity were the Haler predictors of the use of groupware. Also, the use of groupware were found to be important predictors of job performance.

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The Extended TAM(Technology Acceptance Model) and Groupware Usage Intention (확장된 기술수용모델에 따른 그룹웨어의 사용의도에 영향을 미치는 요인)

  • Hahm, Yu-Kun;Lee, Seog-Jun;An, Joon-Mo
    • Journal of Information Technology Applications and Management
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    • v.13 no.4
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    • pp.89-107
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    • 2006
  • With the increased importance of groupware in organizations, groupware acceptance is regarded as an important outcome in the efforts of firms to leverage the potential of this information technology in their business activities and strategies. Despite significant investments in groupware, considerable diversity exists in how well firms have been able to implement groupware and leverage the business value of groupware. This study identifies important factors influencing user acceptance of groupware by extending TAM(Technology Acceptance Model) which includes perceived control, intrinsic motivation, and concentration as well as perceived ease of use and perceived usefulness from original TAM. The proposed model is tested in an organization among 104 employees using previous research measurements. According to the findings from the study, the usage intention of groupware can be explained by intrinsic motivation, perceived control, perceived ease of use, and Perceived usefulness. However, it fails to explain the effect of concentration on the intention.

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A study on the groupware as a critical tool for business reengineering (비즈니스 리엔지니어링의 핵심 도구로서 그룹웨어에 관한 연구)

  • 김효석;김창수
    • Korean Management Science Review
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    • v.13 no.2
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    • pp.95-126
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    • 1996
  • Information technology's potential for changing processes is widely acknowledged and various information technologies exist as a tool making business reengineering possible. Groupware is one of information technology that typically work in concert to bring out change in processes. This paper attempts to explain the importance of groupware as a critical information technology for business reengineering by developing a methodology of applying groupware to business reengineering. In order to understand the applicability of groupware to business reengineering, this paper has the following objectives. 1) Examines how the capability of groupware can play as a chang lever or enabler of process innovation explicitly. 2) Propose a integrated business reengineering methodology that incorporates process, process environment and information technologies specifically. A case study was used to provide the insight how groupware can play as a enabler of process innovation. The case was analyzed according to the reengineering methodology we proposed.

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A Study of the Factors Influencing the Utilization of Groupware Technology (그룹웨어 활용의 영향 요인 분석)

  • 신동익;김종욱;박순창
    • The Journal of Information Systems
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    • v.10 no.1
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    • pp.147-171
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    • 2001
  • Being able to adopt new information technologies into an organization is very important and critical in the rapid changing, competitive environment. In this research, existing papers related to the information technology acceptance of the 1990s have been studied and analyzed, and the components that affect the use of groupware have been studied by setting up an evaluation model to find the emotional status of the individuals that use groupware. Based upon the survey of 218 groupware users, this study utilized path analysis with LISREL8.12. The major results are as follows: First, perceived usefulness was influenced by training, perceived ease of use. Second, training, groupware self-efficacy, organizational support were determinants of ease of use. Third, training, task ambiguity, task interdependence, organizational support influenced subjective norm. Forth, perceived usefulness, perceived ease of use, subjective norm had positive effects on present usage.

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On The Trend of Groupware Research (그룹웨어 기술의 동향 분석에 관한 연구)

  • 김민홍;김광훈;백수기
    • Journal of the Korean Professional Engineers Association
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    • v.32 no.1
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    • pp.122-141
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    • 1999
  • Groupware is a new emerging research field, involving increasing numbers of institutions in the USA, Europe, and Asia such as Korea and Japan, etc., as an interdisciplinary research and development area with a strong computer science component. It grew from fairly unsystematic attempts by various developers to generate software that would increase the competence of people working together. This in turn was partly a response to: failures of and problems inherited from Office Automation and Management Information System ; some sociological intuitions about ways people might work together; and a search for uses of new interfacing, networking, and multi-media technologies. In this paper, groupware that has been configured to meet the needs of groups at work is defined as computer-based systems which support working groups of people engaged in common task in a shared environment. The basic concepts, origin, and historic research of the groupware are described. Specially, groupware relies on the approaches and contributions of many disciplines in computer science as well as sociology that is concerning human, social, and cultural activities. So, nine key disciplines of them upon which successful groupware depends are described briefly. Some state-of-the-art implementations and developments are reviewed through classifying and analyzing the current available groupware applications in the field or market.

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Groupware Current Status Analysis Ⅰ (그룹웨어의 현황 분석 Ⅰ)

  • Kim, Sun-Uk;Gim, Bong-Jin
    • IE interfaces
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    • v.10 no.3
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    • pp.75-93
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    • 1997
  • Unlike individual applications, it is extremely hard to obtain user requirements for group systems, since there exists very complicated dynamics in group. This may result in spreading a great amount of products with a broad range of contents. Thus, this study presents a comparative analysis of groupware products. As a result, these products have been categorized into three areas which include cooperation/document management systems, collaborative writing systems, and decision-making/meeting systems. While the systems reviewed here focus on the cooperation/document management systems, the other two areas will be dealt in details in part Ⅱ. The first area ends up with two large categories such as proprietary groupware products and intranet groupware products. However, it has been observed that there is a natural convergence between these two categories. Consequently, the comparative analysis has been performed in terms of functions provided on the two categories and a combined category. Each group of the functions has been divided into three parts which consist of basic functions, quasi-basic functions, and others. Such a decision has been made based on the frequency rate of the functions provided in the products. With a more strict rule, the basic functions comprise electronic mail, sanction, bulletin board, document management, scheduling, security, Web browser, and Internet connectivity. This study also provides a framework for integrated functional model of groupware systems. The basic functions are merged into the model. However, the model is so flexible that it can partially include the quasi-functions in addition to the basic functions. In the future, it is expected that a large number of products will stem from the modification of the functional model.

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Advanced Technologies for Intelligent Groupware Systems (지능형 그룹웨어시스템을 위한 요소기술)

  • Kim, Sun-Uk
    • IE interfaces
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    • v.11 no.3
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    • pp.227-240
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    • 1998
  • This article presents a model for Intelligent Groupware Systems(IGS). The model is concerned not just with a future framework, but attempts to integrate many technologies into the framework. In order to do so, first of all it identifies essential technologies to improve the performance of the components in the model in terms of task-independent technologies(TIT) and task-dependent technologies(TDT). The former mainly consists of current technologies, which is under progress, being able to affect the groupware performance greatly. On the other hand, the latter is closely related to the knowledge depending on application systems. Fianlly, it presents these potential technologies which will be required for the IGS.

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An Implementation of Education Puzzle for Cooperative Learning System Based on SDG(Single Display Groupware) (SDG(Single Display Groupware) 기반의 협동학습 교육퍼즐 시스템 구현에 관한 연구)

  • Kim, Myung-Gwan;Park, Han-Jin
    • The Journal of Korean Association of Computer Education
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    • v.11 no.6
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    • pp.95-102
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    • 2008
  • In this paper through the implementation of cooperative learning using SDG, education puzzle actually applies to computer training. SDG(Single Display Groupware) which one computer display have a multi-input devices can work as a collaborative system. Learners are performing together through SDG-based cooperative learning system. SDG cooperative learning with a multi-input device is superior to traditional learning with individual. We have implementation of the puzzle game with this fact. This system through effective education and raising their children's education participation rate will be able to do.

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