Parichehr Agha Seyyedjavadi, Mehdi Alipour-Hafezi,
Volume 3, Issue 1 (6-2016)
Abstract
Background and Aim: Easing the probability of violation of intellectual property rights and unauthorized access of digital resources is one of the most important consequences of information and communication technologies like Internet. The purpose of this research is to identify the state of Using Digital Right Management technology in IRANDOC ETD system.
Method: This research is an applied research and has done by case study research method. Data collection tool that is used in this research is a checklist that primarily prepared by NSA INFOSEC IAM.
Results: Findings of the research represented in three sections. Section one is related to needed information for security assessment of electronic theses and dissertation (ETD) system in IRANDOC. Data was collected by structured interview and observation. Section two covered data that collected by OICM matrix. In fact information categories in organization flowchart and value of each one in organization goals were identified. Section three is related to identify the threats and their effects that organization encountered with.
Conclusion: Results of the research demonstrate that, as a matter of security infrastructures, IRANDOC is located in an unfavorable condition. Consequently factors such as unauthorized access, forms of management, lack of prosecution and so on threaten their services. Therefore they eagerly need using techniques such as DRM for collecting, managing, maintenance and dissemination
Mahnaz Ghanbarzade, Mohammad Hasanzadeh, Seyed Ali Aliakbar Famil Rohani, Atefe Zarei,
Volume 5, Issue 2 (9-2018)
Abstract
Abstract
The purpose of this study was to explain the impact of information and communication technology on the use of information among the elite Brilliant talents of the Young and Elite Research Club of Islamic Azad University.
Methodology, In this research, qualitative methodology has been used with an interpretive approach and using grounded theory. In the process of constructing the ground theory, there are three stages of data encoding: open coding, axial encoding, and selective coding. Encoding is an analytical process in which data is segmented, conceptualized, and integrated, so that they can formulate the final theory. In the process of coding, the unit is the concept of analysis. The data collection was conducted through a semi-structured interview with pre-designed questions. Questions were asked about the respondent's response when asked to answer the questions when needed. The research community is the elite and talented talents of the Young and Elite Research Club of Islamic Azad University. A targeted sampling was used to select the research sample. The sample size was determined during the work. The research sample was 22 elite and talented members of the young and elite scholars club of Islamic Azad University, which according to the characteristics of the subjects under study, through the representative of the club to provide access to these people.
Findings, the elite, are searching for a lot of information, cultivating their curious minds, so that they do not ignore any information, and, with the choice of information, seek, in their entirety, their puzzle pieces. On the other hand, they collect information based on the most relevant, newest, or based on the importance and credibility of the information using mental ability and visual memory. On the other hand, in different stages of the process of using information, they use the capabilities and the most important features of information and communication technology tools for storing, processing, accessing information, and so on.
Conclusion, In the process of information retrieval, there is an innovative touchdown. The largest eclectic wizard for using online information technology tools is the security and space for storing, generating, transferring and sharing information.
Keywords, Use of Information, Information and Communication Technology, Elite, Innovation
Dr Rouhollah Tavallaei, Dr Navid Nezafati, Mr Mohammad Milad Ahmadi,
Volume 6, Issue 1 (4-2019)
Abstract
Background and Aim: Today, knowledge is essential to the survival and success of any organization. Given that they are the people who create, share and use knowledge, an organization cannot effectively use knowledge unless its employees are willing to share their knowledge and attract knowledge of others. On the other hand, Gamification involves combining the usual mechanisms in the games with the work space, in order to make things more appealing and to direct human behavior towards the goals of the system. Gamification is actually the use of game components on issues other than the game and emphasizes the use of entertainment and pleasure in the work. In this research, it has been tried to study and recognize the Gamification, its dimensions, mechanisms, dynamics, and models, using Grounded Theory method; and the following, we try to find a way to understand the role of the Gamification and apply it to the sharing and dissemination of knowledge.
Methods: Grounded Theory is an inductive method of theoretical discovery that allows the researcher to develop a report on the general characteristics of the subject; While simultaneously consolidating the basis of this report in empirical data observation. Using purposeful sampling, research data were collected using interviewing tools and analyzed through data analysis and coding principles.
Results: In this research, after formulating the stages of Grounded Theory and types of data encoding, in the end, a theory with visual modeling is presented and evaluated.
Conclusion: The dimensions of the proposed framework include the “organizational context”, “game-related dimensions”, and “other indicators that affect the Knowledge Sharing- Gamification”. Each of these dimensions includes lower-level components that are described in the model's description. For example, “organizational context” includes incomes, costs, platform, and so on, and “game-related dimensions” include the mechanisms, dynamics and aesthetics of the game