• Title/Summary/Keyword: 이용자지각

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Kiosk Use Among Seniors: An Empirical Investigation of the Effects of Technostress and Subjective Norms on Awareness of Shadow Work (고령층의 키오스크 사용에서의 기술스트레스와 주관적 규범이 그림자노동 지각에 미치는 영향: 실증 분석)

  • Ji, Do-Sung;Koh, Joon
    • Informatization Policy
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    • v.30 no.4
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    • pp.62-88
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    • 2023
  • While the introduction of kiosk has become an essential element, enjoying the effect of labor cost reduction, it has not been able to embrace the senior population due to the digital divide. This study investigated which factors have relationships with conflict over use for kiosk from the viewpoint of shadow work that appears during self-service kiosk use. An analysis of 159 seniors through survey revealed that both technostress and subjective norms had significant relationships with conflict over use for kiosk, and that the perception of shadow work had a partial mediating effect on these relationships. Further, user experience showed a moderating effect on the relationship between technostress and perception of shadow work. These results suggest theoretical and practical implications related to digital shadow work, providing the relevant policy regarding digital inclusion for seniors.

A Study on Measures to Utilize Public Libraries' Social Network Service (공공도서관의 소셜 네트워크 서비스 활용 방안 연구)

  • Cho, Suyeon;Nam, Youngjun
    • Journal of Korean Library and Information Science Society
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    • v.48 no.4
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    • pp.181-207
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    • 2017
  • The purpose of this paper is to provide values and effectiveness to libraries making a new social network service marketing model and strategy. According to study, when libraries entice library users with social network services, the users become loyal customers who give libraries long-term supports. For method of study, it establishes 15 hypotheses and proves those hypotheses with 157 responders. After inspecting hypotheses, 13 hypotheses are adopted and 3 hypotheses are dismissed. During the research, it is verified that usefulness perceived by library users is the most important factor of user satisfaction and continuous use intention which increased library users' intention to continue visiting the library. In addition, effectivness of marketing and cause are found in order of system quality, information quality, reliability, interactivity, subjective norms. In other words, the study found that library users found their information for using social network services and this attribute affects user satisfaction and ultimately continuous use intention in a positive way.

Factors Affecting the Number of Subscribed Channel and Subscription Satisfaction of YouTube Users (유튜브 이용자의 구독 채널 수와 구독 만족도에 영향을 미치는 요인에 대한 연구)

  • Lee, Bo Mi;Kim, Hye Soo;Chung, Yongkuk
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.100-111
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    • 2021
  • This study aims to lead the new discussion by looking at variables affecting the number of subscription channels and subscription satisfaction in the absence of academic discussion of users' YouTube subscriptions. To this end, we conducted an online survey and analyzed the factors affecting the number of subscription channels and subscription satisfaction of YouTube users. We conducted hierarchical regression to examine their subscription motivation with exploratory factor analysis and to examine the impact of subscription motivations and the intentionality of Youtubers and the usefulness of YouTube knowledge on the number of subscription channels and subscription satisfaction. The analysis results are as follows: First, YouTube's usage and convenience motivation have had a static impact on the number of subscription channels. Second, factors affecting subscription satisfaction have been shown to be convenience subscription motivation, communication with Youtubers motivation, and perceived usefulness of YouTube. The practical significance of this work is that it can be beneficial to platform and channel operators in the changing new media environment. Furthermore, it aims to expand the interaction research extensions between YouTuber and users in the new media environment.

A Study on Analysis of Color characteristic of On-line of Game Play Image of according to the Users (온라인 게임 플레이영상의 이용자에 따른 색채 특성 분석 연구)

  • Jang, Hyun-Joo;Jung, Hyung-Won
    • Journal of Digital Convergence
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    • v.15 no.10
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    • pp.399-404
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    • 2017
  • If game images use colors improper for certain ages, the characteristics of games disappear, and the efficiency of image expression drops. thus a study in color is very important. Nevertheless, there is a lack of research on this subject. In this study, we investigated the difference of color of game images according to users. User group is divided into all users and users over 18 years old. Among the rank of games,10 each from games for all ages and games for non-teen-rated are selected, and the game-playing images are taken as snapshots to have 100 each images each, A total of 2000 images were extracted and the mean values of RGB and HSB of each game were obtained and independent sample t test was performed. The results showed that the RGB color values between the two users were significantly significant. In the future, it is expected that it will be helpful in color selection when developing psychotherapy games and emotional games using color psychology. Furthermore, we will use color image scales to express colors as adjectives, analyze colors in a variety of ways, and investigate the difference in color of game images in each country.

A Study of the Innovation Resistance of Users and Intention to Use toward Smart Learning for Education Business Ventures (교육벤처창업을 위한 스마트러닝 사용자의 혁신저항과 이용의도에 관한 연구)

  • Cho, Sanghoon;Yang, Hongsuk
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.1
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    • pp.55-67
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    • 2015
  • This study examines innovation resistance to smart learning, an emerging innovative technology for startups and corporate ventures in the education market. The study explores whether the relative advantage, compatibility and complexity of an innovation, attitudes toward existing learning method(s), and perceived self-efficacy significantly affect innovation resistance. Additionally, the effects of such innovation resistance on future use and the moderating effect according to demographic characteristics are examined. The results of the analysis using a structural equation model showed that all the factors considered (except relative advantage) affects innovation resistance, innovation resistance significantly affects intention to use.

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The effects of clothes shopping orientation and perceived risk on purchase intention in social commerce (소셜커머스 이용자들의 의복쇼핑성향과 지각된 위험이 패션제품 구매의도에 미치는 영향)

  • Kim, Hyejin;Chung, Myungsun
    • The Research Journal of the Costume Culture
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    • v.23 no.3
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    • pp.384-399
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    • 2015
  • The purpose of this study is to empirically investigate consumers' clothes shopping orientation factors and perceived risk factors affecting the purchase intention for fashion products in social commerce. For this study, questionnaires were given to 500 adults in their 20s~30s who had experience of using social commerce related to general products or services. To analyze the results of this study, we conducted descriptive analysis, factor analysis, reliability analysis, a chi-square independence test, and hierarchical regression analysis using SPSS 18.0. The results were as follows. First, social commerce users'clothes shopping orientations were classified into the pursuit of pleasure, brand, fashion innovation, trend, and utility, and the perceived risks were classified into the risks related to products, consumer service, loss of purchase opportunity, confidence in the web site, economy, and security. Second, clothes shopping orientation factors and perceived risk factors had a somewhat significant influence on the purchase intention for fashion products. Third, there was a significant difference between sexes regarding the influences of the clothes shopping orientation factors and perceived risk factors for the purchase intention of fashion products. Finally, this study aims to provide useful information for fashion companies to enable them to establish specific strategies that can influence consumers'purchase behaviors through social commerce.

서비스접점 종업원의 조직시민행동이 호의적 구전에 미치는 영향에 관한 연구 - 고객관점의 OCB를 중심으로 -

  • Park, Jong-Hui;Kim, Seon-Hui
    • Proceedings of the Korean DIstribution Association Conference
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    • 2005.11a
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    • pp.103-128
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    • 2005
  • 본 연구는 기업의 성과를 향상시키는 중요한 요소로 알려진 종업원의 조직시민행동을 고객관점에서 측정하고, 관련 변수들인 서비스품질, 고객만족, 호의적 구전과의 인과관계를 실증적으로 규명해보고자 하였다. 그동안 마케팅에서 OCB에 관한 많은 연구가 있었지만, 선행 연구들은 조직의 관점에서 종업원의 OCB를 측정하는 연구가 대부분이었다. 자료 수집 단계에 있어 OCB의 효과를 좀 더 폭넓은 산업에 걸쳐 파악하고자 미용실과, 주점, 패스트푸드 점 등 다양한 서비스산업 이용자를 대상으로 설문지를 수집하였다. 분석결과, 접점종업원의 조직시민행동과 관련한 몇 가지 중요한 사항을 발견할 수 있었다. 첫째, 종업원의 OCB는 고객이 지각하는 서비스품질에 유의한 관계가 있었다. 즉, 고객들이 관찰하기에 종업원들이 규정된 역할을 초월하여 조직 내 동료들을 도와주고 고객의 편의성을 지향하며 그들이 속해 있는 조직에 대해 긍정적인 자세를 가지고 있는 것으로 판단되면, 고객들은 종업원을 신뢰하고, 또 그들에게서 제공받는 서비스품질을 높게 지각한다는 사실을 알 수 있었다. 둘째, 조직시민행동은 서비스품질을 매개로 하여 고객만족에 간접적인 영향을 미친다는 사실을 발견하였다. 마지막으로 만족한 고객은 호의적인 구전행동을 하는 것으로 나타났다. 구전은 기업의 공식적인 마케팅 전략 이상의 효과를 가지는 촉진 도구이다. 따라서 서비스조직은 고객의 성과를 향상시키기 위해 종업원의 OCB를 관리해야 함을 이해할 수 있었다.

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A Causal Model of Perceived Service Quality, Consumer Attitude, and Intention to Repatronize (지각된 서비스 품질, 소비자 태도, 재이용 의도 사이의 인과관계 모형)

  • 이인구;김종배;이문규
    • Asia Marketing Journal
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    • v.2 no.3
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    • pp.44-63
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    • 2000
  • 경영관리의 초점이 생산중심에서 마케팅중심 그리고 서비스중심으로 급격히 변화하면서 서비스 경쟁이 중요한 생존무기가 되고 있다. 차별화의 수단으로 서비스의 중요성이 강조되면서 여러 가지 서비스 속성 중에서 서비스 품질에 관한 연구가 활발히 진행되어 왔다. 그러나 서비스 품질을 구성하는 차원을 밝히려는 연구는 많았던데 비해 서비스 품질이 소비자의 태도와 재이용 의도에 어떠한 영향을 미치는가에 관한 연구는 거의 이루어지지 않았다. 본 연구에서는 지각된 서비스 품질을 구성하는 여러 차원들이 소비자의 태도에 어떠한 영향을 주며, 태도는 소비자의 재이용 의도에 어떠한 영향을 주는가를 알아보았다. 자료는 소매점 이용자를 대상으로 수집되었으며 소매점 서비스에 관한 인과관계 모형을 통하여 분석되었다. 연구 결과 기능적 품질에 속하는 신뢰성 차원과 기술적 품질에 속하는 유형설비 차원이 소비자의 태도에 긍정적인 영향을 미치는 것으로 나타났다. 기술적 품질로 볼 수 있는 가격(비용) 차원은 예상대로 부정적인 영향을 주는 것으로 나타났다. 반면에 기능적 품질에 속하는 감정배려는 통계적으로 유의적인 영향을 미치지 못하는 것으로 나타났다. 한편 서비스 품질을 통해 형성된 소비자 태도는 소매점 재이용 의도에 긍정적인 영향을 미치는 것으로 나타났다. 본 연구는 추가적으로 소매점을 특성에 따라 몇 개의 범주로 분류하고 인과관계 모형의 영향 관계가 어떻게 달라지는가를 분석하였다. 분석결과 대형 할인소매점, 백화점, 주거지역 인근의 소매점들에서 상당한 차이를 발견하였다. 즉, 태도와 재이용 의도 사이의 긍정적인 영향관계는 소매점 유형에 관계없이 나타났으나 태도에 영향을 주는 서비스 품질 차원은 매우 다르게 나타났다. 이는 차별화 지표로 서비스 품질을 사용할 경우에 서비스 관리자들이 어떠한 전략을 선택해야 하는가에 관하여 시사하는 바가 크다. 아울러 동일범주의 서비스 산업이더라도, 서비스의 특성에 따라 서비스 품질을 구성하는 중요한 차원을 규명하기 위한 추가 연구의 필요성을 제기한다.

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Smart Work: Blurring Work/Nonwork Boundaries and its Consequences (스마트워크: 희미해진 업무/비업무 경계 그리고 그 결과)

  • Oh, Sangjo;Kim, Yong-Young;Lee, Heejin
    • Journal of Digital Convergence
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    • v.11 no.1
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    • pp.191-198
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    • 2013
  • The interests in alternative office systems and solutions (called smart work in Korea) are growing. With the lens of boundary theory, this paper tries to understand the nature of work/nonwork boundaries which smart work will be expected to blur. Boundary theory provides permeability, boundary strength, and interference as its key concepts and an empirical study is performed about the individual perception on those concepts. The result of the survey from telecommuters and/or smart work center users at the Company K shows that they perceive work/nonwork permeability, boundary strength, and interference are asymmetric. The result suggests that asymmetric nature of the work/nonwork boundaries should be taken into account when alternative office systems are brought into use.

A study on the Intention of Using VR Games: Focusing on Technology Acceptance Model(TAM) (VR 게임 이용 의도에 관한 연구 -기술 수용 모델을 중심으로-)

  • Na, Ji Young;Wui, Min-Young
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.53-64
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    • 2019
  • The purpose of this study is to identify what elements of VR games satisfy and continuous usage for the sustainable development of VR games. Specifically, an extended acceptance model was proposed with the addition of perceived costs, presences, satisfied variables to predict the acceptance and the intention of continued use of VR games. As a result, in general, it was found that the extended technology acceptance model with three external factors is more advantageous to explain the characteristics of VR game and its effect on users than the existing model. This study is suggested an integrated research model that considers the core characteristics of VR games and observe which factors lead to the persistent intention to contribute to the study about the VR game.