• Title/Summary/Keyword: 인터넷유용성

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A New and Flexible Mdlti-signcryption Protocol (유연성을 가진 새로운 멀티-사인크립션 프로토콜)

  • Seo Seung-Hyun;Lee Sang-Ho
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.6
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    • pp.288-295
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    • 2005
  • Multi-signcryption scheme is an extension of signcryption scheme for multi-signers performing together the signcryption operation on messages, and it provides useful cryptographic functions such as confidentiality and authenticity for the sound circulation of messages through the Internet. In this paper, we show the weaknesses of the previous multi-signcryption schemes. And then we propose a new multi-signcryption scheme that improves the weaknesses and the efficiency of the previous schemes. Our scheme efficiently provides message flexibility, order flexibility, message verifiability, order verifiability, message confidentiality, message unforgeability, non-repudiation and robustness. Therefore, it is suitable for protecting messages and multi-signers from malicious attacks in the Internet.

Effects of Perceived Attributes on the Purchase Intention of Smart-Phone (스마트폰에 대한 지각특성이 스마트폰 채택의도에 미치는 영향)

  • Kim, Soo-Hyun
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.318-326
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    • 2010
  • In this paper we investigate the factors influencing the purchase intention of Smart-Phone which was introduced recently. Smart-Phone is a new information technology that converges PDA into a mobile phone. It has a various functions such as phone, information processing, Internet search etc. New information technology like Smart-Phone gives us a very important and interesting research issue, which is to find and prove the factors influencing the purchase intention. We try to find and prove the factors influencing the purchase intention of Smart-Phone by expanding Technology Acceptance Model. We include the perceived playfulness to the research model in order to analyze the factors. This empirical paper proves that the perceived usefulness, the perceived ease-of-use, and the perceived playfulness give positive effects to the purchase intention. In addition, this paper indicates some managerial implications that various and useful applications and the easy user interface can help to increase the degree of user acceptance.

RELATIONSHIP BETWEEN ADOLESCENT INTERNET ADDICTION AND DEPRESSION, IMPULSIVITY, AND OBSESSIVE-COMPULSIVITY (청소년 인터넷 중독과 우울, 충동성, 강박성과의 연관성)

  • Lee Dae-Hwan;Choi Young-Min;Cho Soo-Churl;Lee Jung-Ho;Shin Min-Sup;Lee Dong-Woo;Kim Bong-Seog;Kim Boong-Nyun
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.17 no.1
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    • pp.10-18
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    • 2006
  • Objective : The aims of this study were to explore the relations of internet addiction to depression, impulsivity, and obsessive-compulsivity in adolescents. Methods : 1410 high school students (male=611, female=799 : mean age=$16.2{\pm}0.7$) were included in this study. The questionnaire consisted of items on demographic characteristics and internet use pattern. We assessed the level of internet addiction using Young's internet addiction scale (IAS) Barratt impulsiveness scale (BIS) and Maudsley obsessive compulsive inventory (MOCI) were also self-rated. In this study, We defined upper 25% of IAS as 'addiction group' and lower 25% as 'non-addiction group'. Results : The results were as follows ; 1) Male students had significantly higher mean scores on Internet addiction scale than females and there was significantly higher rate of male students in addiction group. 2) The addiction group spent more time for internet use, especially for games than non-addiction group. 3) The addiction group showed significantly higher total scores on BDI, BIS, and MOCI than non-addiction group. 4) Significant associations have been found between the level of internet addiction and depression, impulsivity, and obsessive-compulsivity, respectively. Conclusion : Depression, impulsivity, and obsessive-compulsivity could be significant factors predicting internet addiction. Especially, direct effect of impulsivity could be the most significant to explain internet addiction. Adolescents with high impulsivity may be vulnerable to internet addiction.

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The Effect of the Perceived Hedonic Value, Usefulness and Ease of use on Attitude toward using in Internet Shopping Mall and Purchase Intention of the Fashion Merchandise (지각된 쾌락적 가치, 유용성 및 용이성이 인터넷 쇼핑몰 이용태도와 패션상품 구매의도에 미치는 영향)

  • Hong, Byung-Sook;Na, Youn-Kue
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.1
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    • pp.147-156
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    • 2008
  • The purpose of this study is to find out the important factors and efficient strategies concerning Internet marketing. This study contributes to the effect on shopping behavior of Internet consumer applying technology acceptance model(TAM) in the Internet fashion merchandise shopping environment. The areas of study interest are, the perceived hedonic values, the perceived usefulness, the perceived ease of use, attitude toward using in Internet shopping mall and purchase intention of the fashion merchandise. To fulfill this objectives, a survey was conducted from May 20 to June 20 in 2007, and an subject of study is the college students and business man aged from 20s to 30s in purchase experience of the fashion merchandise to Internet shopping malls. Data collected over the Internet, and analyzed the 217 subjects. The empirical studies were summarized as follows. First, the perceived hedonic values, the perceived usefulness, and the perceived ease of use had an effect on attitude toward using in Internet fashion shopping mall. Second, the perceived hedonic values had an effect on the perceived usefulness in Internet fashion shopping mall. Third, the perceived ease of use had an effect on the perceived usefulness in Internet fashion shopping mall. Forth, the attitude toward using had an effect on intention of repurchase in Internet fashion shopping mall.

Exploring factors affecting continuous intention to use online shopping festival (온라인 쇼핑 페스티벌 재이용의도에 영향을 미치는 요인분석 : 중국 이용자를 대상으로)

  • Jin, HaiYan;Sun, HaiRong;Hwang, HaSung
    • Journal of Internet Computing and Services
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    • v.20 no.3
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    • pp.101-109
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    • 2019
  • Based on the electricity sales and public consumption psychology during the online shopping festival, the purpose of this study is to investigate the factors that influence the reusing intention of the online shopping festival consumers. This research is focusing on The Theory of Reasoned Action(TRA) and The Technology Acceptance Model(TAM) to understand online shopping festival consumers' decision making process. The sampling is Chinese from 20s to 50s, who had participated in the online shopping festival.Findings suggests that first, the positive attitude of online shopping festival and subjective norms showed positive effects on online shopping festival consumers' reusing intention. Second, perceived usefulness, perceived ease and perceived enjoyment had statistically significant effects on online shopping festival consumers' reusing intention. Third, according to perceived risk perception of online shopping festivals, there were differences in factors affected the online shopping festival's reusing intention. In particular, the perceived ease of people who perceived risk higher, and the perceived usefulness of people who perceived risk lower had greatest impacts on reusing intention. Based on these findings, the implications and limitations of this study were discussed and suggestions for subsequent studies.

A Study on the Image Positioning of Internet Shopping Mall (인터넷 쇼핑몰 이미지 포지셔닝 연구)

  • Kim, Kyung-Hee
    • The Journal of the Korea Contents Association
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    • v.8 no.1
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    • pp.48-58
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    • 2008
  • This study intends to figure out the image evaluation properties of internet shopping malls and suggest a strategic direction for positioning through establishing a perceptual map on how the actual customers remember them and which image expression would make the most effective marketing. According to the result of analysis, the images of internet shopping malls were drawn as elements such as product information service, customer service after purchase, atmosphere, convenience, safety, and fame. And according to the result of making a perceptual map, it showed that there was a meaningful difference in the customers' perception on competitive shopping malls. The most discriminative property among the images of shopping malls was product information service, and the least discriminative property was convenience. In addition, there showed a meaningful difference in the customers' preference and ideal point on internet shopping malls between the subdivided groups of customers. It was verified that in this internet shopping mall market where competition is getting severe, the result of this study can be a useful foundational data in establishing a marketing strategy of market segmentation.

Implementation of a Mobile Agent Platform for Handheld Devices to Access the SNMP MIB (SNMP MIB 액세스를 위한 휴대단말기용 이동에이전트 플랫폼)

  • 전병국;김영철
    • Journal of Internet Computing and Services
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    • v.3 no.2
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    • pp.87-95
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    • 2002
  • Due to rapid development of high speed wire/wireless internet technologies, at the current age, it cares into being one phenomenon that the internet business is able to work on anyplace and anytime. In this environment, a technology of mobile agent provides very useful mechanism for personal handheld devices because of supporting migration as autonomously executable software object Instead of users. Therefore, this paper focuses on Implementing a mobile agent platform for personal handheld devices, which supports mobile agents in wire/wireless internet environment. To do this, we construct the system with modified JAMAS, based on Java, in our previous research. Based on our proposed system, we implement the browsing application in personal handheld devices to access the MIB(Management Information Base) on SNMP(Simple Network Management Protocol), which supervises network environment on wire/wireless internet. This proposed application system is easily to access the MIB managed by SNMP agent. then provides network map viewer and updates the MIB through the browser to network administrator. As a result, we can support application area of mobile agents such as hare network management. M-Commerce, integration of remote database systems, active message and active network with personal handheld devices.

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A Study on Technology Acceptance Plans to Expand Direct Participation in the Sports Industry (스포츠 산업의 직접 참여 확대를 위한 기술수용 방안 연구)

  • Sangho Lee;Kwangmoon Cho
    • Journal of Internet of Things and Convergence
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    • v.9 no.1
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    • pp.105-115
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    • 2023
  • This study seeks to find a way to induce users to expand their direct participation in sports through the acceptance of digital technology. From July 1 to August 30, 2022, a survey was conducted targeting home training users who applied the Internet of Things (IoT). 129 people participated in the survey through non-face-to-face self-administration method. For data processing, frequency analysis, exploratory factor analysis, reliability analysis, correlation analysis, multiple regression analysis, and 3-step mediation regression analysis were conducted using IBM's SPSS 21.0 program. The results of the study are as follows. First, in the relationship between the home training PPM model and direct participation in sports, ease appeared to have a mediating effect. In the factors of push, simple functionality showed a complete mediating effect, and inefficiency showed a partial mediating effect. Among pull factors, enjoyment and possibility of experience showed a complete mediating effect. In the mooring factors, individual innovativeness showed a complete mediating effect. Second, in the relationship between home training PPM model and direct participation in sports, usefulness showed a mediating effect. In the factors of push, simple functionality showed a complete mediating effect, and inefficiency showed a partial mediating effect. Among pull factors, enjoyment and possibility of experience showed a complete mediating effect. Among the mooring factors, individual innovativeness showed a partial mediating effect. Through this research, it is expected that the sports industry will contribute to the expansion of consumption expenditure and economic growth through the expansion of digital technologies such as NFT, Metaverse, and virtual/augmented reality.

A Study on Influencing Factors of Virtual Community Success (가상커뮤니티 성과의 영향요인에 관한 연구)

  • Kim, Sang-Hoon;Cho, Seung-Chul
    • The Journal of Society for e-Business Studies
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    • v.11 no.2
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    • pp.49-69
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    • 2006
  • The virtual community has been recognized as an effective marketing tool and has been an important motive of using internet to Internet users, but very few attempts have been done for the development of virtual community success. Although many studies have been made on influencing factors of virtual community success, the comprehensive studies have never been done so far. Therefore, this study focused on developing the comprehensive model and verifying empirically. This study proposed five influencing factors(Virtual Community Operational factor, Characteristics of Users, Usefulness, Trust, Commitment) that affect virtual community success and three success factors(Sense of Virtual Community, Loyalty, Purchasing Intention) by carrying out literature review extensively and suggesting the relationship among factors. The relationship among factors were empirically validated by structural equation modeling. The data used in this study were collected from 292 users of the existing virtual communities. As the result of statistical analysis. It was found that Virtual Community Operational Factor and Characteristics of Users statistically significantly influenced Virtual Community Success. Also, it was shown that the intervening effects of Usefulness, Trust and Commitment were statistically significant, but that the relationship between commitment and Loyalty was not statistically significant. Finally, it turned out that the causality among success variables of Virtual Community was supported, but that sense of Virtual Community was required to be measured by new measurements.

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Research on Relationships between Internet Use and the Elderly's Life Quality (인터넷활용과 노인의 삶의 질과의 관계)

  • Yoo, Yong-Shik;Son, Ho-Jung
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.235-244
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    • 2012
  • This study aims to examine how the elderly's internet use affects changes in life, loneliness, self-esteem factors, and life quality. According to the research result, it was found that the elderly's loneliness has a series of relationships with internet use. In other words, the basic model of the initial research suggests as in previous research a hypothesis that internet use relieves the elderly's loneliness; however, according to the final analysis result, the elderly's loneliness is rather a motive that makes them use internet. Also, it was analyzed that as the old's self-esteem gets higher, they show higher satisfaction with their life quality, and internet use affects the improvement of their self-esteem greatly. According to the result of estimating the final model, it was found that the factors of life changes resulted from internet use and influence on the improvement of their self-esteem were far stronger than other variables. Therefore, to improve the old's life quality, it is needed to increase the old's self-esteem, and for improving self-esteem, it will bring a great effect to use the media of internet.