• Title/Summary/Keyword: 2-방정식 모델

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Factors Influencing the Use-diffusion of Smart Speakers (스마트 스피커의 사용-확산 관련 영향 요인 -중국소비자를 중심으로)

  • Park, Hyun Jung;Chen, Qian Qian
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.149-157
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    • 2019
  • This study analyzed the impact of various factors on the use-diffusion of smart speakers. 300 survey responses of Chinese consumers were analyzed using structured models. The results show that both autonomy and adaptability had significant impacts on perceived usefulness and perceived easy of use. Multifunctionality and ability to cooperate affected perceived usefulness, while reactivity did not affected perceived usefulness or perceived easy of use. Anthropomorphism increased perceived enjoyment. Both perceived usefulness and perceived easy of use have been identified to improve the use-diffusion of smart speakers. Perceived enjoyment enhanced the variety of use. We expect these results help understand the factors that need to be considered for the design or marketing communication of smart products.

The Research of Exploring Factors Impact on User's Continuance Usage of Chinese Short-clip Application: Based on the Unified Theory of Acceptance and use of Technology (UTAUT) and Flow Theory (중국 쇼트 클립 어플리케이션 지속 이용의도 연구: 플로우 이론과 통합기술수용모형을 바탕으로)

  • Xiang, Yue;Nam, Yoonjae
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.568-580
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    • 2019
  • This research explored how the various of factors including performance expectancy, effort expectancy, social influence and facilitating conditions and some external factors consisting of critical mass, attention, perceived enjoyment, and time distortion had impacts on users' usage of short-clip application based on flow theory and the UTAUT model. The research employed SEM with 263 valid questionnaires. The results showed that social influence and satisfaction factors had positive impacts in sustainable usage of mobile short-clip application, while the other factors have no special effect on it. The results also indicated that time distortions had a negative effect in the intention of continuous usage. Furthermore, performance expectancy, perceived enjoyment, and time distortions had positive impacts in users' satisfaction. The beneficial effects of critical mass on social influence had been recognized through this study.

Power Process: The Interrelationships of Marital Power, Influence Strategies, and Negative Conflict Resolution Styles(Attack vs. Avoidance) (권력의 과정: 부부권력, 영향력전략, 부정적 갈등해결방식(공격 vs. 회피)의 관계)

  • Lee, Myung Shin;Yang, Nan Mee
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.262-277
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    • 2021
  • In order to explore the power process, a hypothetical model which explains the interrelationships among 3 marital power(traditional, egalitarian, personal), 3 influence strategies(reward, coercion, emotional), and 2 negative conflict resolution styles(attack vs. avoidance) was developed. In order to examine the gender differences, male model and female model were developed separately and compared. Using the data collected from 182 males and 196 females, the hypothetical model was tested. For data analysis, SEM was used. As a result, 3 common paths were found: Greater use of emotional influence strategy increased attack as well as avoidance. Greater egalitarian power increased reward. Egalitalian power affected the use of coercion, but the direction was opposed: male's egalitarian power decreased coercion, while female's egalitarian power increased it. Except these, the analyses revealed the substantial differences between male and female. Based on the findings, the ways to reduce attack and avoidance, and theoretical implications were discussed.

A Study on the Determinants of Consumers' Intention to Switch to New Self-service Technologies in Banking Industry (고객의 셀프서비스 테크놀로지로의 전환요인에 대한 실증연구)

  • Kim, Young-Kyun
    • Journal of Korea Society of Industrial Information Systems
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    • v.14 no.1
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    • pp.73-89
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    • 2009
  • This research examines the factors that influence a consumer's decision to switch to new self-service technologies. The model related to attitudes, anticipated outcomes and intentions to change a behavior was assessed using structural equation modeling at the context of a banking industry. The results revealed that 1) an attitude toward a staff, Internet banking, and an ATM would influence an attitude toward a bank, 2) an attitude toward Internet banking and ATM influence utility and enjoyment, and an attitude toward Internet banking and staff affect social acceptance, 3) an attitude toward a bank was positively associated with enjoyment, 4) an attitude toward Internet banking had a positive effect on the intention, but an attitude toward an ATM had a negative one, and 5) both anticipated outcomes, enjoyment and social acceptance, were found to influence an intention to change behavior, but utility was found to affect negatively.

A Study on Conative IS Use Behavior of RPA under Mandatory IS Use Environment (강제적 사용환경 하의 RPA 능동적 사용행동에 관한 연구)

  • Jungeun Lee;Hyunchul Ahn
    • Knowledge Management Research
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    • v.24 no.1
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    • pp.223-243
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    • 2023
  • RPA is implemented through management policy and enforced in mandatory environments to enhance performance and efficiency in various fields. However, the success of RPA implementation depends on the level of active engagement from organization members, even in a mandatory setting. This study identifies perceived ease of use, usefulness, accountability, perceived risk, and self-efficacy as variables that influence conative use behavior, which consists of reflective secondary factors such as immersion, reinvention, and learning. Data was collected from 207 office workers in various industries who have experience with RPA to test the proposed research model. The structural equation was verified using SPSS 20.0 and SmartPLS 4.0, and the analysis showed that all the proposed variables had a significant impact on conative use behavior. Our research findings provide theoretical and practical implications in knowledge management, enabling companies that implement RPA to recognize and address factors that encourage their members to actively use RPA.

Study of Interaction of Native DNA with Iron(III)-(2,4-Dihydroxysalophen)chloride (천연 DNA와 2,4-디히드록시살로펜-염화철(III)과 의 상호작용 연구)

  • Azani, Mohammad-Reza;Hassanpour, Azin;Bordbar, Abdol-Khalegh
    • Journal of the Korean Chemical Society
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    • v.54 no.5
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    • pp.573-578
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    • 2010
  • In this study, iron(III)-2,4-dihydroxysalophen chloride (Fe(2,4-DHSalophen)Cl), has been synthesized by combination of 2,4-dihydroxysalophen (2,4-DHSalophen) with $FeCl_2$ in a solvent system. This complex combination was characterized using UV-vis and IR spectroscopies. Subsequently, the interaction between native calf thymus deoxyribonucleic acid (ct-DNA) and Fe(2,4-DHSalophen)Cl, was investigated in 10 mM Tris/HCl buffer solution, pH 7.2, using UV-visible absorption and fluorescence spectroscopies, thermal denaturation technique and viscosity measurements. From spectrophotometric titration experiments, the binding constant of Fe(2,4-DHSalophen)Cl with ct-DNA was found to be $(1.6{\pm}0.2){\times}10^3\;M^{-1}$. The fluorescence study represents the quenching effect of Fe(2,4-DHSalophen)Cl on bound ethidium bromide to DNA. The quenching process obeys linear Stern-Volmer equation in extended range of Fe(2,4-DHSalophen)Cl concentration. Thermal denaturation experiments represent the increasing melting temperature of DNA (about $4.3^{\circ}C$) due to binding of Fe(2,4-DHSalophen)Cl. These results are consistent with a binding mode dominated by interactions with the groove of ct-DNA.

Why do People Play P2E (Play-to-Earn) Games?: Focusing on Outcome Expectation and Social Influence (P2E(Play-to-Earn) 게임 지속이용의도에 대한 연구)

  • Jang, Moonkyoung
    • Knowledge Management Research
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    • v.23 no.3
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    • pp.23-44
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    • 2022
  • With the development of blockchain technology, play-to-earn (P2E) games, one of the decentralized applications (dApps), are receiving great social attention. P2E games are positively evaluated as areas with high growth potential based on blockchain technology, and at the same time, they are negatively evaluated as speculative as people can cash P2E game items in the form of cryptocurrency. In this situation, the purpose of this study is to investigate factors affecting the intention to use P2E games. Along with the discussion of hedonic system adoption, we consider the factors with perceived enjoyment, economic incentive, and social influence. In order to verify our research model, data were collected from 350 adults with P2E game experience or recognition, and a structural equation model was carried out. The analysis results find that perceived enjoyment and subjective norm have a significant positive effect on the intention to use P2E games, and economic incentive does not have a significant effect. In addition, peer influence and external influence have a significant positive effect on subjective norm. Drawing on these findings, we present several academic and practical implications for future research.

Prediction of Transpiration Rate of Lettuces (Lactuca sativa L.) in Plant Factory by Penman-Monteith Model (Penman-Monteith 모델에 의한 식물공장 내 상추(Lactuca sativa L.)의 증산량 예측)

  • Lee, June Woo;Eom, Jung Nam;Kang, Woo Hyun;Shin, Jong Hwa;Son, Jung Eek
    • Journal of Bio-Environment Control
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    • v.22 no.2
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    • pp.182-187
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    • 2013
  • In closed plant production system like plant factory, changes in environmental factors should be identified for conducting efficient environmental control as well as predicting energy consumption. Since high relative humidity (RH) is essential for crop production in the plant factory, transpiration is closely related with RH and should be quantified. In this study, four varieties of lettuces (Lactuca sativa L.) were grown in a plant factory, and the leaf areas and transpiration rates of the plants according to DAT (day after transplanting) were measured. The coefficients of the simplified Penman-Monteith equation were calibrated in order to calculate the transpiration rate in the plant factory and the total amount of transpiration during cultivation period was predicted by simulation. The following model was used: $E_d=a*(1-e^{-k*LAI})*RAD_{in}+b*LAI*VPD_d$ (at daytime) and $E_n=b*LAI*VPD_n$ (at nighttime) for estimating transpiration of the lettuce in the plant factory. Leaf area and transpiration rate increased with DAT as exponential growth. Proportional relationship was obtained between leaf area and transpiration rate. Total amounts of transpiration of lettuces grown in plant factory could be obtained by the models with high $r^2$ values. The results indicated the simplified Penman-Monteith equation could be used to predict water requirements as well as heating and cooling loads required in plant factory system.

The Impact of O4O Selection Attributes on Customer Satisfaction and Loyalty: Focusing on the Case of Fresh Hema in China (O4O 선택속성이 고객만족도 및 고객충성도에 미치는 영향: 중국 허마셴셩 사례를 중심으로)

  • Cui, Chengguo;Yang, Sung-Byung
    • Knowledge Management Research
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    • v.21 no.3
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    • pp.249-269
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    • 2020
  • Recently, as the online market has matured, it is facing many problems to prevent the growth. The most common problem is the homogenization of online products, which fails to increase the number of customers any more. Moreover, although the portion of the online market has increased significantly, it now becomes essential to expand offline for further development. In response, many online firms have recently sought to expand their businesses and marketing channels by securing offline spaces that can complement the limitations of online platforms, on top of their existing advantages of online channels. Based on their competitive advantage in terms of analyzing large volumes of customer data utilizing information technologies (e.g., big data and artificial intelligence), they are reinforcing their offline influence as well through this online for offline (O4O) business model. On the other hand, most of the existing research has primarily focused on online to offline (O2O) business model, and there is still a lack of research on O4O business models, which have been actively attempted in various industrial fields in recent years. Since a few of O4O-related studies have been conducted only in an experience marketing setting following a case study method, it is critical to conduct an empirical study on O4O selection attributes and their impact on customer satisfaction and loyalty. Therefore, focusing on China's representative O4O business model, 'Fresh Hema,' this study attempts to identify some key selection attributes specialized for O4O services from the customers' viewpoint and examine the impact of these attributes on customer satisfaction and loyalty. The results of the structural equation modeling (SEM) with 300 O4O (Fresh Hema) experienced customers, reveal that, out of seven O4O selection attributes, four (mobile app quality, mobile payment, product quality, and store facilities) have an impact on customer satisfaction, which also leads to customer loyalty (reuse intention, recommendation intention, and brand attachment). This study would help managers in an O4O area well adapt to rapidly changing customer needs and provide them with some guidelines for enhancing both customer satisfaction and loyalty by allocating more resources to more significant selection attributes, rather than less significant ones.

Customer-perceived distributive peer justice climate, community identification, C2C interaction quality, and helping intention in MMORPG contexts (고객의 분배공정성분위기 지각과 커뮤니티동일시, 고객간상호작용인식, 도움행동의도의 관계에 대한 연구)

  • Hyun Sik Kim
    • Journal of Service Research and Studies
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    • v.14 no.2
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    • pp.158-177
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    • 2024
  • This paper proposes and tests a theoretical model of the relational link between a novel form of customer-perceived fairness for a reward design (distributive peer justice climate) and C2C helping intention via community identification and online C2C interaction (friend-, neighboring customer-, audience-interaction) qualities in a collective consumption context (MMORPG). To test hypotheses, we amassed survey data within a collective consumption context (massively multiplayer online role-playing games, MMORPGs). We used structural equation modeling in analyzing the survey data. The results reveal that user-perceived distributive peer justice climate for a reward design enhances their C2C helping intention via community identification and C2C interactions in MMORPG contexts. Collective consumption-type service managers should focus on promoting the user-perceived distributive peer justice climate for their reward system to enhance users' present C2C co-creation experience (community identification, C2C interaction) and future C2C co-creation behavior (helping intention). By adopting an intra-unit level distributive justice concept (customer-perceived distributive peer justice climate) to a reward design in a collective consumption context (MMORPGs), this study informed collective consumption-type service managers of the importance of its management.