• Title/Summary/Keyword: Ease

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The Influence of Digital Literacy and Demographic Characteristics on Online Shopping Intention: An Empirical Study in Palestine

  • NAZZAL, Ayman;THOYIB, Armanu;ZAIN, Djumilah;HUSSEIN, Ananda Sabil
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.8
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    • pp.205-215
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    • 2021
  • The purpose of the study is to investigate the effect of digital literacy, perceived usefulness, and perceived ease of use on Internet users' online purchase intention in Palestine, as well to examine the moderating effect of Internet users' socioeconomic characteristics - age and gender on the relationships between digital literacy and online purchase intention. An extended technology acceptance model (TAM) by including digital literacy was applied in this research. The study applied a quantitative method, where 400 respondents participated in a questionnaire. The collected data was tested against the research framework using the partial least squares (SEM-PLS) method. The findings indicate that digital literacy has a significant effect on perceived usefulness, perceived ease of use, and online purchase intention; there is a significant effect of perceived usefulness on online purchase intention, but not perceived ease of use. On the other hand, socioeconomic variables demonstrate that neither age nor gender moderates the relationship between digital literacy and online purchase intention; in short, age and gender do not condition the intention of the Internet user.

A Study on the Interface Design of Preschool Children Educational Course-ware Based on User Experience and TAM

  • Deng, Qianrong;Cho, Dong-min
    • Journal of Korea Multimedia Society
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    • v.25 no.3
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    • pp.528-536
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    • 2022
  • The purpose of this study is to help preschool children in the interface design of educational game APP at the psychological level. The conceptual model is constructed through the Technology Acceptance Model (TAM) to explore the perceived usefulness and perceived ease of use when children are playing educational game APP. The empirical study was conducted in the form of questionnaires collected after children used game. The research subjects were 3-6 years old children, and the research tool was the game app. Data collection under the guidance of their parents. The research shows that children educational game experience elements can effectively increase preschool children's psychological perception of educational games. Perceived ease of use also increases trust in educational games for children. The results were as follows: 1. Cronbach's Alpha and KMO were 0.969 and 0.955, and the P value was significant, which passed the reliability and validity test. 2. Through confirmatory factor analysis (Model fit index, Composite reliability, discriminant validity), we found that user experience is closely related to perceived usefulness and perceived ease of use. 3. The path analysis of the relationship proves that perceived ease of use play a key role in trusting preschool children educational game APP.

The Effect of Learning Management System on Intention of Continuous Use in Universities (대학에서 학습관리시스템의 지속적 사용의도에 미치는 영향)

  • Kwon, Youngae;Park, Hyejin
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.18 no.2
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    • pp.49-59
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    • 2022
  • This study aims to understand the effects of perceived usefulness, perceived ease, and expected matching on user satisfaction and continuous use intention for the learning management system (LMS). To this end, an online survey was conducted on K University students located in Chungcheongbuk-do, and 488 data were analyzed and utilized. First, it was found that the expected match of the learning management system had an effect on perceived usefulness and perceived ease. Second, it was found that perceived usefulness, perceived ease, and expected matching had an effect on user satisfaction. Perceived usefulness, user satisfaction and perceived ease of use were found to have an effect on the intention to continue using. It can be seen that the improvement of the quality of the university education system has an effect on the improvement of learners' learning effects and satisfaction. Accordingly, it is necessary to seek various ways to continuously manage the quality of the learning management system.

The Analysis on Airline Passengers' Intention to Use a Self Check-ln Kiosk through Extended Technology Acceptance Model (확장된 기술수용모델을 통한 항공사 고객의 셀프체크인 키오스크의 사용의도 분석)

  • Choi, Sa-Ra;Park, Yun-Mi;Jeong, Eun-Seong
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.30 no.3
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    • pp.54-64
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    • 2022
  • Airlines have been introducing self check-in kiosks to reduce check-in time and improve operational efficacy to increase business revenue. The domestic airlines have actively provided kiosks at airports which are expected to reduce their operating costs and enrich their passengers' travel convenience. Based on the above background, the study investigates the factors influencing intention to use the self check-in kiosks by employing the Extended Technology Acceptance Model (ETAM). The study, therefore, designed a research model by reviewing theories and studies on the relationship among information quality, innovativeness, perceived ease of use, perceived usefulness, and intention to use the kiosks. The structural equation model revealed the following. Information quality and innovativeness had a significantly positive influence on perceived ease of use and perceived usefulness; furthermore, perceived ease of use had a significantly positive influence on perceived usefulness. In addition, both perceived ease of use and perceived usefulness had a significantly positive influence on intention to use. The results indicate that the airlines should constantly develop user-friendly contents and design of the self check-in kiosks.

Research on Characteristics of Platforms for Purchasing Airline Tickets - Focusing on Air Ticket Distribution in Korea

  • Seonhee, KO
    • Journal of Distribution Science
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    • v.21 no.2
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    • pp.119-129
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    • 2023
  • Purpose: This study intended to examine the effects of the characteristics of platforms for purchasing airline tickets on perceived ease of use, usefulness, and e-loyalty, applying the technology acceptance model. Research design, data and methodology: A research model was established based on previous studies, and data were collected from consumers with experience in the airline ticket purchasing platform. 175 valid samples were used and analyzed using SEM. Results: Characteristics of the ticket purchase platform were classified into sub-factors of accessibility, functionality and information reliability through theoretical consideration. The established hypotheses for the research were partially accepted. Conclusions: First, functionality and information reliability were found to have significant positive effects on perceived ease of use, while accessibility did not have such effect. Second, accessibility did not affect the perceived usefulness, and both functionality and information reliability had a significant positive effect on perceived usefulness. Third, it was found that the perceived ease of use had a positive effect on perceived usefulness. Finally, it was found that perceived ease of use did not affect e-loyalty of the ticket purchasing platform, only perceived usefulness affected e-loyalty. This study had important academic and practical implications in the context of air ticket distribution.

The Structural Impact of Technology Readiness on Call Center Counselors' Intention to Use in the Introduction of Artificial Intelligence Systems: Focusing on AICC(Artificial Intelligence Contact Center) (인공지능 시스템 도입에 있어서 기술 준비도가 콜센터 상담사들의 사용 의도에 미치는 구조적인 영향: AICC(인공지능 컨택 센터)를 중심으로)

  • Seong Sik Baeck;Jun Seop Lee
    • Journal of Information Technology Services
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    • v.22 no.4
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    • pp.1-19
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    • 2023
  • This study is a study on the effect of technical readiness factors on counselors' intention to use when applying AICC. AICC counselors experience improved customer service and emotional stability by receiving various monitor notification window services based on artificial intelligence algorithms such as customer counseling history, prohibited word control system, and customized counseling system. Accordingly, this study tried to verify using factors derived from technology readiness theory and technology acceptance theory among the factors affecting the intention to continue using AICC provided to counselors. To verify the research hypothesis, the causal relationship between variables such as Optimism, Innovativeness, Discomfort, Insecurity, and Technology Acceptance Theory, such as Team Support, Ease of Usage, and Innovation Resistance, was verified. As a result of empirical analysis, first, it was verified that Optimism has a positive (+) effect on Team Support and Ease of Usage, and Discomfort and Insecurity have a negative (-) effect on Ease of Usage and Team Support. Second, it was confirmed that Team Support and Ease of Usage had a positive effect on the Intention to use AICC. Based on the above empirical analysis results, the concepts of Technical Readiness were clearly proved, and in practical terms, AICC helped inquiry, quality evaluation, recording, and management of counseling history, ultimately increased corporate work efficiency.

A Study on Passengers' Acceptance of Untact Technology Services at Incheon Airport: Application Innovative Expansion Theory and Technology Acceptance Model (인천공항 이용객의 언택트기술 서비스 수용에 관한 연구: 혁신확산이론과 기술수용모델의 적용)

  • Chun-Me Park;Kee-Woong Kim
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.32 no.2
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    • pp.100-111
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    • 2024
  • This study was conducted to explain airport users' acceptance intention for untact smart devices being introduced at Incheon Airport. Based on the technology acceptance model, perceived usefulness and ease of use influenced attitudes and intention to use. It was verified whether it was affecting the effect. In addition, variables proposed in innovation diffusion theory were selected to verify exogenous variables that affect perceived usefulness and ease of use, which serve as key independent variables in the technology acceptance model. Research results show that perceived usefulness has a high level of positive influence on attitude, whereas perceived ease of use has a low influence and does not show a statistically significant influence. In addition, it was confirmed that most variables of the innovation diffusion theory had no effect on usefulness and ease of use. This means that the key variable in the spread and use of untact smart devices at airports is the perception of usefulness, which means that resistance to accepting new technology is not high.

An Analysis on Clothing Construction for the Virtual Clothing Simulation of Haenyeo Suits -Analyzing the Characteristics, Product Sizes, and Ease of Jeju Haenyeo Suits- (해녀복 가상착의를 위한 의복구성적 연구 -제주 해녀복의 특징, 제품 치수, 여유분에 대한 분석-)

  • Rani Eom
    • Journal of the Korean Society of Clothing and Textiles
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    • v.48 no.4
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    • pp.744-755
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    • 2024
  • This study analyzes the characteristics, product dimensions, and ease of haenyeo suits to inform their reproduction. Large, medium, and small haenyeo suits were collected from four manufacturers in Jeju, and their components, cut styles, product dimensions, and ease were analyzed. In the current haenyeo suit design, the upper suit has a collar and a crotch, while the lower suit has a high rise with a gusset. Additionally, there are darts behind the neck in the upper suit and behind the knees in the lower suit. Haenyeo suits have a three-dimensional shape that accommodates the postures needed for haenyeo's underwater activities. The upper suit is finished with a cuffed hem or an uncuffed side seam with a diagonal or stepped cut. The lower suit is cut and sewn with the waist and hem at right angles or with the hem diagonal to the waistline. Haenyeo suit dimensions vary between manufacturers, and the models' body dimensions show that there is little or no ease. In conclusion, haenyeo suit manufacturers currently use the same components; however, they differ in terms of cut styles, sewing methods, dimensions, and designs.

Methods of Merging a 3D Replica and Ease Distribution for Woman's Pant Patterns (여성용 바지 패턴 설계를 위한 3차원 밀착 패턴 여유량 부가와 레플리카 조합 방법)

  • Wu, Yanjun;Hong, Kyung-Hi
    • Journal of the Korean Society of Clothing and Textiles
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    • v.36 no.4
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    • pp.443-455
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    • 2012
  • In this research, a woman matched to the average Korean standard size specification of 21-24 years of age was scanned using Cyberware. Rapidform 2004 was used to separate the body zone into fit zone, action zone and design zone, depending on the function of the lower body. Each divided body zone expanded radially using 'offset' by 1.60mm at the cross section of the waist, and 6.36mm at the hip level. Resultant ease values were 1cm and 4cm along the waistline and hipline (respectively), as recommended in previous research. 2C-AN program and Yuka CAD was used to develop a pant pattern from the enlarged 3D body surface blocks. A total of five pants were constructed using conventional fabrics for light weight formal pants. The appearance of the experimental pants were evaluated by five clothing-major evaluators using a questionnaire that consisted of 21 questions. In addition, functional aspects of the experimental pants were also evaluated by wearer while performing five postures for the measurement of ease of movement. It was found that, the method of regional offset and suggested 3D to 2D pattern development generate reasonably good pant patterns. Among the pattern block arrangements, the method B was evaluated as the best way to generate formal pants from the tight-fit pattern, which fit smoothly over the lower body for maintaining ease of movement.

Investigating Key User Experience Factors for Virtual Reality Interactions

  • Ahn, Junyoung;Choi, Seungho;Lee, Minjae;Kim, Kyungdoh
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.4
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    • pp.267-280
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    • 2017
  • Objective: The aim of this study is to investigate key user experience factors of interactions for Head Mounted Display (HMD) devices in the Virtual Reality Environment (VRE). Background: Virtual reality interaction research has been conducted steadily, while interaction methods and virtual reality devices have improved. Recently, all of the virtual reality devices are head mounted display based ones. Also, HMD-based interaction types include Remote Controller, Head Tracking, and Hand Gesture. However, there is few study on usability evaluation of virtual reality. Especially, the usability of HMD-based virtual reality was not investigated. Therefore, it is necessary to study the usability of HMD-based virtual reality. Method: HMD-based VR devices released recently have only three interaction types, 'Remote Controller', 'Head Tracking', and 'Hand Gesture'. We search 113 types of research to check the user experience factors or evaluation scales by interaction type. Finally, the key user experience factors or relevant evaluation scales are summarized considering the frequency used in the studies. Results: There are various key user experience factors by each interaction type. First, Remote controller's key user experience factors are 'Ease of learning', 'Ease of use', 'Satisfaction', 'Effectiveness', and 'Efficiency'. Also, Head tracking's key user experience factors are 'Sickness', 'Immersion', 'Intuitiveness', 'Stress', 'Fatigue', and 'Ease of learning'. Finally, Hand gesture's key user experience factors are 'Ease of learning', 'Ease of use', 'Feedback', 'Consistent', 'Simple', 'Natural', 'Efficiency', 'Responsiveness', 'Usefulness', 'Intuitiveness', and 'Adaptability'. Conclusion: We identified key user experience factors for each interaction type through literature review. However, we did not consider objective measures because each study adopted different performance factors. Application: The results of this study can be used when evaluating HMD-based interactions in virtual reality in terms of usability.