• Title/Summary/Keyword: Ease of perception

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Technology Adoption of InnovViz 2.0 : A Study of Mixed-Reality Visualization and Simulation System for Innovation Strategy with UTAUT Model

  • Savetpanuvong, Phannaphatr;Tanlamai, Uthai;Lursinsap, Chidchanok;Leelaphattarakij, Pairote;Kunarittipol, Wisit;Choochaisri, Supasate
    • Journal of Information Technology Applications and Management
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    • v.18 no.3
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    • pp.1-30
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    • 2011
  • InnovVizwas designed and developed anew as avisualization and simulationtool to present innovation and strategy information. The InnovViz system employs two key types of technology, namely mixed reality (MR) and neural network (NN). An experiment was conducted to examine the usability, acceptance and possible adoption of this new system. Participants comprised 4 experts from 4 top performing entrepreneurial firms and 161 master degree students from 2 leading universities. The study used a modified UTAUT model and a cognition and perception model. The results revealed that when the InnovViz was introduced, the key drivers to adoption are Facilitating Conditions (FC) and Voluntary to Use (VOL). Adequate knowledge and sufficient resources were found to strongly affect FC construct. The expert's rating of a firm's innovation and performance was more congruent with senior students with a technology-background than with a finance and accounting-background. InnovViz was seen as providing complex information with an ease of use and usefulness for showing data and assessment. Among the three types of visuals depicted by InnovViz, experts rated their usefulness in descending order as follows: Cube, Tetrahedron and Saturn. Finally, experts found backward simulation to be slightly more useful for assessment than forward simulation.

Study of User Reuse Intention for Gamified Interactive Movies upon Flow Experience

  • Han, Zhe;Lee, Hyun-Seok
    • Journal of Multimedia Information System
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    • v.7 no.4
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    • pp.281-293
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    • 2020
  • As Christine Daley suggested, "interaction-image" is considered to be typical in the age of "Cinema 3.0", which integrates the interactivity of game art and obscures the boundary between producers and customers. In this case, users are allowed to involve actively in the scene as "players" to manage the tempo of the story to some extent, it, thus, makes users pleased to watch interactive movies repeatedly for trying a diverse option to unlock more branch lines. Accordingly, this paper aims to analyze the contributory factors and effect mechanism of users' reuse intention for gamified interactive movies and offer specific concepts to improve the reuse intention from the interactive film production and operation perspectives. Upon integrating the Flow theory and Technology Acceptance Model (TAM) and separating the intrinsic and extrinsic motivations of key factors based on Stimulus-Organism-Response (S-O-R), the research builds an empirical analysis model for users' reuse intention with cognition, design, attitude emotional experience and conducts an empirical analysis on 425 pieces of valid sample data applying SPSS22 and Amos23. The results show that user satisfaction and flow experience impact users' reuse intention highly and perceived usefulness, perceived ease of use, perceived enjoyment, remote perception, interactivity, and flow experience have significant positive influence on user satisfaction experience.

Developing Information Security Management Model for SMEs: An Empirical Study (중소기업 정보보호관리 모델의 개발: 실증 연구)

  • Lee, Jung-Woo;Park, Jun-Gi;Lee, Zoon-Ky
    • Asia pacific journal of information systems
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    • v.15 no.1
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    • pp.115-133
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    • 2005
  • This study is to develop an information security management model(ISMM) for small and medium sized enterprises(SMEs). Based on extensive literature review, a five-pillar twelve-component reference ISMM is developed. The five pillars of SME's information security are: centralized decision making, ease of management, flexibility, agility and expandability. Twelve components are: scope & organization, security policy, resource assessment, risk assessment, implementation planning, control development, awareness training, monitoring, change management, auditing, maintenance and accident management. Subsequent survey designed and administered to expose experts' perception on the importance of these twelve components revealed that five out of tweleve components require relatively immediate attention than others, especially in SME's context. These five components are: scope and organization, resource assessment, auditing, change management, and incident management. Other seven components are policy, risk assessment, implementation planning, control development, awareness training, monitoring, and maintenance. It seems that resource limitation of SMEs directs their attention to ISMM activities that may not require a lot of resources. On the basis of these findings, a three-phase approach is developed and proposed here as an SME ISMM. Three phases are (1) foundation and promotion, (2) management and expansion, and (3) maturity. Implications of the model are discussed and suggestions are made for further research.

Making Lighting Standard for a Museum using a Prediction of Exhibits' Color Change (전시물의 변색 예측을 이용한 박물관 조명기준의 작성)

  • Kim, Hong-Bum;Kim, Hoon;Kwon, Sae-Hyuk
    • The Proceedings of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.10 no.6
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    • pp.37-47
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    • 1996
  • An appropriate lighting standard for the museum is needed to minimize the deterioration of the exhibits by the light and to increase the ease of perception of visitors. To make the standard, museum lighting recommendations of several countries were analyzed. Using measured color change characteristics of Korean traditional artifacts, illuminance-hours for the artifacts with noticeable color change were calculated for various light sources, and the artifacts were classified into ISO levels. Considerations for making lighting standard and the proceedings to make a decision for the considerations were described. Finally, lighting standard which can be applicable to Korean museum was presented.

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A Study of the Factors Influencing on the Intention to Use Fintech (핀테크 사용의도에 영향을 미치는 요인에 관한 연구)

  • Kim, Eun Jung;Kim, Joo Hyun;Kim, Jong Weon
    • The Journal of Information Systems
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    • v.26 no.1
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    • pp.75-91
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    • 2017
  • Purpose Fintech has been recently drawing extensive attention all over the world as the innovative trend that will change the future of the global financial industry. However, fintech has been mostly focusing on the payment service in the embryonic stage in Korea. This paper will investigate the approach to increase the intention to use for those who do not use fintech at present. Design/methodology/approach This paper empirically analyzes the impact of innovation of users and the perceived ease-of-use and security on the intention to use through the perceived usefulness and confidence. The 255 survey responses were used to verify research hypotheses through covariate structural equation model. Findings According to the analysis results, it was found that innovation had a significant impact on the perceived usefulness, but had no significant impact on confidence. The perceived usefulness had a significant impact on perceived usefulness and confidence. Moreover, the perceived usefulness and confidence had a significant impact on the intention to use. Meanwhile, it was identified that the security perceived by those who do not use fintech had a negative impact on perceived usefulness, confidence, and intention to use related to fintech. Accordingly, fintech service providers need to determine an approach to help customers to have a positive perception on the security of fintech.

A Study of The Correlation between Visual Metaphor and User Affection (인터페이스에서 시각 메타포의 요소와 사용자 감성과의 상관성 연구)

  • Lee, Gwang-Deuk;Song, Seung-Keun;Lee, Jin-Ho;Jeong, Hee-Kwon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.165-166
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    • 2013
  • The principle of human perception, behavior, and thought is presented in the traditional interface design study that is ease to use and increase the learn-ability. We believe that the usability is related to user's affection. The goal of this paper is to investigate how visual metaphor works in usability and affection in interface to analyse the effect of visual metaphor to user affection. Literature reviews for the concept of metaphor and affection design conducted. We analyse the effect to user's affection through think-aloud i.e. protocol analysis for metaphor.

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The effects of computer self-efficacy, self-regulated learning strategy, and LMS quality on e-learner's satisfaction (이러닝 학습자 만족에 영향을 미치는 컴퓨터 자기 효능감, 자기 조절 효능감 및 LMS 품질)

  • Lee, Jong-Ki
    • Journal of Korea Society of Industrial Information Systems
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    • v.12 no.4
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    • pp.97-106
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    • 2007
  • According to the 2004 Sloan Consortium Report, distance education is the fastest growing sector of higher education. This study suggests a research model, based on an e-Learning success model, the relationship of the e-learner's self-regulated learning strategy, computer self-efficacy, and system quality perception of the e-Learning environment. As a result, perceived usefulness, perceived ease of use, and service quality effect on e-learner's satisfaction. In addition to, self-regulated learning strategy based on computer self-efficacy is also important variable regarding e-learner's satisfaction.

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Wearable Tactile Display Based on Soft Actuator (유연한 구동기를 이용한 착용 가능한 촉각 제시 장치 개발)

  • Koo, Ig-Mo;Jung, Kwang-Mok;Park, Jong-Kil;Koo, Ja-Choon;Lee, Young-Kwan;Nam, Jae-Do;Choi, Hyouk-Ryeol
    • The Journal of Korea Robotics Society
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    • v.1 no.1
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    • pp.89-101
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    • 2006
  • Tactile sensation is one of the most important sensory functions for human perception of objects. Recently, there have been many technical challenges in the field of tactile display as well as tactile sensing. In this paper, we propose an innovative tactile display device based on soft actuator technology with ElectroActive Polymer(EAP). This device offers advantageous features over existing devices with respect to intrinsic flexibility, softness, ease of fabrication and miniaturization, high power density, and cost effectiveness. In particular, it can be adapted to various geometric configurations because it possesses structural flexibility, so it can be worn on any part of the human body such as finger, palm, and arm etc. It can be extensively applied as a wearable tactile display, a Braille device for the visually disabled, and a human interface in the future. A new design of the flexible actuator is proposed and its basic operational principles are discussed. In addition, a wearable tactile display device with $4{\times}5$ actuator array(20 actuator cells) is developed and its effectiveness is confirmed.

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Integrating Perceived Enjoyment within the UTAUT Model for Enhanced Distribution Management Strategies

  • Putu Yudi SETIAWAN;Ni Putu Cempaka Dharmadewi ATMAJA;I Gusti Ayu TIRTAYANI
    • Journal of Distribution Science
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    • v.22 no.1
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    • pp.13-23
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    • 2024
  • Purpose: Within the ever-changing realm of modern e-commerce, this study delves into the complex effects of factors like performance expectations, ease of use, social influence, favorable conditions, and enjoyment perception on users' intentions and usage patterns in online marketplace apps. The research centres on Tokopedia app users in Denpasar City, encompassing a wide and varied demographic. Methods: Utilizing a non-probability sampling method, 200 participants were selected for extensive data collection through surveys. Subsequent rigorous analysis of the gathered data was performed using Structural Equation Modeling-Partial Least Squares (SEM-PLS) techniques. Results: This study aims to contribute substantially to theoretical and practical knowledge regarding marketplace app usage. Theoretical contributions involve enhancing the marketing domain, especially in digital marketing, by revealing the intricate factors influencing user conduct in online marketplaces. From a practical standpoint, this research provides valuable insights for entrepreneurs aspiring to join or improve their positions in the Tokopedia app market. Conclusion: Based on the study, we suggest optimising online shopping apps for a more appealing and user-friendly interface. Enhancing the enjoyment and simplicity of finding desired products can prompt heightened usage of online shopping services, thereby reinforcing distribution management strategies and overall market presence.

A Study on the Influence of Information Security on Consumer's Preference of Android and iOS based Smartphone (정보보안이 안드로이드와 iOS 기반 스마트폰 소비자 선호에 미치는 영향)

  • Park, Jong-jin;Choi, Min-kyong;Ahn, Jong-chang
    • Journal of Internet Computing and Services
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    • v.18 no.1
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    • pp.105-119
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    • 2017
  • Smartphone users hit over eighty-five percentage of Korean populations and personal private items and various information are stored in each user's smartphone. There are so many cases to propagate malicious codes or spywares for the purpose of catching illegally these kinds of information and earning pecuniary gains. Thus, need of information security is outstanding for using smartphone but also user's security perception is important. In this paper, we investigate about how information security affects smartphone operating system choices by users. For statistical analysis, the online survey with questionnaires for users of smartphones is conducted and effective 218 subjects are collected. We test hypotheses via communalities analysis using factor analysis, reliability analysis, independent sample t-test, and linear regression analysis by IBM SPSS statistical package. As a result, it is found that hardware environment influences on perceived ease of use. Brand power affects both perceived usefulness and perceived ease of use and degree of personal risk-accepting influences on perception of smartphone spy-ware risk. In addition, it is found that perceived usefulness, perceived ease of use, degree of personal risk-accepting, and spy-ware risk of smartphone influence significantly on intention to purchase smartphone. However, results of independent sample t-test for each operating system users of Android or iOS do not present statistically significant differences among two OS user groups. In addition, each result of OS user group testing for hypotheses is different from the results of total sample testing. These results can give important suggestions to organizations and managers related to smartphone ecology and contribute to the sphere of information systems (IS) study through a new perspective.