• Title/Summary/Keyword: Extended Acceptance Technology Model

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An Exploratory Study on Determinants Affecting R Programming Acceptance (R 프로그래밍 수용 결정 요인에 대한 탐색 연구)

  • Rubianogroot, Jennifer;Namn, Su Hyeon
    • Management & Information Systems Review
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    • v.37 no.1
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    • pp.139-154
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    • 2018
  • R programming is free and open source system associated with a rich and ever-growing set of libraries of functions developed and submitted by independent end-users. It is recognized as a popular tool for handling big data sets and analyzing them. Reflecting these characteristics, R has been gaining popularity from data analysts. However, the antecedents of R technology acceptance has not been studied yet. In this study we identify and investigates cognitive factors contributing to build user acceptance toward R in education environment. We extend the existing technology acceptance model by incorporating social norms and software capability. It was found that the factors of subjective norm, perceived usefulness, ease of use affect positively on the intention of acceptance R programming. In addition, perceived usefulness is related to subjective norms, perceived ease of use, and software capability. The main difference of this research from the previous ones is that the target system is not a stand-alone. In addition, the system is not static in the sense that the system is not a final version. Instead, R system is evolving and open source system. We applied the Technology Acceptance Model (TAM) to the target system which is a platform where diverse applications such as statistical, big data analyses, and visual rendering can be performed. The model presented in this work can be useful for both colleges that plan to invest in new statistical software and for companies that need to pursue future installations of new technologies. In addition, we identified a modified version of the TAM model which is extended by the constructs such as subjective norm and software capability to the original TAM model. However one of the weak aspects that might inhibit the reliability and validity of the model is that small number of sample size.

A Study on the Intention to Use AI Speakers: focusing on extended technology acceptance model (인공지능(AI)스피커 사용의도에 관한 연구: 확장된 기술수용모델을 중심으로)

  • Kim, Bae Sung;Woo, Hyung Jin
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.1-10
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    • 2019
  • The purpose of this study is to investigate the influence of exogenous variables on the intention to use AI speaker. An online survey was administrated to 305 AI speaker users in order to examine the effect of the personal characteristics (self-efficacy, innovativeness, suitability, and enjoyment) and social impact (social conformity and social image) on perceived usefulness and easiness. The results indicate that (1) self-efficacy and social conformity have positively effect on perceived easiness; (2) suitability and social image have positively effect on perceived usefulness whereas innovativeness has negatively effect on perceived usefulness; (3) perceived usefulness and perceived easiness have significant effect on the intention to use AI speaker.

Factors Influencing Behavioral Intention to Use Online Learning Systems from Student's Perspective: An Extended TAM Model

  • Yang, Yi;Kim, Min-Yong
    • The Journal of Information Systems
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    • v.32 no.4
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    • pp.95-118
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    • 2023
  • Purpose This study employed the Technology Acceptance Model (TAM) to understand students' acceptance of online learning systems. Specifically, this study investigated the factors influencing the behavioral intention of South Korean major university students to use online learning systems for educational purposes in the period when their university life had largely returned to the state it was in before the COVID-19 pandemic. Design/methodology/approach This study examined the impact of four external factors: self-efficacy, personal innovativeness, perceived enjoyment, and system quality, on two TAM constructs: perceived ease of use and perceived usefulness. Additionally, this study explored how perceived ease of use and perceived usefulness affect the behavioral intention to use online learning systems. We conducted an online-based survey using a structured questionnaire. The data collected from the survey were then subjected to Structural Equation Modeling (SEM) analysis to test the study's hypotheses and examine the relationships among the various constructs. Findings The findings reveal that perceived usefulness and ease of use significantly influence students' behavioral intentions to use online learning systems. Furthermore, factors of self-efficacy, perceived enjoyment, and system quality positively affect perceived usefulness and ease of use. Notably, personal innovativeness impacts ease of use but not perceived usefulness.

A Study of Factors Affecting Attitude Towards Using Mobile Cloud Service (모바일 클라우드 서비스 이용태도에 영향을 미치는 요인 연구)

  • Kim, Su-Yeon;Lee, Sang Hoon;Hwang, Hyun-Seok
    • Journal of Korea Society of Industrial Information Systems
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    • v.18 no.6
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    • pp.83-94
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    • 2013
  • As smart devices have proliferated and mobile networks have accelerated, various wired IT(Information Technology) services are transplanted in wireless environments. Cloud computing service, enabling individual users or firm users to download data from a server and upload data after manipulating data, is also available in mobile devices. Unlike cloud service in wired network environments, mobile cloud service provides differentiated aspects in mobility, security issues caused by persistent connection to networks. In this paper we aim to analyze the factors affecting the user attitude and their structural relationships towards mobile cloud service use. We extend TAM(Technology Acceptance Model) to consider the characteristics of mobile environments. Research findings, analyzed by SEM(Structural Equation Model), are explained and practical implications are presented with concluding remarks.

A structural analysis on acceptance factors of the elementary school students : Focusing on the quality characteristics perspectives (초등학생의 디지털교과서 수용 영향 요인 분석 : 디지털교과서 품질 특성을 중심으로)

  • Min, Ki-Young;Song, Hae-Deok
    • The Journal of Korean Association of Computer Education
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    • v.15 no.6
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    • pp.21-31
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    • 2012
  • The purpose of this study was to examine acceptance factors that affect the intention to use digital textbook. The results are as follow. First, the quality characteristic factor has significant effects on the ease of use, the usefulness of use, and the intention of use. Second, the ease of use appeared to be a significant impact on the usefulness of the use. The usefulness of digital textbook appeared to be a significant impact on the intention of use. The results show that the quality characteristics consisted of six components: personalization, mobility, stability, accuracy, responsiveness, and accessibility. The results can suggest important implications for the development of digital textbook contents and system.

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A Study on Factors Affecting Users' Satisfaction Level in Using PMP for Learning Purpose (학습목적의 PMP사용자에 대한 만족도 영향요인 분석)

  • Um, Myoungyong;Kim, Mi-Ryang
    • The Journal of Korean Association of Computer Education
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    • v.10 no.1
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    • pp.77-88
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    • 2007
  • More flexible learning models are needed, and learning environments that operate through mobile technologies such as portable multimedia players(PMP) provide useful tools in implementing these learning models. The main attractant of PMP is often their versatility: being able to load and play different formats of video, audio, digital images, and interactive media. In this paper, we investigate the factors influencing the usage and acceptance of the PMP for study, based on the extended version of the Technology Acceptance Model (TAM). Based on data collected from online survey, we show that perceived usefulness, perceived ease of use, flow and perceived enjoyment are the major determinants for users to play PMP for study purpose. Factors, including ease of use, contents-credibility are shown to determine the level of perceived usefulness; additionally, perceived usefulness, ease of use and perceived enjoyment are shown to directly affect the level of flow. Based upon the statistical results, some useful guidelines for developing learning contents are also provided.

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Research on the Personal Characteristics on Airline Self-Service Technology: Using Extended Technology Acceptance Model (확장된 기술수용모델을 활용한 항공사 셀프서비스기술 연구)

  • Ko, Seon-Hee
    • Journal of the Korea Convergence Society
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    • v.10 no.10
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    • pp.241-248
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    • 2019
  • This study intended to examine how customers of self-service technology of airlines perceive and adopt the technology, and how such perceptions affect their willingness to use it. The findings of analysis are as follows. First of all, self-efficacy, a personal characteristics variable, has significant effects on both perceived usefulness and ease of use (H1). Second, though personal innovation which accepts new information technology more positively and challenge to use it before others has significant effect on perceived usefulness (H 2-1), it does not have significant effect on ease of use (H 2-2). Third, perceived ease of use has effect on perceived usefulness. Forth, both perceived usefulness and ease of use have positive effects on willingness to use.

Factors Influencing Users' Intension to Play Mobile Games: A Combination of Game-Contents Traits and Mobile Handset's Capabilities into the Technology Acceptance Model (게임 콘텐츠 특성과 단말기 요인을 고려한 모바일게임 사용의도의 영향요인에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Information Systems Review
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    • v.7 no.2
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    • pp.41-59
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology adding new revenue streams, taking advantage of the potential of wireless consumer applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to investigate the factors influencing the usage and acceptance of the mobile games in Korea, based on the extended version of the Technology Acceptance Model(TAM). Based on data collected from survey, we show that perceived usefulness is the major determinant for users to play mobile games. Two factors, including perceived enjoyment and self-expressiveness, are empirically shown to determine perceived usefulness. In addition, perceived ease of use, rewards, operational quality of device, and design/story have been showed to significantly and directly affect perceived enjoyment. It was also confirmed that self-efficacy and operational quality of device are the antecedents of perceived ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

An Empirical Study on the Use Intention to Sharing Economy Services : Focusing on Price Sensitivity, Reliability and Technology Acceptance Model (공유경제 서비스 이용의도에 관한 실증연구 : 가격민감성·신뢰성과 기술수용모형을 중심으로)

  • Lee, Jung-Soo;Jeon, Hee-Sung;Jeong, Myoung-Sun
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.57-72
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    • 2016
  • Sharing economy services are expanding, as the efficiency of the resources is enhanced by sharing the resources of the individual consumers and also the direction of consumption is changed to fulfill needs of individual. Therefore, this paper develops the empirical analysis model by considering the features of sharing economy services, and conducts study by utilizing the extended TAM by adding price sensitivity, reliability and perceived enjoyment to TAM in order to analyze the factors that affect the use intention of sharing economy services and to reflect the distinctiveness of sharing economy services. The results of the analysis showed that price sensitivity, self-efficacy, technology innovation, reliability, perceived usefulness, perceived ease of use, perceived enjoyment and use intention are affected in different ways. This study is able to provide clear understanding for use intention of sharing economy services, also implications for expanded use intention to the consumers.

An Empirical Effect of the Belief Variables on Recommendation Intention for Using Kiosk Service (키오스크 서비스의 추천의도에 영향을 미치는 신념변수에 관한 실증적 분석)

  • Lee, Eun Mi
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.113-121
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    • 2019
  • The purpose of this study is to identify belief variables of kiosk that affect satisfaction and recommendation intention by applying vertically extended technology acceptance model (TAM). As results of this study are as follows. Firstly, the perceived usefulness and perceived ease of use have an impact on satisfaction statistically. Second, the perceived usefulness and perceived enjoyment of the kiosk showed a positive(+) influence on the recommendation intention. Third, users who satisfied with kiosk service have strong recommendation intention to their friends, family and colleagues so on. These findings support that the usefulness and usability of the new information technology identified in the existing technology acceptance model is a key variable affecting user reactions (satisfaction and recommendation intention). Additionally, the perceived enjoyment is an important factor as new belief variable for explaining the formation of recommendation intention through satisfaction of kiosk service. The results of this study contribute to verifying the empirical model between the belief variables(perceived usefulness, perceived ease of use, perceived enjoyment) and the recommendation intention.