• Title/Summary/Keyword: Extended-TAM

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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.

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.

The Service Features Influencing the Acceptance of Telecommunication-Broadcasting Bundling in Convergence Environment (컨버전스 환경 하에서 통신.방송 결합상품 수용의도에영향을 미치는 서비스 특성 연구)

  • Sim, Jin-Bo
    • Journal of Technology Innovation
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    • v.18 no.2
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    • pp.59-89
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    • 2010
  • One of the key words that represent the culture and social phenomena in this 21st century is 'Digital Convergence'. Presently our society is going through the second evolving phase of the convergence, integration between industries. Integration between industries refers to the phenomenon of integrating various industrial areas such as broadcasting, communication, finance, automobile, and medical treatment as the range of IT utilization becomes extended. The telecommunication-broadcasting bundling is a typical example of integration between industries. This study analyzed the effect of the service features of the bundling on the customer's acceptance intention by applying the innovative technology product acceptance model, TAM, in the process of accepting the telecommunication-broadcasting bundling. This study suggests three independent variables, the 'low cost(discount)', 'service integrity', and 'selectability', which affect perceived usefulness, perceived ease of use, and perceived risk, and figures out the actual influence as follows. In conclusion, these results suggest that in order to accept and spread the telecommunication-broadcasting bundling, it is necessary to establish (1) the cost discounting strategy realize (price strategy), (2) the fee noticing system, payment system, call-service system, and systemic integration including installation and A/S system integration, and develop (service strategy), (3) the bundling or related options that can provide users with selectability (product strategy).

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An analysis of the impact of cyber university students' self-efficacy, subjective norms on the behavioral intention to use mobile web service (사이버대학생의 모바일자기효능감, 주관적 규범이 모바일웹서비스 수용의도에 미치는 영향 분석)

  • Joo, Young-Ju;Seol, Hyun-Nam;Yoo, Na-Yeon
    • The Journal of Korean Association of Computer Education
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    • v.16 no.3
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    • pp.1-12
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    • 2013
  • The purpose of this study is to examine a structural relationship among mobile self-efficacy, subjective norm, perceived usefulness, perceived ease of use and behavioral intention of mobile web service using technology acceptance model (TAM). 144 cyber university students enrolled in a course with mobile web service participated for this study. The result revealed that 1) mobile self-efficacy (${\beta}$ = .43, p<.05), subjective norm (${\beta}$ = .30, p<.05), perceived ease of use (${\beta}$ = .25, p<.05) had a direct effect on perceived usefulness. Second, mobile self-efficacy (${\beta}$ = .36, p<.05), subjective norm (${\beta}$ = .44, p<.05) had a direct effect on perceived ease of use. Third, perceived usefulness (${\beta}$ = .94, p<.05) had a direct effect on behavioral intention of mobile web service. However, perceived ease of use did not have a direct effect on behavioral intention of mobile web service significantly. Results of this study emphasize the role of an extended TAM including mobile self-efficacy and subjective norm in a mobile web service course at a cyber university.

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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 acceptance of smart fashion products - An empirical test of an extended technology acceptance model - (스마트패션제품 수용에 관한 연구 - 확장된 기술수용모형 실증연구 -)

  • Jeong, So Won;Roh, Jung-Sim
    • The Research Journal of the Costume Culture
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    • v.24 no.2
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    • pp.263-272
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    • 2016
  • Using the extended technology acceptance model (TAM), the study aimed to understand consumers' adoption process for smart fashion products. The research model was designed to examine the impacts of perceived ease of use and usefulness on attitude and behavior intention toward smart fashion products based on the technology innovativeness, enjoyment, and subjective norm variables. An online survey was conducted on consumers by employing a marketing research company. A total of 230 useable responses were obtained. Confirmatory Factor Analysis (CFA) was performed to test the measurement model. The proposed hypotheses were tested by employing the Structural Equation Model (SEM). The results found a positive impact of perceived ease of use on usefulness and a positive influence of usefulness on attitude and behavior intention. Attitude had a positive effect on behavior intention. In addition, technology innovativeness was found to have a positive influence on perceived ease of use and enjoyment had a positive influence on usefulness and attitude. Subjective norm predicted behavior intention. The findings of the study contribute to smart fashion literature and have important implications for smart fashion product developers and marketers, as they offer insights into the important role of technology innovativeness, enjoyment, and subjective norms perceived by consumers in improving attitudes and behavior intentions toward the products. Limitations and future research directions are discussed.

Exploratory Study of Adoption and Diffusion of Premium Digital Convergence Product: Moderating Effecting of Social Value (프리미엄 디지털 컨버전스 제품의 수용과 확산에 대한 연구: 사회적 가치의 조절효과를 중심으로)

  • Song, Young Hee;Hur, Won-Moo
    • Knowledge Management Research
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    • v.12 no.1
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    • pp.53-76
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    • 2011
  • This study aims to examine the effects of on premium convergence products buying behavior. This paper analyzed the positive attitude formation using the basic and extended TAM and also revealed how the positive premium convergence product attitude relate to relationship purchasing intention and word of mouth intention. The samples of 562 consumer indicate that the antecedents are consist of four dimension(perceived usefulness, perceived ease of use, social value) and attitude is developed into buying intention and word of mouth intention. We have reached the following conclusion about the antecedents and outcomes factors of customer attitude for the launch of premium convergence product. First, perceived usefulness, perceived delight, and social value had a positive effect on customer attitude but perceived ease of use did not. Second, we found that customer attitude had a positive effect on purchase intention and word-of mouth intention. Finally, interaction effect of perceived usefulness/perceived delight and social value had a positive effect on customer attitude. Our findings suggested that adoptian and diffusion of premium convergence product is influenced by several behavior factors. Managerially, our result emphasize that premium convergence products must satisfy not only the perceived usefulness/delight but also social value that consumers are seeking in order to be successful in the market. The theoretical and practical implications of these findings are discussed as well.

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Test Scheduling of NoC-Based SoCs Using Multiple Test Clocks

  • Ahn, Jin-Ho;Kang, Sung-Ho
    • ETRI Journal
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    • v.28 no.4
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    • pp.475-485
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    • 2006
  • Network-on-chip (NoC) is an emerging design paradigm intended to cope with future systems-on-chips (SoCs) containing numerous built-in cores. Since NoCs have some outstanding features regarding design complexity, timing, scalability, power dissipation and so on, widespread interest in this novel paradigm is likely to grow. The test strategy is a significant factor in the practicality and feasibility of NoC-based SoCs. Among the existing test issues for NoC-based SoCs, test access mechanism architecture and test scheduling particularly dominate the overall test performance. In this paper, we propose an efficient NoC-based SoC test scheduling algorithm based on a rectangle packing approach used for current SoC tests. In order to adopt the rectangle packing solution, we designed specific methods and configurations for testing NoC-based SoCs, such as test packet routing, test pattern generation, and absorption. Furthermore, we extended and improved the proposed algorithm using multiple test clocks. Experimental results using some ITC'02 benchmark circuits show that the proposed algorithm can reduce the overall test time by up to 55%, and 20% on average compared with previous works. In addition, the computation time of the algorithm is less than one second in most cases. Consequently, we expect the proposed scheduling algorithm to be a promising and competitive method for testing NoC-based SoCs.

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Influence of LTE Characteristic and Personal Innovativeness on LTE Smart Phone Acceptance (LTE 특성과 개인의 혁신성이 LTE 스마트폰 수용에 미치는 영향)

  • Gu, Seung-Hwan;Kim, Dong-Woo;Park, Chang-Mook;Kim, Kwang-Ho
    • Journal of Digital Contents Society
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    • v.14 no.3
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    • pp.291-301
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    • 2013
  • This study is to derive the factors that influence the acceptance of LTE smart phones. Using an extended technology acceptance model to look at the factors affecting the acceptance LTE smart phone. Variables and the LTE features on the personal characteristics variables were chosen based on the study. This study was done through a survey. Surveyed LTE smart phone's primary audience, taking into account the age of 20 were analyzed mainly. LTE smart phone's acceptance factors affecting individual innovation, speed, price factors. When formulating marketing strategies in the future, based on the results of this study, elements that can stimulate innovation and speed, not just an individual's stability, if we estimate that we can derive a more meaningful and effective marketing results.

Study on the Effect of the Usability and Usefulness of Mobile Application Programs on Buying Intention

  • Oh, Young-Sam
    • Journal of Distribution Science
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    • v.11 no.11
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    • pp.41-47
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    • 2013
  • Purpose -This paper aims to understand how easy and convenient it is for consumers to use mobile services. A mobile service combines hardware and software with information technology. To specifically meet the needs of users of mobile applications, the context of usability was identified in consumer mobile services. Research Design, Data, and Methodology - For usability measurement and evaluation, appliances and software were the main target: this applied to an expanding range, such as a Personal Digital Assistant (PDA), mobile phones, and wired and wireless integrated services. This study extended the Technology Acceptance Model (TAM) by examining the roles of two characteristics of mobile applications'usage: usability and usefulness. Results - The study tested the research model using a structural equation modeling (SEM) technique. Results showed no significant differences between the two models. Usability comprised learnability, efficiency, memorability, errors, and satisfaction: the motivation for using a mobile application was understood as being the usefulness and easy-of-use of the mobile application. This empirical study validated the proposed research model and hypotheses, and found that the hypotheses could be supported. Finally, the phenomena derived from the causal relationships in usability were identified, and their implications considered.