• Title/Summary/Keyword: IT Acceptance

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The acceptance of nuclear energy as an alternative source of energy among Generation Z in the Philippines: An extended theory of planned behavior approach

  • Zachariah John A. Belmonte;Yogi Tri Prasetyo;Omar Paolo Benito;Jui-Hao Liao;Krisna Chandra Susanto;Michael Nayat Young;Satria Fadil Persada;Reny Nadlifatin
    • Nuclear Engineering and Technology
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    • v.55 no.8
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    • pp.3054-3070
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    • 2023
  • Nuclear Power Plants (NPP) are widely utilized around the globe from different base forms as it is one of the most dependable renewable resources that technological advancements have offered. However, different perceptions of the usage of NPPs emerged from different generations. The purpose of this study was to investigate the acceptance of nuclear energy as an alternative source of energy among Generation Z in the Philippines by utilizing an extended Theory of Planned Behavior (TPB) approach. An online questionnaire which consisted of 31 items was distributed using a purposive sampling approach and 450 respondents of Generation Z voluntarily answered. Structural Equation Modeling (SEM) showed that the knowledge regarding NPP had significant effects on risk perception and benefit perception which subsequently led to subjective norms. In addition, perceived behavioral control and subjective norms had significant effects on behavioral intention which led to nuclear acceptance. Interestingly, the respondents perceived the benefit of NPP as slightly higher than the perceived risk. With these, it was clear that the commissioning Nuclear Power Plant must consider as an alternative source of electric energy in the Philippines. Moreover, this study is one of the first studies that investigated the acceptance of NPP among Generation Z. Lastly, the model could be a basis to strengthen the acceptance strategy of opening NPP among Generation Z, particularly in developing countries.

An Exploratory Study on K-Fashion Acceptance Behavior among Vietnamese International Students in Korea (베트남 유학생의 K-패션 수용 행동 탐색)

  • Min Kyoung Jung;So Jung Yun
    • Fashion & Textile Research Journal
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    • v.25 no.2
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    • pp.175-184
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    • 2023
  • This study explores aspects of Vietnamese students' acculturation and acceptance behavior of K-fashion, based on the theory of planned behavior (TPB). In-depth interviews were conducted with 8 Vietnamese international students in Korea. The results of the study firstly indicate that K-fashion acceptance behavior of Vietnamese students reflected eight values of K-fashion, two motives of behavior, and two types of K-fashion acceptance behavior. Vietnamese students generally displayed a favorable attitude toward K-fashion. They all switched to K-fashion styles and actively showed their styles through SNS. Second, there was a difference in K-fashion behavior depending on whether the motivation for acculturation was of an active or inactive nature. The distinction between these two groups was determined by applying behavioral reasoning theory (BRT). Students whose motivation for learning Korean was an interest in Korean culture were characterized by active behavior in adapting to Korean culture, while those whose motivation for learning Korean was for strategic reasons, such as finding a good job, exhibited inactive K-fashion acceptance. This study has academic significance in that it enhances the understanding of Vietnamese consumers through the K-fashion acceptance behavior of Vietnamese students in Korea. Vietnamese students who actively embrace K-fashion play an important role in spreading K-fashion, so it could be beneficial to establish a strategy for promoting K-fashion in collaboration with them.

Impact of YouTube Content Characteristics on Fashion Information Acceptance: Comparison by Information Provider (유튜브 콘텐츠 특성이 패션 정보 수용에 미치는 영향: 정보 제공 주체별 비교)

  • Yubin Lee;Sumin Kim;Kyu-Hye Lee
    • Journal of Fashion Business
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    • v.28 no.3
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    • pp.16-33
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    • 2024
  • This study investigated the role of YouTube in providing fashion information and explored how fashion companies and individual YouTubers used this platform to communicate with consumers and disseminate fashion contents. This research identified two main types of YouTube information providers: fashion companies and fashion YouTubers. It focused on characteristics of YouTube fashion information (such as informativity, novelty, usefulness, authenticity, and enjoyment) and their impact on consumer needs satisfaction, information satisfaction, and information acceptance. An online survey was conducted with female consumers aged 20 to 39 years, analyzing responses to assess how YouTube fashion information affected consumer behavior and decision-making. Using SPSS for statistical analysis, results indicated that usefulness and enjoyment significantly influenced information acceptance, particularly with fashion companies showing a stronger impact from usefulness, while authenticity and enjoyment were more influential for fashion YouTubers. Moreover, mediating effects of consumer needs satisfaction and information satisfaction on the relationship between fashion information characteristics and information acceptance were examined. Findings revealed that various characteristics had different mediating effects based on whether the information provider was a fashion company or a fashion YouTuber. Notably, enjoyment and authenticity played crucial roles in mediating consumer needs satisfaction. Overall, this study provides insights into how YouTube serves as a vital channel for fashion information, influencing consumer satisfaction and behavior. It also offers practical implications for fashion marketers on how to leverage YouTube effectively to meet consumer needs and enhance information acceptance, thereby proposing strategic marketing recommendations for fashion companies and YouTubers.

'Belief' and Epistemic acceptance ('믿음'과 인식적 수용)

  • Lee, Joohan
    • Korean Journal of Logic
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    • v.20 no.2
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    • pp.197-239
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    • 2017
  • The ordinary term 'believe' is polysemous and thus its meaning varies depending on contexts. Little attention, however, has been paid to its context sensitivity in philosophical discussions, and thereby unnecessary problems tend to be brought about in philosophy. This article explores the different meanings of the term 'believe' to serve as a steppingstone to the solving or dissolving of those problems. To begin, it discusses two different mental attitudes 'believe' stands for, i.e., belief as an involuntary mental disposition and pragmatic acceptance as a mental action, and then suggests and explicates another mental action 'believe' referes to, which I call 'epistemic acceptance'. It will be revealed that epistemic acceptance is a secondary mental action which is performed in a context where epistemic reason and non-epistemic reason compete each other. Then, attention is given to several questions concerning epistemic acceptance and answers to them are provided. The issue of whether epistemic acceptance is analyzable and of the relation between epistemic acceptance and judgment will be addressed in the course of answering them. Finally, a brief prospect is put forward that distinction of different mental attitudes 'believe' stands for will bring a new perspective to solve some philosophical problems, especially, with regard to the issue of the nature of epistemic norm.

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A Study on the Factors of Individual Acceptance for Online Game (온라인게임의 개인적 수용 요인에 관한 연구)

  • Yoon, Gun-Woo;Kim, Won-Joon;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.107-119
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    • 2009
  • Online games belong to a technology-oriented service industry that has emerged from the assimilation of game contents and communication networks in the respective realms of culture technology (CT) and information technology (IT). This study examines the individual acceptance of online games as entertainment-oriented technology based on the belief-attitude-intention paradigm and the underlying hedonic and utilitarian motivations. To measure the latent variables influencing the acceptance process, a structured questionnaire was developed based on the existing Technology Acceptance Model. Research model analysis and hypothesis testing were carried out using a structural equation model. Results indicated that latent variables reflecting hedonic and utilitarian characteristics had a significant influence on user behavior in the acceptance of online games. By uncovering the core factors in! fluencing the acceptance of online games and thereby theoretically verifying the latent variables influencing the acceptance of entertainment-oriented technology, this study provides strategic implications for business models by game companies aimed at attracting a large user base and dominating the market.

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A Study on the Effect of User Value on Smartwatch Digital HealthcareAcceptance Intention to Promote Digital Healthcare Venture Start Up (Digital Healthcare 벤처창업 촉진을 위한, 사용자 가치가 Smartwatch Digital Healthcare 수용의도에 미치는 영향 연구)

  • Eekseong Jin;soyoung Lee
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.2
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    • pp.35-52
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    • 2023
  • Recently, as the non-face-to-face environment has developed due to COVID-19 and environmental pollution, the importance of online digital healthcare is increasing, and venture start-ups and activities such as health care, telemedicine, and digital treatments are also actively underway. This study conducted the impact on the acceptability of digital healthcare smartwatches with an integrated approach of the expanded integrated technology acceptance model (UTAUT2) and the behavioral inference model (BRT). The most advanced integrated technology acceptance model for innovative technology acceptance research was used to identify major factors such as utility expectations, social effects, convenience, price barriers, lack of alternatives, and behavioral intentions. For the study, about 410 responses from ordinary people in their teens to 60s across the country were collected, and based on this, the hypothesis was verified using structural equations after testing reliability and validity of the data. SPSS 23 and AMOS 23 were used for research analysis. Studies have shown that personal innovation has a significant impact on the reasons for acceptance (use value, social impact, convenience of use), attitude, and non-use (price barriers, lack of alternatives, and barriers to use). These results are the same as the results of previous studies that confirmed the influence of the main value of innovative ICT on user acceptance intention. In addition, the reason for acceptance had a significant effect on attitude, but the effect of the reason for non-acceptance was not significant. It can be analyzed that consumers are interested in new ICT products and new services, but purchase them more carefully and selectively. This study has evolved from the acceptance analysis of general-purpose consumer innovation technology to the acceptance analysis of consumer value in smartwatch digital healthcare, which is a new and important area in the future. Industrially, it can contribute to the product's purchase and marketing. It is hoped that this study will contribute to increasing research in the digital healthcare sector, which will play an important role in our lives in the future, and that it will develop into in-depth factors that are more suitable for consumer value through integrated approach models and integrated analysis of consumer acceptance and non-acceptance.

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Study on Acceptance Factors of Information Technology in Construction Industries according to Individual's Features (건설분야에서 개인 특성에 따른 Information Technology 수용 요인에 관한 연구)

  • Park, Eun Soo
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.4
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    • pp.171-181
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    • 2013
  • In the recent information-oriented age, various information technologies (ITs) have been introduced in construction industries. However, since construction ITs tend to be employed by the demand of the government or owners rather than the demand of information accepters (users), this tendency inhibits the spread of user-friendly construction ITs. In order to find these inhibitive factors, this research conducted practical studies, based on Davis' technology acceptance model, for construction ITs' acceptance according to the information accepters' (users) features. This study was hypothesized whether or not each inner and outer factors with respect to construction ITs are influential to the information accepters (users). As a result of this study, the primary factors which can maximize the usefulness and ease of use and should be considered when developing new information technologies were suggested.

The Determinants of Continuance Use Intention to Use Web Portal (포털사이트의 지속사용의도에 영향을 미치는 요인에 관한 연구)

  • Park, Ki-Woon;Ok, Seok-Jae
    • The Journal of Information Systems
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    • v.17 no.2
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    • pp.49-72
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    • 2008
  • Today, the World Wide Web (WWW) impacts many facets of our lives, including communication, entertainment, social activities, shopping, etc. The web portal is the most accessed type of site and is advertising-supported the more users who visit the site, the more income it generates. User perception to a web site is very important much research has focused on the internet users' behavior. Some well-known theories, such as the technology acceptance model have been used to examine variables that motivate individuals to accept and use an IS. But Understanding continued use is the goal of this study. We focus on user beliefs (specifically, perceived usefulness) and attitude because pier studies of IT usage, predominantly based on the technology acceptance model (TAM) and similar models, have established these perceptions as the dey determinants of both initial IT usage (acceptance) and long-term usage (continuance) intention and behavior (Bhattacherjee 2001; Davis et al. 1989). Any change in beliefs or attitudes will likely have a corresponding impact on, and may even revers, users' continuance intention and behavior. Also, continuance use have some features which are prior use, habit, feature-centric view of technology. So this research reflected continuance use features. Examination of the paths in the model revealed several interesting results. First, Perceived usefulness was a stronger predictor of acceptance intention in TAM than attitude, But attitude was a stronger predictor of continuance intention in this study than perceive usefulness. Second, confirmation was not affect directly to attitude. Last, Habit was strongest predictor of continuance intention in this study.

A Study on the Acceptance of Information Literacy Instruction for School Libraries in Korea (학교도서관 중심의 정보활용능력 교육 수용에 관한 연구)

  • Kim Yeon-Rye;Hong Hyun-Jin
    • Journal of Korean Library and Information Science Society
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    • v.37 no.3
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    • pp.3-32
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    • 2006
  • This paper examined the information literacy which is the concrete purpose of the ICT using education which appeared in order to elevate the effects of education in school after the introduction of the 7th educational curriculum. Based on TAM (Technology Acceptance Model) that provides useful theoretical foundations for analyzing the factors influencing acceptance and diffusion of IT, it determined the factors influencing the process of accepting the information literacy instruction as follows: perceived usefulness; perceived ease of use; attitude; effects of the information literacy instruction; teachers' innovation; school library relevance; school librarians' support; and the self-efficacy. This paper confirmed the influences of these factors on the process of accepting the information literacy through empirical study. Through this study, it intended to suggest the ways to activate of the information literacy instruction.

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The Effects of Servitization Acceptance on Performance through Mediation of Service Process & ICT Competency (서비스화 수용활동이 서비스화 추진성과에 미치는 영향 : 서비스 프로세스 역량과 ICT 역량의 매개적 역할)

  • Yoon, Yong;Kim, Youn Sung
    • Journal of Information Technology Services
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    • v.15 no.4
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    • pp.111-123
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    • 2016
  • The purpose if this study was to find and investigate effective mediation factors influencing performance of servitization through servitization acceptance activities by means of empirical results. According to the previous researches, two main mediation factors which were related with servitization competencies such as ICT competency of servitization and competency of servitization process were distinguished from lots of competencies which are relying on servitization process. Using a 373 sample data investigated from CEOs, directors and managers of small and medium sized firms in Korea, the structured mediation model was proposed. The measurement for the each variable was accepted for this study when the respondents were revealed to understand the servitization concepts which explained especially company's business moving towards the service specific gravity from selling existing products. The measurement for the each variable reflected that respondents were participating in any sort of servitization type or had intension to be involved with any servitization categories. The mediation hypotheses were tested in the way of analytical measures with the result of strong reliability. According to analysis, two mediators showed positive mediation role and statistically adopted between servitization acceptance activities and servitization performance in the 99% significant level. We confirmed that ICT competency of servitization and competency of servitization process were in the role of positive mediation between servitization acceptance activities and performance of servitization. The total of indirect effects were 0.2546 to support each mediation hypotheses. Tested two mediators were not on the same level. The most affecting mediation element on servitization performance was appeared as competency of servitization process. With the result of this study, we expect that the small and medium sized companies might have servitization business strategies including proper service competencies and mediators through acceptance activities to obtain suitable performance. According to the analysis, Companies which consider product-servitization need to set strategies to reinforce above two competencies.