• Title/Summary/Keyword: Influential user

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Examining the Influencing Factors of Third-Party Mobile Payment Adoption: A Comparative Study of Alipay and WeChat Pay

  • Mu, Hong-Lei;Lee, Young-Chan
    • The Journal of Information Systems
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    • v.26 no.4
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    • pp.247-284
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    • 2017
  • Purpose The first purpose of this study is to investigate factors that are likely to influence user's intention to adopt third-party mobile payment platform. A comprehensive study about mobile payment services have used various variables to explain user's use intention based on the theory of reasoned action (TRA) or the theory of planned behavior (TPB). Variables such as simplicity, security, costs, relative advantage, individual mobility, subjective norm, trust, satisfaction, attitude towards use, perceived usefulness, perceived ease of use and so on. Among these factors, we expect to find out the most influential factors effecting user's use intention of the third-party mobile payment services. Second, we also examine whether the most influential factors have the same influence to different third-party mobile payment services by conducting comparative study of Alipay and WeChat Pay. Design/methodology/approach Empirical data for this study were collected from Chinese who has the experience using or have used Alipay or WeChat Pay. Participants needed to be familiar with Alipay or WeChat Pay because such users may be more aware of both the advantages and disadvantages of Alipay and WeChat Pay. We conduct a pilot test using Smart PLS 2.0, which includes 50 Alipay users and 82 WeChat Pay users. The result indicates that all the measurement fit for the context. And then 980 questionnaires were mainly sent out to the college students and the e-mails users randomly. To encourage participation, we give the participants a small gift as a present. Finally, we received a total of 683 replied. Data from respondents who gave incomplete or invalid answers were excluded to assure the validity of the constructs. 79 questionnaires were rejected, finally the valid data are 604 (with 372 Alipay users and 232 WeChat Pay users). Findings The results suggest that users' intention is determined by their trust on third-party mobile payment service and perceived usefulness of use. Comparative study results also indicated that the factors have different influence on Alipay group and WeChat Pay group, which offers a new aspect for academic field, and provides useful information to mobile payment service providers in China.

Influential Factor Based Hybrid Recommendation System with Deep Neural Network-Based Data Supplement (심층신경망 기반 데이터 보충과 영향요소 결합을 통한 하이브리드 추천시스템)

  • An, Hyeon-woo;Moon, Nammee
    • Journal of Broadcast Engineering
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    • v.24 no.3
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    • pp.515-526
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    • 2019
  • In the real world, the user's preference for a particular product is determined by many factors besides the quality of the product. The reflection of these external factors was very difficult because of various fundamental problems including lack of data. However, access to external factors has become easier as the infrastructure for public data is opened and the availability of evaluation platforms with diverse and vast amounts of data. In accordance with these changes, this paper proposes a recommendation system structure that can reflect the collectable factors that affect user's preference, and we try to observe the influence of actual influencing factors on preference by applying case. The structure of the proposed system can be divided into a process of selecting and extracting influencing factors, a process of supplementing insufficient data using sentence analysis, and finally a process of combining and merging user's evaluation data and influencing factors. We also propose a validation process that can determine the appropriateness of the setting of the structural variables such as the selection of the influence factors through comparison between the result group of the proposed system and the actual user preference group.

A Study on Continuous Intention of Use of Heavy VR Game Users -Focusing on comparison with light users- (VR 게임 중이용자의 지속적 이용 의도에 관한 연구 -경이용자와 비교 중심으로-)

  • Na, Jiyoung
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.431-438
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    • 2022
  • With the technical development of fourth industrial revolution, VR game market is rapidly expanding. Meanwhile, heavy user group means the group consisting of people consuming certain media or contents more than others, which is the core constituency of the media industry, and there have been only a few studies on them. This study identified the factors that influenced the continuous intention of use of VR game heavy users and figured out their characteristics by verifying the difference in variables with the light user group. According to the results, the heavy user group showed higher behaviors than the light user group in terms of personal innovation, presence, and continuous intention of use variables. In addition to this, it was found that personal innovation, perceived quality, and presence had a significant influence on the continuous intention of use. This study is intended to empirically analyze the characteristics of heavy VR game users and influential factors, thereby preparing baseline data for VR game development and other relevant studies.

Identifying Factors Affecting Behavioral Intent of Potential and Existing N-screen Service Users

  • Kwon, Bo-Ram;Ryu, Sunghan;Kim, Young-Gul
    • ETRI Journal
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    • v.37 no.2
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    • pp.417-427
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    • 2015
  • With recent advances in media technology, the creation of a relatively new service, N-screen, has been realized. N-screen provides seamless connections among various media and enables users to enjoy entertainment content at any time and any location. With such recent advances comes opportunity; therefore, for those N-screen service providers who have established an early edge in the ICT industry, it is imperative that they maintain this and stay ahead of the ensuing competition. In this context, the objective of this study is two-fold; first, we aim to find factors influencing the behavior of existing and potential N-screen service users, and then second, to examine the differences in how these factors operate within the two user types. The results of this study show that the perceived value and subjective norm are important influencers in both user types. However, price fairness and innovativeness are only influential on the attitude and intention of potential users, while some aspects of media usage have only significant influences on the behavior and loyalty of existing users. Based on these results, we provide some implications for both researchers and practitioners who wish to better understand the nature of N-screen users.

Exploring Self-Presentation Behaviors in SNS : Focusing on Personal Characteristics and Social Influences (소셜네트워크 서비스(SNS)에서의 자아노출 행위탐색 : 개인적 속성과 사회적 영향효과를 중심으로)

  • Moon, Yun Ji;Um, Hyemi
    • Journal of Information Technology Applications and Management
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    • v.25 no.2
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    • pp.1-21
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    • 2018
  • This study aims to investigate the usage patterns of users in Social Network Services (SNS) where is an upsurge. Specifically, the paper considers the reason why young people more and more prefer online (or mobile) SNS activities rather than offline face-to-face social relationship. Furthermore, the drivers which affect SNS usages are considered from users' personal characteristics and social influences. User's personal characteristics include their personalities (extraversion and introversion), narcissism, and life satisfaction. Social influences involve subjective norm, visibility, and image. Affected by personal and social factors in SNS, users intend to show positive self-presentation, which refers to a behavior to selectively expose his/her goodness to others. As one of the most influential drivers affecting SNS usage, the positive self-representation has an effect on the level of SNS usage. Thus, this paper suggests the hypothesized research model focusing on positive self-representation in the relationship among personal characteristics, social influence, and user's behavior in SNS. Empirical data analysis with 100 questionnaires suggests that all hypotheses were adopted except for the effect of visibility among social influence factors on positive self-representation.

The Effects of Webtoon User's Perceived Usability and Interactivity on Service Satisfaction and Willingness to Pay (웹툰 서비스의 사용편리성과 상호작용적 행위가 서비스 만족과 지불의사에 미치는 영향)

  • Chae, Jung-Hwa;Han, Chang-Wan;Lee, Yeong-Ju
    • Cartoon and Animation Studies
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    • s.38
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    • pp.259-286
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    • 2015
  • This study investigates the effect of the motivation to use webtoon and the convenience of use(the character of the webtoon service) on the interactivity, and then examines how the interactivity affect the webtoon user's satisfaction and willingness to pay. Using factor analysis, this study found two motivations to use webtoon including 'information acquisition', 'entertainment and easiness of access'. These motivations have an influence on the interaction of the content and Webtoon's user and of Webtoon's users. The motivation of the entertainment and easiness of access is more influential to user's interactivity. The convenience of use is divided two types that are the convenience of the searching information and service. The convenience of webtoon service has positive influence of two types of interaction. The last results find that webtoon user's satisfaction is influenced by gender, the convenience of the searching information and using service. The satisfaction of the female user is higher than man. The more convenience of use is, the more satisfaction of users will be. Willingness to pay is influenced by age, the convenience of webtoon service, and the user's interactivity. The older users are, the more convenience of webtoon service is, and the more the user's interactivity, the higher willing to pay will get. The implications of the findings are discussed in terms of the way to change the profit structure of webtoon service and suggest to increase the interactivity in webtoon service.

Understanding the Pattern of Mobile-phone Tasks on the 'Situational Context' : Focused on the ESR(Extend, Synchronize, Replace) Model (모바일폰 사용 영역과 상황 기반의 컨텍스트 정의 및 사용 행위의 구조 분석을 통한 테스크 모델 제안)

  • Cho, Yun-Jin;Lee, Eun-Jong
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.158-164
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    • 2008
  • This study was conducted for raising the considering the dynamical context of mobile phone use environment in the mobile-phone research. For this I identified the characteristic of the mobile phone use. The first characteristic is that the mobile phone is the context sensitive device. Also, it reflects the user's life pattern because it is the very personal device. I defined the context of mobile phone use with the basis on this identification of those characteristics. I referenced the definition, 'situational context', defining the mobile phone use context. Also, I set up the research scope within the user task that is influential from the situational context, I named this kind of task as the 'contextual task'. I developed the Contextual Task Model in this study. I named the model as the 'ESR Model'. The reason that I developed this contextual task model is that this model can help novice designers and designers unfamiliar with an application domain understand the user behavior and user centered design. And also this model can be effective to communicate each other, I identified the user's contextual tasks three kinds of model. First, the Extend Model includes user tasks that related to extending from user physical working space to the virtual level. Second model is Synchronize Model, which includes issues that lesson the blocking when use several functions at a time or sequentially. Third model is Replace Model, which is come from the characteristic of user life pattern to use the mobile phone. Finally, I proposed an application of this model, CIQ. Through the process to make CIQ I proved the effectiveness of this ESR Model.

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A Fundamental Investigation Study on the User Satisfaction by Integration between University - Focusing on the Case Study A-University College of Engineering Students - (대학간 통합에 따른 사용자만족도 기초 조사 연구 - A대학교 공과대학생 사례를 중심으로 -)

  • Cho, Chang-Hee;Jun, Seng-Gu;Ryu, Soo-Hoon;Dong, Jae-Wook;Seo, Kyeong-Hwa;Lee, Hwa-Ryong
    • Journal of the Korean Institute of Educational Facilities
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    • v.14 no.4
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    • pp.66-74
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    • 2007
  • This research intends to study the influential factors of the recent integration of a 4-year university and a 2-year college on the students. To this end, the problems of each campus following the integration process and the requests of students will be grasped by a comparative analysis of the satisfaction levels of students in each campus. Therefore, the purpose of this study is to offer a basic material in order to reflect students' opinions in the process of future integration between universities and to enhance the convenience of university life and the extent of satisfaction for the students.

A Study on Ecological characteristic in Interactive architecture (상호작용하는 건축공간에서 나타나는 생태학적 특성에 관한 연구)

  • Koh, Gwi-Han
    • Korean Institute of Interior Design Journal
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    • v.21 no.4
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    • pp.121-128
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    • 2012
  • Interactive space became one of the modern contemporary society design paradigms. For elevating the interactive effect, we need Interactive design development which uses the influential factors on the interactivity. Digital technology is resulted in a change to a society as well as to the life of human and its way of communication. This study is inquiry into the relations and the common characteristics between ecological architecture space and eco-centric environmental philosophy by making a comparative research. This aims to examine type of spatial contexts for performed through literature research for theory by interactive space and case studies for ecological construction elements to design. And the range of case study is limited to interaction space in addition of interactive elements and user interface. And analysis conclusion is show the many type. Five principles that draw at ecological design conceptualization process, whole unity, variety of organic at ecological design conceptualization process, circularity, homeostasis, allness, biological evolution, diversity have involved with concept that presents in ecological esthetics and organic property of ecology-system.

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An Empirical Study on Factors Affection User Acceptance of Web Storage (Web Storage 사용자 수용요인에 관한 실증 연구)

  • Kim, Jun-Woo;Lee, Ki-Dong;Kim, Hak-Hee
    • The Journal of Information Systems
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    • v.14 no.1
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    • pp.149-169
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    • 2005
  • The purpose of this study is to investigate as individuals how and why to accept web storage service. Using the Technology Adoption Model2 (TAM2) as methodological framework, this research tries to experiment an empirical background on the acceptance of behavioral changes of an individual sa to information technological advances. The findings of this study are different from TAM2 in terms of job relevance and output quality. However, according to other elements of TAM2 such as result demonstrability, subjective norm, image, this srudy also confirms positive relationships toward technological acceptance. Especially, subjective norms shows the strongest influential factors when adopting technological changes.

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