• 제목/요약/키워드: Intention to use technology

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온라인 게임에서의 플로우와 플로우에 영향을 미치는 요인 및 재사용의도의 관계에 대한 장르별 비교 (A Cross Genre Study of the Relationship among Flow, its Antecedents, and the Reuse Intention in Online Games)

  • 이웅규;권정일
    • 한국경영과학회지
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    • 제30권4호
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    • pp.131-150
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    • 2005
  • One of the reasons for popularity of online game is owing to the interactions with other game users that would lead game the users easily involving in it. Such a holistic state is called flow. Theoretically and empirically flow is one of the antecedents influencing the intension of reusing online game. However, since there are so many kinds in online games, all of them are not the same in the way of feeling flow and level of the relationship with reuse. The objective of this study is to analyze the relationship between flow, fators influencing flow and reuse intension in online games genre by genre. For this purpose, we classily online game into role playing, board, arcade and simulation, and suggest a research model that would explain relationship between online game and flow comparing its difference among four game genres. Sampling 730 from online game users, we analyze the suggested model empirically by PLS and prove it to be a valid one. The result of this study would not only provide differentiate Insights to the online game providers in each genre practically but also contribute to explaining intrinsic motivation for the use of information technology theoretically.

Mobile Banking 사용 의도 결정 요인 (Determinants of the user's Intention to use of Mobile banking)

  • 한상일
    • 한국전자거래학회지
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    • 제10권3호
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    • pp.135-157
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    • 2005
  • 기술수용모델과 계획행동이론 관련 연구들을 기반으로 본 연구에서는 기술수용모델의 구조를 유지하면서 한 가지의 신뢰 관련 요인(인지된 신뢰성)과 두 가지의 인지된 행위 통제 요인(인지된 유효성과 인지된 비용),그리고 국내의 특성을 고려한 기술적 적합성 항목을 모델에 추가하여 모바일 뱅킹 분야에 적합하게 기술수용모델의 적응성을 확장하였다. 국내에서 182개의 데이터를 수집하여, 구조방정식 모델 기법을 이용, 확장된 기술수용모델을 검증하였다. 본 연구의 결과는 모바일 뱅킹 채택에 대한 사용자 의도를 예측하는데 있어서 본 연구에서 사용된 확장된 기술수용모델을 지지하고 있다. 또한 정보기술/시스템 수용과 모바일 뱅킹 시스템 운영의 실제적인 시사점들이 논의되어졌다.

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SERVQUAL을 이용한 이러닝 학습자의 만족도 평가에 관한 연구 (Measuring learner satisfaction in e-learning using SERVQUAL)

  • 구희진;박영택
    • 품질경영학회지
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    • 제38권2호
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    • pp.161-170
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    • 2010
  • Diffusion of e-learning has been accelerated according as the convenience and effectiveness have been increased rapidly due to the advancement of information technology. However, there has been few studies on systematic evaluation of its performance. SERVQUAL model was applied to evaluate the service quality of a 100% on-line lecture opened in a major Korean university. Two classes, one for 71 undergraduate students, the other for 79 graduate students, were opened for the lecture. The gaps between the expected service and the perceived service scores were compared with respect to sex, age, and e-learning experience. Although the gap score of male and female students were not different significantly, the gap scores among the other comparative groups were different. The perceived score of the older group with more than thirty ages was lower than that of the younger group. It seems that the older group evaluated the score based on the practical use of the subject since they are part-time students with jobs. Also, the perceived score of the group with previous e-learning experience was higher than that of the group with no e-learning experience. It seems that the experienced group evaluated it compared with the previous e-learning satisfaction. As it might be expected, the groups with higher perceived scores had stronger intention to recommend the e-learning lecture to other students.

산지개발사업에서 표토관리 실태에 관한 연구 (A Study on Actual Condition of Topsoil Management at Forest Development Projects)

  • 김원태;조용현;이종문;윤용한;강희경;박봉주;윤택승;장광은;신경준;어양준;곽무영;송홍선
    • 한국환경복원기술학회지
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    • 제17권1호
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    • pp.13-25
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    • 2014
  • The study aims to investigate and analyze actual situations of managing topsoil at forest development sites based on their types, in pursuit of conservation and effective use of national land. To do this, I selected target areas by deducting the typical types of forest development and analyzed the condition of soil at the target areas before and after development. In addition to this, I interviewed associated construction staffs to conduct study on present situations of topsoil management and find out its problems. I also surveyed of relevant experts, with the intention of seeking solutions. The results of the study have been shown that firstly, experts preferred collecting and recycling of topsoil as methods of improvement of soil conditions for plant growth. Secondly, the importance of topsoil has been well noticed and there were few construction sites using the methods. However, working and economical problems have disturbed carrying out these solutions. Thirdly, after constructions, organic matter and total-nitrogen content decreased in general which were necessary for plant growth in terms of soil conditions.

음성기반 대화형 서비스 키오스크 설계 및 구현 (Design and Implementation of Voice-based Interactive Service KIOSK)

  • 김상우;최대준;송윤미;문일영
    • 실천공학교육논문지
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    • 제14권1호
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    • pp.99-108
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    • 2022
  • 최근에 늘어가는 키오스크(KIOSK)의 수요에 따라 불편함을 호소하는 이용자가 많아졌다. 이에 음성 기반 대화형 서비스를 구현하여 손쉽게 메뉴 선택 및 주문을 가능하게 해주는 키오스크를 제작해 웹의 형태로 제공한다. Annyang API와 SpeechSynthesis API를 바탕으로 음성 기능을 구현하고 Dialogflow를 통해 사용자의 의도를 파악하는 과정을 Rest API를 기반으로 구현하는 방법에 대해 논한다. 또한 협업 필터링을 기반으로 추천 시스템을 적용하여 기존 키오스크의 낮은 소비자 접근성을 개선하였고, 음성인식 서비스 이용 도중 발생하는 비말로 인한 감염을 예방하기 위해 서비스 이용 전 마스크 착용을 확인하는 기능을 제공한다.

스마트 기기를 활용한 블렌디드 러닝에서 기술수용의도가 학습만족도에 미치는 영향 (IT서비스 전문기업의 사례 중심) (A Study on the Impact of Intention of Technology Acceptance for Satisfaction in Blended Learning using Smart Devices (in Case Specialized Company with IT Service))

  • 박구만;박동국
    • 방송공학회논문지
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    • 제21권5호
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    • pp.739-748
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    • 2016
  • 본 연구는 스마트러닝 시스템을 조기 구축하고 임직원 교육을 위해 활용 중인 국내 IT Service 전문기업을 대상으로 스마트기기를 활용한 혼합학습(Blended Learning)이 학습만족도에 미치는 영향을 정량적으로 측정하였다. 구체적으로 기술수용모형을 적용하여 스마트기기를 이용한 학습태도인 자기효능감, 개인혁신성, 인지된 유용성, 인지된 용이성이 혼합학습에서 선행학습인 스마트러닝의 수용과 오프라인 면대면 학습의 만족도에 미치는 영향에 대해 실증적으로 분석하였다. 그 결과, 스마트러닝의 학습태도는 스마트러닝의 수용에 정의 영향을 주었으며, 스마트러닝의 수용은 오프라인 교육의 학습 만족도에 정의 영향을 주었다. 추가로 스마트러닝의 학습태도는 스마트러닝의 수용뿐만 아니라 오프라이 교육의 학습 만족도에도 정의 영향을 주었다. 이는 스마트러닝 학습태도의 변인들이 자기 주도적 학습과 긍정적인 학습만족도에 영향을 미치고 있음을 시사한다.

모바일 상거래에 대한 IT인력의 혁신저항 (The Innovation Resistance of IT Workforce to Mobile Commerce)

  • 임상현;이충권;차경진;서종원
    • 한국전자거래학회지
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    • 제20권1호
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    • pp.61-78
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    • 2015
  • 본 연구는 기술에 대한 이해와 경험의 정도가 높은 IT종사자들이 모바일 상거래와 같은 혁신에 대한 저항에 있어서 비IT 종사자과 비교하여 어떤 차이가 있는지를 살펴보고자 하였다. 모바일 상거래에 대한 인식을 대상으로 하였다. 총 317명의 설문결과는 IT인력이 모바일 상거래에 저항하는 요인으로는 지각된 위험, 적합성, 복잡성이 확인되었으며, 비IT인력의 경우 상대적 이점, 적합성, 복잡성이 주요 요인이었다. 그리고 모바일 상거래의 두 집단 모두의 결과에서 혁신저항이 클수록 사용의도가 낮게 나타났다.

Factors Affecting Adoption of Industry 4.0 by Small- and Medium-Sized Enterprises: A Case in Ho Chi Minh City, Vietnam

  • NGUYEN, Xuan Truong;LUU, Quang Khai
    • The Journal of Asian Finance, Economics and Business
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    • 제7권6호
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    • pp.255-264
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    • 2020
  • The fourth industrial revolution has attracted much academic attention in these past few years. However, research on systematic and extensive factors affecting adoption of Industry 4.0 by SMEs in developing countries, especially in Vietnam, has been unavailable. This study aims to explore the impact of factors that influence the actual adoption of Industry 4.0 by SMEs in Ho Chi Minh City. Mixed-method research was utilized in this study including in-depth interviews of 12 participants and quantitative research of 396 respondents who are representative of SMEs by both online and via paper surveys. The SPSS and SmartPLS 3 software were employed to help analyze the collected data. The results indicate that perceived development of the human resource, perceived on-time, perceived saving cost, perceived improve product quality, perceived saving time, perceived ease-of-use, business resources, and conditions of the business environment, perceived usefulness, perceived enhanced customer relationship, and adoption intention, all have a positive significant effect on actual adoption of Industry 4.0. The results seem to suggest that managerial efforts aimed at increasing the factors' perceptions of adoption of Industry 4.0 and personal relevance of the technology will contribute to implementation success, where success is defined as effectual usage of the Industry 4.0.

연구비에 대한 인식이 연구비 사용 의도에 미치는 영향에 관한 연구 : RCMS 사용자를 중심으로 (The Effects of National Research Fund Recognition on the Research Fund Payment Intend in R&D Project)

  • 이정우;한명훈
    • 한국IT서비스학회지
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    • 제17권3호
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    • pp.77-100
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    • 2018
  • As the importance of R&D has recently become more important, the budget for national R&D projects has continued to grow. Along with, there is a growing awareness to use and manage R&D funds transparently. This study examines the relationship among attitude toward the behavior (ATT), subjective norm (SN), perceived behavioral control (PBC) and behavioral Intention (BI) deriving from TPB (Theory of planned Behavior). To empirically prove the hypothesis, the statistical analysis were conducted based on the response from the 2,021 RCMS users, using SPSS 21.0 and AMOS 21.0. The research model variable consists of ATT, SN, PBC, BI, person type, RCMS characteristics. The results of study can be summarized as follows. First, ATT, SN, PBC have the positive effect on BI. Second, According to the type of person (Director, R&D supporter), there is no difference in ATT on BI but there is a difference in SN (or PBC) on BI. Third, The type of person have moderating effects in the relationship between ATT and BI. Finally, All RCMS characteristics have moderating effects in the relationship between ATT and BI. Some RCMS characteristics have moderating effects in the relationship between PBC and BI.

BDI Architecture Based on XML for Intelligent Multi-Agent Systems

  • Lee, Sang-wook;Yun, Ji-hyun;Kim, Il-kon;Hune Cho
    • 한국지능정보시스템학회:학술대회논문집
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    • 한국지능정보시스템학회 2001년도 The Pacific Aisan Confrence On Intelligent Systems 2001
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    • pp.511-515
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    • 2001
  • Many intelligent agent systems are known to incorporate BDI architecture for cognitive reasoning. Since this architecture contains all the knowledge of world model and reasoning rule, it is very complex and difficult to handle. This paper describes a methodology to design and implement BDI architecture, BDIAXml based on XML for multi-agent systems. This XML-based BDI architecture is smaller than any other BDI architecture because it separates knowledge for reasoning from domain knowledge and enables knowledge sharing using XML technology. Knowledge for BDI mental state and reasoning is composed of specific XML files and these XML files are stored into a specific knowledge server. Most systems using BDIAxml architecture can access knowledge from this server. We apply this BDIAXml system to domain of Hospital Information System and show that this architecture performs more efficiently than other BDI architecture system in terms of knowledge sharing, system size, and ease of use.

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