• 제목/요약/키워드: Mobile adoption

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모바일 개인방송 시청 요인 분석: HMSAM 모델을 중심으로 (Analysis on the Viewing Intention of Mobile Personal Broadcasting by using Hedonic-Motivation System Adoption Model)

  • 임재완;박병호
    • 경영정보학연구
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    • 제18권4호
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    • pp.89-106
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    • 2016
  • 모바일 기술과 비디오 스트리밍 기술이 발달하고 미디어 플랫폼이 다변화 되면서 '페이스북 라이브', '아프리카 TV'와 같은 모바일 개인방송은 기존 IT 시스템과는 다른 수용 패턴을 보이고 있다. 모바일 개인방송 시청 요인에는 오락적 동기가 가장 큰 비중을 차지하므로 기존의 외재적, 생산적 동기 중심의 시스템 수용 이론으로는 연구의 한계가 있다고 판단하였다. 이에 본 연구는 오락적 동기 시스템 수용 분석에 특화된 HMSAM(Hedonic-Motivation System Adoption Model)을 이론적 틀로 활용하여 모바일 개인방송 시청자의 수용 요인에 어떠한 오락적 동기가 작용하는지 실증적으로 알아보고자 하였다. 연구 변인에는 즐거움(Joy), 시간 흐름 미인지(Temporal Dissociation), 현실도피감(Escapism), 몰입(Focused Immersion)과 같은 내재적 동기가 포함되었다. 또한 인지된 사용 용이성(Perceived Ease of Use), 인지된 유용성(Perceived Usefulness), 시청 의도(Intention to Watch) 변인도 포함되었다. 연구 분석은 Multi-indicator 모형의 구조방정식을 통하여 변수들 간의 인과관계와 유의성을 검증하였다. 연구 결과, 모바일 개인방송 시청의 즐거움은 시간 흐름 미인지, 현실도피감, 인지된 사용 용이성과 긍정적(+)인 관계를 맺고, 시청의도와 몰입에도 긍정적(+)인 영향을 주었다. 현실도피감 역시 몰입에 긍정적(+)인 영향을 주었다. 본 연구는 오락적 동기 시스템 수용에 대한 최신 연구인 HMSAM 모델을 이론적 틀로 활용하여 모바일 개인방송 시청 요인들을 새롭게 분석하였다는 점에 의의가 있다. 향후 재미와 오락의 개념을 더 세분화하고, 미디어의 능동적 수용과 수동적 수용을 추가적으로 살펴본다면 더욱 발전된 후속 연구가 진행될 수 있을 것이다.

The Impact of Mobile Technology Paradox Perception and Personal Risk-Taking Behaviors on Mobile Technology Adoption

  • Chae, Myung-Sin;Yeum, Dae-Sung
    • Management Science and Financial Engineering
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    • 제16권2호
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    • pp.115-138
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    • 2010
  • People acknowledge that mobile technology has improved their lives in terms of convenience, flexibility, connectedness, and new freedom of choice. However, as people increase usage of technology, they may become frustrated, challenged, annoyed, and irritated with it. This is the main characteristic of mobile technology paradoxes. Once technology gets into people's daily life, which it already has, people will look for a way to minimize the dependency on the technology, as well as finding a way to use the technology to improve the quality of their life. The focus of this study is to understand the mobile technology paradoxes and to develop coping strategies. As mobile technology is already a part of people's daily life, it is inevitable that people need to utilize technology as part of their lifestyles. This study developed a research model regarding the relationship between mobile technology perception and choice of coping strategies, including personal risk propensity as a mediating factor. Discussion on the importance of the technology paradoxes for developing mobile solution and services from the customers' perspectives followed after hypotheses testing.

The Comparative Study on Third Party Mobile Payment Between UTAUT2 and TTF

  • Wu, Run-Ze;Lee, Jong-Ho
    • 유통과학연구
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    • 제15권11호
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    • pp.5-19
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    • 2017
  • Purpose - According to the research findings, it proposes corresponding market promotion schemes, for Alipay, WeChat wallet and even other payment service providers and mobile internet companies to understand the factors which promote or hinder users' acceptance of mobile payment. Research design, data, and methodology - Statistic analysis of data and social science statistical software of IBM Statistics 23.0 and IBM SPSS AMOS 23.0 were adopted for all the data researched. Results - The technical features of the third party mobile payment and the task characteristics of users have positive influence on the matching degree between task and technology, and the matching degree between task and technology of the third party mobile payment has positive influence on the performance expectancy, effort expectancy and usage intention. The social influence, facilitating condition, price value and enjoyment motivation have significant and positive influence on users' intention of mobile payment adoption. The perceive security of the mobile fingerprint payment of users has positive influence on users' intention of usage. Conclusions - This research has the main contribution on the analysis on the key factors with influence on the third party mobile payment usage by utilizing the integrated model of UTAUT2 and TTF.

모바일 카드 결제서비스 수용 의도의 결정 요인 (Predicting intention to adopt mobile card payment service)

  • 김효정;이진명
    • Human Ecology Research
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    • 제58권4호
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    • pp.497-515
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    • 2020
  • The use of mobile payment services has recently increased in South Korea. Mobile payments allow consumers to purchase items digitally, using a mobile card in an app affiliated with a payment service. This study explores the predictors of intention to adopt mobile payment services. The study employed an A(affective)-B(behavioral)-C(cognitive) model with two antecedent variables: cognitive (perceived usefulness, perceived risk, perceived ease of use, and perceived herding behavior) and affective (satisfaction with the status quo, innovation resistance) responses. An online survey of 405 non-users of mobile payment services aged 20 to 49 years was conducted. The study used SPSS 23.0 for descriptive analysis and Amos 23.0 for confirmatory factor analysis and structural equation modelling. The results are as follows. First, perceived usefulness, perceived risk, and perceived herding behavior significantly influenced innovation resistance. Second, perceived herding behavior significantly influenced subjective norms. Third, innovation resistance and subjective norms significantly influenced the intention to adopt mobile payment services. The findings suggest that the A-B-C model can be useful in understanding consumers' adoption and resistance behaviors and that cognitive and affective responses are important antecedent variables affecting the decision to adopt mobile payment services.

LabVIEW를 이용한 이동로봇 위치제어를 위한 PI제어기 구현 (An Implementation of PI Controller for the Position Control of Mobile Robot Using LabVIEW)

  • 박영환;이재경
    • 전기학회논문지
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    • 제57권7호
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    • pp.1241-1246
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    • 2008
  • The dynamics of mobile robot is nonlinear. To cope with this nonlinearity, many advanced control schemes have been proposed recently. Generally, the advanced control schemes are complicated and not good for the practical real-time control when they are implemented as control programs. So, in this paper, a relatively simple PI controller is proposed and applied to the position control of mobile robot with the adoption of reference trajectory calculation method used for the AUV(Autonomous Underwater Vehicle) control. The proposed PI controller is programmed using LabVIEW which is popular for its graphical programming characteristics. The simulation and experimental results show the feasibility and effectiveness of the proposed PI controller.

3.5세대 이동통신서비스 가입의도 및 이용의도의 상대적 영향력에 관한 연구 (An Empirical Study on the Relative Effectiveness of 3.5 Generation Mobile Service Adoption and Use Intention)

  • 이준엽;김철현;변다니엘
    • 디지털산업정보학회논문지
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    • 제5권4호
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    • pp.249-262
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    • 2009
  • HSDPA(High Speed Downlink Packet Access) service has begun nationwide network service since the year 2007 and will be leading technology in mobile service technologies in domestic. But the ARPU(Average Revenue Per Use) from HSDPA has not increased, despite of increasing in subscribers with HSDPA service. It's important to understand why the incresing subscriber with hsdp didn't cause the increasing of its usage. The purpose of this study is to examine factors affecting the intention to adopt and to use HSDPA which refer to the new 3.5 generation communication service, and we are to analyze the relation between the two intentions based on previous studies about technology acceptance.

3개의 광 마우스를 이용한 강건한 광학식 거리주행계 (Robust Optical Odometry Using Three Optical Mice)

  • 김성복;김형기
    • 제어로봇시스템학회논문지
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    • 제12권9호
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    • pp.861-867
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    • 2006
  • This paper presents the robust mobile robot localization method exploiting redundant motion information acquired from three optical mice that are installed at the bottom of a mobile robot in a regular triangular form. First, we briefly introduce a low-cost optical motion sensor, HDNS-2000, and a commercial device driver development tools, WinDriver, to be used in this research. Second, we explain the basic principle of the mobile robot localization using the motion information from three optical mice, and propose the least squares based localization algorithm which is robust to the noisy measurement and partial malfunctioning of optical mice. Third, we describe the development of the experimental optical odometer using three PC optical mice and the user-friendly graphic monitoring program. Fourth, simulations and experiments are performed to demonstrate the validity of the proposed localization method and the operation of the developed optical odometer. Finally, along with the conclusion, we suggest some future work including the installation parameter calibration, the optical mouse remodelling, and the high-performance motion sensor adoption.

모바일 전자정부 서비스 유형분류에 따른 국내외 현황 분석 및 발전방향 (Mobile Government Service Classification and Policy Implications)

  • 서용원;김태하
    • 한국산학기술학회논문지
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    • 제11권4호
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    • pp.1475-1482
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    • 2010
  • 본 연구에서는 국내외 모바일 전자정부의 구축 사례를 비교분석하고 이를 바탕으로 모바일 전자정부의 발전 방향에 대한 시사점을 제시한다. 이를 위하여 모바일 전자정부 서비스의 유형 구분을 위한 프레임워크를 제시하였으며, 국내외 모바일 전자정부 구축 사례를 해당 프레임워크를 바탕으로 분석함으로써 모바일 전자정부 발전방향에 대한 정책적 시사점을 도출하였다. 이에 의거하여 본 연구에서는 모바일 전자정부의 추진 방향으로서 고객 중심의 업무프로세스 재설계, 사용자 중심의 모바일 포탈 재구성, 모바일 고유의 서비스 개발, 신기술 트렌드를 적용한 모바일 전자정부 서비스 개발, 고객으로부터의 피드백을 통한 선순환 및 모바일 보안의 강화를 제시하였다.

모바일 RFID의 특성이 실제 사용의도에 미치는 영향에 관한 연구 (A Study of the Factors Affecting Adoption of a Mobile RFID : Focused on the Technology Area of Mobile RFID)

  • 이다훈;조성민;황재훈
    • Journal of Information Technology Applications and Management
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    • 제20권1호
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    • pp.67-85
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    • 2013
  • The emergence of RFID markets and development of various RFID-embedded mobile devices has brought fundamental changes to our lives. As the availability of RFID readers and tags that are implanted in smart phones and table PCs increases, information on RFID-affixed objects can be tracked wirelessly and this had open possibilities for B2B businesses to be run like B2C businesses. However, given the popularity of the RFID markets, there is limited research in this area. This paper serves to develop an extended technology acceptance model by Mobile RFID characteristics (perceived cost, security, instant connectivity, context awareness, and result demonstrability) examines the determinant factors that cause the acceptance of mobile RFID. To do so, the study conducted a survey targeting smart phone users and used the PLS path modeling, one of the structural equation models to verify the significance of research hypothesis. As a result, perceived cost, instant connectivity, context awareness, and result demonstrability turned out to have a real effect on intention to use mobile RFID by means of perceived usefulness and perceived ease of use. Security turned out to have a partial effect on intention to use mobile RFID by means of perceived usefulness or perceived ease of Use.

모바일게임 플레이 의도의 영향요인 연구 (A Model of User Adoption of Mobile Games)

  • 한광현;김태웅
    • Asia pacific journal of information systems
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    • 제16권2호
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    • pp.123-141
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    • 2006
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, as well as PC games, Video games and online games, offer a unique value for users in providing an exciting digital experience in virtual worlds. The overall trend for mobile games is towards bigger, more colorful, more involving and exciting contents, which might build upon the developing capabilities of mobile phones and networks, in order to bring new styles, concepts and experiences of game play to the users. In this paper, we investigate the factors influencing the usage and acceptance of the mobile games, based on the extended version of the Technology Acceptance Model (TAM). Based on data collected from online survey, we show that perceived usefulness, ease of use are the major determinants for mobile game users to play games. Four factors, including ease of use, self-expressiveness, visibility, and innovativeness are empirically shown to determine the level of perceived usefulness; additionally, innovativeness and facilitating conditions are shown to directly affect ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.