• Title/Summary/Keyword: Perceived Complexity

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Impact Factors Analysis on AR Shopping Service's Immersion

  • SHIN, Myoung-Ho;LEE, Young-Min;KIM, Jin-Hwan
    • Journal of Distribution Science
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    • v.17 no.12
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    • pp.13-21
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    • 2019
  • Purpose - It is very important to examine customer's behavior about AR shopping either practically or academically. Thus, it will be worthwhile to discuss more in details about AR utility which is even in early stage of distribution industry now. Research design, data, and methodology - This study has designed in consideration of control effects of perceived complexity based on customer's flow as dependent variable, and on AR characteristics and technology readiness as independent variables. Study data has been collected from questionnaires after using AR shopping service directly by those who are 20-30 years old of male and female respondents, which has been analyzed with 167 questionnaires. Hypothesis is verified using by hierarchical regression analysis. Results - After results of hypothesis verified, positive influence has been shown in terms of sensory immersion, manipulation, and optimism, however, it is rejected in relation to navigation and innovativeness. Control effect of perceived complexity has not been appeared. Conclusions - Implications of this study are as follows. First, AR shopping service has to provide an informational value. Second, by providing AR service to customer group, marketing activities will be in effects. Third, recognized complexity is not connected with significant control effect in terms of customer's devotion of service.

A Study on the continuous Intention of MyData Service Users Based on the Innovation Resistance Model (혁신저항모형에 기반한 마이데이터 서비스 사용자의 지속사용의도에 관한 연구)

  • Haengnam Sung;Taeho Hong;Taewon Lee
    • Journal of Korea Society of Industrial Information Systems
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    • v.29 no.2
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    • pp.101-117
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    • 2024
  • The purpose of this study is to consider the characteristics perceived by users who utilize MyData services in the financial sector. It aims to examine how these factors influence users' understanding for sustained usage and their resistance to innovation. The research seeks to explore the relationship between users' awareness of characteristics and its impact on both enhancing comprehension for continued usage and addressing users' resistance to innovation. Utilizing a specialized survey agency, we examined the relative effects of innovation resistance factors, such as relative advantage, perceived risks, complexity, clarity and perceived ease of use on MyData service users. Furthermore, this research focuses on employing empirical analysis to validate the relationships between these factors through the survey. The findings of this study suggest that MyData service should dedicate ongoing efforts to minimize user resistance to service utilization. Specifically, it was revealed that among the innovation resistance factors, perceived ease of use, relative advantage, perceived risk, and complexity exert influence in that order.

Empirical Validation of Personal Information Violation Risks with Use Intention : Focusing on Domestic Smart Banking Services (개인정보 침해위험이 이용의도에 미치는 영향에 대한 연구 - 국내은행의 스마트뱅킹 서비스 중심으로)

  • Kim, Jeongwook;Jeon, Youngchan
    • Journal of Korean Society for Quality Management
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    • v.45 no.3
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    • pp.583-594
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    • 2017
  • Purpose: The purpose of this study is how personal information protection risks affect the intention to use domestic smart banking services. VAM(Value based Adoption Model) model is validated as a theoretical background, selecting ease of use, usefulness and perceived security as a benefit factor, and considers perceived cost, technical complexity, and risk of personal information leakage as a sacrifice factor. Methods: The method of this study used questionnaire survey to collect 365 data on suer's perception on smart banking services, and also performed a structural equation modeling method using by AMOS 23. Results: The result of this paper shows that all hypothesis are accepted statistically significant except 1 hypothesis. Conclusion: This research is concluded that perceived value is affected on statistically positive impact on ease of use, usefulness and perceived security, and negative impact on perceived cost and risk of personal information violation, not statistically technical complexity.

The Relationship of Complexity and Order in Determining Aesthetic Preference in Architectural Form

  • Whang, Hee-Joon
    • Architectural research
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    • v.13 no.4
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    • pp.19-30
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    • 2011
  • This investigation, based on empirical research, examined the role of complexity and order in the aesthetic experience of architectural forms. The basic assumption of this study was that perception in architectural form is a process of interpreting a pattern in a reductive way. Thus, perceptual arousal is not determined by the absolute complexity of a configuration. Rather, the actual perceived complexity is a function of the organization of the system (order). In addition, complexity and order were defined and categorized into four variables according to their significant characteristics; simple order, complex order, random complexity, and lawful complexity. The series of experiments confirmed that there is a point on the psychological complexity dimension which is optimal. By demonstrating that consensual and individual aesthetic preference can be measured to have a unimodal function of relationship with complexity, the results of the experiments indicated that complexity and orderliness are effective design factors for enhancing aesthetics of a building facade. This investigation offered a conceptual framework that relates the physical (architectural form) and psychological factors (complexity and order) operating in the aesthetic experience of building facades.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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The Structural Relationships among Innovation Characteristics, Consumer Characteristics, Innovation Resistance, and Intention to Acceptance of Wearable Device Customers: Based on Innovation Resistance Model and Theory of Perceived Risk (웨어러블 디바이스 소비자의 혁신특성, 소비자특성, 혁신저항, 그리고 수용의도와의 구조적 관계: 혁신저항모형과 인지된 위험이론을 기반으로)

  • Bae, Jae Kwon
    • The Journal of Information Systems
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    • v.25 no.4
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    • pp.87-104
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    • 2016
  • Purpose As the smartphone market arrived at its saturation, from world leading information and communications technologies (ICT) businesses to startups, companies are competing to develop innovative wearable device products and suitable contents. Utility, technology, design, price, and various killer contents development targeting every customer's need should be considered for a success in the wearable device market. Design/methodology/approach Prior studies on innovation technology of ICT field have mainly focused on the innovation diffusion theory, expectation confirmation theory, and technology acceptance model, this study suggested the innovation resistance factors of adopting the smart wearable devices based on the innovation resistance model and theory of perceived risk. The model comprises the following two characteristics factors: 1) innovation characteristics which include perceived relative advantages, perceived compatability, perceived complexity, and perceived risk, 2) consumer characteristics which include attitudes towards innovation and existing products (i.e., mobile devices and analog watches). This study developed an extended innovation resistance model to explain the intention to acceptance of wearable devices consumers and collected 284 online survey responses from the non-consumers of the wearable devices. Findings The findings of this study suggest that perceived relative advantage, perceived compatibility, perceived complexity, perceived risk, attitudes towards innovation and attitudes towards existing analog watches affected the innovation resistance which has negative influence on the intention to adoption of wearable devices.

Determinant Factors of Innovation Resistance of Social Media (소셜미디어 혁신저항 결정요인에 관한 연구)

  • Jeong, Hwa-Seob
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.158-166
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    • 2013
  • This study gave attention to the people who has resistance of the social media that tens to be the use as innovations. Therefore, this study examined the determinant factors of psychological resistance of the social media such as Twitter focused on students as none-users of social media. Total of 268 none-users participated in this study. The results were as follows. First, relative advantage influenced negatively on innovation resistance. Second, perceived complexity influenced significantly not on innovation resistance. Third, perceived risk influenced positively on innovation resistance. Therefore, social media related to social relationship should improve relative advantage, the other way, decrease perceived risk such as defamation and personal attack.

A Study on the Quantitative Measurement of Perceived Visual Quality : Test of the SBE Method (시각적 질의 계량적 측정기법에 관한 연구 : SBE 기법의 일반화)

  • 임승빈
    • Journal of the Korean Institute of Landscape Architecture
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    • v.15 no.2
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    • pp.91-100
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    • 1987
  • Main purpose of this study is to test the usefulness of the SBE method in measuring ‘complexity’‘beauty’and ‘friendliness’other than ‘preference’. The study results are as follows. 1) The SBE results are as reliable and valid in measuring ‘complexity’‘beauty’and ‘friendliness’as in measuring ‘preference’. However, the degree of reliability and convergent validity can vary according to the inherent charateristics of those abstract quality themselves. 2) The correlation coefficients among the result of rating, SBE, frequency, and paired comparison methods are very high. 3) The perceived beauty of urban residential landscape reaches highest at the higher complexity level than that of the rural residential landscape.

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Complexity Results for the Design Problem of Content Distribution Networks

  • Choi, Byung-Cheon;Chung, Jibok
    • Management Science and Financial Engineering
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    • v.20 no.2
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    • pp.7-12
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    • 2014
  • Content Delivery Network (CDN) has evolved to overcome a network bottleneck and improve user perceived Quality of Service (QoS). A CDN replicates contents from the origin server to replica servers to reduce the overload of the origin server. CDN providers would try to achieve an acceptable performance at the least cost including the storage space or processing power. In this paper, we introduce a new optimization model for the CDN design problem considering the user perceived QoS and single path (non-bifurcated) routing constraints and analyze the computational complexity for some special cases.

A Study on Chinese User Resistance of Mobile Banking (모바일 뱅킹에 대한 중국 사용자 저항에 관한 연구)

  • Cheng, Shuang;Lee, Sang-Joon;Lee, Kyeong-Rak
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.105-114
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    • 2014
  • There are many studies on the adoption intentions for mobile banking. But there are no apparent effect on the popularity of it. This is so because the users have resistance to innovation on Mobile Banking. Therefore, it is necessary to identify empirically the problem of user resistance. In this paper, we identified hindrance factors of mobile banking with previous papers. And then we conducted empirical study by survey reply from undergraduates and graduate students in China. The results of this study are as follows. Social Influence and Perceived Complexity have positive effect on Perceived Risk, and Trust has negative effect on Perceived Risk. Perceived Security and Perceived Protection of Private information have no effect on Perceived Risk. Perceived Risk has effect on User Resistance. The significance of this paper is that financial institutions and telecommunications companies of China could potentially establish new and more accurate strategies based on the resistance factors identified in this paper to gain more profits.