With the development of Internet and popularization of smartphones over recent years, social network services are experiencing rapid growth. On top of this, smartphone gaming market is showing a rapid growth and the use of mobile social games is on the significant rise. The occurrence of game data manipulation targeting these services and personal information leakage is highlighting the importance of social gaming security. This study is intended to propose development plans effective and efficient in social game services by figuring out factors putting effects on security dependent behavior of social game users in Korea and carrying out a practical study on the casual relationship between factors influencing security dependent behavior through recognized behavioral control and attitudes for privacy infringement of these factors. To do this, proposed was a study model in which the HBM(Health Belief Model) allowing the social game user to influence security dependent behavior was expanded and applied as a major variable. To verify the study model of this study practically, a survey was conducted among university students in Seoul-based K University and S University who had experienced using social game services. According to the study findings, firstly, the perceived seriousness turned out to provide positive influence to trust. But, the perceived seriousness turned out not to put positive effects on self-efficacy. Secondly, the perceived probability turned out not to put positive effects on self-efficacy and trust. Thirdly, the perceived gain turned out to put positive effects on self-efficacy and trust. Fourthly, the perceived disorder turned out not to put positive effects on self-efficacy and trust. Fifthly, self-efficacy turned out to put positive effects on trust. But, self-efficacy turned out not to put positive effects on security dependent behavior. Sixthly, trust turned out not to put positive effects on security dependent behavior. This study is intended to make a strategic proposal so that social game users can raise awareness of their level of security perception and security willingness through this.
Journal of the Korea Institute of Information Security & Cryptology
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v.22
no.2
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pp.295-316
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2012
In the recent field, cybersecuriyt has become one of the critical areas in the information technology field, and demands for cyberseucirty professionals have been increasing tremendously. However, there is In the recent past, cybersecurity has become one of the critical areas in the Information Technology (IT) field, and demands for cybersecurity professionals have been increasing tremendously. However, there is a shortfall in the qualified cybersecurity workforce which is a factor that contributes to the vulnerability of society to various cyber threats. Our study articulates a model to explain career selection behavior in the cybersecurity field. The study explored factors that affect scholars' behavioral intention to pursue a cybersecurity career. Positive outcome expectations from a cybersecurity career as well as high self-efficacy about skills and knowledge about cybersecurity have a strong impact on the scholars' cybersecurity career decisions. Further, perceived usefulness of the cybersecurity curriculum has a positive effect on the scholars' career decisions. The results of this research have implications for retaining a qualified workforce in the computer and information security fields.
Journal of Korean Society of Industrial and Systems Engineering
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v.39
no.3
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pp.18-29
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2016
For most organizations, a security infrastructure to protect company's core information and their technology is becoming increasingly important. So various approaches to information security have been made but many security accidents are still taking place. In fact, for many Korean companies, information security is perceived as an expense, not an asset. In order to change this perception, it is very important to recognize the need for information security and to find a rational approach for information security. The purpose of this study is to present a framework for information security strategies of companies. The framework classifies companies into eight types so company can receive help in making decisions for the development of information security strategy depending on the type of company it belongs to. To develope measures to classify the types of companies, 12 information security professionals have done brainstorming, and based on previous studies, among the factors that have been demonstrated to be able to influence the information security of the enterprise, three factors have been selected. Delphi method was applied to 29 security experts in order to determine sub items for each factor, and then final items for evaluation was determined by verifying the content validity and reliability of the components through the SPSS analysis. Then, this study identified characteristics of each type of eight companies from a security perspective by utilizing the developed sub items, and summarized what kind of actual security accidents happened in the past.
Ryoo, Jungwoo;Lee, Dongwon;Techatassanasoontorn, Angsana A.
Journal of Information Science Theory and Practice
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v.4
no.3
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pp.6-27
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2016
There has been a growing interest and enthusiasm for the application of virtual worlds in learning and training. This research proposes a design framework of a virtual world-based learning environment that integrates two unique features of the virtual world technology, immersion and interactivity, with an instructional strategy that promotes self-regulatory learning. We demonstrate the usefulness and assess the effectiveness of our design in the context of information security learning. In particular, the information security learning module implemented in Second Life was incorporated into an Introduction to Information Security course. Data from pre- and post- learning surveys were used to evaluate the effectiveness of the learning module. Overall, the results strongly suggest that the virtual world-based learning environment enhances information security learning, thus supporting the effectiveness of the proposed design framework. Additional results suggest that learner traits have an important influence on learning outcomes through perceived enjoyment. The study offers useful design and implementation guidelines for organizations and universities to develop a virtual world-based learning environment. It also represents an initial step towards the design and explanation theories of virtual world-based learning environments.
Organizations that make widely use of information technologies can be more efficient. But, the dependence of information technologies leads to an increase in threat of security. This is the reason why organizations are investing in security risk management (SRM) which is designed to protect of information assets. Noting a lack of empirical research in SRM, we investigate the key factors having a direct effect on performance of SRM. Particularly, this study focused on identifying factors influencing awareness of SRM and Intention to develop SRM in Organization. Based on relevant literature review, six motivating factors, including Behavior for Security Management, Compliance with Security Policy, perceived Benefits, Perceived Sacrifice, Social Pressure, Experience of Security Risks, were initially identified. The results indicated that most perception factors were positively related to Organization's intention to develop SRM and awareness of SRM, which then had positive impact on performance of SRM. But Perceived Sacrifice was not significantly related to two variables which is Organization's intention to develop SRM and awareness of SRM.
Journal of Korean Society of Industrial and Systems Engineering
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v.42
no.2
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pp.36-48
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2019
As the importance of Knowledge Management System (KMS) in the military increases, Republic of Korea Army (ROK Army) developed Army Knowledge Portal. Although the members in the military are encouraged to use the portal, few members currently use it. This study was conducted to find variables to predict the user's intention to use the portal, which contributes to activating the use of Army Knowledge Portal in the army. On the basis of Technology Acceptance Model (TAM), ten variables such as perceived ease of use, general information security awareness, information security awareness, expectation for external rewards, expectation for relationships, sense of self-worth, attitude toward compliance with security policy, attitude toward knowledge sharing, intention of non-combat knowledge sharing, and intention of combat knowledge sharing were considered as independent variables. 105 participants on active duty who currently use or have experience to use the portal participated in this study. The results indicated that general information security awareness and information security awareness increases compliance with the information security policy. In addition, the attitude toward knowledge sharing is enhanced by expectations for relationship and sense of self-worth. Based on the results, the authors propose the need for policy alternatives to reinforce the reward system and security policy, which activates the use of Knowledge Portal Service for ROK Army.
In this study, we explored Technology Acceptance Model(TAM) to introduce Blockchain technology in the medical field. It extracted five external variables(Security, Availability, Reliability, Diversity, Economic feasibility) through previous studies. It set the study model for a path to acceptance intention through the information reliance of recognized easiness and recognized usefulness. As results of empirical analysis, H1-1(Security →Perceived Easiness) was rejected. H1-2(Availability→Perceived Easiness), H1-3(Reliabilit→Perceived Easiness), H1-4(Diversity →Perceived Easiness), H1-5(Economic →Perceived Easiness) were adopted. Hypothesis 2 was a relations between Blockchain's characteristics and Perceived usefulness, all the Hypothesis were adopted. Hypothesis 3 and Hypothesis 4 indicated that H3-1(Perceived Easiness →Perceived usefulness) was rejected but H3-2(Perceived Easiness → information reliability), H3-3(Perceived usefulness → information reliability), and H4(information reliability→acceptance intention) were all adopted. It was confirmed that it is important to emphasize the importance of stability to introduce block chain technology to medical centers, but it was necessary to use a design that can increase the easiness from the prospect of users.
Purpose - Based on preceding studies, this thesis focuses on the finding of the definition and category of mobile tourism application and deriving out its characteristics. And after looking for how they make influences on continuous intention to use, we make empirical study with TAM model. Research design, data, and methodology - There are many Chinese tourist who visit Korea with user's constant intention to use of tourism application. This study is to find out the definition and category of mobile tourism application through research of preceding study and to fomulate the research model and hypothesis that how tourism application attributes (convenience, interaction, accessibility, local basis, security) affect constant intention to use of mobile tourism application. In order to verify a hypothesis, we conducted a survey for Chinese users of tourism application. In empirical study, we analyzed a structure model for frequency analysis, reliability analysis, exploratory factor analysis, validity analysis through IBM SPSS Statistics 21.0 and IBM SPSS AMOS 21.0 Results - Among tourism applications, convenience, interaction, accessibility and local basis have positive effects on both perceived usefulness and perceived easiness respectively. But security does not. Also perceived easiness has a positive effect on perceived usefulness. Finally, perceived usefulness and perceived easiness have positive effect on constant intent to use. Conclusions - Tourism application enterprises should put emphasis on design such as menu or function in order to simplify the operation of new services for new customers. Therefore, comfortable user interface and development of useful function can improve tourism application. Consequently, it leads to the promotion of tourism application. Also, when users perceive tourism application as a useful media which is easy, comfortable and useful content, the degree of constant intention to use becomes increased. It is important to provide plentiful and useful contents for customers and to develop user interface such as easy operation because these factors have positive effects on constant demand and use of tourism application.
As social media penetrates more deeply into people's everyday lives, social commerce (a type of commerce that combines SNS features and possibility for commercial transactions) has enjoyed unprecedented growth. Shopping on Facebook is a representative example of social commerce platform that allows consumers to interact with other users, exchange information and purchase products without leaving a Facebook page. Social commerce presents great opportunities for marketers in terms of leveraging social aspects of shopping experience. It also offers a large potential for Korean companies to reach various target markets, as well as establish their presence abroad. Yet, acceptance of social commerce as a legitimate shopping channel has been slow, and consumers are still hesitant to shop via Facebook. This study draws on uses and gratification theory and the concept of perceived risk to examine how different motives for SNS use and the associated types of perceived risks can affect the purchase intention on the platform. Empirical data from 288 young users of Facebook were analyzed. Findings identified two main motives for SNS use: information-related motive and communication-related motive. Information-related motive significantly affected the intention to shop on Facebook, whereas communication-related motive did not have any significant influence. Risks associated with shopping via Facebook included delivery risk, security risk, social risk and economic risk. Overall, consumers perceived a higher level of security and social risk associated with shopping on Facebook. However, only social risk had a significant negative influence on the purchase intention. Awareness and previous experience of buying via social commerce platform positively affected consumers' purchase intention.
Our study adopted ELM (Elaboration Likelihood Model) to measure the impact of central and peripheral cues on e-healthcare website behavior and its consequence on perceived loyalty of users. While most of ELM studies did not elaborate the antecedent of both central and peripheral cues, we measured the antecedents of those information processing routes to clarify how technical and quality factors (i.e. information organization, security concern, and website attractiveness) develop the nature of either central or peripheral route. We found that information organization was the main antecedent of information quality presented on the website. Second, the results revealed that website security has a positive effect on website credibility. Third, we also found that website attractiveness was positively associated with website credibility. Fourth, consistent with elaboration likelihood model, the empirical findings suggested that information quality (central cue) and website credibility (peripheral cue) were strong predictors of behavior intention to use health website. Our findings also suggested that behavior intention to use health website significantly influenced perceived loyalty.
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