• 제목/요약/키워드: Perceived Innovativeness

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e-Commerce 경험자의 프로그램 연동형 T-Commerce 이용 의도에 영향을 미치는 요인 실증연구 - 혁신성의 조절효과를 중심으로 (Factors Affecting Intent to Use of T-Commerce in Enhanced TV Programs in Case of e-Commerce Users - The Moderating Effect of User Innovativeness)

  • 서현주;문남미
    • 방송공학회논문지
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    • 제10권4호통권29호
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    • pp.610-620
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    • 2005
  • 본 연구는 프로그램 연동형 T-Commerce 이용 의도에 영향을 미치는 소비자 수용 요인을 파악하기 위하여 지상파 양방향 디지털 방송에 노출된 시청자들을 대상으로 이들이 e-Commerce에 대해 지각하는 유용성 및 이용 용이성이 T-Commerce 이용 의도에 미치는 영향을 실증 분석하였다. 이 과정에서 사용자가 보유한 새로운 기술에 대한 혁신성이 유용성이나 이용 용이성과 이용 의도간의 관계를 조절하는 지에 대한 분석이 병행되었다. 분석 결과 양방향 매체를 대상으로 실시된 선행 연구들과 마찬가지로 지각된 유용성은 이용 의도에 유의한 영향을 미치는 반면 지각된 이용 용이성은 유의한 영향을 미치지 못하는 것으로 나타났다. 또한, 다른 양방향 매체들을 대상으로 실시된 기존의 연구 결과와는 달리 이용자의 혁신성이 지각된 유용성이 이용 의도에 미치는 영향을 조절하는 것으로 나타났다. 이러한 연구 결과를 통하여 T-Commerce의 시행 단계에 따라 시청자 유인 전략이 달라져야 한다는 시사점을 얻을 수 있었다.

가치수용 모델을 활용한 스마트워치 확산 결정요인 분석 (Exploring Determinants of Smartwatch Diffusion Using a Value Adoption Model)

  • 송근혜;박종현;이승민
    • 기술혁신학회지
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    • 제21권2호
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    • pp.684-714
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    • 2018
  • 스마트워치의 확산이 예상과는 달리 더디게 진행되고 있다. 스마트워치 공급업체들은 현재의 캐즘을 극복하기 위해 새로운 전략을 수립할 필요가 있다. 그러나 스마트워치의 어떠한 속성을 전략적으로 활용하여 시장 확산을 이루어야 하는가를 타당하게 수행한 연구는 매우 드물다. 본 연구는 스마트워치가 가져다줄 것으로 예상되는 혜택과 이를 위해 치러야 할 비용을 소비자 관점에서 분석하고, 소비자의 혁신성향이 시장 확산에 기여할 수 있는지를 살펴보았다. 이를 위해 323개의 유효데이터를 확보하여 구조 방정식 분석을 실시하였다. 분석 결과, 스마트워치의 두 가지 혜택(utilitarian and hedonic)과 세 가지 비용(usability, performance, and finance)이 가치인식을 통해 사용의도에 영향을 주는 것으로 나타났다. 또한 소비자의 혁신성향이 가치인식과 사용의도의 관계를 조절하는 것으로 드러났다. 주목할 점은, 소비자들이 스마트워치가 사회적 혜택을 가져다 줄 것으로 기대할 것이라는 가설이 기각되었다는 점이다. 즉, 스마트워치 사용이 소비자에게 이미지 향상을 가져다 줄 것이라는 전략은 스마트워치 확산에 큰 기여를 하지 않을 수 있다. 스마트워치의 시장 확산을 이루기 위해서는 혁신성향이 높은 소비자들을 대상으로 소비자들이 기대하는 혜택을 활용하는 전략을 수립해야 한다.

중국 근거리 무선통신(NFC) 간편결제 채택의 결정요인: 개인 혁신성의 조절효과를 중심으로 (Examining the Influencing Factors of NFC (Near Field Communication) - Payment Adoption in China : The Moderating Role of Personal Innovativeness)

  • 무홍레이;이영찬;동팡란
    • 산업융합연구
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    • 제16권3호
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    • pp.33-40
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    • 2018
  • 근거리 무선통신 (Near Field Communication: NFC) 기술을 이용한 서비스가 많이 소개되고 있다. 본 연구의 목적은 NFC 간편결제 채택의도에 영양을 미치는 요일을 찾기 위한 것이다. 이를 위해, 본 연구는 기술수용모델(Technology Acceptance Model: TAM)을 기반으로 한 연구모형을 제안하고자 한다. 인터넷 설문조사를 통해 NFC 간편결제 서비스를 사용하는 사용자 353명의 자료가 수집되었다. 분석결과 상대적 이점, 사회적 영향 및 기술 가용성이 인지된 유용성에 중요한 영향을 미친다는 것을 확인할 수 있었다. 그러나 사용 용이성에는 상대적인 이점과 사회적 영향만이 영향을 미치는 것으로 확인되었다. 인지된 사용 편의성은 인지된 유용성에 큰 영향을 미치며, 이들 모두 NFC 간편결제 채택의도에 큰 영향을 미치는 것으로 나타났다. 또한 분석결과, 개인 혁신성이 조절효과는 가지는 것으로 밝혀졌다.

Analysis of Key Factors in Corporate Adoption of Generative Artificial Intelligence Based on the UTAUT2 Model

  • Yongfeng Hu;Haojie Jiang;Chi Gong
    • 한국컴퓨터정보학회논문지
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    • 제29권7호
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    • pp.53-71
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    • 2024
  • 생성형 인공지능은 그 광범위한 응용 범위와 깊은 영향력으로 인해 사회의 주목을 받고 있습니다. 본 논문은 통합 기술 수용 및 사용 이론 2(UTAUT2)를 기반으로 개인의 혁신성과 인지된 위험 등의 변수를 결합하여, 기업이 생성형 인공지능을 채택하는 데 영향을 미치는 주요 요인을 연구하기 위해 종합적인 이론 모델을 구축하였습니다. 우리는 가설 경로를 검증하기 위해 구조 방정식 모델(SEM)을 사용하였고, 부트스트래핑 방법을 통해 수용 의향의 매개 효과를 검증하였으며, 계층적 회귀 분석을 통해 인지된 위험의 조절 효과를 탐구하였습니다. 연구 결과, 성과 기대, 노력 기대, 사회적 영향, 가치 평가 및 개인 혁신성이 수용 의향에 긍정적인 영향을 미치며, 수용 의향은 이러한 요인들과 사용 행동 사이에서 중요한 매개 역할을 한다는 것이 밝혀졌습니다. 반면, 인지된 위험은 수용 의향과 사용 행동 사이에서 부정적인 조절 효과를 가지는 것으로 나타났습니다. 본 연구는 기업이 생성형 인공지능을 효과적으로 채택하는 방법에 대해 이론적 근거와 실증적 지원을 제공하며, 중요한 실무적 의의를 가집니다.

리테일 서비스 로봇의 소비자 수용에 관한 연구 (Consumer acceptance of retail service robots)

  • 정소원;하세진
    • 복식문화연구
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    • 제28권4호
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    • pp.409-419
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    • 2020
  • Building on Technology Readiness and Acceptance Model(TRAM), the study aimed to examine how technology readiness affects consumers' perceptions of ease of use, usefulness, and risk, which in turn predict their intention to use retail service robots. Specifically, the study proposed that technology readiness motivators (optimism and innovativeness) would influence perceived ease of use and usefulness, while technology readiness inhibitors (discomfort and insecurity) would affect perceived risk. The study further examined if the perception factors (ease of use, usefulness, and risk) contribute to intention to use retail service robots. A survey method was used with data collected from Korean consumers. The final sample size was 418. The data was analyzed using structural equation modeling. Findings of the study revealed that technology readiness motivators positively affected perceived ease of use and usefulness while innovativeness had no impact on usefulness. All the inhibitors increased perceived risk. Lastly, as hypothesized, perceptions of ease of use, usefulness, and risk predicted intention to use retail service robots. This study extended the retail technology literature by applying and validating TRAM to the context of consumer acceptance of retail service robots. The study further helped marketers and retailers by highlighting the importance of technology readiness in improving consumer perceptions and responses towards retail service robots.

자기이미지와 패션리더성향: 의복관여와 소비자 자신감을 중심으로 (Self-image and Fashion Leadership: Focusing on Clothing Involvement and Consumer Confidence)

  • 윤송이;이규혜
    • 한국의류산업학회지
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    • 제17권3호
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    • pp.382-391
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    • 2015
  • People are exposed to diverse images and naturally find images to express themselves to others for personalsatisfaction. They present ideal images that they desire to obtain or actual images that they already have. People find differences between ideal images and actual images as well astry to overcome differences by managing appearance or purchasing fashion items. The congruence between real and ideal self-images and perceived body images stimulate clothing involvement or consumer confidence to influence fashion innovativeness and fashion opinion leadership. Fashion leaders are known for confidence when making buying decisions on new fashion products and are more likely to influence other consumers to buy new items. This study useda structural equation model to understand the influence of perceived self and body image on clothing involvement and consumer confidence as well as define how perceived images influence fashion leadership through clothing involvement and consumer confidence. The results of this study indicated that self-image congruence has a positive impact on social body image and personal body image. A positive influence of perceived body image on clothing involvement and consumer confidence was also detected. Fashion opinion leadership could be explained by clothing involvement and consumer confidence; however, fashion innovativeness could only be explained by consumer confidence.

The Effect Factors on the Purchase Intension of Smart Car as of High Innovative Technology and Product; Consumer's Individual Attributes, Perceived Benefit and Switching Cost

  • Ahn, Yeon S.
    • 한국컴퓨터정보학회논문지
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    • 제21권9호
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    • pp.113-119
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    • 2016
  • In this paper, a research model is proved empirically which includes factors related on the purchase intention of smart car as high innovative product in advance of commercialization. As one of relating to consumer's expectation benefit factors, individual attribute factor includes product knowledge, individual innovativeness, and sociality. Consumer's expectation benefit factor includes perceived ease-of-use, usefulness, and enjoyment. As of switching cost variables, there are financial, uncertainty, relational and psychological switching costs factors. Analysis were performed using data from the 257 respondents as random sampling among potential consumers. Purchase intention were affected by individual innovativeness mediated by perceived enjoyment, and individual sociality by perceived ease-of-use and enjoyment also. Relational switching costs factor was only a significant control variable between purchase intention with consumer's expectation benefit factor. This result presents some implications for making the new smart car's detail concept and marketing strategy related to targeting the consumer as high innovative product and technology firms including smart car makers.

Predicting the Application of Huawei Augmented Reality on Media Façade: Using the TAM Model

  • Chen, Yan;Liu, Shanshan;Lee, Jong Yoon
    • International Journal of Contents
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    • 제18권2호
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    • pp.32-46
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    • 2022
  • In recent years, large-scale and high-density use of LED on facades has exposed some disadvantages, such as light pollution, high energy consumption, unsustainability, and poor interactivity. Because of the development of smartphones and augmented reality (AR), AR has emerged as a new technology available to users to interact with the media façade. As an augmented reality app for public space, the AR map app can superimpose virtual images on the surface of a building to form an AR media façade, which can be applied in the fields of navigation, advertising, interactive public art, smart retail, etc. This study establishes the variables influencing usage intention and the consequent outcomes of Huawei AR map app and uses the technology acceptance model (TAM) to discuss their relationship. Results show that consumer innovativeness, information quality, and design quality have a strong influence on perceived ease of use. Information quality has a positive impact on perceived usefulness, but design quality has a weak influence. Also, the design quality of Huawei AR map app and consumer innovativeness have a higher effect on perceived enjoyment than information quality. Users' usage attitude and perceived usefulness when using Huawei AR map app are key factors determining their usage intention. This study inspires city planners, architects, developers, and designers of AR apps that augmented reality can partly replace media façade, and that investment in augmented reality will achieve significant sustainable economic and social benefits.

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.

혁신의 확산 혹은 혼란 - 스마트 의류 잠재적 채택자 관점 - (Diffusion or confusion of innovation - Smart clothing potential adopters' perspectives -)

  • 이규혜;주나안
    • 복식문화연구
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    • 제26권2호
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    • pp.157-171
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    • 2018
  • As the next generation of smartphone and tablet computers, wearable devices are currently being developed and available in market in various forms. Smart clothing is a wearable device that holds the greatest potential for future development but low in market penetration. This study was designed to identify factors that influence adoption and diffusion of smart clothing. In-depth interviews with potential consumers who were knowledgeable about and interested in smart clothing were conducted. A semantic network analysis method was used. The results showed that consumers perceived smart clothing as a garment rather than as a type of wearable device and had a positive perception of smart apparel as more convenient and advanced than functional apparel. At the same time, however, consumers had a negative perception of smart clothing as unnecessary, ugly, and injurious to health. Consumers also worried that wearing smart apparel over long periods of time would negatively impact their health. Factors affecting resistance to smart apparel included low utility, perceived risk, and lack of aesthetic completeness. Usefulness and convenience were factors that affected the acceptance of smart clothing. The innovativeness of the product was more influential than consumer innovativeness in the process of adoption and diffusion of smart clothing.