• 제목/요약/키워드: Technology Familiarity

검색결과 99건 처리시간 0.027초

Factors Affecting User Acceptance of Ubiquitous Computing based on Mobile Services (모바일 서비스에 기반한 유비쿼터스 컴퓨팅의 사용자 수용에 영향을 미치는 요인)

  • No, Mi-Jin;Kim, Byung-Gon;Park, Soon-Chang
    • Journal of Information Technology Applications and Management
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    • 제18권1호
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    • pp.55-74
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    • 2011
  • The growth in the use of ubiquitous computing based on mobile services as an enabler to conduct business more effectively has been phenomenal. Technology acceptance model (TAM) has been applied in different contexts to examine a wide range of information technologies (IT). As more and more companies are finding ways to utilize ubiquitous computing based on mobile services, an important issue is to understand what factors will impact the decisions of consumers in adopting the services. Based on TAM with three additional groups of external factors, i.e., service-related factors (ubiquitous access, context awareness) and technology-related factors (perceived security risk, network connectivity) that are theoretically justified as having influence on both perceived usefulness and perceived ease of use which are additionally considered, a research model for the investigated technology acceptance was developed and empirically examined, using responses from more than intended users of ubiquitous computing based on mobile services. The specific purposes of this study are as follows. Firstly, this study is to identify service beliefs considering unique characteristics for ubiquitous services such as perceived ubiquitous access and perceived context awareness. Secondly, this study is to investigate network characteristics beliefs such as perceived security and perceived connectivity. Thirdly, this paper investigates the relationship among variables such as ubiquitous characteristics, network characteristics, behavioral beliefs, and intention to use ubiquitous web services. This study uses a structural equation model to test the research model. The major results of this study are as follows. Firstly, ubiquitous access has a influence on perceived usefulness and perceived ease of use. Context awareness has an influence on perceived usefulness. Secondly, User familiarity has an influence on perceived usefulness and perceived ease of use, and intention to use. User innovativeness has an influence on perceived ease of use. Thirdly, perceived security risk has an influence on perceived usefulness and perceived ease of use. Network connectivity has an influence on perceived usefulness and perceived ease of use. Fourth, there exist differential effects among factors in structural model among information, transaction, and entertainment services.

Multidisciplinary Research for Types and Storytelling Strategies of Science Technology YouTube Channel : focused on Activity-centered Type Video Channel (과학기술 유튜브 채널의 유형과 스토리텔링 전략에 대한 다학제적 연구 : 활동형 채널을 중심으로)

  • Kim, Hye Yung;Yoo, Dong Hwan
    • Korea Science and Art Forum
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    • 제37권3호
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    • pp.113-123
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    • 2019
  • In line with policy support and demand, mobile videos about science and technology have growth potential. For activation of domestic mobile video contents about science and technology, this article aims to analysis current global leading contents and draw implications for benchmarking. Therefore, this paper attempted to analyzed types and storytelling strategy of Science and technology channels on YouTube, which has the most influence among the mobile video media. The results are as follows. Fist, the YouTube contents about science technology are categorized into three types, activity-, explain-, review-centered type. Second, activity type channels are classified into 4 sub-types. Third, The core storytelling strategy of activity type channels is a combination of familiarity and unfamiliarity to deal with everyday material through specialized scientific and technological methods. Based on the results of this research, we expect to plan and produce global killer contents.

Trend Analysis of ICT Accessibility and Utilization Levels of Korean Students based on OECD PISA Data (OECD PISA 자료를 활용한 우리나라 학생들의 ICT 접근 및 활용 수준 추이 분석)

  • Kim, Hye-Sook;Kim, Han-Sung;Kim, Jin-Sook;Shin, An-Na
    • Informatization Policy
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    • 제24권4호
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    • pp.17-43
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    • 2017
  • The purpose of this study is to investigate the directions of information and communication technology(ICT) education in K-12 based on the analysis of ICT accessibility and utilization levels of Korean students. To this end, we analyzed the trends of Korea and OECD countries by survey period, focusing on the OECD PISA 'ICT familiarity survey' conducted in 2009, 2012 and 2015. The surveyed subjects were 15 year-old students and the analysis method was calculated based on the sampling weights. The results of the analysis of Korean students are as follows: First, ICT accessibility at home increased from 2009 to 2015, but was consistently lower than the OECD average. Second, the overall Internet usage time was lower than the OECD average. The Internet usage time on weekdays increased from 2012 to 2015, but on weekends decreased. Third, the ICT accessibility in schools decreased from 2009 to 2012, and increased in 2015, but was lower than the OECD average in 2015. Fourth, the student age ratio of first time computer usage increased from 2012 to 2015 and the average age for computer usage began before age 6, but was below the OECD average. Lastly, student use of digital devices for items such as Internet searches for entertainment and SNS activity has increased from 2012 to 2015, but the level of everyday use such as e-mail, online chat, program downloading, and reading Internet news has decreased. Based on these results, this study suggested policy plans for the improvement of ICT education for elementary and secondary school students in Korea.

The Periodic Relationship between eWOM Volume/Valence and Box Office Revenue (온라인 구전량 및 평점과 시기별 영화 흥행과의 관계)

  • Li, Zhang;Choi, Kang Jun;Lee, Jae-Young
    • Knowledge Management Research
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    • 제18권2호
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    • pp.65-83
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    • 2017
  • Word-of-mouth (WOM), the communication between consumers offline, has transformed to include electronic word-of-mouth(eWOM), which has grown in its influence due to the advancements in communication technology. Despite the fact that many researchers have studied the impact of WOM and eWOM on the performance of movies in the movie industry, there still exists much controversy. Therefore, this study investigates the relationship of eWOM's volume and valence with the box office revenue for 2 years in Korean movies industry. The results show that the volume of eWOM, which is expected to related to awareness diffusion, is more important than the valence in the early stage of movie release. And in the later stage, the valence of eWOM which is expected to related to persuasion effect influences the box office revenue. In addition, the relationship of the volume and valence on box office revenue in both early and later stage can be increased through the interaction with the star power which raises the familiarity or the movie genre which causes the high arousal.

Heuristic Algorithm for Searching Multiple Paths (복수 경로 탐색을 위한 휴리스틱 알고리즘에 대한 연구)

  • Shin, Yongwook;Yang, Taeyong;Baek, Won
    • Journal of Korean Institute of Industrial Engineers
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    • 제32권3호
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    • pp.226-235
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    • 2006
  • Telematics is expected to be one of the fastest growing businesses in information technology area. It may create a new emerging market in industry related to automotive, telecommunications, and information services. Especially vehicle navigation service is considered as a killer application among telematics service applications. The current vehicle navigation service typically recommends a single path that is based on the traveling time or distance from the origin to the destination. The system provides two options for users to choose either via highway or via any road. Since the traffics and road conditions of big cities are very complicated and dynamic, the demand of multi-path guidance system is increasing in telematics market. The multi-path guidance system should allow drivers to choose a path based on their individual preferences such as traveling time, distance, or route familiarity. Using the Lawler's algorithm, it is possible to find multiple paths; however, due to the lengthy computational time, it is not suitable for the real-time services. This study suggests a computationally feasible and efficient heuristic multiple paths finding algorithm that is reliable for the real-time vehicle navigation services.

The Influence of L1 on L2 -Perception of Korean Monophthongs by Polish Speakers- (외국어 습득에 모국어가 미치는 영향에 대하여 -폴란드어 화자의 한국어 단순 모음 청취에 대한 연구-)

  • Paradowska Anna IBabella
    • MALSORI
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    • 제39호
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    • pp.73-86
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    • 2000
  • This paper aims to research the influence of mother tongue (Polish) on the perception of a foreign language (Korean) i.e. how vowel sounds that are totally unfamiliar to the listeners are perceived, how the similar sounds are perceived and whether the perception differs according to the phonetic values of the neighbouring sounds. As a result, the degree of the influence of Ll on the vowels of L2 is different in each case and mostly depends on the familiarity of the vowel in question and on the articulatory similarities between the vowels in both languages. The results are as follows; The best perception was observed with Korean /i/ and /a/ (very similar places of articulation in both languages). The worst degree of perception was Korean /(equation omitted)/ that is very unfamiliar to Polish subjects. Vowels that are not so different from the Ll sounds were perceived fairly well. Another important result is that Polish listeners seem to be more sensitive to lip rounding than to the height of the tongue. The role of the neighbouring sounds seems to be of a considerable importance, Depending on the preceding vowel, a sudden drop or rise in the degree of the perception was observed.

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Force-deformation behaviour modelling of cracked reinforced concrete by EXCEL spreadsheets

  • Lam, Nelson;Wilson, John;Lumantarna, Elisa
    • Computers and Concrete
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    • 제8권1호
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    • pp.43-57
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    • 2011
  • Force-deformation modelling of cracked reinforced concrete is essential for a displacement-based seismic assessment of structures and can be achieved by fibre-element analysis of the cross-section of the major lateral resisting elements. The non-linear moment curvature relationship obtained from fibre-element analysis takes into account the significant effects of axial pre-compression and contributions by the longitudinal reinforcement. Whilst some specialised analysis packages possess the capability of incorporating fibre-elements into the modelling (e.g., RESPONSE 2000), implementation of the analysis on EXCEL is illustrated in this paper. The outcome of the analysis is the moment-curvature relationship of the wall cross-section, curvature at yield and at damage control limit states specified by the user. Few software platforms can compete with EXCEL in terms of its transparencies, versatility and familiarity to the computer users. The program has the capability of handling arbitrary cross-sections that are without an axis of symmetry. Application of the program is illustrated with examples of typical cross-sections of structural walls. The calculated limiting curvature for the considered cross-sections were used to construct displacement profiles up the height of the wall for comparison with the seismically induced displacement demand.

Eliciting Mental Models for Mobile Device Purchase Decision Making (모바일 기기 구매 의사결정에 관한 멘탈 모델의 추출)

  • Hwang, Sin-Woong;Yoon, Yong-Sik;Sohn, Young-Woo
    • Science of Emotion and Sensibility
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    • 제10권1호
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    • pp.23-36
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    • 2007
  • This research focused on eliciting and analyzing mental models of mobile device purchasing consumers who are distinguished by their familiarity with information technology. Mental model elicitation processes proceeded by critical decision method. And Pathfinder algorithm and Social Network Analysis were used to analyze the mental models. The results show that IT-familiar consumers have mental models of which elements are more organized and distinctive while IT-unfamiliar consumers have vague and socially affected mental models.

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A Study on News Reporters' Information Seeking Behavior on the Web (기자직의 웹 정보탐색행위 연구)

  • Kwon, Hye-Jin;Jeong, Dong-Youl
    • Journal of the Korean Society for Library and Information Science
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    • 제45권2호
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    • pp.325-344
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    • 2011
  • The purpose of this study was to investigate the overall web information seeking behavior of news reporters and analyze its correlation with parameters that characterize information needs, preferred sources of information, information technology and internet use and satisfaction. For this purpose, a survey of205 news reporters working at domestic newspaper companies, including daily newspapers, magazines, and online newspapers was conducted. News reporters' primary purposes of seeking web information were to simply check facts and collect overall background information. Their information needs had close association with their position, media type, and familiarity with the internet, but with little association with gender, age, and reporting area.

Social function of game as a leisure activity (여가 문화 활동으로서 게임의 사회적 기능)

  • Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • 제10권7호
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    • pp.245-251
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    • 2012
  • The significance of this study lies in the fact that it looks into the function of games as one of the important leisure activities at the moment when negative perception on overall game industry is becoming an obstacle in settlement of sound game culture. Game is one of the activities enjoyed in leisure time. The main positive effects of game were analyzed classifying them into 10 types including the stress relief and alleviation of tension, diverse identity experience and positive socialization experience, strengthening of self-respect and ideal self-realization, strengthening of independent thinking and problem-solving capacity, motivation for learning, enhancement in physical capacity, decrease in aggressive tendencies, cultivation of awareness on equality, increase in familiarity with the civilization of technology, and strengthening of individuality based on diversity.