• Title/Summary/Keyword: Technology acceptance model2(TAM2)

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Empirical Analyses of the Factors Influencing on the Intention to Use Smart Home Services (스마트 홈 서비스 이용의도에 대한 영향요인에 관한 실증적 분석)

  • Lee, Il-Gu;Kim, Sang-Hoon
    • Journal of Service Research and Studies
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    • v.9 no.2
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    • pp.55-76
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    • 2019
  • This study conducted empirical analyses to investigate the factors affecting the intention to use smart home services. Based on the previous relevant studies, the characteristics of smart home service were found to influence on the intention to use smart home service, and four variables(ubiquitous connectivity, reliability, context awareness, and security) concerning the service characteristics could be derived. And referring to the technology acceptance model(TAM), the updated TAM, IS success model, and the theory of reasoned action(TRA), three variables such as perceived ease of use, perceived usefulness and subjective norm were also likely to affect the intention to use smart home service, and the user innovativeness was inferred to play a role of moderating variable. In order to examine the research model and the hypotheses which could describe the relationship of the above mentioned variables, this study surveyed 447 people who were currently using or would use the smart home services, and then tested the hypotheses for 436 valid responses. The results of hypotheses testing showed that reliability, context awareness, and security have a significant effect on perceived usefulness and on perceived ease of use. However, it was found that ubiquitous connectivity significantly affected perceived usefulness but did not affect perceived ease of use. And perceived ease of use, perceived usefulness and subjective norm had significant effect on the intention to use smart home services. Also, user innovativeness as moderating variable was found to significantly influence on the magnitude of the relationship between ubiquitous connectivity and perceived usefulness and on that between reliability and perceived ease of use. This can be interpreted as the findings implying that innovative smart home-service users are likely to feel the smart home-services more useful than ordinary users when the degree of ubiquitous connectivity is higher, and are likely to perceive the use of smart home-services to be easier than ordinary ones when the degree of reliability is higher.

The Role of Trust in Adoption of e-Learning in South Korea: Comparison of High and Low Trust Levels (e-러닝 수용에 있어 신뢰의 역할: 신뢰 수준에 따른 비교)

  • Lim, Se-Hun
    • Information Systems Review
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    • v.12 no.2
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    • pp.25-45
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    • 2010
  • Today, as potential uses of the Internet continue to grow, e-learning in university an education course has taken on an important role. Accordingly, to provide good e-learning services, university officials attempt to develop high quality educational content in their courses. In this study, we investigate e-learning adoption by students using the extended technology acceptance model (TAM). In particular, trust in the online environment plays an extremely crucial role in student willingness to adopt e-learning. Therefore, in this study, we analyzed the relationships of perceived ease of use, perceived usefulness, attitude, and actual use on students' level of trust using a partial least squares (PLS) approach. This study suggests valuable implications for developing e-learning strategies and implementing e-learning.

Emerging Trends in Cloud-Based E-Learning: A Systematic Review of Predictors, Security and Themes

  • Noorah Abdullah Al manyi;Ahmad Fadhil Yusof;Ali Safaa Sadiq
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.18 no.1
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    • pp.89-104
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    • 2024
  • Cloud-based e-learning (CBEL) represents a promising technological frontier. Existing literature has presented a diverse array of findings regarding the determinants that influence the adoption of CBEL. The primary objective of this study is to conduct an exhaustive examination of the available literature, aiming to determine the key predictors of CBEL utilization by employing the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) methodology. A comprehensive review of 35 articles was undertaken, shedding light on the status of CBEL as an evolving field. Notably, there has been a discernible downturn in related research output during the COVID-19 pandemic, underscoring the temporal dynamics of this subject. It is noteworthy that a significant portion of this research has emanated from the Asian continent. Furthermore, the dominance of the technology acceptance model (TAM) in research frameworks is affirmed by our findings. Through a rigorous thematic analysis, our study identified five overarching themes, each encompassing a diverse range of sub-themes. These themes encompass 1) technological factors, 2) individual factors, 3) organizational factors, 4) environmental factors, and 5) security factors. This categorization provides a structured framework for understanding the multifaceted nature of CBEL adoption determinants. Our study serves as a compass, guiding future research endeavours in this domain. It underscores the imperative for further investigations utilizing diverse theoretical frameworks, contextual settings, research methodologies, and variables. This call for diversity and expansion in research efforts reflects the dynamic nature of CBEL and the evolving landscape of e-learning technologies.

Quality Factors of Mobile Internet Service Performance (모바일 인터넷 서비스 성과의 품질요인)

  • Jin, Dong-Wook;Kim, Sang-Hoon
    • Journal of Information Technology Services
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    • v.7 no.2
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    • pp.197-221
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    • 2008
  • This study is to identify quality factors having influence upon mobile internet service performance theoretically, derive the research model and the hypotheses concerning the cause and effect relationship between these factors and service performance and then analyze them empirically. In order to enhance the model's explanation power, trust and cognitive engagement as interviewing variables are included in the model. The theoretical background of this study was brought from relevant literature in the areas of the theory of reasoned action(TRA). technology acceptance model(TAM), product selection model, cognitive absorption theory and etc. The research model and hypotheses were statistically investigated and analysed through convergent and discriminant validity test, reliability test, and path analyses by means of statistical packages SPSS(12.0) and LISREL(8.72). For these empirical analyses. data were collected through the field survey of 373 users who were willing to continuously use the mobile internet services. Based on the results of the analyses, theoretical and practical significance and future study direction were suggested. The results of this study will be helpful to giving a guideline to companies such as mobile telecom, mobile contents provider and mobile handset manufactures when they have to establish the mobile Internet service marketing strategies.

Digital Leveraging: The Methodology of Applying Technology to Human Life (디지털 레버리징: 기술을 인간의 삶에 적용하는 방법론)

  • Han, Sukyoung;Kim, Hee-Cheol;Hwang, Wonjoo
    • Journal of Korea Multimedia Society
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    • v.22 no.2
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    • pp.322-333
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    • 2019
  • After the launch of smart phones, various miniaturized smart devices such as wearable and IOT devices have deeply embedded in human life, and have created a technology-oriented society. In this technology-oriented society, technology development itself is important, however it seems more important to utilize existing technology appropriately and deliver effectively to human life. As the computer became personalized after the appearance of PC, human-centered computing such as HCI and UCD had begun to appear. However, most of the researches focused on technology that made human being convenient to interact with computer such as computer systems design and UX development. In the technology-oriented society, it seems more urgent to apply existing technology to human life. In this paper, we propose a methodology, 'Digital Leveraging' which guides how to effectively apply technology to human life. Digital Leveraging is the way of convergence between technology and humanities.

Perceived Enjoyment, Application Self-efficacy, and Subjective Norms as Determinants of Behavior Intention in Using OVO Applications

  • WINARNO, Wahyu Agus;MAS'UD, Imam;PALUPI, Trias Widya
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.2
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    • pp.1189-1200
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    • 2021
  • This study examines the role of perceived enjoyment, self-efficacy, and subjective norms as determinants of behavioral intention to use the OVO application. This study's target population is the users of the OVO application who have used it as an electronic transaction. This study's population was the OVO application users as an electronic transaction tool in Jember Regency. Samples were randomly selected at the time of the survey with specific criteria. The survey location is determined at the Plaza because it is a shopping center that mostly has payments at OVO partner merchants. The model empirically tested using data gathered from 150 respondents of OVO users. The research model was tested by using the structural equation modeling (SEM) approach. The results showed that all constructs in the original TAM model were statistically significant. Subjective norm has a positive effect on perceived usefulness, and perceived enjoyment positively affects perceived ease of use of OVO applications. On the other hand, applications' self-efficacy does not affect the perceived ease of using OVO applications for electronic transactions. This condition shows that subjective norms are dominant external individual perspectives compared to self-efficacy, which are personal internal characteristics in determining the behavioral intention of using OVO applications in electronic transactions.

Roles of Perceived Use Control consisting of Perceived Ease of Use and Perceived Controllability in IT acceptance (정보기술 수용에서 사용용이성과 통제가능성을 하위 차원으로 하는 지각된 사용통제의 역할)

  • Lee, Woong-Kyu
    • Asia pacific journal of information systems
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    • v.18 no.2
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    • pp.1-14
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    • 2008
  • According to technology acceptance model(TAN) which is one of the most important research models for explaining IT users' behavior, on intention of using IT is determined by usefulness and ease of use of it. However, TAM wouldn't explain the performance of using IT while it has been considered as a very good model for prediction of the intention. Many people would not be confirmed in the performance of using IT until they can control it at their will, although they think it useful and easy to use. In other words, in addition to usefulness and ease of use as in TAM, controllability is also should be a factor to determine acceptance of IT. Especially, there is a very close relationship between controllability and ease of use, both of which explain the other sides of control over the performance of using IT, so called perceived behavioral control(PBC) in social psychology. The objective of this study is to identify the relationship between ease of use and controllability, and analyse the effects of both two beliefs over performance and intention in using IT. For this purpose, we review the issues related with PBC in information systems studies as well as social psychology, Based on a review of PBC, we suggest a research model which includes the relationship between control and performance in using IT, and prove its validity empirically. Since it was introduced as qa variable for explaining volitional control for actions in theory of planned behavior(TPB), there have been confusion about concept of PBC in spite of its important role in predicting so many kinds of actions. Some studies define PBC as self-efficacy that means actor's perception of difficulty or ease of actions, while others as controllability. However, this confusion dose not imply conceptual contradiction but a double-faced feature of PBC since the performance of actions is related with both self-efficacy and controllability. In other words, these two concepts are discriminated and correlated with each other. Therefore, PBC should be considered as a composite concept consisting of self-efficacy and controllability, Use of IT has been also one of important areas for predictions by PBC. Most of them have been studied by analysis of comparison in prediction power between TAM and TPB or modification of TAM by inclusion of PBC as another belief as like usefulness and ease of use. Interestingly, unlike the other applications in social psychology, it is hard to find such confusion in the concept of PBC in the studies for use of IT. In most of studies, controllability is adapted as PBC since the concept of self-efficacy is included in ease of use explicitly. Based on these discussions, we can suggest perceived use control(PUC) which is defined as perception of control over the performance of using IT and composed of controllability and ease of use as sub-concepts. We suggest a research model explaining acceptance of IT which includes the relationships of PUC with attitude and performance of using IT. For empirical test of our research model, two user groups are selected for surveying questionnaires. In the first group, there are freshmen who take a basic course for Microsoft Excel, and the second group consists of senior students who take a course for analysis of management information by Excel. Most of measurements are adapted ones that have been validated in the other studies, while performance is real score of mid-term in each class. In result, four hypotheses related with PUC are supported statistically with very low significance level. Main contribution of this study is suggestion of PUC through theoretical review of PBC. Specifically, a hierarchical model of PUC are derived from very rigorous studies in the relationship between self-efficacy and controllability with a view of PBC in social psychology. The relationship between PUC and performance is another main contribution.

A study on the Effect of Repurchase Intention for Smart Phone (스마트폰 재구매결정에 영향을 미치는 요인에 관한 연구)

  • Jeon, Sung Hyun;Choi, Seong Il
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.2
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    • pp.189-198
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    • 2012
  • The demand of smart phone that recently came into spotlight as a new media is sharply increasing not only in Korean market but also in worldwide market but the academic study on this is still in the beginning stage. Hence, it would be a well-timed topic for discussion to make a systematic investigation and analysis. The technology acceptance model used in this study as a theoretical frame can set various external factors in introduction of new information technology as variables. This study made an assumption that such external factors would influence on perceived usefulness, easiness and amusement and such perceived awareness would make an impact on user's satisfaction and repurchase intention. This study proposed an empirical model in order to find out the recommendations and repurchase intention for new media, smart phone. This study model was validated to be very effective model that can explain more concretely and systematically for repurchase of smart phone. In conclusion, this paper illustrates a paradigm shift in smart environment to smart device manufacturers under fierce competition in the world market as well as various analysis results on consumer's use patterns according to such paradigm shift, which shall be utilized as useful information when establishing a marketing strategy for smart phone.

Factors Influencing Users' Intension to Play Mobile Games: A Combination of Game-Contents Traits and Mobile Handset's Capabilities into the Technology Acceptance Model (게임 콘텐츠 특성과 단말기 요인을 고려한 모바일게임 사용의도의 영향요인에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Information Systems Review
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    • v.7 no.2
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    • pp.41-59
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology adding new revenue streams, taking advantage of the potential of wireless consumer applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to investigate the factors influencing the usage and acceptance of the mobile games in Korea, based on the extended version of the Technology Acceptance Model(TAM). Based on data collected from survey, we show that perceived usefulness is the major determinant for users to play mobile games. Two factors, including perceived enjoyment and self-expressiveness, are empirically shown to determine perceived usefulness. In addition, perceived ease of use, rewards, operational quality of device, and design/story have been showed to significantly and directly affect perceived enjoyment. It was also confirmed that self-efficacy and operational quality of device are the antecedents of perceived ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

Effects of mobile fashion shopping characteristics, perceived interactivity, and perceived usefulness on purchase intention (모바일 패션 쇼핑 특성과 지각된 상호작용성, 지각된 유용성이 구매의도에 미치는 영향)

  • Kim, Minjung;Shin, Suyun
    • The Research Journal of the Costume Culture
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    • v.23 no.2
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    • pp.228-241
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    • 2015
  • The purpose of this study was to verify the effect of mobile fashion shopping characteristics and perceived interactivity on perceived usefulness, and the effect of perceived usefulness on purchase attitude and purchase intention based on TAM (Technology Acceptance Model). We conducted the survey targeting smartphone users in their 20s~30s living in Seoul and metropolitan area. Among 483 data collected, we used 452 samples except 31 unreliable respondents for the analysis. To analyze the structural equation model, we did factor analysis, reliability analysis, and structural equation model analysis using SPSS 18.0 and AMOS 16.0. The results were as follows: We confirmed 5 mobile fashion shopping characteristics (enjoyment, credibility, instant connectivity, security, and personalization) and 3 perceived interactivity factors (control, responsiveness and two-way communication, and contextual offer) as results of confirmative factor analysis. Mobile fashion shopping characteristics and perceived interactivity had positive effects on perceived usefulness. Mobile fashion shopping characteristics affected perceived interactivity and also had indirect effect on perceived usefulness via perceived interactivity. In other words, mobile fashion shopping characteristics had direct and indirect effect on perceived usefulness. Perceived usefulness influenced purchase attitude and purchase attitude influenced purchase intention. Perceived usefulness had direct effect on purchase intention and the indirect effect through purchase attitude was significant.