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.
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.
Noorah Abdullah Al manyi;Ahmad Fadhil Yusof;Ali Safaa Sadiq
KSII Transactions on Internet and Information Systems (TIIS)
/
v.18
no.1
/
pp.89-104
/
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.
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.
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.
The Journal of Asian Finance, Economics and Business
/
v.8
no.2
/
pp.1189-1200
/
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.
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.
Journal of Korea Society of Digital Industry and Information Management
/
v.8
no.2
/
pp.189-198
/
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.
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.
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.
본 웹사이트에 게시된 이메일 주소가 전자우편 수집 프로그램이나
그 밖의 기술적 장치를 이용하여 무단으로 수집되는 것을 거부하며,
이를 위반시 정보통신망법에 의해 형사 처벌됨을 유념하시기 바랍니다.
[게시일 2004년 10월 1일]
이용약관
제 1 장 총칙
제 1 조 (목적)
이 이용약관은 KoreaScience 홈페이지(이하 “당 사이트”)에서 제공하는 인터넷 서비스(이하 '서비스')의 가입조건 및 이용에 관한 제반 사항과 기타 필요한 사항을 구체적으로 규정함을 목적으로 합니다.
제 2 조 (용어의 정의)
① "이용자"라 함은 당 사이트에 접속하여 이 약관에 따라 당 사이트가 제공하는 서비스를 받는 회원 및 비회원을
말합니다.
② "회원"이라 함은 서비스를 이용하기 위하여 당 사이트에 개인정보를 제공하여 아이디(ID)와 비밀번호를 부여
받은 자를 말합니다.
③ "회원 아이디(ID)"라 함은 회원의 식별 및 서비스 이용을 위하여 자신이 선정한 문자 및 숫자의 조합을
말합니다.
④ "비밀번호(패스워드)"라 함은 회원이 자신의 비밀보호를 위하여 선정한 문자 및 숫자의 조합을 말합니다.
제 3 조 (이용약관의 효력 및 변경)
① 이 약관은 당 사이트에 게시하거나 기타의 방법으로 회원에게 공지함으로써 효력이 발생합니다.
② 당 사이트는 이 약관을 개정할 경우에 적용일자 및 개정사유를 명시하여 현행 약관과 함께 당 사이트의
초기화면에 그 적용일자 7일 이전부터 적용일자 전일까지 공지합니다. 다만, 회원에게 불리하게 약관내용을
변경하는 경우에는 최소한 30일 이상의 사전 유예기간을 두고 공지합니다. 이 경우 당 사이트는 개정 전
내용과 개정 후 내용을 명확하게 비교하여 이용자가 알기 쉽도록 표시합니다.
제 4 조(약관 외 준칙)
① 이 약관은 당 사이트가 제공하는 서비스에 관한 이용안내와 함께 적용됩니다.
② 이 약관에 명시되지 아니한 사항은 관계법령의 규정이 적용됩니다.
제 2 장 이용계약의 체결
제 5 조 (이용계약의 성립 등)
① 이용계약은 이용고객이 당 사이트가 정한 약관에 「동의합니다」를 선택하고, 당 사이트가 정한
온라인신청양식을 작성하여 서비스 이용을 신청한 후, 당 사이트가 이를 승낙함으로써 성립합니다.
② 제1항의 승낙은 당 사이트가 제공하는 과학기술정보검색, 맞춤정보, 서지정보 등 다른 서비스의 이용승낙을
포함합니다.
제 6 조 (회원가입)
서비스를 이용하고자 하는 고객은 당 사이트에서 정한 회원가입양식에 개인정보를 기재하여 가입을 하여야 합니다.
제 7 조 (개인정보의 보호 및 사용)
당 사이트는 관계법령이 정하는 바에 따라 회원 등록정보를 포함한 회원의 개인정보를 보호하기 위해 노력합니다. 회원 개인정보의 보호 및 사용에 대해서는 관련법령 및 당 사이트의 개인정보 보호정책이 적용됩니다.
제 8 조 (이용 신청의 승낙과 제한)
① 당 사이트는 제6조의 규정에 의한 이용신청고객에 대하여 서비스 이용을 승낙합니다.
② 당 사이트는 아래사항에 해당하는 경우에 대해서 승낙하지 아니 합니다.
- 이용계약 신청서의 내용을 허위로 기재한 경우
- 기타 규정한 제반사항을 위반하며 신청하는 경우
제 9 조 (회원 ID 부여 및 변경 등)
① 당 사이트는 이용고객에 대하여 약관에 정하는 바에 따라 자신이 선정한 회원 ID를 부여합니다.
② 회원 ID는 원칙적으로 변경이 불가하며 부득이한 사유로 인하여 변경 하고자 하는 경우에는 해당 ID를
해지하고 재가입해야 합니다.
③ 기타 회원 개인정보 관리 및 변경 등에 관한 사항은 서비스별 안내에 정하는 바에 의합니다.
제 3 장 계약 당사자의 의무
제 10 조 (KISTI의 의무)
① 당 사이트는 이용고객이 희망한 서비스 제공 개시일에 특별한 사정이 없는 한 서비스를 이용할 수 있도록
하여야 합니다.
② 당 사이트는 개인정보 보호를 위해 보안시스템을 구축하며 개인정보 보호정책을 공시하고 준수합니다.
③ 당 사이트는 회원으로부터 제기되는 의견이나 불만이 정당하다고 객관적으로 인정될 경우에는 적절한 절차를
거쳐 즉시 처리하여야 합니다. 다만, 즉시 처리가 곤란한 경우는 회원에게 그 사유와 처리일정을 통보하여야
합니다.
제 11 조 (회원의 의무)
① 이용자는 회원가입 신청 또는 회원정보 변경 시 실명으로 모든 사항을 사실에 근거하여 작성하여야 하며,
허위 또는 타인의 정보를 등록할 경우 일체의 권리를 주장할 수 없습니다.
② 당 사이트가 관계법령 및 개인정보 보호정책에 의거하여 그 책임을 지는 경우를 제외하고 회원에게 부여된
ID의 비밀번호 관리소홀, 부정사용에 의하여 발생하는 모든 결과에 대한 책임은 회원에게 있습니다.
③ 회원은 당 사이트 및 제 3자의 지적 재산권을 침해해서는 안 됩니다.
제 4 장 서비스의 이용
제 12 조 (서비스 이용 시간)
① 서비스 이용은 당 사이트의 업무상 또는 기술상 특별한 지장이 없는 한 연중무휴, 1일 24시간 운영을
원칙으로 합니다. 단, 당 사이트는 시스템 정기점검, 증설 및 교체를 위해 당 사이트가 정한 날이나 시간에
서비스를 일시 중단할 수 있으며, 예정되어 있는 작업으로 인한 서비스 일시중단은 당 사이트 홈페이지를
통해 사전에 공지합니다.
② 당 사이트는 서비스를 특정범위로 분할하여 각 범위별로 이용가능시간을 별도로 지정할 수 있습니다. 다만
이 경우 그 내용을 공지합니다.
제 13 조 (홈페이지 저작권)
① NDSL에서 제공하는 모든 저작물의 저작권은 원저작자에게 있으며, KISTI는 복제/배포/전송권을 확보하고
있습니다.
② NDSL에서 제공하는 콘텐츠를 상업적 및 기타 영리목적으로 복제/배포/전송할 경우 사전에 KISTI의 허락을
받아야 합니다.
③ NDSL에서 제공하는 콘텐츠를 보도, 비평, 교육, 연구 등을 위하여 정당한 범위 안에서 공정한 관행에
합치되게 인용할 수 있습니다.
④ NDSL에서 제공하는 콘텐츠를 무단 복제, 전송, 배포 기타 저작권법에 위반되는 방법으로 이용할 경우
저작권법 제136조에 따라 5년 이하의 징역 또는 5천만 원 이하의 벌금에 처해질 수 있습니다.
제 14 조 (유료서비스)
① 당 사이트 및 협력기관이 정한 유료서비스(원문복사 등)는 별도로 정해진 바에 따르며, 변경사항은 시행 전에
당 사이트 홈페이지를 통하여 회원에게 공지합니다.
② 유료서비스를 이용하려는 회원은 정해진 요금체계에 따라 요금을 납부해야 합니다.
제 5 장 계약 해지 및 이용 제한
제 15 조 (계약 해지)
회원이 이용계약을 해지하고자 하는 때에는 [가입해지] 메뉴를 이용해 직접 해지해야 합니다.
제 16 조 (서비스 이용제한)
① 당 사이트는 회원이 서비스 이용내용에 있어서 본 약관 제 11조 내용을 위반하거나, 다음 각 호에 해당하는
경우 서비스 이용을 제한할 수 있습니다.
- 2년 이상 서비스를 이용한 적이 없는 경우
- 기타 정상적인 서비스 운영에 방해가 될 경우
② 상기 이용제한 규정에 따라 서비스를 이용하는 회원에게 서비스 이용에 대하여 별도 공지 없이 서비스 이용의
일시정지, 이용계약 해지 할 수 있습니다.
제 17 조 (전자우편주소 수집 금지)
회원은 전자우편주소 추출기 등을 이용하여 전자우편주소를 수집 또는 제3자에게 제공할 수 없습니다.
제 6 장 손해배상 및 기타사항
제 18 조 (손해배상)
당 사이트는 무료로 제공되는 서비스와 관련하여 회원에게 어떠한 손해가 발생하더라도 당 사이트가 고의 또는 과실로 인한 손해발생을 제외하고는 이에 대하여 책임을 부담하지 아니합니다.
제 19 조 (관할 법원)
서비스 이용으로 발생한 분쟁에 대해 소송이 제기되는 경우 민사 소송법상의 관할 법원에 제기합니다.
[부 칙]
1. (시행일) 이 약관은 2016년 9월 5일부터 적용되며, 종전 약관은 본 약관으로 대체되며, 개정된 약관의 적용일 이전 가입자도 개정된 약관의 적용을 받습니다.