• Title/Summary/Keyword: Technology-based self-service

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Design of Real time Vital Signal Streaming Service Based on Self-Organizing Internet of Things Platform (자율군집 IoT 플랫폼기반 실시간 생체신호 스트리밍 서비스 설계)

  • Kim, Hyunho;Son, Taeyoung;Kang, Soonju
    • KIISE Transactions on Computing Practices
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    • v.23 no.7
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    • pp.434-439
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    • 2017
  • More and more people are suffering from sleep disturbance, which can have many different causes. The healthcare industry, which can help people with this disability, is one technology that is currently in the spotlight. However, current services are vulnerable to data concentration, because they are simple telemedicine services that transmit all data to a remote server and process the data on the server. They have a disadvantage in that the data cannot be streamed in real time by synchronizing the biometric data of remotely protected persons. In order to solve this problem, we propose a service structure for streaming biometric data of protected persons to a hospital or guardian in real time, using a self-organizing distributed middleware platform without a central server. We prove that it is possible to provide an effective streaming service by evaluating the service start time and average delay time.

The Factors Influencing the Use of Shared Economy-Based Mobility Services

  • KIM, Hyeong-Min
    • Journal of Distribution Science
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    • v.18 no.1
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    • pp.107-121
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    • 2020
  • Purpose: Shared mobility services are the most notable in the shared economy; however, they have yet to be activated in Korea due to various regulations and conflicts amongst stakeholders. Nevertheless, shared mobility has become an irresistible trend of the times, as it can cause a great deal of economic and environmental benefits. In this vein, the purpose of this study is to contribute to the revitalization of shared mobility services in Korea and to provide service providers with implications for developing consumer-oriented marketing strategies. Research design, data and methodology: Based on the reasons that the users do not use shared mobility service, the factors influencing the behaviors of shared mobility users are structured and analyzed in a reliable, technical and procedural manner. To this end, the theory of reasoned action (TRA) of Ajzen and Fisbbein, the initial trust model (ITM), task technology fit (TTF) and switching cost (SC) are adopted. A total of 202 questionnaires were collected from the respondents who were aware of shared mobility. Then statistical processing of the collected data used SmartPLS(v.3.2.8), a PLS-SEM (Partial Least Squares Structural Equation Modeling) analysis program. The steps of the analysis are as follows. First, a PLS-Algorithm analysis was performed to evaluate the measurement model, and a Bootstraping and Blindfolding analysis was performed to evaluate the structural model and verify the hypotheses. Second, a multi-group analysis (PLS-MGA) was conducted to further analyze the differences depending on whether or not users experienced shared mobility service. Results: The results showed that initial trusts model (ITM) and task technology fit (TTF) have positive effects on users' behaviors through the mediation of the intention to use. As opposed to the assumption, switching costs did not have negative moderating effects in relation to the intention to use and users' behaviors. The influence of IT self-efficacy was significant, depending on the prior experience to use shared mobility services. Conclusions: This study will contribute to the revitalization of domestic shared mobility services and the formulation of service providers' marketing strategies. In future studies, there is a need to explore, reconstruct, and validate factors other than the impact factors of the shared mobility services used in this research model.

Effect of self-leadership and self-control learning ability of adult college students on satisfaction of school life (성인대학생의 셀프리더십과 자기조절학습능력이 학교생활만족도에 미치는 영향)

  • Kang, Yun Joung;Kim, Moon Seup;Kim, Jin Sook
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.3
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    • pp.171-176
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    • 2019
  • The objective of this study was to investigate the effect of undergraduates' self-directed learning on the school life satisfaction and interpersonal relation ability. For this purpose, 341 undergraduates were targeted and analyzed. The results of the study are as follows. First, as a result of analyzing school life satisfaction, a sub-factor of self-directed learning, all of gender, grade, and age affected. In addition, sub-factors such as study confidence, study passion, study responsibility seemed to affect positively significantly in order. Second, as a result of analyzing the effect on interpersonal relation skills of self-directed study, there was no significant relation in gender, grade, and age. Based on the results of this study, it was confirmed that school life satisfaction and interpersonal relation abilities are closely related to self-directed learning. This is significant in that to revitalize institutions such as educational service, study support for students, self-directed learning programs development in education field at the university, etc. are required.

A Model of User Adoption of Mobile Games (모바일게임 플레이 의도의 영향요인 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Asia pacific journal of information systems
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    • v.16 no.2
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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.

A Study on Development of Group Dynamics-based Debate Instructional Model Using a New Technology

  • SUNG, Eunmo;JIN, Sunghee;KIM, Yoonjung
    • Educational Technology International
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    • v.11 no.2
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    • pp.77-103
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    • 2010
  • The purpose of this study was to develop an instructional model using new technologies aiming to secure students' learnability and to enhance the public school values in the rural districts. The present study attempts to suggest a practical e-learning instructional and learning model named Group Dynamics- based Debate Instructional Model', which utilizes unique technology environment conditions in most. To develop the model, concepts of group dynamics and debate-based instructional models were reviewed. And in-service teachers in two public schools in a certain rural district were interviewed in order to collect and analyze their needs for a teaching and learning model with which they utilizes unique technology conditions as environment in most. Based on literature review and the need analysis, a group dynamics-based debate instructional model has been suggested in terms of conceptual model. And then expert assessment composing of five in-service teachers from the model schools was implemented twice in order to acquire the suggested model validation, followed by the model validation by a group of experts. Then a revised group dynamics-based debate instructional model has been finally suggested. The group dynamics-based debate instructional model is expected to build up members' affective connection in the process, to generate group value, or collective intelligence, and to establish positive discussion culture. Furthermore, beyond of just utilizing the existing materials, learners are encouraged to develop and collect their own materials and data such as expert's interview, or public news for their argument or refutation. In doing so, learners enhance their learnability as well as accountability, prompting self-directed learning, and establishing appropriate discussion culture resulting in positive learning outcomes.

A Review of FoodTech Applied to Foodservice (급식외식분야 푸드테크 동향 연구)

  • Jong Kyung Lee
    • Journal of the FoodService Safety
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    • v.4 no.2
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    • pp.42-47
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    • 2023
  • The FoodTech industry has been developed with the rise of start-up by using AI, big data, robotics, biotechnology. In addition, sustainable development is more important with the trend of population growth, aging, and climate change. We investigated the impact of FoodTech on the foodservice industry with the cases of the global and domestic companies. The technology of AI, IoT, blockchain, robotics, automation systems are widely used to improve food safety and hygiene while as the use of diagnostic biomarkers such as blood or DNA, digital platform and app, and AI-based solutions are used in the field of personalized nutrition. With the expand of FoodTech in foodservice industry, the competencies that the managers need to develop include understanding technology, resource management, self-development, work ethics, problem-solving, and communication, therefore the support of the related education and training is required.

Blockchain-based DID Problem Analysis Research (블록체인 기반의 DID 문제점 분석 연구)

  • Lee, Kwangkyu
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.18 no.3
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    • pp.25-32
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    • 2022
  • DID(Decentralized Identity Identification) is a system in which users voluntarily manage their identity, etc., and control the scope and subject of submission of identity information based on a block chain. In the era of the 4th industrial revolution, where the importance of protecting personal information is increasing day by day, DID will surely be positioned as the industrial center of the Internet and e-business. However, when managing personal information, DID is highly likely to cause a large amount of personal information leakage due to electronic infringement, such as hacking and invasion of privacy caused by the concentration of user's identity information on global service users. Therefore, there are a number of challenges to be solved before DID settles into a stable standardization. Therefore, in this paper, we try to examine what problems exist in order to positively apply the development of DID technology, and analyze the improvement plan to become a stable service in the future.

A Study on the use factor of the Cyber Home Learning Service (학습자의 사이버 가정학습 사용 요인에 관한 분석 연구)

  • Heo, Gyun
    • Journal of Internet Computing and Services
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    • v.9 no.3
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    • pp.159-167
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    • 2008
  • The purpose of this study is finding factors affecting the students' use of the Cyber Home Learning Service System and exploring the direction of this system. It is based on the TAM(Technology Acceptance Model) and the result of the previous studies, six external and three internal factors influencing the sue of Cyber Home Learning Service System were extracted. The participants were 201 elementary school students in Pusan. The response of the questionnaire was gathered by online survey system. To analyze the data and the hypothesis, multiple regression and factor analysis were explored. The result indicated that (a) "usefulness" and "future-intention" affected statically to the use, (b) "usefulness" to the future-intention, (c) "subjective judgement", "fun", and "ease of use" to the usefulness, (d) "self-efficiency" and "contents quality" to the ease of use.

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A Study on Influencing Factors on User's Adoption Resistance to Personal Cloud Computing Service (개인용 클라우드 컴퓨팅 서비스 수용저항에 영향을 미치는 요인에 관한 연구)

  • Jo, In-Jea;Kim, Sun-Kyu;Yang, Sung-Byung
    • Knowledge Management Research
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    • v.16 no.1
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    • pp.117-142
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    • 2015
  • Recently, the personal cloud computing service has been being spotlighted as an individual tool of productivity enhancement. However, compared to the rosy forecast, its diffusion rate in the domestic (Korean) market is much slower than expected. In order to find the reason for the slow growth of personal cloud computing service, we attempt to identify influencing factors on user's adoption resistance, while most prior research has focused on the factors affecting its adoption. Based on both the person-technology fit model and the privacy calculus model, we propose technostress and perceived value as key antecedents of adoption resistance. In addition, we identify (1) technical (pace of change and complexity) and personal (self-efficacy) influencing factors on technostress, and (2) beneficial (perceived mobility and perceived availability) and harmful (perceived vulnerability) influencing factors on perceived value. To validate our research model, 133 individual samples were gathered from undergraduate and graduate students who had actual experience of using at least one of personal cloud computing services. The results of the structural equation modeling confirm that both technostress and perceived value have significant effects on adoption resistance, but they have different influencing mechanisms to different types of adoption resistance (indifference, postponement, and rejection). Theoretical and practical contributions are discussed in the conclusion.

Empirical Study about Relationship between Factors Influencing Korean User's Intention to Use the Internet Banking Service (국내 인터넷 뱅킹 사용자의 이용의도에 영향을 미치는 요인간 관계에 관한 실증연구)

  • Lee, Kun-Chang;Chung, Nam-Ho;Lee, Jong-Shin
    • Asia pacific journal of information systems
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    • v.12 no.3
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    • pp.191-212
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    • 2002
  • Recently, Internet banking becomes a major trend in the financial marketplace. However, there are few researches to investigate relationship between factors influencing user's intention to use the Internet banking service. Therefore, this paper is aimed at analyzing the Internet banking service user's intention to use empirically. Our research framework is basically based on TAM(Technology Acceptance Model) proposed by Davis(1989). Empirical results using path analysis revealed that experience has a direct relationship with intention to use, while those three factors like perceived risk, self-efficacy, technical support indirectly affect intention to use.