• Title/Summary/Keyword: USE EXPERIENCE

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An Empirical Study on Factors Influencing the Acceptance of Intranet in Korean Companies (국내 기업의 인트라넷 수용특성에 관한 실증적 연구)

  • Kim, Byung-Gon;Park, Soon-Chang;Kim, Jin-Hwa;Kim, Jong-Uk
    • Asia pacific journal of information systems
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    • v.13 no.4
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    • pp.147-169
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    • 2003
  • Individual adoption and sustained usage of information technology(IT) are crucial prerequisites for exploiting IT as integral components of organizational work. Previous studies on technology adoption in workplace suggest that acceptance behavior is influenced by a variety of factors such as individual differences, social influences, beliefs, attitudes, and situational influences. In this paper, we introduce a research model to predict the usage behavior of intranet in workplace and also explain the causal relationships among variables. Based on the survey of 333 intranet users, this study uses structural equation model with LISREL 8.12. This study suggests several major results from surveys and analysis from them. Perceived use is influenced by intranet experience, task equivocality, organizational support, and perceived ease of use, Experience and organizational support determine perceived ease of use. Task equivocality, task interdependence, and organizational support have positive effects on subjective norm. On the other hand, present usage, which is a dependent variable in this model, is influenced by perceived use, experience, task interdependence, and organizational support.

The Experience of Nutrient Supplement Use among Adults in the Seoul Area (서울지역 성인들의 비타민.무기질 보충제 섭취 실태에 관한 연구)

  • 유영자;홍완수;최영심
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.30 no.2
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    • pp.357-363
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    • 2001
  • This study examined the experience of vitamin/mineral supplement among adults in Seoul. Using a self-completed questionnaire including demographic information and use of vitamin/mineral supplement, 618 participants completed the study. The majority of respondents were female (72.2%), 40~49 years old (42.2%), and over college graduates (53.4%). Among the 618 respondents surveyed, 56% had experience of supplement use. The reasons for vitamin/mineral supplement use were health maintenance (56%), fatigue recovery (18%), disease prevention (8%), disease treatment (8%), and nutrition (8%) in order. The main considering factors for selecting vitamin/mineral supplement were side effect, cleanliness and reliability of company. The information sources for vitamin/mineral supplement were physician/pharmacist (45%), TV & advertisement (29%), family and relatives (19%). The main purchasing place for their supplement reported by the most of the respondents (84%) was from pharmacy.

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Issues Concerning Student Teachers' Perception of ICT Education

  • AHN, Mi-Lee
    • Educational Technology International
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    • v.8 no.2
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    • pp.141-152
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    • 2007
  • The purpose of this paper is to describe about the issues concerning student teachers' perceptions of ICT use and obstacles they experience during the teaching. Student teacher experience conflicts with ICT in particular, and lack of confidence in using ICT. Furthermore, pre-service teachers experience various conflicts while teaching during student teaching. Main conflicts student teachers experience are reported that their lack of confidence in using ICT, especially in front of the student body during the class, and firm belief on ICT and its effects. Student teachers lack systematic training during their professional development. As a conclusion, the teacher training programs need to have systematic approach in their curriculum to assist pre-service teachers to use ICT before their student teaching to give them first hand experience in classrooms.

The Experience of Cultural Facility Use of North Korean Refugee Mothers with Young Children (유아기 자녀를 둔 북한이탈주민 어머니의 문화시설 이용 경험)

  • Jo, Hye-Young;You, Jae-Kyung
    • Korean Journal of Childcare and Education
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    • v.12 no.4
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    • pp.41-69
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    • 2016
  • The purpose of this study is to promote the use of cultural facilities of North Korean refugee mothers with young children by finding out their past experience of cultural facility use. The subjects of this study were 183 North Korean refugee mothers with young children and a total of four research participants. A survey and in-depth interviews were used to draw reliable research results. The research results are as follows: First, as to uses of cultural facilities, North Korean refugee mothers with young children got information about cultural facilities through the Internet community such as Internet cafes and blogs. Their considerations for using cultural facilities were diversity of activity programs and subdivision of performances and arts activities. Over 50% of mothers responded that cultural facilities were needed to enhance the creativity of their children. Second, concerning difficulties of cultural facility use, the most difficulty was high costs, and the second most difficulty was absence of cultural facilities nearby their residence. Third, as to the needs of cultural facility use, a children's library was needed the most for children's development. They responded that the most necessary policy for cultural facility use was to increase cultural vouchers for low-income households and to expand recipients of these vouchers.

The Impact of Learning Motivation on Continuous Use in the Mobile Game - Focusing on Chinese Mobile Game

  • Chen, Xueying;chang, Byenghee
    • International Journal of Contents
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    • v.16 no.2
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    • pp.78-91
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    • 2020
  • In this study, an investigation was conducted into the influencing factors for the learning motivation of players in the game, including experience, vicarious experience, the need of achievement, the need of power, and mastery motivation. Then, a discussion was conducted regarding the role played by learning motivation, learning performance, and satisfaction with continuous use. A survey was conducted with 519 players, most at the intermediate gaming level in . As demonstrated by the results of this study, experience, vicarious experience, the need of power, and the mastery of motivation have significant positive association with the players' motivation of learning the game. Learning performance and satisfaction have a positive impact on the continuity of use. Additionally, the correlation between the need of achievement and learning motivation is insignificant. Overall, the research results confirm the significance of the social-cognitive theory relative to the learning motivation. Players began to transform, satisfied with their achievements in the game, as well as gradually evolving toward self-improvement to achieve satisfaction. It offers a new explanation and crucial reference for mastering the gaming trend among the contemporary players.

A Study on the Interface Design of Preschool Children Educational Course-ware Based on User Experience and TAM

  • Deng, Qianrong;Cho, Dong-min
    • Journal of Korea Multimedia Society
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    • v.25 no.3
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    • pp.528-536
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    • 2022
  • The purpose of this study is to help preschool children in the interface design of educational game APP at the psychological level. The conceptual model is constructed through the Technology Acceptance Model (TAM) to explore the perceived usefulness and perceived ease of use when children are playing educational game APP. The empirical study was conducted in the form of questionnaires collected after children used game. The research subjects were 3-6 years old children, and the research tool was the game app. Data collection under the guidance of their parents. The research shows that children educational game experience elements can effectively increase preschool children's psychological perception of educational games. Perceived ease of use also increases trust in educational games for children. The results were as follows: 1. Cronbach's Alpha and KMO were 0.969 and 0.955, and the P value was significant, which passed the reliability and validity test. 2. Through confirmatory factor analysis (Model fit index, Composite reliability, discriminant validity), we found that user experience is closely related to perceived usefulness and perceived ease of use. 3. The path analysis of the relationship proves that perceived ease of use play a key role in trusting preschool children educational game APP.

The Effect of Brand Experience in the Metaverse on Consumers' Pleasure and Behavioral Intention (메타버스에서의 패션 브랜드 경험이 소비자의 즐거움 지각과 행동의도에 미치는 영향)

  • Shinyoung Park;Su-yun Shin
    • Journal of the Korean Society of Clothing and Textiles
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    • v.48 no.1
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    • pp.82-93
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    • 2024
  • This study confirms how brand experiences perceived by consumers in the metaverse affect their pleasure and behavioral intentions (intention to use the platform, and purchase the virtual product). The results of this study are as follows. First, consumers have sensory, affective, behavioral, and intellectual experiences while interacting with fashion brands in the virtual space of the metaverse. Second, in the metaverse, consumers experience pleasure when they have various brand experiences including those mentioned above. Third, the pleasure gained through consumers' brand experiences has a positive effect on their behavioral intentions, including their intentions to use the platform and purchase the virtual product in the metaverse. This study is academically meaningful in strengthening brand experience-related research and expanding into the metaverse context through empirically verifying the influence of consumers' brand experiences on pleasure in the metaverse. Also, related fashion companies will be able to use the results of this study to strategically create consumers' sensory, affective, behavioral, and intellectual experiences to elicit pleasant emotions from consumers in the virtual space of the metaverse.

Electronic cigarette use and mental health among Korean adolescents by gender (한국 청소년들의 성별에 따른 전자담배사용과 정신건강)

  • Sung-Oh Bin
    • The Journal of Korean Society for School & Community Health Education
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    • v.25 no.2
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    • pp.15-26
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    • 2024
  • Objectives: The purpose of this study is to determine the relationship between electronic cigarette use and mental health factors such as stress, suicidal thinking, and generalized anxiety disorder among Korean adolescents. Methods: Based on the 19th (2023) Youth Health Behavior Survey, cross-analysis(Rao-Scott χ2 test) and complex design logistic regression analysis were conducted to identify e-cigarette use and mental health factors. Results: Lifetime use experience with electronic cigarettes (OR:1.218) and current use of electronic cigarettes (OR:1.266) for male adolescents and lifetime use experience of electronic cigarettes(OR:1.587 ) for female adolescents were influential factors on stress. Lifetime experience with e-cigarettes (OR:1.866) and current use of e-cigarettes (OR:1.651) for male adolescents and lifetime experience with e-cigarettes (OR:2.375) and current use of e-cigarettes (OR:1.841) for female adolescents were influential factors on suicidal thinking. Lifetime experience with e-cigarettes (OR:1.307) among male adolescents and lifetime experience with e-cigarettes (OR:1.616) among female adolescents were influencing factors for generalized anxiety disorder. Conclusion: Because there is a significant relationship between adolescent e-cigarette use and mental health, e-cigarette prevention education is needed early in adolescence.

An Investigation of Factors Affecting Consumer Intention to Use Branded App : Focused on Technology Acceptance Model(TAM) (브랜드앱(Branded App)의 사용의도에 영향을 미치는 요인에 관한 연구 : 기술수용 모델(TAM)을 중심으로)

  • Jang, Sunghyun;Lee, Jungki
    • Journal of Information Technology Services
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    • v.13 no.3
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    • pp.51-76
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    • 2014
  • As the smart phone devices gain popularity, companies no longer consider mobile application marketing as an auxiliary marketing tactic. The branded mobile application (branded app) becomes an important part of marketing strategies. This study is an attempt to investigate antecedents of the use intention of the branded app from the perspective of TAM (Technology Acceptance Model). This study takes a macro perspective in explaining the adoption process by incorporating a set of new, yet promising additional variables into the TAM model such as flow experience, benefits, innovation inclination, and customization features. Data were collected by using a survey research. A total of 270 responses were collected. Questionnaires from 25 individuals were removed from the data set due to the insincere responses, leaving the final sample size of 245. Findings support all but one hypotheses of the study. Both perceived utilitarian benefits and customization features of the branded app were found to have positive influences on the perceived usefulness of the branded app. Also, the innovation inclination and perceived entertainment of branded app users showed positive influences on the perceived ease of use of branded app. In addition, it was shown that the perceived usefulness about the use of the branded app influenced positively the flow experience and the users' attitudes toward branded app. Also, the ease of use perceived by branded app users had positive influences on the perceived usefulness and the user's attitude toward branded app. However, the ease of use of branded app did not have a significant influence on the flow experience among users. Moreover, the flow experience from the use of branded app users influenced positively the user's attitude toward branded app. Finally, the users' attitudes toward branded app had positive influences on their intention to use the branded app. Implications for practitioners and academicians are provided.

The Relationship between Smartphone Use and Oral Health in Adolescents

  • Ahn, Eunsuk;Han, Ji-Hyoung
    • Journal of dental hygiene science
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    • v.20 no.1
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    • pp.44-50
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    • 2020
  • Background: Smartphones are a modern necessity. While they are convenient to use, smartphones also have side effects such as addiction. This study assessed the relationship between smartphone use, a part of everyday life in modern society, and oral health. Methods: An analysis was conducted using 2017 Korea Youth Risk Behavior Web-based Survey data. The propensity score estimation algorithm used logistic regression and 1:1 matching algorithm using nearest-neighbor matching. After matching, a total of 15,032 participants were classified into two groups containing 7,516 teenagers each who did and did not use smartphones, respectively. Results: Comparison of oral health behaviors according to smartphone use revealed a statistically significant difference in the frequency of tooth brushing per day, use of oral hygiene products, intake of foods harmful to oral health, and experience of oral health education (p<0.05). The factors affecting oral pain experience of adolescents were examined. Compared to male participants, female participants had an odds ratio of 1.627 for oral pain (p<0.05). According to the household income level, compared to the group with higher income, the group with lower income showed higher oral pain experience (p<0.05). Oral pain experience was 1.601 times more frequent among teenagers using smartphones (p<0.05). Conclusion: The results of this study indicated that use of smartphones by adolescents affected their oral health. These findings indicate the need for improved oral health management through the use of effective school oral health programs and individual counseling by oral health professionals, promotion of information dissemination through public media, and development of prevention strategies.