• Title/Summary/Keyword: Usage Expectation

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Predicting users' intention to continue mobile internet services usage : The integration of habit into the Expectation-Confirmation Model (모바일 인터넷 서비스 이용자의 지속적인 이용의도에 대한 영향요인 탐색 : 습관과 기대일치모형의 통합)

  • Muna, Sushil Kumar;Kim, Seung-Woon;Kang, Hee-Taek
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2008.10b
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    • pp.404-428
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    • 2008
  • 기대일치이론에 기초한 기대일치모형은 정보시스템 연구 분야에서 정보시스템의 지속적인 사용 혹은 사용의도를 설명하는 핵심 이론으로 언급되어 왔다. 이러한 기대일치모형과 더불어 최근에 정보시스템 분야에서 주목을 받고 있는 또 다른 개념은 자동화된 행동 경향을 의미하는 ‘습관’이다. 본 연구에서는 이러한 두 가지 개념들을 기초로 모바일 인터넷 서비스에 대한 지속적인 이용 상황에서 습관과 기대일치모형을 통합하는 시도를 하였다. 이에 일치, 지각된 유용성, 지각된 사용 용이성, 습관 등의 수용후 신념, 이용자 만족, 지속적 이용의도로 구성된 연구모형을 구성하고 이를 검증하였다. J도내 250명의 대학생들을 대상으로 설문자료를 수집하여 분석한 결과, 기대일치와 지각된 유용성이 모바일 인터넷 서비스의 이용자 만족에 대한 주요 요인으로서 나타났다. 또한 지각된 유용성, 이용자 만족, 습관은 모바일 인터넷 서비스에 대한 지속적 이용의도를 결정하는 주요 요인으로 나타났다. 반면에 지각된 이용 용이성은 이용자 만족과 지속적 이용의도 모두에 대하여 아무런 관련성이 없는 것으로 나타났다.

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Wireless Host Agent (WHA)-based IP Multicast Group Management Scheme (무선 호스트 에이전트 기반 IP 멀티캐스트 그룹 관리 기법)

  • Lee, Ji-Hoon;Suh, Jun-Ho;Kwon, Ted Tae-Kyoung;Choi, Yang-Hee
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.10B
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    • pp.1004-1012
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    • 2009
  • Although it is raising expectation of multimedia multicast services in various wireless networks, it requires an efficient IP multicast group membership management in wireless environment. However, the existing IGMPv3/MLDv2 protocols are too heavy; they are not suitable for wireless environment. Moreover they suffer from a number of problems, such as unreliable signaling, slow state transition, low spectral efficiency, bulk report, and interrupting dormant receivers. In this paper, we propose a wireless host agent (WHA)-based IP multicast group management scheme that requires a reduced number of signaling, which also solves such problems effectively. We develop an analytic model to quantify costs of bandwidth usage and signaling overhead, and perform comparison and analysis of the proposed scheme.

A Study on the Improvement Directions of Mobile Simple Payment System: Usage Status Point of View (모바일 간편결제 시스템 개선 방향 연구: 이용 실태 관점)

  • Choi, Heesik;Cho, Yanghyun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.15 no.4
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    • pp.51-62
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    • 2019
  • Recently, as the number of Smart Phone users increase, the simple payment system has been able to make payments using only card information such as a registered password without extra authorized certificate authentication or input of card information. In this paper, it will examine and analyze simple payment system provided by IT companies and financial institutions and the simple payment system that operates global online payment system by case view of operational direction. Then with this examination, it will study ways to improve the problems with terms of convenience and stability in terms of users. In this paper, it will analyze the inconvenient problem in using the QR code system that recently introduced and will propose solutions. Also, it will propose suggestions to solve inconvenience that caused by system that supports NFC simple payment terminal in Korea is not universalize by analyze case study on the overseas simple payment system. It will also propose opinions on the matters that customer having responsible for event of a small financial accident related to loss or theft when using the simple payment system. Then it will suggest expected requirements to prepare new security technical countermeasures and solve the conditions of meeting expectation satisfaction of users.

A Study on the Interiors for Day-care-center Based on Emotional Design (감성이미지를 도입한 어린이집 실내계획에 관한 연구)

  • Kim, So-Hyun;KIm, Yong-Rhip
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2004.11a
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    • pp.66-71
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    • 2004
  • The purpose of this study is to identify the problems that a current day care center has by analyzing the space arrangement, and to come up with the suggestion that would improve the arrangement along with the interior design of the day care center by studying the usage of materials, colors, lightings and furniture. The result of this study to follow problems were identified. 1. Classrooms also served as sleeping areas, therefore those two areas needed to be separated. 2. The kitchen was too small for the number of children. So they need separated kitchen and dining room. 3. The day care center remodeled from the ordinary house was wrose than other facilities in material, color pattern and design for child-care. 4. A lot of fluorescent light and bulb were used without enough windows to let natural sunlight in. 5. The restroom was so small that it caused uncomfortability to children. Based on the problems above, we could reach to a following conclusion. Use of primary colors could brighten the image of a room, and feature or creative arrangement of furniture may make it intriguing. With the increase in the expectation and attention to the young kids, the facilities should change according to them and be designed for the children. It is needed to study about whether the space and the elements of the emotional image were applied properly.

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Study on the Innovation Acceptance Characteristics for Digital Convergence Products (혁신수용특성에 대한 디지털 컨버전스 제품 수용의도에 대한 연구)

  • Suh, Hyun-Suk;Park, So-Hee
    • Journal of Digital Convergence
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    • v.9 no.4
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    • pp.51-67
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    • 2011
  • This research looks at the innovative product characteristics, environmental properties, and personal attitudes as antecedents of consumer's perceived usefulness and easiness of product usage. And the attitudes toward digital convergence products and its acceptability as consequences. The results indicate that relative advantage, expectation for better product, the social influence, mass communications, and attitudes toward the new technology, significantly influence the perceived usefulness. The current research revealed that perceived usefulness is more influential over perceived easiness on the formation of positive attitude toward the product. The users of digital convergence products put more weight on the availability of the product functions rather than easiness of use.

Transmission Performance of VoIP Traffic under Blackhole Attacks on MANET (블랙홀 공격이 있는 MANET에서 VoIP 트래픽의 전송성능)

  • Kim, Young-Dong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.637-640
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    • 2011
  • Recently, rapid spreading of smart-phone make an expectation for increase of practical application for MANET(Mobile Ad-Hoc Network) which is not used infrastructure like as base-station. One of important application for MANET will be VoIP(Voice over Internet Protocol) known as Internet telephony. On the other hand, information intrusions causing serious problems is not allowed exception of MANET. Especially, there are some dangerous problems of intrusions to MANET, differently to other networks, because of it's usage of military purpose or emergency application of rescue. In this paper, to analyze this intrusion problem on MANET with blackhohe attacks, effect of intrusion to transmission performance is studied. VoIP traffic is assumed as an application service on MANET, computer simulation with NS-2 is used for this analysis.

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A Study on the Design Analysis of Avant-Garde Fashion Since 1995 (1995년(年) 이후(以後) 아방가르드 패션의 디자인 분석(分析))

  • Koo, In-Sook
    • Journal of Fashion Business
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    • v.6 no.4
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    • pp.62-82
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    • 2002
  • The purpose of this study was to investigate the Avant-garde's aesthetic values and expressoinal characteristic, and to find out(analysis) the design characteristic of Avant garde fashion since 1995. Expressoinal characteristics of Avant garde with the anti-aesthetic, radically pursuing newness, and open mind, are revealed dynamism, hostile innovation, and experimentalism. Futuristic images expressed in dynamism represent space style, body conscious style, cyborg style, kinetic style, and primitive style. And deconstructional images related to hostile innovation show punk style, grunge style, humor style, and abstractive style. Also surreal images related to experimentalism hold erotic style, depasemant style, deformation style, and collage style. The proper usage of newness offers the escape, the vividness, and the humour from the fatigue of the life and so, it is expected to offer the chance of transfering the active individuals and societies directly or indirectly By analyzing the instances for the images of avant-garde fashion since 1995, the contribution about the expectation of the design trends of the present and future is expected.

The effect of experiential marketing factors of fashion service applying 4th industrial revolution technology on customer acceptance and use : focusing on 3D printing, internet of things, and innovation (4차 산업 기술 패션 서비스 체험마케팅 요인이 소비자 수용과 이용에 미치는 영향 : 3D프린팅, 사물인터넷, 혁신성을 중심으로)

  • Jeong, So-Jeong;Rhee, Young-Ju
    • Journal of the Korea Fashion and Costume Design Association
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    • v.21 no.3
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    • pp.93-108
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    • 2019
  • This study analyzed the influence of experiential marketing factors of 3D printing and Internet services on technology acceptance factors and usage intention. Furthermore, we analyzed how the user's innovativeness shows the effect on the intention to use. Data acquired from a total of 518 college students was used for the final analysis, which was perfromed by SPSS 21.0 and AMOS 23.0 programs. The results of this study are as follows. We analyzed the influence of the experiential marketing factors of fashion service utilizing the 3D printing and the Internet of Things on the acceptance of technology and intention to use these technologies. As for 3D printing, first, sensory and behavioral factors are positively related to the acceptance of technology. Second, emotional and cognitive factors have negative effects on all technology acceptance. Third, relational factors did not show a significant influence on several conditions of technology acceptance. Fourth, the effects of technology acceptance on the willingness to use have a positive effect on several conditions factors, except the effort expectation. As for the result concerning the Internet of Things first, behavioral factors have a positive effect on all technology acceptance. Second, emotional factors have a negative effect on all technology acceptance. Third, cognitive factors did not have a significant effect on various conditions and showed negative effects on several factors. Fourth, sensory and relational factors did not affect the acceptance of technology. Fifth, the effects of technology acceptance on the intention to use are affected by several conditions, except for effort expectation. As a result of analyzing the moderating effects of user's innovativeness on the willingness to use, 3D printing did not show any significant effect on innovation. However, the Internet of Things has a significant influence on the user acceptance of technology acceptance.

Consumer Acceptance of Mobile Gift Certificates - Focused on UTAUT2 - (밀레니얼 세대의 모바일 상품권 수용태도에 관한 연구 - 확장된 통합기술수용모형을 중심으로 -)

  • Choi, Byung-Cheon;Kim, Hye-Jin;Chung, Ji-Bok
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.97-104
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    • 2019
  • With the development and spread of smart devices, the proportion of mobile shopping is gradually increasing, and the market for mobile gift certificates is also increasing. This study examines the usage status and acceptance attitude of mobile gift certificates for university students who are major customers of mobile gift certificates. Also, based on the extended integrated technology acceptance model (UTAUT2), the results of the analysis of the mediating effect of the intention of the user on the relationship between acceptance of mobile vouchers and recommendation intention were presented. As a result of the analysis, it was shown that the effort expectation, hedonic motivation, price utility, and habit had significant influence on the intention to use the mobile gift certificates. Also, the intention to use mobile gift certificates has mediating effects between effort expectation, hedonic motivation, price utility and recommendation intention. The results of this study can be applied to strategic marketing such as recruitment of new customers through mobile gift certificates while explaining customers' acceptance of technology to mobile gift vouchers or future prospective customers.

A Balanced Cognition-Affect Model of Information Systems Continuance for Mobile Internet Service (모바일 인터넷 서비스를 위한 정보시스템 지속성에 대한 이성과 감성의 조화 모델)

  • Kim, Ki-Eun;Kim, Hee-Woong
    • Science of Emotion and Sensibility
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    • v.11 no.4
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    • pp.461-480
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    • 2008
  • There are innumerable studies on technology adoption and usage continuance; most examine cognitive factors while affective factors or the feelings of users are left relatively unexplored. Although attitude and user satisfaction are factors commonly considered in Information Systems(IS) research, they represent only some aspects of feelings. In contrast, researchers in diverse fields have begun to note the importance of feelings in understanding and predicting human behavior. Feelings are anticipated to be essential particularly in the context of modern applications, such as mobile internet(M-internet) services, where users are not simply technology users but also service consumers. Drawing on the support of consumer research, social psychology and computer science, this study proposes a balanced cognition-affect model of IS continuance. Prior works in relation to IS research have already considered the emotional factors. The common factors are enjoyment, anxiety, affect and satisfaction. The main difference in our study is that the factors that we used are the primary dimensions of affect according to Circumplex Model of Affect. The horizontal axis of the model represents the pleasure dimension and the vertical represents the arousal dimension. Other emotional factors such as enjoyment and anxiety can be viewed as a combination of these two dimensions, and they can be placed in the vector space formed by these two primary dimensions. Affect has been defined as the enjoyment a person derives from using computers. Satisfaction has different conceptualizations. It has been conceptualized as judgment based on the expectation disconfirmation theory. Thus, while prior works considered the direct and indirect effects of "feeling-related constructs"(enjoyment and anxiety) on usage behavior, our study proposes effects of "feeling-based constructs"(pleasure and arousal). The balanced cognition-affect model is tested in a survey of, M-internet service users. The results establish the validity of the model.

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