The purpose of this study is to develop a new equipment acceptance model in the industrial market and test it empirically using a field survey. To define new equipment acceptance factors of employees in the organization, we used the TAM as a useful model to analyze the acceptance process of new equipment. All of the data for the TAM were collected from the employees. Prior research studied the usage of general information technology using a computer and particular software, while we apply the TAM to the new equipment adoption. In this study, both theoretical review and empirical study were conducted and the model was set through the theoretical study which was tested through the empirical analysis. Management support and training/education were shown to have a positive effect on PU and PEOU. Personal innovativeness, management support, perceived usefulness and perceived ease of use were shown to have a positive effect on behavioral intention.
Kim, Young Kook;Yum, Su Whan;Kim, Jin Hyung;Bae, Suk Min;Jung, Jai Jin
Journal of Korea Multimedia Society
/
v.22
no.9
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pp.1132-1139
/
2019
Big data is prominently used as a prediction method in achieving a goal, because it can analyze the regularities to predict future results from a vast amount of past data. Furthermore, big data has huge influence in very diverse academic fields. On such awareness, this study analyzed the regular effect of e-Commerce usefulness from the effects which expectations on big-data service affect the usage purpose of e-Commerce usefulness. This study categorized e-Commerce usefulness into quality recognition, service, and ease, and studied how each category works between the relationship of big-data service expectation and the use intention.
International Journal of Advanced Culture Technology
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v.7
no.1
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pp.128-132
/
2019
This paper is to explore the success factors of the online public grievance redressal system in the Nepal. It empirically tests the conceptual path model developed by DeLone and McLean which consists of six social perception variables with regard to citizen's intention to use the system. The estimates from 577 respondents support all the 13 hypotheses generated from D&L model. People's attitude and social norms are the two most important factors on the continuous usage of the system. It is suggested that the social factors are as much important as technological aspects when it comes to the e-government implementation. It is also suggested that the government should pay more attention to human factors in upgrading the design and development of e-grievance system in the foreseeable future.
International journal of advanced smart convergence
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v.13
no.1
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pp.129-139
/
2024
In digital marketing, the strategic use of emojis in social media advertising, particularly on the Xiaohongshu app, significantly influences consumer acceptance and purchase behavior. This study examines the impact of emoji-laden advertisements and the role of brand metaphorical warmth on consumer perceptions. Employing a tailored questionnaire, the research explores how emojis affect brand advertisement reception, filling a gap in empirical research on emoji advertising effectiveness. Findings indicate that emojis, when used judiciously, enhance consumer acceptance and contribute to a positive brand perception. However, excessive use may undermine trust. Brand metaphorical warmth emerges as a crucial factor, suggesting that emojis can effectively convey warmth, fostering a deeper emotional connection with consumers. These insights offer practical implications for refining social media marketing strategies, advocating for a balanced approach to emoji usage in advertisements to optimize engagement and influence consumer behavior.
Consumers of e-learning market differ from those of other markets in that they are replaced in a specific time scale. For example, e-learning contents aimed at highschool senior students cannot be consumed by a specific consumer over the designated period of time. Hence e-learning service providers need to attract new groups of students every year. Due to lack of information on products designed for continuously emerging consumers, the consumers face difficulties in making rational decisions in a short time period. Increased uncertainty of product purchase leads customers to herding behaviors to obtain information of the product from others and imitate them. Taking into consideration of these features of e-learning market, this study will focus on the online herding behavior in purchasing e-learning contents. There is no definite concept for e-learning. However, it is being discussed in a wide range of perspectives from educational engineering to management to e-business etc. Based upon the existing studies, we identify two main view-points regarding e-learning. The first defines e-learning as a concept that includes existing terminologies, such as CBT (Computer Based Training), WBT (Web Based Training), and IBT (Internet Based Training). In this view, e-learning utilizes IT in order to support professors and a part of or entire education systems. In the second perspective, e-learning is defined as the usage of Internet technology to deliver diverse intelligence and achievement enhancing solutions. In other words, only the educations that are done through the Internet and network can be classified as e-learning. We take the second definition of e-learning for our working definition. The main goal of this study is to investigate what factors affect consumer intention to purchase e-learning contents and to identify the differential impact of the factors between consumers with purchase experience and those without the experience. To accomplish the goal of this study, it focuses on herding behavior and perceived usefulness as antecedents to behavioral intention. The proposed research model in the study extends the Technology Acceptance Model by adding herding behavior and usability to take into account the unique characteristics of e-learning content market and e-learning systems use, respectively. The current study also includes consumer experience with e-learning content purchase because the previous experience is believed to affect purchasing intention when consumers buy experience goods or services. Previous studies on e-learning did not consider the characteristics of e-learning contents market and the differential impact of consumer experience on the relationship between the antecedents and behavioral intention, which is the target of this study. This study employs a survey method to empirically test the proposed research model. A survey questionnaire was developed and distributed to 629 informants. 528 responses were collected, which consist of potential customer group (n = 133) and experienced customer group (n = 395). The data were analyzed using PLS method, a structural equation modeling method. Overall, both herding behavior and perceived usefulness influence consumer intention to purchase e-learning contents. In detail, in the case of potential customer group, herding behavior has stronger effect on purchase intention than does perceived usefulness. However, in the case of shopping-experienced customer group, perceived usefulness has stronger effect than does herding behavior. In sum, the results of the analysis show that with regard to purchasing experience, perceived usefulness and herding behavior had differential effects upon the purchase of e-learning contents. As a follow-up analysis, the interaction effects of the number of purchase transaction and herding behavior/perceived usefulness on purchase intention were investigated. The results show that there are no interaction effects. This study contributes to the literature in a couple of ways. From a theoretical perspective, this study examined and showed evidence that the characteristics of e-learning market such as continuous renewal of consumers and thus high uncertainty and individual experiences are important factors to be considered when the purchase intention of e-learning content is studied. This study can be used as a basis for future studies on e-learning success. From a practical perspective, this study provides several important implications on what types of marketing strategies e-learning companies need to build. The bottom lines of these strategies include target group attraction, word-of-mouth management, enhancement of web site usability quality, etc. The limitations of this study are also discussed for future studies.
Journal of the Korea Academia-Industrial cooperation Society
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v.17
no.6
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pp.300-307
/
2016
The development of computer-based information technology has led to the quantitative and qualitative growth of social media which have two sides; a positive one such as the generation and sharing of information and a negative one which includes cyber plagiarism and cyber bullying. This study seeks to understand which factors can lead to cyber plagiarism, which is the most prevalent form of unethical cyber behavior. We expected that the intrinsic and extrinsic motivations for using social media would have different effects on unethical cyber intention and that this relation between motivation and cyber unethical behavior would be moderated by the subjective norm. In order to obtain a better understanding of the relationships among the individual motivation, unethical cyber intention, and cyber plagiarism, information was obtained from 564 social media users. The respondents provided details of their experiences and attitudes regarding social media usage behavior and unethical cyber behavior. The results confirmed that extrinsic motivation significantly increases unethical intention and further leads to high levels of cyber plagiarism. The subjective norm plays a moderating role in the relationships between extrinsic motivation and unethical cyber intention. Based on the results, the theoretical and practical implications of the research findings are discussed, and recommendations for future research are provided.
Mobile healthcare apps should be paid more attention not just as software, but also as significant health information providers. We examine the impact of psychological factors (e,g., instrumental efficacy, informational efficacy, health information orientation, playfulness, and responsiveness) on intention to continuous use of mobile healthcare apps. Based on an expanded technology acceptance model (TAM II), this study examined the effects of psychological factors influencing the usage of mobile healthcare apps. The results showed that informational efficacy and instrumental efficacy influenced intention to use through perceived ease of use and perceived usefulness. Playfulness influenced intention to continuous use directly as well as indirectly through perceived ease of use and perceived usefulness. Health information orientation and responsiveness influenced intention to continuous use through perceived usefulness. This study suggests the need for adopting instrumental, informative perspectives and playfulness in contemporary health research and production of mobile healthcare apps.
The interest on cruise service has been increased due to the economic development and income growth all over the world during last several decades. However, cruise industry in Korea is located in the initiating stage and the service is just focused on costal cruise service. This study investigates relationship between influencing factors of the selection attributes of cruise service on tourism satisfaction and behavioral intention. Additionally, the study aims to provide information to establish customer-oriented marketing strategies for cruise tour service. Literature review is conducted to find out the factors in order to meet the future users preference and expectations. The data was collected on-board customers of "One Night Cruise" on Panstar Line. The result of the study shows that a certain number of factors are statistically significant on the cruise tour intention of potential customers. It shows that there is significant difference related to the using purpose and the usage attitude. Managers in the cruise company are able to utilize the practical implications of the present study when the cruise service launches in Korea. This study exists limitations that samples are not sufficient and the research can not be generalized due to the inadequate samples of target company.
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.
AI voice speaker has played an important role in forming an early market and development for AI-based goods and service with growing attention from many people. In this context, this research examined factors affecting continuous intention of AI voice speaker based on the integrated adoption model, which combined two factors of perceived playfulness and innovation resistance with extended technology acceptance model. It was also examined whether three perceived anthropomorphic features(i.e., perceived rational support, perceived intimacy, perceived cognitive openness) have influences on continuous intention of AI voice speaker. The data was collected by an online-survey and were responses of those who are in their 20s and 30s and have experienced in using AI voice speaker. They were analyzed by using SEM(Structural Equation Modeling). The results showed that all of perceived ease of use, perceived usefulness, perceived playfulness and innovation resistance had significant influences on continuous intention of AI voice speaker. In addition, all of perceived rational support, perceived intimacy and perceived cognitive openness as perceived anthropomorphic features had significant influences on perceived ease of use, perceived usefulness and perceived playfulness. The implications of found results in this research was also discussed.
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