• Title/Summary/Keyword: User Acceptance Of Information Technology

Search Result 295, Processing Time 0.021 seconds

A Study on intent to use AI-enhanced development tools (AI 증강 개발 도구 사용의도에 관한 연구)

  • Hyun Ji Eun;Lee Seung Hwan;Gim Gwang Yong
    • Convergence Security Journal
    • /
    • v.24 no.2
    • /
    • pp.89-104
    • /
    • 2024
  • This study is an empirical study to examine the factors that influence the intention to use artificial intelligence (AI) technology for SW engineering-related tasks, and the purpose of the study is to understand the key factors that influence the use in terms of AI augmentation characteristics and interactive UI/UX characteristics. For this purpose, a survey was conducted among information and communication workers who have experience in using AI-related technologies and the collected data was analyzed. The results of the empirical analysis showed that perceived usefulness was positively influenced by the factors of expertise, interestingness, realism, aesthetics, efficiency, and flexibility, and perceived ease of use was positively influenced by the factors of expertise, interestingness, realism, aesthetics, and flexibility. Variety had no effect on both perceived ease of use and perceived usefulness. Perceived ease of use had a significant effect on perceived immersion, which positively influenced intention to use. These findings are significant in that they provide an academic understanding of the factors that influence the use of AI-enhanced tools in SW engineering-related tasks such as application design, development, testing, and process automation, as well as practical directions for the creators of tools that provide AI-enhanced development services to develop user acquisition strategies.

Understanding User Motivations and Behavioral Process in Creating Video UGC: Focus on Theory of Implementation Intentions (Video UGC 제작 동기와 행위 과정에 관한 이해: 구현의도이론 (Theory of Implementation Intentions)의 적용을 중심으로)

  • Kim, Hyung-Jin;Song, Se-Min;Lee, Ho-Geun
    • Asia pacific journal of information systems
    • /
    • v.19 no.4
    • /
    • pp.125-148
    • /
    • 2009
  • UGC(User Generated Contents) is emerging as the center of e-business in the web 2.0 era. The trend reflects changing roles of users in production and consumption of contents on websites and helps us to understand new strategies of websites such as web portals and social network websites. Nowadays, we consume contents created by other non-professional users for both utilitarian (e.g., knowledge) and hedonic values (e.g., fun). Also, contents produced by ourselves (e.g., photo, video) are posted on websites so that our friends, family, and even the public can consume those contents. This means that non-professionals, who used to be passive audience in the past, are now creating contents and share their UGCs with others in the Web. Accessible media, tools, and applications have also reduced difficulty and complexity in the process of creating contents. Realizing that users create plenty of materials which are very interesting to other people, media companies (i.e., web portals and social networking websites) are adjusting their strategies and business models accordingly. Increased demand of UGC may lead to website visits which are the source of benefits from advertising. Therefore, they put more efforts into making their websites open platforms where UGCs can be created and shared among users without technical and methodological difficulties. Many websites have increasingly adopted new technologies such as RSS and openAPI. Some have even changed the structure of web pages so that UGC can be seen several times to more visitors. This mainstream of UGCs on websites indicates that acquiring more UGCs and supporting participating users have become important things to media companies. Although those companies need to understand why general users have shown increasing interest in creating and posting contents and what is important to them in the process of productions, few research results exist in this area to address these issues. Also, behavioral process in creating video UGCs has not been explored enough for the public to fully understand it. With a solid theoretical background (i.e., theory of implementation intentions), parts of our proposed research model mirror the process of user behaviors in creating video contents, which consist of intention to upload, intention to edit, edit, and upload. In addition, in order to explain how those behavioral intentions are developed, we investigated influences of antecedents from three motivational perspectives (i.e., intrinsic, editing software-oriented, and website's network effect-oriented). First, from the intrinsic motivation perspective, we studied the roles of self-expression, enjoyment, and social attention in forming intention to edit with preferred editing software or in forming intention to upload video contents to preferred websites. Second, we explored the roles of editing software for non-professionals to edit video contents, in terms of how it makes production process easier and how it is useful in the process. Finally, from the website characteristic-oriented perspective, we investigated the role of a website's network externality as an antecedent of users' intention to upload to preferred websites. The rationale is that posting UGCs on websites are basically social-oriented behaviors; thus, users prefer a website with the high level of network externality for contents uploading. This study adopted a longitudinal research design; we emailed recipients twice with different questionnaires. Guided by invitation email including a link to web survey page, respondents answered most of questions except edit and upload at the first survey. They were asked to provide information about UGC editing software they mainly used and preferred website to upload edited contents, and then asked to answer related questions. For example, before answering questions regarding network externality, they individually had to declare the name of the website to which they would be willing to upload. At the end of the first survey, we asked if they agreed to participate in the corresponding survey in a month. During twenty days, 333 complete responses were gathered in the first survey. One month later, we emailed those recipients to ask for participation in the second survey. 185 of the 333 recipients (about 56 percentages) answered in the second survey. Personalized questionnaires were provided for them to remind the names of editing software and website that they reported in the first survey. They answered the degree of editing with the software and the degree of uploading video contents to the website for the past one month. To all recipients of the two surveys, exchange tickets for books (about 5,000~10,000 Korean Won) were provided according to the frequency of participations. PLS analysis shows that user behaviors in creating video contents are well explained by the theory of implementation intentions. In fact, intention to upload significantly influences intention to edit in the process of accomplishing the goal behavior, upload. These relationships show the behavioral process that has been unclear in users' creating video contents for uploading and also highlight important roles of editing in the process. Regarding the intrinsic motivations, the results illustrated that users are likely to edit their own video contents in order to express their own intrinsic traits such as thoughts and feelings. Also, their intention to upload contents in preferred website is formed because they want to attract much attention from others through contents reflecting themselves. This result well corresponds to the roles of the website characteristic, namely, network externality. Based on the PLS results, the network effect of a website has significant influence on users' intention to upload to the preferred website. This indicates that users with social attention motivations are likely to upload their video UGCs to a website whose network size is big enough to realize their motivations easily. Finally, regarding editing software characteristic-oriented motivations, making exclusively-provided editing software more user-friendly (i.e., easy of use, usefulness) plays an important role in leading to users' intention to edit. Our research contributes to both academic scholars and professionals. For researchers, our results show that the theory of implementation intentions is well applied to the video UGC context and very useful to explain the relationship between implementation intentions and goal behaviors. With the theory, this study theoretically and empirically confirmed that editing is a different and important behavior from uploading behavior, and we tested the behavioral process of ordinary users in creating video UGCs, focusing on significant motivational factors in each step. In addition, parts of our research model are also rooted in the solid theoretical background such as the technology acceptance model and the theory of network externality to explain the effects of UGC-related motivations. For practitioners, our results suggest that media companies need to restructure their websites so that users' needs for social interaction through UGC (e.g., self-expression, social attention) are well met. Also, we emphasize strategic importance of the network size of websites in leading non-professionals to upload video contents to the websites. Those websites need to find a way to utilize the network effects for acquiring more UGCs. Finally, we suggest that some ways to improve editing software be considered as a way to increase edit behavior which is a very important process leading to UGC uploading.

An Empirical Analysis on the Persistent Usage Intention of Chinese Personal Cloud Service (개인용 클라우드 서비스에 대한 중국 사용자의 지속적 사용의도에 관한 실증 연구)

  • Yu, Hexin;Sura, Suaini;Ahn, Jong-chang
    • Journal of Internet Computing and Services
    • /
    • v.16 no.3
    • /
    • pp.79-93
    • /
    • 2015
  • With the rapid development of information technology, the ways of usage have changed drastically. The ways and efficiency of traditional service application to data processing already could not satisfy the requirements of modern users. Nowadays, users have already understood the importance of data. Therefore, the processing and saving of big data have become the main research of the Internet service company. In China, with the rise and explosion of 115 Cloud leads to other technology companies have began to join the battle of cloud services market. Although currently Chinese cloud services are still mainly dominated by cloud storage service, the series of service contents based on cloud storage service have been affirmed by users, and users willing to try these new ways of services. Thus, how to let users to keep using cloud services has become a topic that worth for exploring and researching. The academia often uses the TAM model with statistical analysis to analyze and check the attitude of users in using the system. However, the basic TAM model obviously already could not satisfy the increasing scale of system. Therefore, the appropriate expansion and adjustment to the TAM model (i. e. TAM2 or TAM3) are very necessary. This study has used the status of Chinese internet users and the related researches in other areas in order to expand and improve the TAM model by adding the brand influence, hardware environment and external environments to fulfill the purpose of this study. Based on the research model, the questionnaires were developed and online survey was conducted targeting the cloud services users of four Chinese main cities. Data were obtained from 210 respondents were used for analysis to validate the research model. The analysis results show that the external factors which are service contents, and brand influence have a positive influence to perceived usefulness and perceived ease of use. However, the external factor hardware environment only has a positive influence to the factor of perceived ease of use. Furthermore, the perceived security factor that is influenced by brand influence has a positive influence persistent intention to use. Persistent intention to use also was influenced by the perceived usefulness and persistent intention to use was influenced by the perceived ease of use. Finally, this research analyzed external variables' attributes using other perspective and tried to explain the attributes. It presents Chinese cloud service users are more interested in fundamental cloud services than extended services. In private cloud services, both of increased user size and cooperation among companies are important in the study. This study presents useful opinions for the purpose of strengthening attitude for private cloud service users can use this service persistently. Overall, it can be summarized by considering the all three external factors could make Chinese users keep using the personal could services. In addition, the results of this study can provide strong references to technology companies including cloud service provider, internet service provider, and smart phone service provider which are main clients are Chinese users.

Development of Sorption Database (KAERI-SDB) for the Safety Assessment of Radioactive Waste Disposal (방사성폐기물 처분안전성 평가 자료 제공을 위한 핵종 수착 데이터베이스(KAERI-SDB) 개발)

  • Lee, Jae-Kwang;Baik, Min-Hoon;Jeong, Jongtae
    • Journal of Nuclear Fuel Cycle and Waste Technology(JNFCWT)
    • /
    • v.11 no.1
    • /
    • pp.41-54
    • /
    • 2013
  • Radionuclide sorption data is necessary for the safety assessment of radioactive waste disposal. However the use of sorption database is often limited due to the accessability. A web-based sorption database program named KAERI-SDB has been developed to provide information on the sorption of radionuclides onto geological media as a function of geochemical conditions. The development of KAERI-SDB was achieved by improving the performance of pre-existing sorption database program (SDB-21C) developed in 1998 and considering user's requirements. KAERI-SDB is designed that users can access it by using a web browser. Main functions of KAERI-SDB include (1) log-in/member join, (2) search and store of sorption data, and (3) chart expression of search results. It is expected that KAERI-SDB could be widely utilized in the safety assessment of radioactive waste disposal by enhancing the accessibility to users who wants to use sorption data. Moreover, KAERI-SDB opened to public would also improve the reliability and public acceptance on the radioactive waste disposal programs.

A Study for Strategy of On-line Shopping Mall: Based on Customer Purchasing and Re-purchasing Pattern (시스템 다이내믹스 기법을 활용한 온라인 쇼핑몰의 전략에 관한 연구 : 소비자의 구매 및 재구매 행동을 중심으로)

  • Lee, Sang-Gun;Min, Suk-Ki;Kang, Min-Cheol
    • Asia pacific journal of information systems
    • /
    • v.18 no.3
    • /
    • pp.91-121
    • /
    • 2008
  • Electronic commerce, commonly known as e-commerce or eCommerce, has become a major business trend in these days. The amount of trade conducted electronically has grown extraordinarily by developing the Internet technology. Most electronic commerce has being conducted between businesses to customers; therefore, the researches with respect to e-commerce are to find customer's needs, behaviors through statistical methods. However, the statistical researches, mostly based on a questionnaire, are the static researches, They can tell us the dynamic relationships between initial purchasing and repurchasing. Therefore, this study proposes dynamic research model for analyzing the cause of initial purchasing and repurchasing. This paper is based on the System-Dynamic theory, using the powerful simulation model with some restriction, The restrictions are based on the theory TAM(Technology Acceptance Model), PAM, and TPB(Theory of Planned Behavior). This article investigates not only the customer's purchasing and repurchasing behavior by passing of time but also the interactive effects to one another. This research model has six scenarios and three steps for analyzing customer behaviors. The first step is the research of purchasing situations. The second step is the research of repurchasing situations. Finally, the third step is to study the relationship between initial purchasing and repurchasing. The purpose of six scenarios is to find the customer's purchasing patterns according to the environmental changes. We set six variables in these scenarios by (1) changing the number of products; (2) changing the number of contents in on-line shopping malls; (3) having multimedia files or not in the shopping mall web sites; (4) grading on-line communities; (5) changing the qualities of products; (6) changing the customer's degree of confidence on products. First three variables are applied to study customer's purchasing behavior, and the other variables are applied to repurchasing behavior study. Through the simulation study, this paper presents some inter-relational result about customer purchasing behaviors, For example, Active community actions are not the increasing factor of purchasing but the increasing factor of word of mouth effect, Additionally. The higher products' quality, the more word of mouth effects increase. The number of products and contents on the web sites have same influence on people's buying behaviors. All simulation methods in this paper is not only display the result of each scenario but also find how to affect each other. Hence, electronic commerce firm can make more realistic marketing strategy about consumer behavior through this dynamic simulation research. Moreover, dynamic analysis method can predict the results which help the decision of marketing strategy by using the time-line graph. Consequently, this dynamic simulation analysis could be a useful research model to make firm's competitive advantage. However, this simulation model needs more further study. With respect to reality, this simulation model has some limitations. There are some missing factors which affect customer's buying behaviors in this model. The first missing factor is the customer's degree of recognition of brands. The second factor is the degree of customer satisfaction. The third factor is the power of word of mouth in the specific region. Generally, word of mouth affects significantly on a region's culture, even people's buying behaviors. The last missing factor is the user interface environment in the internet or other on-line shopping tools. In order to get more realistic result, these factors might be essential matters to make better research in the future studies.