• Title/Summary/Keyword: User Adoption

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A Study on User Satisfaction and Continuance Use Intention of Mobile Easy Payment Service User (간편결제 서비스 사용자의 사용만족과 지속사용의도에 관한 연구 - ECM과 UTAUT을 중심으로)

  • Yea-rim Lee
    • Korea Trade Review
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    • v.45 no.2
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    • pp.103-119
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    • 2020
  • As the easy payment service is popularized and the competition in the service market is fierce, research on factors affecting users' continuous use of the easy payment service is becoming increasingly important. However, in the existing studies, the discussion of the continuous intention to use the consumer's simple payment service has not been sufficiently conducted. Existing research remains on the way of listing technology and consumer characteristics. To bridge this research gap, this study aims to integrate and modify ECM and UTAUT to consider factors influencing the continuous use of easy payment services. The user's expectations and the confirmation were considered as important factors to decide. For empirical analysis, a survey was conducted for 236 users who had experience with domestic easy payment service. As a result, it was verified that confirmation, performance expectancy, effort expectancy, social influence, and habit in regard to easy payment services are important for continuous use intention. Through this study, it is expected that the consumer's technology acceptance mechanism on the continuous use of simple payment will be grasped in more detail to develop academic discussions in the field. Implications from the results as well as limitations of the study are presented.

Current changes in standardization activities of Dublin Core Metadata Initiative (메타데이터의 표준화 동향 : DCMI를 중심으로)

  • Kim, Tae-Su
    • Journal of Scientific & Technological Knowledge Infrastructure
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    • s.9
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    • pp.8-19
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    • 2002
  • The Dublin Core element set has been developed over the past years as an open, consensus-building metadata from many user communities. Wider adoption in many countries made this metadata a major resource discovery standard on the internet. The version 1.1 of the Dublin Core element set was adopted as CEN Workshop Agreement 13874 in Europe, and also ratified under the auspices of the National Information Standards Organization in US as ANSI Standard Z39.85. This report summarizes the standardization activities that have taken place in the Dublin Core Metadata Initiative for the past years.

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Investigating the Influence of Perceived Usefulness and Self-Efficacy on Online WOM Adoption Based on Cognitive Dissonance Theory: Stick to Your Own Preference VS. Follow What Others Said (온라인 구전정보 수용자의 지각된 정보유용성과 자기효능감이 구전정보 수용의도에 미치는 영향에 관한 연구: 의견고수와 구전수용의 비교)

  • Lee, Jung Hyun;Park, Joo Seok;Kim, Hyun Mo;Park, Jae Hong
    • Asia pacific journal of information systems
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    • v.23 no.3
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    • pp.131-154
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    • 2013
  • New internet technologies have created a revolutionary new platform which allows consumers to make decision about product price and quality quickly and provides information about themselves through the transcript of online reviews. By expressing their feelings toward products or services on virtual opinion platforms, users extend their influence into cyberspace as electronic word-of-mouth (e-WOM). Existing research indicates that an impact of eWOM on the consumer decision process is influential. For both academic researchers and practitioners, investigating this phenomenon of information sharing in online website is essential given the increasing number of consumers using them as sources of purchase decisions. It is worthwhile to examine the extent to which opinion seekers are willing to accept and adopt online reviews and which factors encourage adoption. Discerning the most motivating aspects of information adoption in particular, could help electronic marketers better promote their brand and presence on the internet. The objectives of this study are to investigate how online WOM influences a persons' purchase decision by discovering which factors encourage information adoption. Especially focused on the self-efficacy, this research investigates how self-efficacy affects on information usefulness and adoption of online information. Although people are exposed to same review or comment about product or service, some accept the reviews while others do not. We notice that accepting online reviews mainly depends on the person's preference or personal characteristics. This study empirically examines this issue by using cognitive dissonance theory. Specifically, in the movie industry, we address few questions-is always positive WOM generating positive effect? What if the movie isn't the person's favorite genre? What if the person who is very self-assertive so doesn't take other's opinion easily? In these cases of cognitive dissonance, is always WOM generating same result? While many studies have focused on one direct of WOM which indicates positive (or negative) informative reviews or comments generate positive (or negative) results and more (or less) profits, this study investigates not only directional properties of WOM but also how people change their opinion towards product or service positive to negative, negative to positive through the online WOM. An experiment was conducted quantitatively by using a sample of 168 users who have experience within the online movie review site, 'Naver Movie'. Users were required to complete a survey regarding reviews and comments taken from the real movie page. The data reflected user's perceptions of online WOM information that determined users' adoption level. Analysis results provide empirical support for the proposed theoretical perspective. When user can't agree with the opinion of online WOM information, in other words, when cognitive dissonance between online WOM information and users' preference occurs, perceived self-efficacy significantly decreases customers' perception of usefulness. And this perception of usefulness plays an important role in determining users' intention to adopt online WOM information. Most of researches have been concentrated on characteristics of online WOM itself such as quality or vividness of information, credibility of source and direction of online WOM, etc. for describing effect of online WOM, but our results suggest that users' personal character (e.g., self-efficacy) plays decisive role for acceptance of online WOM information. Higher self-efficacy means lower possibility to accept the information that represents counter opinion because of cognitive dissonance, whereas the people that have lower self-efficacy are willing to accept the online WOM information as true and refer to purchase decision. This study suggests a model for understanding role of direction of online WOM information. Also, our result implicates the importance of online review supervision and personalized information service by confirming switching opinion negative to positive is more difficult than positive to negative through the online WOM information. This implication would help marketers to manage online reviews of their products or services.

An Analysis of the SaaS Quality Impact on the Service Performance and Loyalty (SaaS(Software as a Service) 품질이 서비스 성과 및 충성도에 미치는 영향)

  • Kim, Eun-Hong;Park, Young-Sun;Nam, Kyung-Ok
    • Journal of Information Technology Services
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    • v.10 no.3
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    • pp.127-147
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    • 2011
  • Business organizations today have sought management effectiveness and efficiency utilizing information technologies. In particular, small and medium-sized enterprises short of information resources tend to rely more on outsourcing for accomplishing their own information strategies. SaaS(Software as a Service) has recently become one of the powerful outsourcing alternatives. This study tries to identify the influence of the SaaS quality on the service performance and loyalty. A SaaS quality model is developed including tangibles, reliability, responsiveness, assurance, and empathy. Then they are hypothesized to have influence on the service performance defined as user satisfaction, individual performance, and organizational performance. Service performance is considered to have an impact on the loyalty to service. Findings from a survey to test hypotheses on the relationship among SaaS quality, performance and loyalty show these variables are significantly important to widespread adoption of SaaS.

Effects of Informational Technological Characteristics of Internet Shopping Mall on User's Visiting and Buying Frequency (인터넷 쇼핑몰의 정보기술적 특성이 사용자의 방문 및 이용 빈도에 미치는 영향)

  • Suh, Chang-Kyo;Kim, Ji-Youn;Lee, Hyung-Seok
    • Asia pacific journal of information systems
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    • v.13 no.3
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    • pp.195-211
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    • 2003
  • The technology acceptance model(TAM) has been widely studied in IS research in order to gain a better understanding of the adoption and use of information systems. Based on the TAM, we explored acceptance of internet shopping mall. 261 questionaries were collected and analyzed. The results of this study showed that the internet shopping mall characteristics such as information quality, system design quality, and communication are important factors in affecting user's visiting and buying frequency at the internet shopping mall. Therefore, the internet shopping mall providers should make the product's information more informative and design shopping mall sites more effectively and interactively.

Institutional Improvement of Irrigation Management System in Korea

  • Chung, Sang-Ok
    • Magazine of the Korean Society of Agricultural Engineers
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    • v.44 no.7
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    • pp.74-82
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    • 2002
  • There are two major operation and management (O & M) systems in Korea, one by the Korea Agricultural and Rural Infrastructure Corporation (KARICO), a government corporation, and the other by non-KARICO, which includes Irrigation associations (IAs) and individual farmers under the supervision of city or county authorities. Main issues and constraints in the irrigation facility management are: (1) The dual system of the irrigation water management system; management by KARICO and that by IAs, and (2) From the commencement of KAICO in 2000, farmers were exempted from water charge. This is opposite to the international trend, which follows' user pay principle: Main specific strategies to improve irrigation management system are: (1) Introduction of water metering for water charge as well as water conservation, (2) Adoption of demand-oriented irrigation rather than supply-oriented to reduce waste of water, (3) To augment farmer's participation by forming water user associations, (4) To maintain consistency of government policy, (5) To promote roles of local governments, and (6) To reestablish the role of KARICO.

A Study on Metaverse Hype for Sustainable Growth

  • Lee, Jee Young
    • International journal of advanced smart convergence
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    • v.10 no.3
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    • pp.72-80
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    • 2021
  • Metaverse is an immersive 3D virtual environment, a true virtual artificial community in which avatars act as the user's alter ego and interact with each other. If we do not manage the hype for the metaverse, which has recently been receiving a surge in interest, the metaverse will fail to cross the chasm. In this study, to provide stakeholders with insights for the successful introduction and growth of the 3D immersive next-generation virtual world, metaverse, we analyzed user-side interest, media-side interest, and research-side interest. For this purpose, in this study, search traffic, news frequency and topic, and research article frequency and topic were analyzed. The methodology and results of this study are expected to provide insight for the stable success of metaverse transformation and the coexistence of the real world and the virtual world through hyper-connection and hyper-convergence.

An Experimental Comparison of the Usability of Rule-based and Natural Language Processing-based Chatbots

  • Yeji Lim;Jeonghun Lim;Namjae Cho
    • Asia pacific journal of information systems
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    • v.30 no.4
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    • pp.832-846
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    • 2020
  • Service organizations increasingly adopt data-based intelligent engines called chatbots in support of the interaction between customers and the companies. Two different types of chatbots have been suggested and introduced by companies leading the adoption of this emerging technology: rule-based chatbots and natural language processing-based chatbots. While the differences between these two types of technologies look relatively clear, the organizational and practical impacts of the differences have not been systematically explored. This study performed an experiment to compare the use of the two different types of chatbots used in practice by two comparable organizations. These two types of actual chatbots were used by Korean on-line shopping malls with similar business models (mobile shopping), length of history, size and reputation. The comparison was made based on such dimensions as usability, searchability, reliability and attractiveness. Contraty to conventional expectation that the superiority in technology will produce superior usability, the results show mixed superiority. The discussion on the reasons is presented.

The Impact of User Interface Types Characteristics on the Information Media Usage Behavior (사용자 인터페이스 유형별 특성이 정보매체 이용의도에 미치는 영향에 관한 연구)

  • Yoon, Jung-Hyeon
    • Journal of the Korean Society for information Management
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    • v.27 no.3
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    • pp.53-66
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    • 2010
  • Whereas traditional user interface are well accepted modes of information exchange, the new digital conversion type's of information media is relatively complex and provides new means of transaction with user interface. User interface can be decomposed into two component: the physical structure through which information media is controlled, and the presentation of the content. This research explores the two user interface element have different effect on the adoption of information media and, as such, can influence perceived usefulness, perceived easy of use, and intention of use. The hypotheses have been tested with the survey of 148 end-users examines two interface characteristics factors such as efficiency, error, design, entertainment, accuracy, and vividness, and so on. The research summarized in this paper decomposes the influence of interface elements of physical structure interface and content presentation interface to gain a better understanding of how interface stimulates user's perceived usefulness to adopt the information media.

A Usability Study On Museum Installations Emphasizing Interaction Design for User Experience (사용자 경험 증진을 위한 과학관 전시물의 사용성 평가)

  • Cho, Myung Eun;Choi, Han Hee;Kim, Mi Jeong
    • Korean Institute of Interior Design Journal
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    • v.22 no.5
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    • pp.302-310
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    • 2013
  • Many museums have recently employed digital technologies in exhibition installations to provide visitors with interactive experiences with the installations, not just audiences. However, most of them have focused on the adoption of new prototypes or technologies, not considering user experiences of those systems carefully. This study developed an evaluation tool for usability of the tangible user interfaces and conducted a usability study on museum installations emphasizing user interaction and experience. The evaluation tool is composed of 5 features of tangible user interfaces such as tangible, interaction, convenience, representation, spatial interaction and social interaction, and 24 items. The museum we investigated is the Gwacheon National Science Museum, where 8 installations, classified 4 categories, were selected for the usability study. We recruited 6 undergraduate students, who were divided into 2 teams, each team having 3 students. Three students in a team manipulated and experience each installation together and reported their evaluation score through the questionnaire and interviews. The results showed that the score of the usability for the category 3, which requires students to move their bodies for the interaction, is the highest one because it features with spatial interaction. Students expressed much interest in the category 4, which utilizes users' other senses, however, the score of the usability is the lowest because the interaction is temporary and repetitive. Most installations are well designed in terms of control constraints, legibility, lower thresholds, participation encouragement, and open to the public, but pooly designed in terms of multiple access points, configurability, accurate movement, ambient media, and full-body interaction.