• Title/Summary/Keyword: User attitude

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User Acceptance Factors of u-Health System - For Converged Smart Health (유헬스 시스템의 사용자 수용 요인 연구 - 융합형 양방향 스마트 헬스를 위한)

  • Kim, Mincheol
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.321-330
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    • 2013
  • Lately, in accordance with the improvement of living standards and income level, concern about the health is continuously increasing and the desire is also becoming diverse. This study focused on the user's acceptance of converged smart u-health system. For the study purpose, this paper analyzed the health and technology factors influencing the user's acceptance on u-health system. Thus this study was carried out by using covariance based SEM in order to test the model fitness and path coefficient. As the results, the health management experience among HPM factors and perceived usefulness among TAM had a positive effect on attitude and the perceived usefulness had a direct effect on behavioral intention.

A Study on the User Acceptance Model of Mass Collective Intelligence (대중 집단지성의 사용자 수용 모형에 관한 연구)

  • Lee, Hyoung-Yong;Ahn, Hyun-Chul
    • Journal of Information Technology Applications and Management
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    • v.17 no.4
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    • pp.1-17
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    • 2010
  • As web technologies evolve and so-called Web 2.0 technologies appear, collective intelligence is being applied in widespread areas. In general, mass collective intelligence like Wikipedia is created, revised, and managed by anonymous participants in an uncontrolled system. Thus, the knowledge provided by mass collective intelligence may be distorted, and may not be true, which may affect the user acceptance behavior. However, there have been few academic studies that analyzed the factors that affect user acceptance of mass collective intelligence, and their relationships. Under this academic background, we develop a model to examine how mass collective intelligence is accepted by users. The theoretical model is validated through an online survey of the Wikipedia users from three universities in Korea. The results reveal that the users will have positive attitude towards adopting mass collective knowledge when they perceive that the knowledge from mass collective intelligence is useful. We also find that the perceived usefulness of the knowledge is affected by perceived knowledge quality and trust in knowledge contributors. The results also suggest that perceived knowledge quality is determined by perceived level of collaboration, perceived objectivity, and recipient expertise, whereas trust in knowledge contributors is determined by natural propensity to trust and perceived objectivity. Theoretical and practical implications about mass collective knowledge are discussed.

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Evaluation of Mobile Application in User's Perspective: Case of P2P Lending Apps in FinTech Industry

  • Lee, Sangmin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.2
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    • pp.1105-1117
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    • 2017
  • Financial technology, also known as FinTech, is one of the fast growing global businesses in since its inception in 2008. Fintech is a new economic industry, comprised of companies that adopted the latest technologies to provide more efficient financial services than the traditional financial services. Fintech companies are generally small to medium sized startups trying to disintermediate existing financial systems. FinTech companies can be differentiated in several areas, based on its business solutions and target customers. In Korea, the Peer-to-Peer (P2P) lending companies are the most prominent in the FinTech sector. P2P lending is a method of borrowing or lending money to individuals through online services without the use of an official financial institution as an intermediary. The P2P lending companies operate their services entirely online or mobile environment. Consequently, mobile P2P lending application users are dramatically increasing. Thus, it is worth evaluating the acceptance of the mobile apps of the P2P lending companies from a user's perspective. This paper discusses user acceptance of the mobile P2P lending apps, guided by the Technology Acceptance Model. We conclude that the users' acceptance of mobile P2P lending apps are significantly influenced by perceived ease of use, perceived usefulness, and user satisfaction. These in turn influenced their attitude towards using mobile P2P lending apps and intention to use.

Study of User Reuse Intention for Gamified Interactive Movies upon Flow Experience

  • Han, Zhe;Lee, Hyun-Seok
    • Journal of Multimedia Information System
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    • v.7 no.4
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    • pp.281-293
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    • 2020
  • As Christine Daley suggested, "interaction-image" is considered to be typical in the age of "Cinema 3.0", which integrates the interactivity of game art and obscures the boundary between producers and customers. In this case, users are allowed to involve actively in the scene as "players" to manage the tempo of the story to some extent, it, thus, makes users pleased to watch interactive movies repeatedly for trying a diverse option to unlock more branch lines. Accordingly, this paper aims to analyze the contributory factors and effect mechanism of users' reuse intention for gamified interactive movies and offer specific concepts to improve the reuse intention from the interactive film production and operation perspectives. Upon integrating the Flow theory and Technology Acceptance Model (TAM) and separating the intrinsic and extrinsic motivations of key factors based on Stimulus-Organism-Response (S-O-R), the research builds an empirical analysis model for users' reuse intention with cognition, design, attitude emotional experience and conducts an empirical analysis on 425 pieces of valid sample data applying SPSS22 and Amos23. The results show that user satisfaction and flow experience impact users' reuse intention highly and perceived usefulness, perceived ease of use, perceived enjoyment, remote perception, interactivity, and flow experience have significant positive influence on user satisfaction experience.

The Effects of Perceived Characteristics of Smart Phone upon Psychological Attitude -Study with focus on sense of security and sense of dependence (스마트폰의 지각된 특성이 심리적 태도에 미치는 영향 -안도감과 의존감을 중심으로)

  • Cho, Hwi-Hyung
    • Journal of Digital Convergence
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    • v.10 no.9
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    • pp.175-184
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    • 2012
  • The aim of this study is to inquire into the influential relationship between perceived characteristics and psychological attitude toward smart phone in relation with the smart phone. This study conducted a questionnaire survey targeting domestic college students who are using the smart phone in an effort for an empirical test of the research model. The theoretical implications of this study laid foundation for doing research on the behavior of perceived characteristics and psychological attitude toward technology, and supplied a clue to diverse, in-depth research works on the further smart phone. The study-suggested practical implications are as follows: First, it is required that the usefulness and easy of use of the smart phone should be reinforced in order to form a positive attitude toward the smart phone. Second, the sense of dependence on the smart phone has an influence on user satisfaction.

Attitude Control of Quad-rotor by Improving the Reliability of Multi-Sensor System (다종 센서 융합의 신뢰성 향상을 통한 쿼드로터 자세 제어)

  • Yu, Dong Hyeon;Park, Jong Ho;Ryu, Ji Hyoung;Chong, Kil To
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.39 no.5
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    • pp.517-526
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    • 2015
  • This paper presents the results of study for improving the reliability of quadrotor attitude control by applying a multi-sensor along with a data fusion algorithm. First, a mathematical model of the quadrotor dynamics was developed. Then, using the quadrotor mathematical model, simulations were performed using the improved reliability multi-sensor data as the inputs. From the simulation results, we designed a Gimbal-equipped quadrotor system. With the quadrotor in a hover state, we performed experiments according to the angle change of the user's specifications. We then calculated the attitude control data from the actual experimental data. Furthermore, with additional simulations, we verified the performance of the designed quadrotor attitude control system with multiple sensors.

Effects of Digital Textbook's Interactivity on the Learning Attitude : With a focus on the Tablet PC-based Digital Textbooks of Social Studies and Science (디지털교과서의 상호작용성이 학습태도에 미치는 영향 : 태블릿PC 기반의 사회와 과학 디지털교과서를 중심으로)

  • Yoon, Su-Kyung;Kim, Myeong-Ji;Choi, Jun-Ho
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.205-222
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    • 2014
  • This study analyzed the effects of interactivity on the learning attitude in the tablet PC-based digital textbook environment. Most of digital textbook studies focused on comparison of learning effect between digital textbook and paper textbook. This study, instead, focused on the interaction between students and digital textbook, and examined the hypothesis that, in the digital textbook-based learning environment, interactivity factors affect learning attitude. The results showed that active control, two-way communication, and synchronicity have significant effects on the learning attitude. Those findings indicate that it's necessary to effectively realize interactivity in the process of developing digital textbooks. Also, important implication is not the fixed interactivity but how students perceive the digital textbook and make use of it. Therefore, for the interactive digital textbook, perceived user control, two-way communication, and synchronicity should be realized properly.

Applying the Technology Acceptance Model to the Digital Exhibition: A Case study on

  • Rhee, Boa;Kim, Shin Hyo;Shin, Soo Min
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.10
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    • pp.21-28
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    • 2016
  • The aim of this research is to analyze Perceived Usefulness(PU) and Perceived Ease of Use(PEOU) based on Technology Acceptance Model in , and how viewing experiences and knowledge of motion graphics have an impact on attitude toward using and behavioral intention to use. Both usability for learning and usability for appreciation in terms of PU have significant correlations with the degree of satisfaction and immersion, and behavioral intention to use. On the other hand, PEOU has an influence on degree of exhibition satisfaction and immersion, and onto behavioral intention to use with the exception of intention to revisiting . Unlike PU or PEOU, previous viewing experiences do not have correlation with attitude toward using and behavioral intention to use. Only previous knowledge of motion graphics has a correlation with degree of satisfaction and immersion, and behavioral intention to use. As the influence on PU and PEOU's attitude toward using and and behavioral intention to use has been verified, our findings show that two variables of TAM enable the prediction of user's technology acceptance on digital exhibitions and as a result prove the suitability for TAM as an evaluation model for digital exhibition of remediating the originals. This study offers a fresh understanding of the importance of motion graphic effects which influence attitude toward using and behavioral intention to use from the perspective of curating methodology.

Monocular Vision-Based Guidance and Control for a Formation Flight

  • Cheon, Bong-kyu;Kim, Jeong-ho;Min, Chan-oh;Han, Dong-in;Cho, Kyeum-rae;Lee, Dae-woo;Seong, kie-jeong
    • International Journal of Aeronautical and Space Sciences
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    • v.16 no.4
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    • pp.581-589
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    • 2015
  • This paper describes a monocular vision-based formation flight technology using two fixed wing unmanned aerial vehicles. To measuring relative position and attitude of a leader aircraft, a monocular camera installed in the front of the follower aircraft captures an image of the leader, and position and attitude are measured from the image using the KLT feature point tracker and POSIT algorithm. To verify the feasibility of this vision processing algorithm, a field test was performed using two light sports aircraft, and our experimental results show that the proposed monocular vision-based measurement algorithm is feasible. Performance verification for the proposed formation flight technology was carried out using the X-Plane flight simulator. The formation flight simulation system consists of two PCs playing the role of leader and follower. When the leader flies by the command of user, the follower aircraft tracks the leader by designed guidance and a PI control law, and all the information about leader was measured using monocular vision. This simulation shows that guidance using relative attitude information tracks the leader aircraft better than not using attitude information. This simulation shows absolute average errors for the relative position as follows: X-axis: 2.88 m, Y-axis: 2.09 m, and Z-axis: 0.44 m.

The Individual and Environmental Variables that Affect Children’s Game Addiction Tendency (개인적 변인과 환경적 변인이 아동의 게임중독경향에 미치는 영향)

  • 이경님
    • Journal of the Korean Home Economics Association
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    • v.42 no.4
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    • pp.99-118
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    • 2004
  • This study examined different individual and environmental factors that affect children's game addiction tendency. As individual variables, game user' motivation, self-control, and self-esteem were included in the analysis. As family variables, communications with mothers, parental control of children's computer use and parental internet use were examined, as school variables, school adjustment and teacher's supervision of children's computer use, and as peer variables, peer group's attitude toward computer games were used. The sample consisted of 994 fifth and sixth grade children. Statistics and methods used for the data analysis were Cronbach's alpha, frequency, percentage, two way ANOVA, Pearson's correlation and Hierarchical Regression. Several major results were found from the analysis. First, boys were addicted more than girls. No difference was found in the addiction tendency between the 5th graders and the 6th graders. Second, game users' motivation, that is, their interest-amusement motive, avoidance motive and aggressive motive, had a positive correlation with their game addiction tendency. However, self-control and self-esteem had a negative correlation with children's game addiction tendency. Third, problematic communications with mothers and parental control of children's computer use had a positive correlation with children's game addiction tendency. Open communications with mothers had a negative correlation with children's game addiction tendency. Fourth, school adjusaent had a negative correlation with children's game addiction tendency. And peer group's attitude towards computer games had a positive correlation with children's game addiction tendency. Fifth, low self-control, peer group's attitude towards computer games, children's interest-amusement motive, avoidance motive, aggressive motive, school lesson adjustment, parental control of children's computer use and school nile adjustment were important predicting variables of boy's game addiction tendency. Avoidance motive, low self-control, interest-amusement motive, peer group's attitude towards computer games, and parental control of children's computer use were important predicting variables of girl's game addiction tendency.