• 제목/요약/키워드: behavioral motivation

검색결과 215건 처리시간 0.022초

의료기관 전자결제시스템 도입을 위한 Human-Technology Integration에 관한 연구 (Human-Technology Integration for Implementing Electronic Approval System in a Hospital)

  • 박재성;박기수
    • 한국병원경영학회지
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    • 제7권3호
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    • pp.102-120
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    • 2002
  • The purpose of study is to understand human-technology integration mechanism by using the study model that takes the core concept and motivation assumptions of technology acceptance model(TAM) into account. This study identifies three motivation mechanisms in adopting or using computer mediated communication(CMC) tool for work. The mechanism comprises with extrinsic, extrinsic motivation, and subjective norm pressure. One hospital with 430 beds and 367 human power was identified and we administered the questionnaire during their work hours. There is 32.4% response rate. The fitting index of the study model surpass the acceptable level, GFI = .980 for none-users, GFI =.986 for users, NNFI = .973 for none-users, and NNFI = .989 for users. In the case of none-users, perceived ease of use determines perceived usefulness that explains behavioral intention to use. As a result, adotpers' usage motivation is based on extrinsic motivation that does not consider their affective factor, attitude, in use of CMC. Users considers their attitudes as the mediating factor of all behavioral beliefs for using CMC continually. Thus, users are likely to depend their adoption behaviors on their affective factor. Moreover, users' behavioral intention is subject to pressures of use from other persons who are important to them, such as supervisor, director, or boss. Achieving human-technology integration in a hospital may cause cost saving and work efficiency. However, the success of information system should base on a profound understanding of employees' adoption behaviors in rejecting, adopting, using, continually using of IT, and organization culture in using IT.

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Vroom의 Expectancy Theory에 의한 은행 매니저들의 전문가 시스템 사용에 대한 모티베이션 분석 (An Application of Vroom's Expectancy Theory to Examine Bank Managers Motivation to Utilize an Expert System)

  • 심정필;이용진
    • Asia pacific journal of information systems
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    • 제6권1호
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    • pp.75-108
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    • 1996
  • Expert Systems (ES) have been successfully applied to bank loan decisions. However, with regard to bank loan decisions, most loan officers approach the acquisition of an ES with apprehension, which implies that organizational resources devoted to the development and implementation of ES may have been wasted or misused. Because the primary cause of the users resistance to use ES are more significantly related to the behavioral elements rather than technical elements, applying appropriate behavioral theory to the well representative sample group of the whole bank loan officers in the United States with a very accurate measurement tool can provide some clues for developing successful ES for bank loan officers. In this study : 1) Vroom's (1964) expectancy theory was selected to explain bank loan managers' motivation to use an ES ; and 2) the ANN model's prediction power to estimate bank loan officers' motivation levels of using an ES was examined.

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모티베이션 다이내믹스 : VENSIM을 이용한 성취동기모형의 시스템 다이내믹스 분석 (Motivation Dynamics : System Dynamics Approach for Analyzing Dynamic Motivation Model Using VENSIM)

  • 손태원;정한규
    • 한국시스템다이내믹스연구
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    • 제1권1호
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    • pp.57-79
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    • 2000
  • Most model constructs in organization studies are descriptive in nature, and the conclusions relating to the model behavior over time are speculative. The usefulness of System Dynamics as a methodology for modeling and testing dynamic behavioral hypotheses in organizational behavioral studies is presented, and how to construct a System Dynamics model using simulation software(VENSIM) is shown, The well-know March and Simon motivation model is used to demonstrate the step by step application of System Dynamics to model of this type. The dynamic behavior of the model, both transient and steady state, is obtained, Even though the paper has focused on one model in the area of individual behavior, the approach is general and can be applied to other areas of organizational behavior as will. The usefulness of System Dynamics as a methodology for theory building is identified as well.

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VR 피팅 애플리케이션의 쇼핑 동기와 텔레프레젠스가 소비자 반응에 미치는 영향 (Effects of Shopping Motivation and Telepresence in VR Fitting Room Applications on Consumer Response)

  • 최우림;김희윤;박민정
    • 한국의류산업학회지
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    • 제23권5호
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    • pp.611-623
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    • 2021
  • In the era of COVID-19 and advanced ICT technology, retail technologies such as those that use virtual reality(VR) have been drawing significant attention in the fashion industry. This study investigated the impact of shopping motivation and telepresence on consumer attitude, trust, and behavioral intentions in VR fitting room application environments. An online survey was conducted on female consumers in their 20s and 30s after exploring a VR fitting room application. Overall, 225 responses were used for the analysis. The study demonstrated that usefulness had a significant effect on attitude toward product (ATP) and trust toward app (TTA), while enjoyment had a significant effect on ATP, but did not significantly affect TTA. Telepresence did not significantly affect TTA, but had a significant influence on ATP and behavioral intention. TTA had a significant influence on ATP, and both ATP and TTA had significant effects on behavioral intention. Moreover, the effects of usefulness, enjoyment, and telepresence on ATP, TTA, and behavioral intention were significant, as the self-congruity between consumers and avatars increased. The application of the motivation theory and technology acceptance model offers theoretical perspectives for understanding VR fitting room application users' attitudinal and behavioral responses in mobile shopping environments. In addition, this study provides practical implications to mobile retailers that utilize advanced technologies.

Examining Visitation to the Gyeryongsan National Park

  • Sim, Kyu-Won;Choe, Yun-Seon;Kim, Tae-Geun
    • Journal of Forest and Environmental Science
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    • 제34권3호
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    • pp.242-245
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    • 2018
  • Understanding visit motivation to parks is important when attempting to improve visitor satisfaction and their intentions to revisit and recommend. The objective of this study is to not only examine the impact of visitors' motivations on their satisfaction, but also study the effect of their satisfaction on their behavioral intentions. This objective will be fulfilled using regression models populated with data from the Gyeryongsan National Park (GNP). Onsite surveys were collected during April and May 2017 at the Donghaksa, Gapsa, Cheonjeong, Sinwonsa, Sangsin, and Sutonggol information centers of the GNP (N=224). The results of this study indicate that the visitors' motivations influenced their visit satisfaction, which, in turn, impacted their behavioral intentions. The study's findings will help park managers and policy-makers establish effective park management strategies and enhance visitors' experiences.

인터넷게임장애 환자들의 내재동기 저하와 기본심리욕구의 관련성 (The Relationship between Low Intrinsic Motivation and Basic Psychological Need in Internet Gaming Disorder)

  • 김민경;정영훈;신유빈;김병훈;김은주;김재진
    • 생물정신의학
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    • 제24권2호
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    • pp.52-58
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    • 2017
  • Due to the increasing use of the internet, various social problems have been emerging, and one of them is internet gaming disorder (IGD). The purpose of this study was to investigate whether low internal motivation was present in IGD and basic psychological needs affected internal motivation. Twenty-one individuals with IGD and 21 healthy controls performed a 'motivation task' in which the avatar in virtual reality asked whether they would accept an activity in two conditions stimulating intrinsic or extrinsic motivation. The task performance was compared between the two groups, and was correlated with the Basic Psychological Needs Scale scores. Patients had a significantly lower acceptance rate of the proposal in the intrinsic motivation condition than controls, and this intrinsic motivated tendency was correlated with the satisfaction in their basic psychological needs. As with other substance use disorders, IGD was associated with a lower level of internal motivation, which was related to the dissatisfaction of basic psychological needs such as autonomy, competence, and relationship.

자녀 동반 가족여행에서의 Push-pull 동기, 경험이 행동의도에 미치는 영향 (Influence of Parent-child Travel Push-pull Motivation, Experience on Behavioral Intention)

  • 위옥천;박근수;유항유;조혁족
    • 한국콘텐츠학회논문지
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    • 제21권2호
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    • pp.462-473
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    • 2021
  • 중국의 사회 발전에 따른 가족 구조의 변화와 가족 소득의 증가로 자녀 동반 가족여행은 점차 관광소비 분야의 각광받는 새로운 트렌드가 되고 있다. 관광마케터들에게 자녀를 동반한 가족여행자들의 요구와 동기를 이해하는 것이 중요한 과제로 떠오르고 있다. 본 연구는 농장으로 여행하는 자녀 동반 가족관광객 290명을 대상으로 설문조사를 실시하였으며, 자녀 동반 가족 여행자의 Push-pull 동기를 분석하고 Push-pull 동기와 경험, 행동의도 사이의 영향 관계를 검증하였다. 이 연구의 분석결과는 다음과 같이 나타났다. 13개의 push 동기 항목에 대한 요인 분석에서 '어린이 & 가족', '도피 & 휴식', '사회화'의 3개 push 동기 요인을 도출하였으며, 11개의 pull 동기 요인을 분석하여 '시설 & 안전', '테마추구 활동', '환경'의 3개의 pull 동기 요인을 도출하였다. 하위 가설 검증을 통해, 자녀 동반 가족여행자의 Push-pull 동기가 참석 경험(4E)에 긍정적인 영향을 미친다는 것을 결과를 도출하였다. '에스테틱스 체험'은 자녀 동반 가족자의 행동 의도에 가장 큰 영향을 미치고, '교육 경험'과 '엔터테인먼트 경험'도 영향을 미치는 것으로 나타났다.

인공생명체를 위한 행동선택 구조 (Action Selection Mechanism for Artificial Life System)

  • 김민조;권우영;이상훈;서일홍
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2002년도 합동 추계학술대회 논문집 정보 및 제어부문
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    • pp.178-182
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    • 2002
  • For action selection as well as teaming, simple associations between stimulus and response have been employed in most of literatures. But, for successful task accomplishment, it is required that artificial life system can team and express behavioral sequences. In this paper, we propose a novel action-selection-mechanism to deal with behavioral sequences. For this, we define behavioral motivation as a primitive node for action selection, and then hierarchically construct a tree with behavioral motivations. The vertical path of the tree represents behavioral sequences. Here, such a tree for our proposed ASM can be newly generated and/or updated, whenever a new behavioral sequence is learned. To show the validity of our proposed ASM, three 2-D grid world simulations will be illustrated.

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웹소설 사용자 이해를 위한 데이터 기반 페르소나 분석: 정량적 행동 패턴 데이터 중심으로 (Data-driven Persona Analysis for Understanding Web Novel Users: Focusing on Quantitative Behavioral Pattern Data)

  • 하상집;박도형
    • 지식경영연구
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    • 제23권3호
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    • pp.259-284
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    • 2022
  • 본 연구는 웹소설 이용자에 대한 이해를 돕고자 웹소설 사용자의 행동 유형을 정량적으로 검증하고자 하였다. 이를 위해 연구의 방향은 다음과 같이 진행되었다. 먼저 웹소설 이용자들이 어떤 주된 이용 동기를 갖고 작품을 읽는지를 다른 디지털 콘텐츠의 이용 동기를 참조하여 조사를 진행하였으며, 추가로 이용자의 구체적인 행동 유형도 수집하였다. 그 결과, 웹소설 이용 동기는 '타인과의 대인관계 및 정보 습득', '여가 활동', '현실도피/긴장 해소' 요인으로 나타났다. 또한 구체적으로 어떤 이용 동기에 따라 차이가 나타나는지 군집분석을 한 결과로 여가 활동 이용 동기가 특히 높은 유형의 집단인 '취미 생활'형, 현실 도피 및 긴장 해소 특성이 매우 높은 집단인 '스트레스 해소'형, 타인과의 대인 관계 및 정보 습득이 높은 집단인 '커뮤니케이션'형, 마지막으로 전반적으로 다른 동기 특성 모두 높게 나오는 '다목적'형으로 분류되었다. 이후에 군집 유형 간 특징을 알아보기 위해 차이가 있는 행동 유형을 페르소나로 정리하였다. 이를 통해 본 연구의 이론적 공헌으로 웹소설 이용자의 이용 동기를 밝혀냈다는 점에서 의의가 있으며, 실무적 공헌으로는 이용자의 이용 동기와 행동 패턴을 결합한 페르소나를 구성하여 실제 대표적인 사용자에 가깝도록 시각화하여 실제 작가, 플랫폼 담당자, 사용자들에게 실무적으로 유용한 지표를 마련하는 것으로 웹소설 서비스의 고도화에 도움이 될 것으로 기대하고 있다.

Kano모델 기반의 인터넷 개인방송 서비스 만족도 영향요인 고찰 (Exploring the Factors Affecting Viewer Satisfaction on Internet Personal Broadcasting Based on the Kano Model)

  • 문윤지
    • Journal of Information Technology Applications and Management
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    • 제28권1호
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    • pp.95-110
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    • 2021
  • This study aims to explore the Internet personal broadcasting quality factors that influence viewer satisfaction and dissatisfaction based on the motivation-hygiene theory. Specifically, the quality factors that affect viewer satisfaction of Internet personal broadcasting are derived from the perspectives of extrinsic (contents usefulness and media usability), intrinsic (emotional/cognitive/behavioral enjoyment and creator characteristics), and social motivation (visibility, subjective norm, image, sociality). The data of 200 respondents was used to analyze the relative impact of satisfaction and dissatisfaction with the Kano model, which assumes that viewer satisfaction at both functional and emotional levels varies over quality attributes. In the empirical analysis, the quality factors were classified into attractive, one-dimensional, must-be, and indifferent quality. In addition, it was found that the customer satisfaction coefficient was high in the order of uniqueness, differentiation, and visibility. On the other hand, as a result of applying the dissatisfaction coefficient, it was identified in the order of donation, content reliability, and creator responsiveness.