• Title/Summary/Keyword: information- acceptance

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An Empirical Study on the Intention to Continue Using Generative AI in Engaged Learning: Focusing on the ChatGPT Case (참여형 학습에서 생성형 AI 지속 사용 의도에 대한 실증적 연구: ChatGPT 사례 중심으로)

  • Kyungsoon Kim;Nacil Kim;Myoungsoo Kim;Yongtae Shin
    • Journal of Information Technology Services
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    • v.22 no.6
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    • pp.17-35
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    • 2023
  • This study investigated how helpful the use of generative AI such as ChatGPT is in conducting engaged learning at each university. In this study, based on the experiences of users using generative AI technology, we analyzed the relationship between usability and ease in consideration of the characteristics of learners, and examined whether there is an intention to continue using generative AI technology in the future. In this study, in order to verify the factors affecting the intention to use ChatGPT technology in order to solve the problems given in the participating classes, we examined previous papers based on the Technology Acceptance Model (TAM) and the Information System Success Model (IS), extracted the factors affecting the intention of ChatGPT technology, and presented the research model and hypothesis. Empirical research on the continuous use of generative AI in participatory learning using ChatGPT was conducted to determine whether it is suitable for long-term and continuous use in the educational environment, and whether it is sustainable by examining the intention of learners to continue using it. First, user satisfaction was positively related to the intention to continue using generative AI technology. Second, if the user experience has a great influence on the intention to continue using ChatGPT technology, and users gain experiences such as usefulness, interest, and effective response in the process of using the technology, the evaluation of the technology is positively formed and the intention to continue using it is high. Third, the ease of use of the technology also showed that it was intended to be used continuously when an environment was provided in which users could easily and conveniently utilize generative AI technology.

A Study on the Priorities of Enabling Digital Healthcare Platform for Small and Medium Enterprises : A Comparative Analysis of Consumers and Suppliers

  • Yeon-Kyeong Lee;Min-Jung Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.6
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    • pp.131-141
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    • 2024
  • The aging population and worsening lifestyle habits have increased the risk of chronic diseases. This has heightened the importance of preventive healthcare, particularly through personalized health management services based on individual health data. Despite this, the domestic digital healthcare industry remains underdeveloped. Given the need for acceptance from both consumers and providers, this study uses the Analytic Hierarchy Process (AHP) to identify success factors for health management service platforms. AHP evaluates the relative importance of various factors to aid decision-making. Results show that providers prioritize data analysis and platform design, laws and regulations, and data standardization, while consumers prioritize system stability, laws and regulations, and system security. These findings highlight the need for strategies to bridge the expectation gap to effectively promote health management service platforms.

Coexistence Direction of AI and Webtoon Artist

  • Bo-Ra Han
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.2
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    • pp.87-99
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    • 2024
  • This study aims to identify the competencies required for webtoon artists to survive in the future era of AI commercialization. It explores the current and future use of AI in webtoons, and predicts the role of artists in the future webtoon industry. The study finds that AI will replace human workers in some areas, but human empathy-related fields can be sustained. Artist roles like story projectors, Visual directors, and AI editors were identified as potential models for the changing role of artists. To address terminology ambiguity, a three-step AI categorization mechanical type AI, humanoid type AI, and transcendent type AI was proposed for a more realistic separation of AI capabilities. The researcher suggested these findings as guidelines for developing skills in emerging artists or re-skilling existing ones, emphasizing collaboration with AI for mutual growth rather than a negative acceptance of new technology.

A Study on Intention to Use Personal Cloud Services: Focusing on Value Comparison (개인용 클라우드 서비스 사용 의도 연구: 가치 비교를 중심으로)

  • Kyunghoi Min;Chanhee Kwak;HanByeol Stella Choi;Heeseok Lee
    • Information Systems Review
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    • v.22 no.2
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    • pp.1-24
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    • 2020
  • Cloud computing technology is expanding its services to individual consumers through storage and applications. This study aims to compare the predisposing factors that affect the perceived value and the intention to use between users who have used or experienced services and those who have never experienced services from the perspective of benefit and sacrifice based on the value-based acceptance model. The results showed that the sacrifice factor (perceived cost) had a significant effect on perceived value and perceived value had a significant effect on intention to use, but showed a difference in perceived benefit. Perceived usefulness, ubiquity, and network effects had significant impact for experienced users' perceived value, but for inexperienced users, ubiquity did not have significant impact. In addition, usefulness was the most significant factor for experienced users while network effect was the same for inexperienced users. The results of this study suggest that consumers' intention to use personal cloud service is evaluated as a benefit and sacrifice point and a new attempt to re-examine the role of previous experience.

Trust to Share: Investigating the Key Factors to Influence Tenants' Participation in Online Short-Term Rent

  • Liuye Yu;Zhixia Zang;Xue Yang
    • Asia pacific journal of information systems
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    • v.29 no.2
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    • pp.308-327
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    • 2019
  • The concept of sharing economy has received rich attention in recent years. As a typical type of business model in the sharing economy, online short rent has been paid attention by both industry and academia. In this study, we find trust to be a critical determinant to the success of online short rent platforms. Based on three dimensions of trust theory, i.e., ability, benevolence and integrity, we investigate the factors influencing tenant' willingness to participate in online short rent. We further examine the extent to which trust can influence the number of sales and comments of rooms listed at online short-term rent platforms, which can represent tenant' willingness to participate in the sharing economy. The results show that the trust dimensions represented by a landlord's personal characteristics have significant positive correlations with the number of sales and comments. For example, the real name authentication and the sesame score can represent the trust integrity; online replay ratio and the average confirmation time representing the trust sincerity, and the order acceptance ratio representing the trust ability. On this basis, we proposed some recommendations for both platforms and landlords. For example, the landlords can improve the tenants' trust by authenticating his/her real name, replying actively and timely. For platforms, when they make housing list ranking rules, they can take the landlord's personal attributes that may affect trust into consideration. Moreover, platforms can also allow landlords to supply value-added services to improve service quality and ultimately promote the virtuous circle of the platform ecosphere. Through conducting the empirical research on a particular application of the sharing economy, we aim to fill the research gap of this field in China and provide theoretical and practical contributions to the future development of online short rent.

Exploring Aesthetic Values and Technical Elements Through Comparison of AI and Artist Creations (인공지능과 예술가의 창작물 비교를 통한 미학적 가치와 기술적 요소 탐구)

  • Kim Min Kyu;Park Jae Wan
    • The Transactions of the Korea Information Processing Society
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    • v.13 no.10
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    • pp.520-528
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    • 2024
  • This study explores the differences in technical aspects and beauty between artworks generated by artificial intelligence (AI) and humans, assessing the characteristics, potential, and limitations of AI art, as well as the role of artists in depth. The results demonstrate that artworks generated by AI possess a level of technical proficiency and aesthetic value that can compete with human art, earning high appreciation among the general public. Specifically, with regard to emotional transmission and impression, AI can provide an artistic resonance comparable to that of humans; however, in artworks depicting natural landscapes, the subtle emotions and techniques of human artists surpass those of AI. This indicates that while AI can play a significant role in the field of artistic creation, AI also exhibits limitations in specific genres. The study is expected to provide deeper insights into the social acceptance and the position of AI art within the art community.

Exploring the Effect of Gamification and Privacy Concerns upon Behavioural Intention to Use Fitness Apps (게임화 및 개인정보 염려가 피트니스 앱 사용의도에 미치는 영향)

  • Melisa Gunhan;Hyojung Song;Taeha Kim
    • Information Systems Review
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    • v.26 no.2
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    • pp.185-203
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    • 2024
  • This study empirically explores the influence of gamification elements and privacy concerns on users' intention to use fitness apps, based on the technology acceptance model (TAM). This research classifies gamification in fitness apps into three categories: achievement-related elements, social-related elements, and immersion-related elements. Although previous research investigated the gamification of fitness apps, few studies combined the impact of gamification with privacy concerns. Considering the significant amount of sensitive personal data collected by fitness apps, we recognize the importance of data privacy and aim to address this gap in research. To achieve this goal, we collected and analyzed data from 187 Korean fitness app users through an online questionnaire. The results confirm the highly significant influence of perceived ease of use, perceived usefulness, and achievement-related gamification elements. Social-related gamification elements, immersion-related gamification elements, and privacy concerns however show insignificant results for the intention to use fitness apps in the Korean market. Location and time limit the generalizability of this study; however, the findings of this study nonetheless offer valuable insights for practitioners and developers to enhance the design and development of their applications.

A Study on Experiences with the Data-Embeded Exhibition

  • So-Jeong Park;Bo-A Rhee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.9
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    • pp.89-98
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    • 2024
  • This study empirically examines the visitors' experience and acceptance of 《Hito Steyerl-A Sea of Data》, which explores power structures and social inequalities of contemporary society through data, via a survey. The aesthetic value received the highest evaluation among the perceived values. The high enthusiasm in the artist, the works of art and the exhibition theme were identified as key factors for perceived experience quality. The degree of satisfaction(71.4%) and the degree of immersion(70.8%) for the exhibition are rated highly. Summarizing the hypothesis testing, the interest level of digital media and contemporary art, and the high enthusiasm in the works of art and the exhibition theme positively influenced the degree of satisfaction, with the degree of immersion significantly correlating to the degree of satisfaction. Furthermore, the attitudes towards the exhibition demonstrated a positive correlation with intention to recommend the exhibition and to revisit the exhibition.

A Study on Visitor Engagement of the Audio Guide and Curating-bot at Museum of Modern and Contemporary Art

  • Bo-A Rhee;Ye-Eun Seo;Yeon-U Ro;Gyu-Hyun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.10
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    • pp.185-195
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    • 2024
  • In this paper, we propose a comparative evaluation framework for digital services in the Museum of Modern and Contemporary Art, focusing on user experience analysis of both mobile apps and curating-bots. Our method assesses the efficiency, support, and innovative attributes of these services, particularly regarding their Pragmatic Quality (PQ) and Hedonic Stimulation (HS). The proposed framework combines empirical user engagement data via survey with hypothesis testing to determine the influences of digital services such as the mobile app and curating-bot on visitor satisfaction and immersion. The research team demonstrates the suitability of the Technology Acceptance Model (TAM) and the Quality-Value-Loyalty (QVL) Chain in evaluating digital services in the art museum context and the impact of these services on the visitor experiences.

ISO 3951-1:2022, Sampling Procedures for Inspection by Variables - Part 1 (ISO 3951-1:2022, 계량형 샘플링 검사절차 - 제 1부)

  • Lee, Min Koo;Hong, Sung Hoon
    • Journal of Korean Society for Quality Management
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    • v.52 no.3
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    • pp.395-412
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    • 2024
  • Purpose: ISO (International Organization for Standardization) has published the third edition of ISO 3951-1:2022, Sampling Procedures for Inspection by Variables-Part 1. ISO 3951-1 is an AQL (Acceptable Quality Limit) type sampling scheme, and incorporates switching rules to move among normal, tightened, and reduced inspections. This paper examines the contents of ISO 3951-1:2022 and analyzes its characteristics. Methods: The contents of ISO 3951-1:2022 and ISO 3951-1:2013 (the second edition of ISO 3951-1) are compared and analyzed in detail. The comparisons of ISO 3951-1:2022 and ISO 2859-1:2013 (the latest edition of Sampling Procedures for Inspection by Attributes-Part I) are also performed. Results: The main changes of ISO 3951-1:2022 are as follows: i) procedures have been introduced to accommodate measurement uncertainty, ii) many of sampling plans are adjusted to improve the match between their OC (operating characteristic) curves and the OC curves of the corresponding plans of ISO 2859-1, iii) the form p* for determining the acceptance of the lot is extended to all ranges of AQL and code letter values. Conclusion: ISO 3951-1:2022 cancels and replaces ISO 3951-1:2013, which has been technically revised. KS Q ISO 3951-1:2019 that is Korean version of ISO 3951-1 was established as a Korean standard by conforming to ISO 3951-1:2013. Therefore, we need to revise it to ISO 3951-1:2022, as soon as possible.