• Title/Summary/Keyword: perceived ease-of-use

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Exploring Factors Affecting Acceptance Intention and Recognition of Robot-Based Education for Mother with Young Children. (영유아기 자녀를 둔 어머니의 로봇활용 교육에 대한 인식 및 기술수용의도 분석)

  • Lee, Ha-Won;Shin, Won-Ae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.7
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    • pp.462-474
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    • 2020
  • The purpose of this study is to provide fundamental data for robot-based education at home by analyzing the factors affecting the recognition and technology acceptance attitudes of mothers with young children. For this purpose, a questionnaire survey was administered to 319 mothers with young children in Seoul and Gyeonggi Province, and one-way ANOVA, chi-square, correlation analysis, and regression analysis were conducted for statistical verification. As a result, there was a significant difference in the robot-based education at home of mothers to child according to their final educational background. Mothers' acceptance intention, perceived ease of use, perceived usefulness, social influence of robot application and personal innovation were all positively correlated. The factors that affect intention of acceptance were perceived ease of use and perceived usefulness of robot application. Conclusively, mothers with young children use robot-based education at home when it is more convenient to use and has educational effects more than the personal innovation or social influence. These study results are meaningful ahead of the 4th industrial revolution in that we provided basic data for the correct direction of robot-based education to young children at home.

Customer Satisfaction in the Mobile Commerce - An empirical study using general structural equation model (모바일 상거래의 고객만족 형성 요인 연구 : 구조방정식을 이용한 실증 분석)

  • 최지원;박용태
    • Proceedings of the Technology Innovation Conference
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    • 2006.02a
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    • pp.131-149
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    • 2006
  • The increasing number of mobile phone users has caused the increasing number of mobile internet subscribers since the 2000s. However, there are little studies on commercial transactions through mobile internet by contraries of abundant studies on the traditional offline and online commerce. This paper aims to find out some factors affecting customer satisfaction in the mobile commerce. For this purpose, influential factors were drawn out by comparing mobile commerce with e-commerce and a more systematic framework was developed. 6 factors were proposed such as mobile internet experience, perceived content Quality, perceived ease of use, perceived price level, perceived system Quality and perceived security level. Initially, they have effects on the customer satisfaction, and then, they have relationships with customer complaint and customer loyalty. In this paper, a Questionnaire survey was conducted. And a general structural equation model was applied to empirically test the proposed research model which is based on the relationships among the 6 factors and customer satisfaction, customer complaint and customer loyalty. This study will be useful to firms providing services of mobile commerce, because it can find out some influential and significant factors of the mobile commerce.

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Exploring the Influence of the Internet Shopping Mall's Quality Factors on User Trust and Acceptance (인터넷 쇼핑몰이 갖는 품질요인이 사용자 신뢰와 수용에 미치는 영향에 대한 연구)

  • Lee Kung-Chang;Kang Byung-Uk;Suh Bomil;Kim Jong-Uk
    • Korean Management Science Review
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    • v.22 no.1
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    • pp.27-46
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    • 2005
  • As the electronic commerce has grown dramatically, visiting the Internet shopping malls is accepted as one of our daily life. Despite many studies about user acceptance of the Internet shopping malls, it still remains unanswered how the Internet shopping mall's three quality factors such as system qualify, Information qualify, and service quality affect user trust, and eventually user acceptance of the mall. To investigate this issue, we propose a research model in which six external factors such as three qualify factors as well as self-efficacy, subjective norm, and trust have a significant impact on user's attitude and intention to use the mall. After garnering 244 valid questionnaires from users, we analyze them with structural equation modeling. Experiment results show that the Internet shopping mall's three quality factors such as system quality, information qualify, and service quality significantly Influence user trust for the mall, which in turn impacts user's perceived usefulness, attitude toward using the mall. Another external factors such as self-efficacy and subjective norm also influence user's perceived ease of use and perceived usefulness respectively, affecting user's attitude altogether. Implications and further research directions are presented.

A Study on the IPTV Use Perception and Factors Influencing IPTV Adoption (IPTV 이용자의 이용인식과 수용결정요인에 관한 연구)

  • Kim, Mi-Sun
    • Korean journal of communication and information
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    • v.52
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    • pp.177-202
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    • 2010
  • IPTV has been drawing attention as a representative convergence media. The analysis of the convergence media, as like IPTV, requires an investigation into the use perception and multidimensional factors. So this research examines the IPTV usage, based on the Technology Acceptance Model. The analysis was made with the 500 users, based on the online survey. The first results is concerned with the user characteristics. A positive influential relationship between the user characteristics and use perception was confirmed, along with the individual attribute and environmental influence. The second, 'perceived ease of use' was found to positively influence 'perceived usefulness' and 'perceived playfulness'. This finding suggests that it is an important diffusion strategy to enhance the ease of use of IPTV. The third is the emphasis of playfulness of IPTV. Since IPTV is multimedia, playfulness played a significant role in diffusing IPTV. The application of the TAM to the media analysis of IPTV, which reflects the environments of the convergence media and use perception, was successful in drawing a significant outcome.

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The Effects of Social and Personal Dimensions on the Intention to Use a Social Networking Service: The Case of Facebook (사회적 및 개인적 선행요인들이 SNS 이용의도에 미치는 영향에 관한 연구 - 국내 대학생들의 페이스북 이용을 중심으로 -)

  • Hong, Ilyoo B.;Kang, Dong Won;Cho, Hwihyung
    • Informatization Policy
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    • v.21 no.1
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    • pp.57-76
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    • 2014
  • The purpose of this research is to investigate the role of social dimensions in predicting the intention to use SNS. We proposed an integrative SNS acceptance model based on the theory of planned behavior (TPB), the technology acceptance model (TAM), and the social influence theory. Included in the model are attitude toward SNS use, subjective norm, information cascades, and perceived behavioral control as antecedents to intention to use SNS. An empirical analysis was conducted using data collected from a questionnaire survey with 228 college students in Korea, and it yielded the following findings. First, the two social dimensions, namely subjective norm and information cascades, were found to have a significant positive relationship with the intention to use SNS. In particular, information cascade turned out to have the strongest impact of the three antecedents to intention to use SNS. Second, perceived usefulness and perceived ease of use were found to have a significant positive influence on the attitude toward SNS use.

Social Media Marketing and Business Performance of MSMEs During the COVID-19 Pandemic

  • SYAIFULLAH, Jahid;SYAIFUDIN, Makmun;SUKENDAR, Markus Utomo;JUNAEDI, Junaedi
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.2
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    • pp.523-531
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    • 2021
  • This study aims to examine the role of social media marketing on the performance of micro-, small and medium-sized enterprises (MSMEs) during the COVID-19 pandemic. This research method uses a quantitative approach and the analytical tool used is Structural Equation Modeling (SEM) based on Partial Least Square. The sampling technique used purposive sampling and the sample in this study was MSMEs who use social media for marketing. The social media used are Facebook, Instagram, and Whatsapp. The number of samples in this study was 254 MSMEs. Data collection used online questionnaires. The research findings show that the use of social media marketing is influenced by compatibility, perceived usefulness, and perceived ease-of-use. The results of this study indicate that the use of social media for marketing has a positive effect on the performance of MSMEs, especially in increasing sales, customer relationships, productivity, and creativity. This means that the better the management of social media for marketing, the better the performance of MSMEs will be. The theoretical contribution to this research is built on the TAM and UTAUT theories and their impact on social media marketing on MSMEs in developing countries that are living through the COVID-19 pandemic.

Factors Influencing Users' Intension to Play Mobile Games: A Combination of Game-Contents Traits and Mobile Handset's Capabilities into the Technology Acceptance Model (게임 콘텐츠 특성과 단말기 요인을 고려한 모바일게임 사용의도의 영향요인에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Information Systems Review
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    • v.7 no.2
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    • pp.41-59
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology adding new revenue streams, taking advantage of the potential of wireless consumer applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to investigate the factors influencing the usage and acceptance of the mobile games in Korea, based on the extended version of the Technology Acceptance Model(TAM). Based on data collected from survey, we show that perceived usefulness is the major determinant for users to play mobile games. Two factors, including perceived enjoyment and self-expressiveness, are empirically shown to determine perceived usefulness. In addition, perceived ease of use, rewards, operational quality of device, and design/story have been showed to significantly and directly affect perceived enjoyment. It was also confirmed that self-efficacy and operational quality of device are the antecedents of perceived ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

Factors Influencing the Continuance Intention in the e-Learning Services (이러닝 서비스의 지속사용의도에 영향을 미치는 요인)

  • Jung, Chul-Ho;Kim, Han-Gook;Ha, Im-Sook
    • Journal of Korea Entertainment Industry Association
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    • v.5 no.1
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    • pp.65-72
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    • 2011
  • The major purpose of this study is to investigate the influencing factors toward continuance intention in e-learning services. For this purpose, we introduced Post Acceptance Model(PAM) proposed by Bhattacherjee(2001) as basic analysis framework. Based on the relevant literature reviews, this study posits seven characteristics, that is, contents quality, interactivity, expectation confirmation, perceived ease of use, perceived usefulness, user satisfaction, and continuance intention as key variables to describe the post acceptance behavior in e-learning services. Data have been collected from users who have used e-learning services and the research model and hypotheses were tested through covariance structural model analysis. The results of this study are summarized as follows. First, contents quality, interactivity, and expectation confirmation have positive influence upon perceived usefulness. Second, contents quality, interactivity, expectation confirmation, and perceived ease of use have positive influence upon user satisfaction. Lastly, perceived usefulness have positive effect on the user satisfaction, and perceived usefulness and user satisfaction positively related to continuance intention in e-learning services. The findings have significant implications for e-learning service providers and academic researchers.

A Study on the Effect of Credit Card Usage on the Intention to Use Mobile Payment (신용카드 사용이 모바일 간편결제 이용의도에 미치는 영향에 관한 연구)

  • Lee, Eun-Mi;Goo, Jayoung James
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.149-161
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    • 2020
  • This paper aims to explore the question of whether the environment in Korea where credit card use is prevalent affects the intention to accept Fintech-based mobile payment. The institution that encourages the credit card use such as credit card receipt obligation may lead to the lock-in and build infrastructures to influence the acceptance of new payment acceptance. This paper investigates how the perceived of use, usefulness, accessibility and stability affect the intention to use mobile payment based on the Technology Acceptance Model(TAM) model with the mediator of lock-in and moderator of credit card receipt obligation. In the results, we found that the perceived usefulness, perceived ease of use and accessibility positively impact on the intention of mobile payment usages. It is also observed that the usefulness and accessibility of credit cards positively mediate to the intention of mobile payment use.

Factors Influencing the University Students' Satisfaction and Continuous use Intention on K-MOOC (대학생의 K-MOOC 만족도 및 지속이용의도에 영향을 미치는 요인 연구)

  • Jeon, Young-Mee;Cho, Jin-Suk
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.80-91
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    • 2019
  • This study investigated the factors affecting the satisfaction and the continuous behavior intention of university students on MOOC. Adopting a questionnaire, the study collected data from 177 students enrolled in K-MOOC classes as an extracurriculum in the university in metropolitan area. Results indicated the following. First, the university students' satisfaction and continuous use intention on K-MOOC are higher during the semester than in vacation. Second, the perceived ease of use, usefulness, and task-technology fit influence the users'satisfaction on K-MOOC. Meanwhile, the perceived ease of use, task-technology, and user satisfaction likewise influence the users'continuous behavior intention. Hence, the study proposes that the subject matter on K-MOOC and the amount of educational content be made diversified, and the period of K-MOOC be made similar with that of the regular semester. The platform should also be stabilized, and the adequacy in mobile environment be improved. To further activate K-MOOC utilization in the university, the depth of contents and interaction between professors and students also need to be considered.