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

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An Exploratory Study on the effectiveness of NFC Advertising in Cinema Environment (NFC광고에 대한 극장 관객의 지각된 즐거움, 혁신성이 광고태도와 수용의도에 미치는 영향: 탐색적 연구)

  • Shim, Sung-Wook;Byun, Hye-Min;Kim, Woon-Han
    • Journal of Digital Contents Society
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    • v.18 no.4
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    • pp.681-690
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    • 2017
  • This study is to find the effectiveness of advertising acceptance through NFC advertising and mobile in a cinema environment. The results are as follows. First, personification and participation among interacitivity factors had a positive impact on advertising acceptance. Second, advertising value of NFC advertising had a partially positive impact. Perceived usefulness and ease of use, perceived entertainment, and innovation alos had a positive impact on advertising acceptance. Finally, interactivity, followed by advertising value, had impact on the acceptance of NFC advertising.

The Impact on the User Acceptance of Internet Shopping Malls by Purchase Stages (인터넷 쇼핑몰의 사용자 채택에 대한 구매 단계별 영향 요인)

  • Oh, Chang-Gyu
    • The Journal of Information Systems
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    • v.15 no.4
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    • pp.125-147
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    • 2006
  • Internet shopping mall has dual nature of information technology features defined by the web-based application system and marketing features explained by the shopping marketplaces. The purpose of this study aims at analyzing the consumer's attempt to purchase and re-purchase intention to the internet shopping mall to combine the IT perspective and the marketing perspective. This paper develop the integrated research model with the acceptance behaviors of customers through consumer's purchase decision process(pre-purchase stage and post-purchase stage). The results from an empirical survey as follows: First, the integrated model is valid in predicting the acceptance of the internet shopping malls by using structured equation modeling. Second, there are the differences between pre-purchase stage and post-purchase stage by each conceptual constructs. Finally, the results of MSEM(Multi-group Structured Equation Modeling) indicate the perceived ease of use and perceived trust to the attitude to the internet shopping mall is more effectively predicted at the pre-purchase stage. Vice versa, the perceived usefulness to the intention to the purchase intention of internet shopping mall is more effectively predicted at the post-purchase stage. This study provides an integrative approach to develop the effective and successful internet shopping mall strategy.

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Analyzing the Effectiveness of Discussion Learning using the Technology Acceptance Model on Social Networking Service (기술수용모형을 이용한 소셜 네트워킹 기반 토의 학습의 효과 분석)

  • Kim, Soo-Hwan;Han, Seon-Kwan
    • Journal of The Korean Association of Information Education
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    • v.15 no.4
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    • pp.571-578
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    • 2011
  • In this study, we suggested a strategy about a discussion class using Twitter, and experimented it inside an elementary school classroom. Elementary students participated in a panel discussion and the others discussed as audience using Twitter. After the discussion, we investigated the effectiveness of our strategy using the Technology Acceptance Model and verified students' satisfaction and ability to collaborate through giving them a questionnaire. As a result, the perceived ease of use positively effected the perceived usefulness and the perceived usefulness influenced the attitude and the attitude affect on intention to use. Also, students were satisfied with the discussion class on Twitter and had a positive perception about collaboration with it. As a result of regression, perception of collaboration among the students influenced the perceived usefulness positively. The results in this study show the effectiveness of using the discussion class strategy on Twitter.

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Influence of The Multimedia Function on Continue Using Intention of Smartphone (스마트폰의 멀티미디어 기능이 지속적 사용의도에 미치는 영향)

  • Nam, Soo-Tai;Kim, Do-Goan;Jin, Chan-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.201-203
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    • 2015
  • Recently, rapid innovation of Smartphone is changing the paradigm of our daily life. Smartphone users, opinion experts more than 99 percent of the economically active population is using, it has reached the saturation past the early stages of formation. Smartphone is equipped with a general purpose OS possible the implementation of high performance environment similar level as a personal computer. Also, it is a mobile communication terminal scalable which can be removed or installed various applications. Such extensibility, it is possible to use different applications through the Apps store. In addition, it is also possible various services which are location based service. In this research, we aim to analyze factors influencing of the multimedia function on continue using intention of Smartphone In addition, we aim to analyze the causal relationship from perceived value to continue using intention. This study suggests practical and theoretical implications based on the results.

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Comparative Evaluation of Electromyography Activity and User-perceived Level with Crutch Design Variations (목발 디자인에 따른 근육 활성도 및 사용자 인식 비교 연구)

  • Yang, Sung Ho
    • Design Convergence Study
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    • v.14 no.5
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    • pp.157-169
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    • 2015
  • In this study, three axillary crutches(Mobilegs, KM crutch, Pro In-motion) were tested with 12 healthy male subjects by measuring the EMG activity of the latissimus dorsi and gastrocnemius and the user-perceived levels focusing on the comfort and ease of use. The result showed that the EMG activity of the gastrocnemius was significantly reduced during ambulation using Mobilegs and Pro In-motion compared with the ambulation using KM crutch, a conventional crutch. However, no statistically significant difference was found for EMG activity of the latissimus dorsi. Subjects perceived the Mobilegs to be more comfortable and easy to use than the other crutches. Theses result may delivered mostly from the characteristics of spring-loaded axillary pad and ergonomic crutch handle. The results indicate that ambulation using the spring-loaded crutch is much easy with asking less exertion at gastrocnemius. In addition, the characteristics of crutch design, such as embedded spring, makes muscles to consume less energy. When the reasonable structure and form of the axillary pad and crutch handle are applied herein, the ambulation using the crutches are perceived to comfort.

A Study on Conative IS Use Behavior of RPA under Mandatory IS Use Environment (강제적 사용환경 하의 RPA 능동적 사용행동에 관한 연구)

  • Jungeun Lee;Hyunchul Ahn
    • Knowledge Management Research
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    • v.24 no.1
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    • pp.223-243
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    • 2023
  • RPA is implemented through management policy and enforced in mandatory environments to enhance performance and efficiency in various fields. However, the success of RPA implementation depends on the level of active engagement from organization members, even in a mandatory setting. This study identifies perceived ease of use, usefulness, accountability, perceived risk, and self-efficacy as variables that influence conative use behavior, which consists of reflective secondary factors such as immersion, reinvention, and learning. Data was collected from 207 office workers in various industries who have experience with RPA to test the proposed research model. The structural equation was verified using SPSS 20.0 and SmartPLS 4.0, and the analysis showed that all the proposed variables had a significant impact on conative use behavior. Our research findings provide theoretical and practical implications in knowledge management, enabling companies that implement RPA to recognize and address factors that encourage their members to actively use RPA.

Development of a Mobile Game for Smart Education of Rebar Work (철근공사 스마트 학습을 위한 모바일 게임 개발)

  • Park, U-Yeol
    • Journal of the Korea Institute of Building Construction
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    • v.22 no.2
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    • pp.219-228
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    • 2022
  • In this study, to improve educational motivation and learning outcomes, a mobile app using game elements was developed, and the effect of its application in rebar work education was analyzed. Using the 4F(Figure out-Focus-Fun design-Finalize) process, which is a game development model, a mobile learning app for rebar work was developed that considers the characteristics of college students familiar with smartphone use, and the app was developed in a manner that utilizes game mechanics such as learning missions and points to stimulate a learner's interest and improve educational motivation. The results show that the proposed app for rebar work is positively evaluated in terms of interface style, perceived usefulness, perceived ease of use, perceived enjoyment, attitude toward using, and intention to use. Therefore, it can be concluded that using the learning game app for rebar work in classes can contribute to improving a learner's performance in various aspects.

Factors Affecting Attitude to Use Devices in Watching Video through Smart Devices (스마트기기를 통한 동영상 시청 환경에서 기기 이용 태도에 영향을 미치는 요인)

  • Song, Jaemin;Kim, Dongyeon
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.46-57
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    • 2020
  • The dissemination of smart devices has made a lot of changes in overall social activities. In particular, people use various types of smart devices in their spare time, such as watching video clips, but there is a lack of research on external factors influencing the attitude toward using such devices. Therefore, in this study, the effects of video viewing environmental factors (e.g. screen size and video length) and personal factors (e.g. gender and need for entertainment) on perceived ease of use, perceived usefulness, and attitude to use devices based on technology acceptance model. As a result of analyzing 660 users having different smart devices, the attitude to use smart devices is more positive as the screen size increases, but there is no difference according to gender. In addition, while the length of video clips does not affect the attitude to use, the need for entertainment positively affects the attitude to use. Based on the results of this study, we expect that it can be used for optimized customer marketing and management strategy that integrates product development and video content production in consideration of factors such as video viewing environmental factors and personal factors.

The Effect of Reward and Security Awareness on User Intention of Knowledge Portal Service for ROK Army (보상과 보안의식이 육군지식포탈 사용자 의도에 미치는 영향)

  • Lee, Jong-Gill;Ku, Xyle
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.42 no.2
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    • pp.36-48
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    • 2019
  • As the importance of Knowledge Management System (KMS) in the military increases, Republic of Korea Army (ROK Army) developed Army Knowledge Portal. Although the members in the military are encouraged to use the portal, few members currently use it. This study was conducted to find variables to predict the user's intention to use the portal, which contributes to activating the use of Army Knowledge Portal in the army. On the basis of Technology Acceptance Model (TAM), ten variables such as perceived ease of use, general information security awareness, information security awareness, expectation for external rewards, expectation for relationships, sense of self-worth, attitude toward compliance with security policy, attitude toward knowledge sharing, intention of non-combat knowledge sharing, and intention of combat knowledge sharing were considered as independent variables. 105 participants on active duty who currently use or have experience to use the portal participated in this study. The results indicated that general information security awareness and information security awareness increases compliance with the information security policy. In addition, the attitude toward knowledge sharing is enhanced by expectations for relationship and sense of self-worth. Based on the results, the authors propose the need for policy alternatives to reinforce the reward system and security policy, which activates the use of Knowledge Portal Service for ROK Army.

A Case Study of Decision-Making Towards Using Online Food Distribution Services After Covid-19 In Vietnam

  • Thuc Duc TRAN;Thong Van PHAM;Phu Cam Thi NGUYEN;Loc Tan LOUIS;Ngoc Nhu Thi LE
    • Journal of Distribution Science
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    • v.22 no.3
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    • pp.33-47
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    • 2024
  • Purpose: Most emerging-market countries are concerned about the technology boom, which is accompanied by an increase in revenue from online sales and services. This finding has been demonstrated during the COVID-19 pandemic; however, is this tendency continuing in the new normal, and what factors are driving the increase in consumer decisions? The purpose of this research is to investigate how the decision to utilize online services will be affected in the new normal as well as propose a new research approach in this field. Research Design, Methodology and Approach: By following a deductive research method associated with positivist philosophy, a survey in South Vietnam with 426 respondents using a convenience sampling method was conducted. The reliability of the measurement scales was examined by using the SPSS program. The SmartPLS programme was utilised to assess the measurement and structural models as well as test hypotheses by using partial least squares structural equation modelling. Results: According to the research findings, decision-making has been impacted by social influences, perceived usefulness, perceived ease of use, perceived trust, perceived price, and perceived convenience. Conclusions: The research results also bring significant contributions not only in practice in providing management implications but also in theory. The research model has also demonstrated the feasibility of employing the stimuli-organism-response framework and combining the theory of perceived risk with the technology acceptance model via the explanation of decision-making.