• Title/Summary/Keyword: user's survey

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A Study On Web Shopping Attitude and Purchasing Intention of Internet Self-Efficacy -Focus on Intrinsic and Extrinsic Motivation- (인터넷 자기효능감으로 인한 웹쇼핑에 대한 태도와 구매행동의도에 관한 연구 -내재적 동기와 외재적 동기를 중심으로-)

  • Lee, Jong-Ho;Sin, Jong-Kuk;Kim, Mi-Hye;Kong, Hye-Kyung
    • Journal of Global Scholars of Marketing Science
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    • v.10
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    • pp.1-26
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    • 2002
  • The present study examines the role of subjectively perceived factors of the attitude toward web shopping in forming an intention to use a web shopping intention. An integrative research model is presented and tested empirically. It includes the following three aspects of belief in Davis' TAM: perceived usefulness, perceived ease of use, perceived enjoyment. Specially, internet self-efficacy, or the belief in one's capabilities to organize and execute courses of Internet actions required to produce given attainments, is a potentially important factor in efforts to gain more favorable attitude toward web shopping close the digital divide that separates experienced Internet users from novices. Prior research on Internet self-efficacy has been limited to examining specific task performance and narrow behavioral domains rather than overall attainments in relation to general Internet use, and has not yielded evidence of reliability and construct validity. Survey data were collected to develop a reliable operational measure of Internet self-efficacy and to examine its construct validity. Also, much previous research has established that perceived ease of use is an important factor influencing user acceptance and usage behavior of information technologies. However, very little research has been conducted to understand how that perception forms and changes over time. The present study examines that higher internet self-efficacy is more getting favorable web shopping attitude, and web shopping intention as more as usefulness, enjoyment through the internet.

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A DESIGN AND DEVELOPMENT OF MULTI-PURPOSE CCD CAMERA SYSTEM WITH THERMOELECTRIC COOLING II. SOFTWARE (열전냉각방식의 범용 CCD 카메라 시스템 개발 II. 소프트웨어)

  • Oh, S.H.;Kang, Y.W.;Byun, Y.I.
    • Journal of Astronomy and Space Sciences
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    • v.24 no.4
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    • pp.367-378
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    • 2007
  • We present a software which we developed for the multi-purpose CCD camera. This software can be used on the all 3 types of CCD - KAF-0401E ($768{\times}512$), KAF-1602E ($1536{\times}1024$), KAF-3200E ($2184{\times}1472$) made in KODAK Co.. For the efficient CCD camera control, the software is operated with two independent processes of the CCD control program and the temperature/shutter operation program. This software is designed to fully automatic operation as well as manually operation under LINUX system, and is controled by LINUX user signal procedure. We plan to use this software for all sky survey system and also night sky monitoring and sky observation. As our results, the read-out time of each CCD are about 15sec, 64sec, 134sec for KAF-0401E, KAF-1602E, KAF-3200E., because these time are limited by the data transmission speed of parallel port. For larger format CCD, the data transmission is required more high speed. we are considering this control software to one using USB port for high speed data transmission.

Case Study on Bodyboard Design Development though User's needs (사용자 욕구조사를 통한 해양레저용품(Bodyboard)디자인 컨셉개발)

  • Kang, Bum-Kyu
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.135-145
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    • 2013
  • One of the words that describe unique features of human beings is "Homo Ludens (Playing Man)". As humans enjoy abundant and prosperous lives and the quality of life is further improved, play is increasingly becoming a central value of human life. As part of play, ocean leisure is getting popular these days, and in turn demands for ocean leisure-related products in Korea, most of which are dependent on foreign markets, are growing. Therefore, it is required that local companies are quick to turn their eyes on the fast developing market. This research aims to help develop a design concept for bodyboard, more suitable for the domestic market, by analyzing products and reflecting customers' needs. The findings of this study are as follows: first, it is desirable that the target of bodyboard in domestic market is young people aged between 14 and 29 and its price ranges from 40,000 to 100,000 won; second, a tube-type bodyboard is appropriate for beaches in Korea mostly with small and gentle waves, as also shown in a survey that over 65% of those surveyed prefer a tube-type bodyboard, and lastly, the CMFF (Color, Material, Form, and Function) strategy was newly developed in this study in order to create new concept bodyboards.

The Task-Based Approach to Website Complexity and The Role of e-Tutor in e-Learning Process (e-러닝 학습자 만족을 이끄는 것은 무엇인가? 지각된 웹사이트 복잡성(Perceived Website Complexity)과 e-튜터(e-Tutor)의 역할)

  • Lee, Jae-Beom;Rho, Mi-Jung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.8
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    • pp.2780-2792
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    • 2010
  • In this study, we examine what components of e-learning environment affect e-learners' satisfaction. We focus on the task based approach to perceived website complexity(PWC). We study about the role of e-tutor using the internet, telephone, text message and e-mail etc. To test our model, we collected 235 data from online learners of Korea Culture & Content Agency using survey method. The research was conducted by SPSS15.0. Our results show that the relationship between PWC and e-learner satisfaction was negative. The rules of e-tutor are supporting e-learning service and facilitating recommendation intention. This study provides implications to design future e-learning service, understand user's herd behavior and evaluate learning process developed.

A Study on User's Acceptance of Blockchain-based Copyright Distribution Platforms and Its Usage (소비자의 블록체인 기반 저작권 유통 플랫폼 수용의도와 이용행위에 관한 연구)

  • Yoo, Young-Hwan;Park, Hyeon-Suk
    • The Journal of Industrial Distribution & Business
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    • v.10 no.3
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    • pp.59-72
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    • 2019
  • Purpose - Blockchain technology, which has the characteristics of credibility, security, integrity and decentralization, has brought innovation to internet platforms that mediate peer to peer transactions, as well as changes to the contents distribution services. Blockchain-based copyright distribution platforms can solve problems which have been articulated on prior internet social networks: increased market dominance of platform business because of centralization with no reward to creators who upload on platforms, and lack of fairness, such as unfair profit distribution between the copyright holder and businesses. With this background, the current research confirmed the factors that affect the intention of usage and behaviors, targeting potential users of blockchain-based copyright distribution platforms. Research design, data, and methodology - Centered around the UTAUT2 Model, the research model was designed with 'Perceived Security' added as Construct, and 'Age' and 'Knowledge Level' added as moderating variables. For data, 607 responses were collected by an online survey, and 601 responses were included in the final analysis. We analyzed the research model and sample by using SPSS 23.0 and AMOS 23.0 on the collected responses. Results - First, results of research on whether Constructs make positive effects on Intention of use is: social influence, facilitating conditions, habit, and perceived security had positive effects on intention of use, and performance expectancy, effort expectancy, hedonic motivation, and economic value did not. Second, results of the research on whether facilitating condition, habit, and intention of use made an impact on using behaviors, it was shown that only habit and intention of use made positive effects. Third, in two groups divided by age above or under 40, group effort expectancy, intention of use, habit, and intention of use had controlling effects, and facilitating condition, intention of use, perceived security, and intention of use had effects in both groups. Conclusions - The research shows that no matter how great a blockchain-based platform is, if advantages of blockchain are not proved in various industries and utilized in real life like the internet, blockchain-based distribution systems will develop slowly. Rather than a short-term inducement emphasizing technology, there is a need for a strategic approach that can foster the environment.

Retail-Store Type Digital Signage Solution Development And Usability Test Using Android Mini PC (안드로이드 미니PC를 이용한 Retail-Store형 디지털사이니지 솔루션 개발 및 사용성 테스트)

  • Lim, Jungtaek;Shin, Dong-Hee
    • The Journal of the Korea Contents Association
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    • v.15 no.4
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    • pp.29-44
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    • 2015
  • Digital Signage, a way of advertising or delivering information to viewers through digital displays, has expanded from being just an advertising channel in public places. Recently, it has become widely prevalent in restaurants and retail stores. Despite its wide expansion, digital signage is limited to specific usages and services and the devices it uses are also quite expensive. This study introduces a stick-type digital signage product that operates on Android OS, which addresses all the weaknesses of digital signage with much more reasonable pricing and stable operation. For stability, performance tests were executed on the hardware and applications. The results for hardware performance were extremely promising, as each scenario's maximum performance results, measured by Load Runner programs, reached target indexes. Also, as a result of the usability test, all participants, including non-digital signage system users (novices), were able to easily learn all the tasks. As a result of user satisfaction survey, positive responses were exhibited for ease of learning and usability (LEU), helpfulness and problem solving capabilities (HPSC), affective aspect and multimedia properties (AAMP), commands and minimal memory load (CMML), and control and efficiency (CE).

Analysis of use and satisfaction factors through Domestic Character Preference Survey - Focused on Storytelling and Design - (국내 캐릭터 선호도 조사를 통한 이용충족 분석연구 -스토리텔링과 디자인을 중심으로-)

  • Lee, Jong-yoon;Eune, Ju-hyun
    • Cartoon and Animation Studies
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    • s.47
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    • pp.381-412
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    • 2017
  • Character conveys rich storytelling and various design elements. Domestic characters are changing and developing in various forms through SNS and offline sources, which are being developed in the aspect of contents industry. The purpose of this study is to find out and discuss the factors that character users are using Korean characters as storytelling and color factor. In terms of storytelling, they prefer adventure, fantasy, absurd and humorous stories. In terms of color, it seems that they prefer a character with simple and simple color/ warm color and warm / cute color composition. On the other hand, characters with a simple story, which is the main subject of early childhood education, fashion, or toys in the aspect of storytelling, are not preferred. In terms of color, it was shown that 4 or more colors were combined without a main color. These main colorless characters gave complex feelings that are not preferred. In terms of storytelling, it is necessary to develop and develop the contents of OSMU(One-source Multi use) through story development with adventure and fantasy structure. In terms of color, it is necessary to configure the user with a simple and simple color which is preferred by the users. Also, the assembly robot toy character needs to increase the satisfaction of the character through simple color composition. As a result of this study, the factors that satisfy the users in terms of storytelling and color are derived. These results will contribute to the development of theoretical aspects, storytelling aspects, and character design industry aspects. Despite the significance of the above paper, it was inevitable to limit the research on the analysis of the storytelling of specific characters, the research through the color analysis framework, the accurate data analysis on the color analysis, and the simple comparative analysis of one.

Inland ASF Measurement by Signal of the 9930M Station (9930M국 로란-C 신호를 이용한 내륙 ASF 측정 연구)

  • Yang, Sung-Hoon;Lee, Chang-Bok;Lee, Jong-Koo;Kim, Young-Jae;Lee, Sang-Jeong
    • Journal of Navigation and Port Research
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    • v.34 no.8
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    • pp.603-607
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    • 2010
  • The LORAN system had been used widely and it was an essential navigation aid for ships in the ocean until the GPS is adopted actively. In particular, it was essential functionality for the ships to sail the oceans. According to the advancement of industry, however, the current accuracy of traditional Loran is insufficient for the utilization of harbour approach, land navigation, and the field of survey and timing. Therefore it is necessary that the study on the improvement of the positioning accuracy of Loran. The one of the improving methods is to measure and compensate the propagation time delay between the transmitter and user's receiver, which is called as additional secondary factor (ASF). In this study, we measured the ASF between the Pohang master transmitting station (9930M) and four points where locate within 33 km apart from the transmitting station, using the measuring technique of the absolute time delay without a time of coincidence (TOC) table. As the result of measurement, the ranging error caused by the propagation delay was about 210 m at 33 km, however it can be reduced up to 40 m with ASF compensation.

The Effects of Perceived Risk and Interactivity on User's Satisfaction and Commitment in Personal Media (1인 미디어의 지각된 위험 및 상호작용성이 사용자 만족과 몰입에 미치는 영향)

  • Chung, Young-Soo;Jung, Chul-Ho
    • Management & Information Systems Review
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    • v.28 no.1
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    • pp.125-156
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    • 2009
  • The primary purpose of this study is to identify the determinants of the users' satisfaction and commitment in personal media. For these purposes, we developed a research model based on the literature reviews of personal media, perceived risk and interactivity, satisfaction, and commitment. This study has identified four dimensions in the concept of perceived risk, such as privacy risk, social risk, time loss risk, and economic risk, and three dimensions in the concept of perceived interactivity, such as active control, two-way communication, and responsiveness. In survey, data were collected from 428 male and female who have an experience in personal media. Data was analyzed factor analysis, reliability analysis, measurement model analysis, and structural model analysis by utilizing SPSS 15.0 and AMOS 5.0 program. Analysis results of research model indicate the following. Firstly, privacy risk, active control, two-way communication, and responsiveness are significantly related satisfaction. Secondly, privacy risk, time loss risk, economic risk, active control, and two-way communication are significantly related commitment. Thirdly, users' satisfaction has positive relationship with commitment in personal media. Based on these results, theoretical implications for relevant researchers and managerial implications for personal media vitalization and marketing strategy are discussed. Finally, limitations for this study and further research issues are suggested.

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Consumer Creativity, Emergent Nature and Engagement of Co-Creation: The Moderating Roles of Consumer Motivations (소비자의 창의성, 창발성 그리고 공동가치창출 활동과의 관계: 소비자 동기요인의 조절효과를 중심으로)

  • Kang, Seong-Ho;Kang, Woo-Seong
    • Journal of Distribution Science
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    • v.14 no.12
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    • pp.107-118
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    • 2016
  • Purpose - In today's markets, new technologies such as social network systems and user generated contents have provided consumers with access to unlimited amounts of information and an ability to communicate with other consumers in the world. Specially, the massive of the internet and the development of online communities and interactive platforms offer the potential to cocreate with a large number of consumers. Significant changes in marketplace suggest that simply being consumer oriented is not enough, so firms must learn from and collaborate with consumers to create values that meet their individual and dynamic needs. In these sense, emergent perspectives in marketing highlight new opportunities for co-opting consumers as a means to define and cocreate value through their engagement. Although the importance of consumer co-creation with firms, the current literature lacks the respond to two questions: (1) who are the most competent consumers for creating the values with firm? and (2) what are the stimulaters to help the consumers engage for co-creation? To this answer the question, this research investigate how to structure consumer motivations to encourage consumers to be more engaged for co-creation and what drives a consumer to get involved to respond to a call for co-creation. Research design, data, and methodology - To empirically test the hypotheses, a survey was conducted among consumers who had experienced the co-creation including upstream, downstream, autonomous, and sponsored co-creation with the firms. We collected a total of 343 responses. After we excluded 37 questionnaire because of incomplete responses, a total of 306 questionnaire remained. Working with a sample of 306 responses in Seoul and Kwangju, hierarchical moderated regression is employed to test research hypotheses. Results - The results indicated that consumer creativity and emergent nature are positively related to engagement in co-creation including upstream, downstream, autonomous, and sponsored co-creation. Also, the relationships between consumer creativity/emergent nature and engagement in co-creation were moderated by intrinsic motivation in case of upstream and downstream co-creation. Finally, interaction effects between consumer creativity/emergent nature and extrinsic motivation were not significant. Conclusions - These results suggest that marketing managers have to consider the consumer personality such as creativity and emergent nature and stimulate the intrinsic motivation of consumer to achieve the co-creation project successfully.