• Title/Summary/Keyword: user innovation

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Innovation resistance and adoption regarding a virtual reality motion-sensing input device (가상현실 모션센싱 입력장치에 대한 혁신 저항과 수용)

  • Park, Hyun-jung;Choi, Jaewon;Shin, Kyung-shik
    • Knowledge Management Research
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    • v.16 no.4
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    • pp.191-213
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    • 2015
  • With the advancement of virtual reality technology, virtual reality contents and devices are being competitively released. This research deals with an early stage adoption model of a motion-sensing input device which enhances the user experience of these virtual reality contents and devices. In contrast to the previous research on the adoption or resistance of innovative products, this work compares and analyzes the antecedents in MIR(Model of Innovation Resistance) of resistance-perspective as well as those in UTAUT2(Extended Unified Theory of Acceptance and Use of Technology) and IDT(Innovation Diffusion Theory) of adoption-perspective, and suggests a resistance-incorporated adoption model from a new viewpoint. The analysis of questionnaire data indicates the following results: Performance expectancy, effort expectancy, price value, hedonic motivation in UTAUT2 and visibility in IDT have a significant negative influence on innovation resistance. Compatibility in IDT and MIR exerts a positive influence on perceived value. Social influence and hedonic motivation in UTAUT2 positively relates to perceived value. Higher innovation resistance results in lower perceived value, with innovation resistance and perceived value negatively and positively affecting intention to use, respectively.

Prospects & Issues of NFT Art Contents in Blockchain Technology (블록체인 NFT 문화예술콘텐츠의 현황과 과제)

  • Jong-Guk Kim
    • Journal of Information Technology Applications and Management
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    • v.30 no.1
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    • pp.115-126
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    • 2023
  • In various fields such as art, design, music, film, sports, games, and fashion, NFTs (Non-Fungible Tokens) are creating new economic value through trading platforms dedicated to NFT art and content. In this article, I analyze the current state of blockchain technology and NFT art content in the context of an expanding market for blockchain-based NFT art content in the metaverse. I also propose several tasks based on the economic and industrial logic of technological innovation. The first task proposed is to integrate cultural arts on blockchain, metaverse, and NFT platforms through digital innovation, instead of separating or distinguishing between creative production and consumption. Before the COVID-19 pandemic, there was a clear separation between creators and consumers. However, with the rise of Web 3.0 platforms, any user can now create and own their own content. Therefore, it is important to promote a collaborative and integrated approach to cultural arts production and consumption in the blockchain and metaverse ecosystem. The second task proposed is to align the legal framework with blockchain-based technological innovation. The enactment and revision of relevant laws should focus on promoting the development of the NFT trading platform ecosystem, rather than merely regulating it for user protection. As blockchain-based technology continues to evolve, it is important that legal systems adapt to support and promote innovation in the space. This shift in focus can help create a more conducive environment for the growth of blockchain-based NFT platforms. The third task proposed is to integrate education on digital arts, including metaverse and NFT art contents, into the current curriculum. This education should focus on convergence and consilience, rather than merely mixing together humanities, technology, and arts. By integrating digital arts education into the curriculum, students can gain a more comprehensive understanding of the potential of blockchain-based technologies and NFT art. This article examines the digital technological innovation such as blockchain, metaverse, and NFT from an economic and industrial point of view. As a limitation of this research, the critical mind such as philosophical thinking or social criticism on technological innovation is left as a future task.

A Comparative Analysis of User Satisfaction on Using Mobile Services between Korea and China (한중 모바일 서비스 사용자 만족요인 비교분석)

  • Yang, Yan-Lu;Lee, Ki-Dong
    • Journal of Digital Convergence
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    • v.11 no.5
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    • pp.179-186
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    • 2013
  • The purposes of this paper are to identify the factors which affect the intention to use mobile services, and to compare users' satisfaction elements for customers between Korea and China. The findings of this paper are as follows: first, in Korea, information quality, system quality, design quality, mobile internet experience, perceived cost and innovation pursuit are the significant variables affecting the user satisfaction; second, in China, system quality and innovation pursuit don't affect the user satisfaction in China. And the user satisfaction affects the intention to use of the mobile service both in Korea and China.

The effect of personal characteristic factors on the usage of SNS (SNS의 개인행위 특성요인이 사용의도에 미치는 영향)

  • Son, Dal-Ho
    • The Journal of Information Systems
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    • v.22 no.3
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    • pp.1-24
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    • 2013
  • SNS(Social Network Services) is being recognized as an important part in our society, individual lives and corporate business aspects, and the influence of SNS is growing explosively as expansion and supply of infrastructures that support mobile environments increase. Previous studies related to SNS were focused on user acceptance of new technology, based on Technology Acceptance Model(TAM). However, they had a limitation to focus on technology acceptance, without the consideration of personal and behavioral factors in SNS use. However, above all, successful SNS requires the understanding of users who are active on the network. Therefore, from the user's perspective, this study attempted a multi-dimensional approach by reflecting characteristics that come from SNS usage. This study considered user innovation, virtual skill, self-efficacy, social pressure and network effect as independent variables, and perceived ease-of-use, perceived usefulness and perceived value as mediating variables, and intention-to-use as dependent variable. The result showed that user innovation, self-efficacy, social pressure and network effect had a significant effect on the mediating variables. The practical contribution of this study is to suggest useful decision alternatives concerned to marketing strategy for acquiring and retaining lone-term customers related to SNS business.

An Empirical Study on Development of IS Evaluation Indices : In Case of Public Sectors (정보시스템 평가지표 개발에 관한 실증적 연구 : 공공부문을 중심으로)

  • 정해용;김상훈
    • Journal of the Korean Operations Research and Management Science Society
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    • v.28 no.4
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    • pp.155-189
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    • 2003
  • In this research, the comprehensive evaluation model of IS(information systems) for public sectors is theoretically constructed through reviewing and integrating previous IS evaluation-related research. This model is hypothesized to consist of five sectors(System Sector, User Sector, Organization and Management Sector, Resource Management Sector and Strategic Contribution Sector), ten evaluation items belonging to these five evaluation sectors, and sixty two evaluation indices for these ten evaluation items. The results of empirical analyses to test the validity of the research model show that the evaluation sectors turn out to be the same ones as proposed in the hypothetical model. The evaluation items(System Quality, Information Quality, Service Quality) in System Sector proves to be consistent with the hypothetical model. However, in case of User Sector, two evaluation items(Perceived Usefulness and User Satisfaction) which are included in the hypothetical model are found to be merged into one item(User Satisfaction). And, it is shown that four evaluation items such as the Efficiency of Internal Process, Customer Satisfaction, Organizational Innovation, and the Degree of Informatization competence improvement are included in Organization and Management Sector, differently from the research model in which the items, Organizational innovation and the Degree of Informatization competence improvement, are not divided. As a final result, sixty two evaluation indices that comprise all the evaluation items belonging to five sectors are found to be reduced to fifty seven ones through factor analyses, criterion-related validity tests and reliability analyses.

An Analysis of Factors Affecting Fintech Payment Service Acceptance Using Logistic Regression (로지스틱 회귀분석을 이용한 핀테크 결제 서비스 수용 요인 분석)

  • Hwang, Sin-Hae;Kim, Jeoung Kun
    • Journal of the Korea Society for Simulation
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    • v.27 no.1
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    • pp.51-60
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    • 2018
  • This study aims to understand crucial factors affecting user's Fintech payment service adoption. On the basis of innovation diffusion theory and prior Fintech literature, this study classifies the influence factors of users' adoption of Fintech payment service into two dimensions - service dimension containing complexity, perceived benefit, trust in service provider and user dimension containing personal innovativeness and security breach experience. The data analysis results using binary logistic regression shows the negative direct effects of perceived risk, complexity, security accident experience on user's service adoption are statistically significant. Personal innovativeness has a positive effect on user's Fintech payment service adoption. The moderation effect of security accident experience is also significant at p<0.05.

Influence Factors of Intent to Purchase Personalized Controller Product Design in 3D Printing Environment (3D 프린팅 환경에서 개인 맞춤형 컨트롤러 제품디자인 구매 의도의 영향요인에 관한 연구)

  • Park, Jun-Hong;Lee, Junsang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.7
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    • pp.873-878
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    • 2020
  • Due to the recent development of 3D printers, interest in 3D printing is growing. 3D printing should reflect individual needs and various requirements by designing products to suit the user's requirements. Research on how to use 3D printed products for the purpose of purchasing products according to user's demand characteristics is insufficient. Therefore, this study conducted a survey and statistical analysis to find out the factors influencing the intention of purchasing custom controller products in 3D printing environments. Research has confirmed that user innovation and convenience safety are important factors for the satisfaction and purchase intent of personal-tailored controller products. Considering user innovation, convenience, and safety when producing controller products using 3D printing, it is expected that value of custom controller manufacturing can be increased. Research is needed on the personalized product development framework that successfully introduces and systematically supports the production methods of personalized products in the early stages.

A Study on User Experience Development Based on Emotion-Experience (감성-경험 기반의 사용자 경험 디자인 개발 연구)

  • Han, Bomyi;Nah, Ken
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.627-636
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    • 2022
  • The purpose of this study is to maximize the development and utilization of digital innovation. First, analyzed the status of industrial development and digital innovation. Second, examined emotion and experience, looked into their types and properties. Third, attempted to develop a more creative and innovative user experience. The results of this study were presented as a theoretical basis, specification of research direction and research scope, and design analysis direction. It is expected to be used as a basic data that can help how to approach and interpret human emotions and behaviors in order to provide differentiated experiences by he essential concepts of emotions, experiences in various fields in the future.

A Study on Continuous Intention of Use of Heavy VR Game Users -Focusing on comparison with light users- (VR 게임 중이용자의 지속적 이용 의도에 관한 연구 -경이용자와 비교 중심으로-)

  • Na, Jiyoung
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.431-438
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    • 2022
  • With the technical development of fourth industrial revolution, VR game market is rapidly expanding. Meanwhile, heavy user group means the group consisting of people consuming certain media or contents more than others, which is the core constituency of the media industry, and there have been only a few studies on them. This study identified the factors that influenced the continuous intention of use of VR game heavy users and figured out their characteristics by verifying the difference in variables with the light user group. According to the results, the heavy user group showed higher behaviors than the light user group in terms of personal innovation, presence, and continuous intention of use variables. In addition to this, it was found that personal innovation, perceived quality, and presence had a significant influence on the continuous intention of use. This study is intended to empirically analyze the characteristics of heavy VR game users and influential factors, thereby preparing baseline data for VR game development and other relevant studies.

The Evolution of Innovation Policy and Innovation Theory (기술혁신정책의 진화와 기술혁신이론)

  • Song Wi-Chin
    • Journal of Science and Technology Studies
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    • v.2 no.1 s.3
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    • pp.39-61
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    • 2002
  • This study reviews the emergence of new innovation policy paradigm in advanced countries and their impacts on the development of innovation theories in 1980s and 1990s. It shows that the characteristics of new policy paradigm are the emphasis on the user-orientedness and the socio-economic aspects of innovation and the preference of capability enhancement of innovators over resource subsidy This new perspectives of innovation policies had effects on the emergence and development of 'the innovation system theory' which is based on the key concepts such as interactive teaming, innovating capability and national systems of innovation. In spite of the development of the innovation system theory, it has some problems to be solved for the innovation policy design because 'the social' is still peripheral factors in the constitution on the innovation system theory. This study makes some suggestions to incorporate the social dimension of innovation into the innovation system theory.

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