• Title/Summary/Keyword: 스마트폰 수용

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Comparative Analysis of Tea, Coffee, Wine and Beer Smartphone App Capabilities Using Technology Acceptance Model (기술수용모델을 적용한 차(茶), 커피, 와인, 맥주 음료의 스마트폰 앱 기능의 비교분석)

  • Yoo, Yang-Seok
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.645-654
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    • 2017
  • The purpose of this study is to compare the types and capabilities of smartphone apps related to tea, coffee, wine and beer. As a result of examining the capabilities of 200 tea, coffee, wine and beer apps from Apple App Store, 17 types of capabilities were identified. The study found no significant difference in the capabilities of tea and coffee apps, but there was a significant difference in the capabilities of tea and wine apps, and tea and beer apps (p<0.01). Entertainment-oriented apps take up a higher proportion of tea-related apps while wine apps, provide a higher proportion of consumer usability-oriented apps such as finding information about wine, writing notes about wine characteristics, finding nearby shops/cafes. In order to increase practical use of tea-related apps, this study proposes capabilities of coffee, wine, and beer apps as examples and presents app menu to promote development of tea-related apps.

An Empirical Study on Consumer's Continuous Usage Intention of Smartphone Services in China (중국 스마트폰 서비스의 지속적 사용의도에 관한 실증연구)

  • Chen, Yan;Moon, Taesoo
    • The Journal of Information Systems
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    • v.24 no.1
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    • pp.95-117
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    • 2015
  • With the active smartphones user exceeding 500 million by the end of 2014, China has now become the largest smartphone market in the world. Smartphone companies provide variety of information through a range of applications, such as communications, entertainment, games, and so on. There were many studies conducted about the user acceptance and continuous intention of mobile service. However, it is still not quite clear what factors attract people to reuse smartphone in China. This paper examines the continuous intention of smartphone about Chinese customers. This study incorporates perceived enjoyment as a additional construct into a extended TAM model, by integrating a hedonic service of smartphone. We propose a research model that reflects the individual characteristics and usage contexts of smartphone, such as innovativeness, social influence, and service quality, and analyze the structural relationship between the main variables through empirical study. This study empirically investigated a research model and conducted a survey of smartphone service users in China. Our study proved that perceived enjoyment has a positive influence on continuous intention to use smartphone services. This paper provides the managers an insight that smartphone companies should take more consideration on how to provide more enjoyable service and attract customers to reuse their services.

A Study on Rejection and Acceptance for Innovative Products of Information Technology - Based on Usage Intention of Smartphone of Mobile Phone Users - (정보기술 혁신 제품에 대한 거부와 수용에 관한 연구: 일반 휴대전화 사용자의 스마트폰 사용의도를 중심으로)

  • Kwon, Soon-Hong;Lim, Yang-Whan
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.211-215
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    • 2011
  • 본 연구에서는 정보기술 혁신 제품이 출시되었을 때 소비자가 수용하는 과정에서 혁신 제품의 유용성 기대와 혁신제품에 대한 거부의 요인에 의해 사용의도가 형성된다는 관점에서 혁신 제품의 수용과정을 연구하였다. 휴대전화 사용자들 중 스마트폰을 사용하지 않는 소비자들을 대상으로 실증연구를 하였다. 연구결과, 첫째, 정보기술 혁신제품에 대한 소비자의 유용성 기대는 사용의도에 정적(+)으로 영향을 미치고, 혁신 제품에 대한 거부감은 부적(+)으로 영향을 미치며, 유용성 기대는 거부감에 부적(-)으로 영향을 미치는 것으로 나타났다. 둘째, 소비자의 혁신 제품에 대한 유용성 기대에 정적(+)으로 영향을 미치는 요인으로 사회적 요인이 있었고, 기존 제품에 대한 만족은 유용성 기대에 부적(-)으로 영향을 미쳤다. 셋째, 소비자의 혁신 제품 거부에 영향을 미치는 요인들로 소비자의 기존 제품에 대한 만족과 소요되는 노력 예상이 있었다. 이러한 연구결과들에 근거하여, 소비자가 정보기술 혁신 제품에 대해 유용성을 기대하더라도 거부감을 가지고 있다면 해당 제품을 사용할 의도를 갖지 않기 때문에 이에 대한 전략이 필요하다.

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A Comparative Study on Acceptance of Social Network Games between Korean and Chinese Users (소셜 네트워크 게임의 사용자 수용에 대한 한·중 비교연구)

  • Lee, Sang Hoon;Cheng, Zhichao;Kwon, Young-Jik;Hwang, Hyun-Seok;Kim, Su-Yeon
    • Journal of Korea Society of Industrial Information Systems
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    • v.19 no.5
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    • pp.39-50
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    • 2014
  • Today people use a smartphone as a tool for enjoying personal hobbies or entertaining contents as well as communication media. Most of the traditional game-specific platforms have transferred to smartphones equipped with social network games that integrate games with human relationships. As average life span of most games has been shortened gradually, game companies should be ready to develop new games to meet user needs. In this study we investigate the acceptance of social games, enjoyable by users and their friends linked in social networks. Since user behavior of social games may show cultural differences by country, we perform a comparative study on acceptance of social games between Korean and Chinese users. The structural relationships among factors affecting social game adoption have been analyzed focusing on differences between Korean and Chinese. We analyze similarities and differences of adoption mechanism in two countries and present some practical implications for related industry.

A Study of Influence Factors that effect on Consumer Fatigue in the Adoption of Convergence Products (컨버전스 제품 수용에 있어 소비자의 기능적 피로에 영향을 미치는 요인에 대한 연구)

  • Kim, Moon-Tae
    • Management & Information Systems Review
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    • v.32 no.2
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    • pp.83-106
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    • 2013
  • This study testified the influence factors like quantities of advertising, number of hardware and software that are converged, effect on feature fatigue of convergence product. When consumers perceive higher numbers of hardwares in a smart phone, they feel its higher usefulness and complexity. This means that numbers of hardwares is the major factor that enhances consumer's usefulness but, at the same time, it cause perceived leads to higher usefulness in using smart phone, it didn't effect on complexities. It is also important strategy for smart phone companies to provide a lot of useful softwares(applications) to satisfy consumers. Finally, complexity was important factor that lead to higher feature fatigue of consumers. This indicates that smart phone companies have to find adequate numbers of convergence for their new smart phone.

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Characteristics of Smartphone User in Application Usage and Implications for Applications Business Model (스마트폰 사용자들의 앱 이용 특성과 앱 비즈니스 모델에의 시사)

  • Yun, Hyung Bo;Wang, Boram;Park, Jiyun
    • The Journal of the Korea Contents Association
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    • v.13 no.3
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    • pp.32-42
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    • 2013
  • As the smartphone market grows, the needs for its new business model are also increased. However, most previous researches on smartphone applications focused on Technology Acceptance Model(TAM) and Rogers' Diffusion of Innovation Theory so that there was lack of researches on characteristics for actual smartphone users. In this research, we divided the smartphone applications into five category functions (Call & Text/Music & Video/Information Search/Game/Social Network Service (SNS)). We analyzed characteristic differences of users who used the each application category and found that the differences were statistically significant in both demographic and smartphone usage characteristics (frequency of downloading applications, and download experience of paid applications). Additionally, the smartphone usage characteristic is closely related to the usage duration. The representative result is that the characteristics of people used Music & Video function actively were women in their 20s who downloaded applications more than three times per week, and had a download experience of paid applications. It is positive result for players in the application markets, because it means the users are willing to pay for downloading the paid applications. However, large companies already occupied most of the market share in music applications so that small and medium-sized players should develop an innovative and distinguishable business model in order to success. We believe this research result would provide significant implications for the players in planning the successful business model and developing an user-specific application product.

A Study on Acceptance Factors of High-tech Product of Chinese consumer - Focused on smart phone - (중국소비자들의 첨단제품 수용요인에 관한 연구 - 스마트폰을 중심으로 -)

  • Park, Cheol;You, Jae-Hyun
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.6 no.1
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    • pp.83-107
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    • 2011
  • Recently Korea products or companies are conducting to advance to China by rapid economic development of China. In these circumstances, a study on important factors which have effects on acceptance of high-tech product by Chinese consumer will provide important strategic implications to Korea companies that plan to advance to China. But a study on the acceptance factors of high-tech product of existing Chinese consumer is insufficient. In addition, the basic research about acceptance and diffusion of advanced technology and services in China market is still insufficient. Therefore, this study suggested acceptance model of high-tech product by Chinese consumer so the empirical study was conducted. As a result, it shows that system quality has positive effect on usefulness and ease of use. Playfulness has positive effect on usefulness and acceptance intention. In addition, ease of use has positive effect on usefulness and acceptance intention. Usefulness had positive effect on acceptance intention. At the end of this study, the marketing implications for advancing to China market based on the results of empirical analysis were presented.

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A Study on the effect of platform, contents, and design constructs on the repurchase intention of Smartphone (플랫폼과 콘텐츠, 디자인 속성이 스마트폰의 지속구매의도에 미치는 영향)

  • Nam, Soo-Tai;Lee, Hyun-Chang;Jin, Chan-Yong
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.7
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    • pp.139-148
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    • 2013
  • With the launch of Apple iPhone, platform and contents and design characteristics were highlights of the new factors. In addition, Smartphone users have increased explosively. In this research, we aim to analyze factors affecting on repurchase intention of a Smartphone based on Technology Acceptance Model(TAM). External factors such as platform, contents and design are identified through literature review and the influences of these factors on repurchase intention are assessed. A questionnaire survey was conducted to those who lived in Busan and Gyeongnam province. This research used Smart PLS(partial least squares) to analyze the structural relationship between those factors and repurchase intention. Analytical results show that all paths except path from platform to perceived ease of use are significant. This study suggests practical and theoretical implications based on the results.

Science Technology - 전기와 식수를 한번에 해결하는 스마트 원자로

  • Kim, Hyeong-Ja
    • TTA Journal
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    • s.134
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    • pp.20-21
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    • 2011
  • 온 지구촌이 '스마트' 열풍이다. 스마트 TV, 스마트폰, 스마트 자동차 등등. 여기에 스마트의 또 다른 프로젝트가 하나 더 있으니, 바로 스마트 소형 원자로 개발이다. 2009년 말 우리나라는 처음으로 UAE(아랍에미리트)에서 400억 달러 규모의 원자력발전 플랜트 수주에 성공하면서 원자력 르네상스 시대를 맞이했다. 하지만 UAE에 건설되는 대형 용량(기당 150만kW)의 원자로는 웬만한 국가의 전력 규모로는 수용하기 힘든 용량이다. 따라서 소형 원자로가 원자력 르네상스 시대의 또 다른 대안으로 떠올랐다. 그것이 바로 스마트 원자로이다.

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An Investigation on the Impact of Psychological Factor on the Adoption of Mobile Device: Based on the Preferences of iPhone in China (모바일 기기 수용에 대한 심리적 요인에 대한 고찰: 중국 내 아이폰 선호를 중심으로)

  • Seonyoung Shim
    • Information Systems Review
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    • v.18 no.3
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    • pp.31-50
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    • 2016
  • This study investigates the impact of social-face sensitivity of smartphones on the adoption of iPhone in China. Social-face sensitivity is divided into three dimensions, namely, other-directed sensitivity, self-directed sensitivity, and formality-directed sensitivity. We surveyed 218 university students in China through an online survey site. The results showed that formality-directed and other-directed sensitivity have significant impacts on iPhone preferences. Self-directed sensitivity was not significant. We investigated two moderate variables, namely, financial ability and brand sensitivity. Both variables showed significantly moderate impacts on the intention to purchase iPhone. The impact of social-face sensitivity on iPhone preferences implies that the iPhone has dual characteristics to the Chinese, namely, as utility and luxury goods. This finding offers managerial implications for Apple and other mobile service companies in terms of production and marketing strategies.