• Title/Summary/Keyword: 인지된 유희성

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A Study of Factors Influencing the Intention to Use Smartphone (스마트폰 사용 의도에 영향을 미치는 요인 연구)

  • Lee, Moon-Bong
    • Journal of Korea Society of Industrial Information Systems
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    • v.16 no.4
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    • pp.139-149
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    • 2011
  • Smartphone is a new information technology that converges PDA into a mobile phone. Based on the Technology Acceptance Model, this study examines factors influencing the intention to use smartphone. Independent variables of this research are composed of the subjective norm, innovativeness, perceived usefulness, perceived ease of use, perceived enjoyment, cost relevance. Questionnaires are collected from 289 students who are using a smartphone. The results are following: first, the subjective norm, innovativeness, perceived usefulness, the perceived enjoyment, and cost relevance have positive effect on the intention to use smartphone, but the perceived ease of use has not. Second, the perceived enjoyment is found to be the strongest predictor of the intention to use.

Social media and its impact on management performance and recognition: focusing on social media utilization of senior corporate (소셜미디어 특성이 경영성과 및 인지도에 미치는 영향: 시니어기업의 고객·마케팅관리를 중심으로)

  • Kim, In-Ki;Jeon, In-oh
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.195-207
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    • 2015
  • Social media marketing should be approached in a different way from traditional media marketing. This study uses a theoritical and empirical method to analyze what impact social media's key elements - provide information, interactivity and playfulness - have on corporate performance and awareness. As a result, the increase in the level of provide information, and the level of interactivity turned out to have positive impact on corporate performance and awareness. To improve the impact of social media on corporate performance, it is better to use it more extensively for customer management and marketing, rather than simply focusing on a specific part of social media. In conclusion, it is important to have a better understanding of the key elements of social media in order to improve corporate performance and image. In a situation where senior firms are increasingly adopting social media, it is increasingly important to have social media-related PR marketing subject included in senior education.

A Meta-analysis and Review of External Factors the Perceived Usefulness and Ease of Use on Smartphone (스마트폰의 인지된 유용성과 사용 용이성에 미치는 선행요인 문헌적 고찰 및 메타분석)

  • Nam, Soo-tai;Jin, Chan-yong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.113-116
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    • 2014
  • 기술수용모델은 지난 20년 동안 많은 주제로 다루어지고 있으며 지금도 여전히 계속 연구되어 오고 있다. 메타분석은 여러 실증연구의 정량적인 결과를 통합과 분석을 통해 전체 결과를 조망할 기회를 제공하는 통계적 통합 방법이다. 최근 스마트폰 관련 연구가 활발하게 이루어지고 있다. 이러한 시점에 기술수용모델을 기반으로 선행 요인에 관한 문헌적 고찰과 메타분석을 실시하였다. 본 연구는 2013년 이전 국내 학술지에 게재된 연구 중 기술수용모델의 인과관계를 설정한 총 106편의 연구논문을 대상으로 하였다. 메타분석의 결과, 선행 요인과 인지된 유용성의 경로에 가장 큰 효과 크기는 유희성으로 나타났다. 인지된 유용성과 유희성의 경로에 효과 크기는 0.536이었다. 그리고 선행 요인과 인지된 사용 용이성의 경로에 가장 큰 효과 크기는 자기 효능감으로 나타났다. 인지된 사용 용이성과 자기 효능감 경로에 효과 크기는 0.626이었다. 분석결과를 통해 이론적 실무적 시사점을 논의 하고자 한다.

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Influence of User Innovativeness and Knowledge Base on Acceptance of Voice Shopping (사용자의 혁신성 및 지식수준이 가상비서 기반 음성쇼핑의 이용에 미치는 영향)

  • Jo, Woong;Ahn, Suho;Chung, Doohee
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.15 no.2
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    • pp.153-169
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    • 2020
  • A new way of shopping based on virtual assistant, so called voice shopping, is drawing attention. The voice shopping market is growing around the world, and Korea is on the verge of full-scale commercialization of this new shopping. For the development of voice shopping-related industries, it is necessary to research on specific issues related to this new shopping methods, such as the quality of services, efficient processes tailored to new ways, and ways to build customer relationships. As part of such an attempt, the study seeks to determine the factors that affect consumers' perception and attitudes toward voice shopping. The study conducted the analysis based on survey response data of 171 online shopping users. In addition to the typical factors of the technology acceptability model(TAM) such as perceived usefulness and ease of use, the impact of perceived playfulness was included for analyzing the intention on the acceptance of voice shopping. In particular, this study focuses on the impact of user attributes. For the spread of voice shopping, it is necessary to set up a valid target customer and understand users for establishing an effective customer relationship. Therefore, this study tries to analyze how the perceptions on the voice shopping(perceived usefulness, ease of use, and perceived playfulness) are affected by users' attributes, such as user innovativeness and user knowledge level. The result of analysis shows that user innovativeness have a positive relationship with all of perceived usefulness, ease of use, and perceived playfulness. The user knowledge base, however, was not significant to all these three variables. The user knowledge base is shown to have a positive effect on user innovativeness which is the source of positively significant factor for the variable of the perceptions on the voice shopping. Meanwhile, among the variables of extended technology acceptance model, perceived usefulness and perceived playfulness have positive effects on the acceptance of voice shopping, while ease of use has no significant impact on the voice shopping acceptance. Ease of use has a positive relationship with perceived usefulness and playfulness. This study is meaningful in providing implications on the development of voice shopping platforms and related services, and establishment of customer relationship.

A Meta-analysis and Review of External Factors based on the Technology Acceptance Model : Focusing on the Journals Related to Smartphone in Korea (기술수용모델 선행요인에 관한 문헌적 고찰 및 메타분석)

  • Nam, Soo-Tai;Shin, Seong-Yoon;Jin, Chan-Yong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.4
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    • pp.848-854
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    • 2014
  • A Meta-analysis refers to a statistical literature synthesis method from the quantitative results of many known empirical studies. We conducted a meta-analysis and review of external factors based on the technology acceptance model for Smartphone-related researches. This study surveyed 106 research papers that established causal relationships in the technology acceptance model published in Korean academic journals during 2008 and 2013. The result of the meta-analysis might be summarized that the playfulness has the highest effect size in the path from external factors to the perceived usefulness, with the effect size(0.536). Also the self efficacy showed the highest effect size(0.626) in the path from external factors to the perceived ease of use. Based on these findings, several theoretical and practical implications were suggested and discussed with the difference from previous researches.

A Study on the Effect of Online Exhibitions in Art Museums on the Aesthetic Experience and Offline Viewing Intentions of Visitors (미술관 온라인 전시가 관람객의 미적 경험과 오프라인 관람의도에 미치는 영향)

  • Park, So Ra;Kim, Sun Young
    • Korean Association of Arts Management
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    • no.60
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    • pp.121-153
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    • 2021
  • The purpose of this study is to empirically clarify the relationship between the aesthetic experience of visitors and the effect of online exhibitions at museums on the degree of viewing an offline exhibition. For this reason, the attributes of online exhibitions are composed of accessibility, interaction, informativeness, playfulness, etc., and the aesthetic experience is composed of four factors: emotional, communicative, cognitive, and perceptual areas. A survey was conducted to analyze the effect on viewing intention. The results of multiple regression analysis of the questionnaire results revealed that first, the online exhibition service had a partially significant positive(+) effect on the aesthetic experience. It was analyzed that informativity had the greatest effect on the emotional domain of aesthetic experience, playfulness had the greatest impact on the communication and perceptual domains, and access had the greatest impact on the cognitive domain. Second, it was found that online exhibitions had a partially significant positive (+) effect on offline exhibition viewing intention in the order of playfulness, interactivity, and informativity. Third, it was found that aesthetic experiences had a significant positive (+) effect on offline exhibition viewing intention in the order of cognitive, emotional, communication, and perception. In addition, it was confirmed that the aesthetic experience partially mediated the intention to view online and offline exhibitions. We hope that this study will serve as an opportunity to spark academic discussion along with practical implications for inducing online exhibition users to offline exhibitions.

A Study on the Factors Influencing Continuous Intention to Use of OTT Service Users: Focused on the Extension of Technology Acceptance Model (OTT서비스 이용자의 지속사용의도 영향 요인에 관한 연구: 기술수용모델의 확장을 중심으로)

  • Lee, Min-Kyu;Kim, Won-Je;Song, Min-Ho
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.537-546
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    • 2019
  • This study verified the factors influencing continuous intention to use of OTT service users through technology acceptance model and extension. For this purpose, the main results were derived through correlation analysis and path analysis using SPSS 21.0 program and AMOS 21.0 program. The summary is as follows. First, perceived ease of use was found to have a statistically significant positive effect on perceived usefulness. Second, perceived ease of use did not have a statistically significant effect on continuous intention to use. Third, the perceived usefulness has a statistically significant positive effect on continuous intention to use. Fourth, perceived innovativeness has a statistically significant positive effect on perceived ease of use. Fifth, perceived innovativeness has a statistically significant positive effect on continuous intention to use. Sixth, perceived playfulness has a statistically significant positive effect on continuous intention to use. The above results will be meaningful in that it has revealed a path to understand the extension of the technology acceptance model of OTT services and acceptance of OTT services.

3D프린터에 대한 기술수용모델(TAM) 검증에 관한 연구

  • Son, Sang-Gyun;Kim, Do-Hyeon
    • 한국벤처창업학회:학술대회논문집
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    • 2016.04a
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    • pp.150-153
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    • 2016
  • 본 연구의 목적은 제3의 산업혁명을 이끌고 있는 3D프린터에 대해 미래 중추적 역할을 담당할 3D프린팅 교육생의 3D프린터 사용의도를 기술수용모델(TAM)에 기반하여 검증하기 기초연구이다. 본 목적을 달성하기 위하여 서울의 3D프린팅 교육기관 교육전문가 조사를 실시하였으며, 차후 교육 대상자를 설문조사하여 3D프린터에 대한 기술수용의도를 파악하고 분석하고자 한다. 또한, 분석한 결과를 통해 미래 제조업 창업의 핵심 역할을 담당할 3D프린터 사용 활성화를 위한 연구기반을 마련하고자 한다. '3D프린팅 넥스트 레볼루션'의 저자 크리스토퍼 바넷은 언젠가는 3D프린팅이 우리의 삶을 혁명적으로 바꿀 것이라고 예상하고 있다. 3D프린터를 통해 개개인은 맞춤형 제품을 만들어 낼 것이 틀림없다. 치과 의료, 운송 및 항공, 로봇, 군용, 우주, 건축, 요리 등에서 다양하게 3D프린터를 활용한 제품들이 미래에 쏟아져 나올 것으로 예상한다. 생산의 민주화를 이끌 3D프린터는 기존 산업에 큰 기회와 동시에 위협을 주고 있다. 크라우드 및 네트워크를 통한 3D데이터 거래와 지구촌 여러 곳에 3D프린터가 활용된다면, 기존 산업에 혁명적인 변화가 있으리라 짐작된다. 전문가 인터뷰 결과를 기반으로 3D프린터 사용의도에 영향을 주는 5가지 요인으로 3D모델링 경험, 비용, 품질, 유희성, 혁신성이 나타났다. 5가지 독립변인은 TAM모델의 인지된 사용 유용성과 3D프린터에 대한 기술수용의도를 파악해 보고자 한다. 3D프린터 교육기간, 전공 및 학과, 개인의 경험과 혁신성의 차이가 3D프린터 기술수용 여부에 영향을 줄 것으로 예상된다. 서울지역 3D프린터 관련 교육기관에서 교육을 받았거나 받고 있는 학생을 대상으로 연구를 할 계획이며, 지역을 확대한 연구가 차후 필요할 것이다.

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A Study on Factors Affecting the Intention to Use the Metaverse by Applying the Extended Technology Acceptance Model(ETAM) : Focused on the Virtual World Metaverse (확장된 기술수용모델(ETAM)을 적용한 메타버스 이용의도에 영향을 미치는 요인연구: 가상세계 메타버스를 중심으로)

  • Oh, Ji-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.204-216
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    • 2021
  • This study empirically analyzed factors affecting consumers' intention to use metaverse by applying the extended technology acceptance model. In other words, the factors affecting the intention to use the metaverse were set as content quality, perceived enjoyment, social influence, self-efficacy, and investigated from the perspective of the expanded technology acceptance model. For this end, a survey was conducted on 296 university students in Seoul, and the collected data from 267 students were analyzed using SPSS 25.0 and AMOS 23.0. As a result, it was found that perceived usefulness and perceived ease of use, which are the antecedent variables of the extended technology acceptance model, affect the intention to use the metaverse, and perceived ease of use has an effect on perceived usefulness. Content quality and perceived enjoyment had an effect on perceived usefulness, perceived ease of use and intention to use metaverse. Social influence was found to affect perceived usefulness and intention to use metaverse. Also, self-efficacy was found to affect perceived ease of use and intention to use metaverse.

A Meta Analysis and Review of External Constructs Based on the Technology Acceptance Model: Focusing on the Research Related of Smartphone in Korea (기술수용모델 관련 외부요인에 관한 문헌적 고찰 및 메타분석: 우리나라 학회지에 게재된 스마트폰 관련연구 중심으로)

  • Nam, Soo-tai;Kim, Do-goan;Jin, Chan-yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.254-257
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    • 2013
  • A Meta-analysis is a statistical literature synthesis method that provides the opportunity to view the research context by combining and analyzing the quantitative results of many empirical studies. The Technology Acceptance Model (TAM) has been the subjects of a great deal fields and now also has been continuously studied. Recently, the issue of the biggest the information communication and information systems fields is smart. At this point, we conducted a Meta-analysis and review of external constructs based on the technology acceptance model. This study was targeted a total of 106 research papers that are setting up the causal relationship in the technology acceptance model among the research papers published in domestic academic journals before 2013. The result of the Meta-analysis, the biggest effect size the path from external Variables to perceived usefulness was showed playfulness. The effect size was 0.536 in the path from perceived usefulness to playfulness. And, the biggest effect size the path from external Variables to perceived ease of use was showed self efficacy. The effect size was 0.536 in the path from perceived ease of use to self efficacy. Based on the results, it was discussed the difference through comparative analysis with previous research.

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