• 제목/요약/키워드: 지속 사용의도

검색결과 528건 처리시간 0.03초

온라인 환경에서 프라이버시 침해에 관한 연구 (A Study on the Invasion of Privacy in Online Environment)

  • 남수태;김도관;진찬용
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2015년도 춘계학술대회
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    • pp.185-187
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    • 2015
  • 스마트 미디어 시대에 온라인 환경에 서비스에 대한 중요성이 날로 커지고 있으며, 사용자 경험에 대한 인식이 높아지고 있다. 인터넷 쇼핑몰, 포탈 웹 사이트, 기업 웹 사이트 등 인터넷에 연결된 정보시스템의 이용이 활발하게 이루어지면서 발생하고 있는 문제 중 하나는 정보프라이버시 염려 관련되어 있다. 국내외 정보시스템, 마케팅, 기타 분야의 주요저널을 중심으로 프라이버시 관련 연구를 분석하였다. 본 연구의 목적은 정보프라이버시 염려 관련 국내외 연구의 리뷰를 통하여 연구경향과 앞으로 연구방향을 제공하는 것이다. 따라서 온라인 환경에서 프라이버시 염려가 지속사용의도에 미치는 영향을 알아보고자 한다. 분석결과를 바탕으로 이론적 실무적 시사점을 제시하고 논의하였다.

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1차원 수질모의를 위한 한국형 Stream Reach File의 설계 (Designing Korean Stream Reach File for One-Dimensional Water Quality Modeling)

  • 권문진;김계현;이철용;박용길
    • 한국GIS학회:학술대회논문집
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    • 한국GIS학회 2010년도 춘계학술대회
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    • pp.306-311
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    • 2010
  • 수질모의에는 유속, 유량, 저수량, 체류시간의 자료를 비롯한 수심, 하폭, 유하거리, 수표면적과 등 다양한 수리학적 정보를 필요로 하며, 이러한 자료들은 수질모의의 기초자료로서 그 중요도와 활용도가 높게 나타나고 있다. 하지만 기초자료의 구축 방안 및 기준이 표준화되지 않아 각 기관별로 상이한 데이터를 보유하고 있으며, 기초자료의 선정에 따라 연구 결과가 달라지는 동 관련 연구의 신뢰도와 정확도에까지 영향을 미치고 있다. 이에 본 연구에서는 수질모의에 주로 쓰이는 1차원 수질모의에 필요한 수리학적 기초자료의 체계화된 구축방안을 마련하고, 이를 GIS 데이터로 정의한 한국형 Stream Reach File의 구축방안을 제시하고자 한다. 우선 기존에 구축된 미국 EPA Reach File 구축사례를 기초로 하여 관련 자료의 분석과 속성 내역을 파악하고 국내 실정에 적합한 방안을 제시하였다. 본 설계안에 사용되는 기초자료는 기존에 구축된 자료를 최대한 활용하였으며, 필요에 따라 데이터 편집 과정을 수행토록 하였다. 본 연구 결과를 따라 실제 Stream Reach File을 구축할 수 있으며, 이를 통해 관련 연구의 체계화된 기초자료의 제공이 가능할 것이다. 또한, 향후 오염원데이터와 연계하여 수질오염총량관리제를 지원할 수 있으며, 다양한 정보와 결합하여 다차원적인 수질모의도 가능할 것이다 나아가 Reach File에 대한 지속적인 연구를 통해 개선사항 및 보완점을 도출하여 보다 발전되고 완성된 한국형 수리기초자료를 구축하여야 할 것이다.

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셀프서비스 키오스크에 대한 소비자의 저항 및 지속사용의도의 결정 요인 (Consumers' Resistance and Continued Use Intention of Self-service Kiosk)

  • 김효정;이진명
    • Human Ecology Research
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    • 제58권3호
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    • pp.401-416
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    • 2020
  • Service providers have introduced interactive devices such as self-service kiosks to provide convenient and efficient services to consumers. Self-service kiosks are one of the most diverse technological forms of self-service technologies that provide control and freedom to consumers as well as reduce the frustration of line-ups. This study explores the predictors of consumer resistance and continued use intention with regard to self-service kiosks. It adopts three constructs on the following variables: perceived innovation characteristics, consumer characteristics, and gamification. An online self-administered survey was conducted, and 343 users of self-service kiosk services, aged between 20 and 59, were included in the analysis. The study used the SPSS 23.0 program to perform a descriptive analysis along with, t-test, ANOVA, correlation analysis, and regression analysis. First, convenience, controllability, and gamification negatively influenced consumer resistance to self-service kiosks. Second, human alienation and sociability positively influenced consumer resistance to self-service kiosks. Third, convenience and gamification positively influenced the continued use intention with regard to self-service kiosks. Last, the risk of functionality, human alienation, and sociability negatively influenced continued use intention with regard to self-service kiosks. The results contribute to the literature because few studies have examined what drives the resistance of users and continued use intention with regard to self-service kiosks. It also provides service providers and practitioners with insights and strategies on how to overcome consumer resistance.

이러닝과 연계된 모바일러닝에서 사이버대학생의 지속사용의도와 영향요인간 구조적 관계 분석 (A Study on the Factors Affecting Intention on Continuous Use of Mobile Learning in Cyber University)

  • 주영주;신의경;함유경
    • 한국정보시스템학회지:정보시스템연구
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    • 제23권3호
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    • pp.47-71
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    • 2014
  • The purpose of the present study is to verify the structural relationship among system quality, information quality, service quality, perceived ease of use, perceived usefulness, satisfaction, intention on continuous use of mobile learning in cyber university. For this study, W cyber university in Korea was chosen to conduct web survey. The subjects were 283 students who participated in W's cyber university courses. A hypothetical model was composed of system quality, information quality, service quality, perceived ease of use and perceived usefulness as exogenous variables, satisfaction and intention on continuous use of mobile learning as endogenous variables. The result of this study through structural equation modeling analysis is as follows: First, information quality only affect satisfaction, Second, perceived ease of use, perceived usefulness and satisfaction significantly affect intention on continuous use of mobile learning. These results imply that information quality should be considered for the design and development of mobile learning contents. Also, perceived ease of use, perceived usefulness and satisfaction is important to enhance intention on continuous use of mobile learning. This study proposes strategies for successful mobile learning in cyber university.

수용자 집단별 혁신제품 확산 및 지속사용의도에 대한 영향 (Analysis on the Diffusion and the Intention to Use among Technology Adopter Categories)

  • 한상연;배성주;박세범;마은정;한혜나
    • 한국IT서비스학회지
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    • 제13권3호
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    • pp.25-50
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    • 2014
  • The purpose of this study is to examine factors affecting the diffusion and the intention to use, and how these factors differ among adopter categories. A survey was done to analyze the diffusion of smart-phone, the most popular and innovative product nowdays. We collected 197 survey questionnaires from smart-phone user and analyzed the data using SPSS 18.0 and Smart PLS 2.0. PLS (Partial Least Square) analysis was implemented before multiple group-innovator, early adopter, eraly majority- analysis which is categoriezed by Innovation Diffusion Model of Rogers (1995). The results show that firstly, in innovator group (n=63), the functional and the safety value have significantly positive effect on user satisfaction. In addition, we found that user satisfaction and the brand loyalty are significatly associated with the intention of use. Secondly, in early adopter group (n = 67), the design value has significantly positive effect on user satisfaction and it has significantly positive effect on brand loyalty. Finally, in early majority group (n = 67), the design value has significantly positive effect on the user satisfaction and it has stronger effect on the intention of use and brand loyalty. We conclude this paper with the implication of this study to both academia, business practice, and policy making.

소셜 네트워크 게임의 지속사용의도에 영향을 미치는 요인에 관한 연구 : 스마트 기기 사용자를 중심으로 (A Study of Factors Affecting Continuous Intention of Social Network Games : Focusing on Smart Device Users)

  • 김정욱;장철호
    • 한국IT서비스학회지
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    • 제13권3호
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    • pp.235-255
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    • 2014
  • Social Network Service (SNS) with emergence of Web 2.0 have been developed rapidly. Unlike other games, social network game is based on the relationship with smart devices and studied for user-centered behavior as a potential factor derived from the Technical Acceptance Model (TAM). This research is conducted for finding out influencing factors on continuous intention for smart device users. Therefore, the independent variables consist of subjective norm, mobility, playfulness, self-efficacy, and ease of use. The intermediate variables also compose of flow, and user satisfaction and the dependent variables as continuous intention. The result of study shows the following: First, subjective norm, playfulness, self-efficacy and ease of use except mobility have the positive effect on user flow. Second, subjective norm, mobility, playfulness and ease of use except self-efficacy have significantly the positive effect on user satisfaction. Finally, user flow has significantly the positive effect on user satisfaction and continuance intention and a factor of user satisfaction have significantly the positive effect on continuance intention.

소프트웨어 개발 진척도 확인을 위한 소스코드 기반의 프로젝트 일정 관리 도구 설계 (Design of Project Schedule Management Tool Based on Source Code for Checking Software Development Progress)

  • 황병일;이성희;이우진
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2016년도 춘계학술발표대회
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    • pp.529-532
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    • 2016
  • IT 융 복합 산업에서 소프트웨어가 차지하는 비중이 높아짐에 따라 프로젝트 관리는 점차 중요해지고 IT기업의 경쟁력을 결정하는 중요 요소가 되고 있다. 프로젝트 관리 중 일정 관리는 가장 기초적이고 관리적 요소가 가장 많이 들어있으며 일정 관리의 실패는 Time-To-Market을 맞추지 못한다. 일정 관리를 위해 고려해야할 문제점들은 겉으로 확인되는 진척율과 실제로 개발된 진척율의 차이, 팀원의 낭비되는 시간을 지속적 관리 등이 있음에도 현장에서는 도구 또는 파일을 통해 진행 사항을 관리하지만 세부 작업별 활동까지 연계가 되지 않아 일정 관리의 진행 상황이 명확히 드러나지 않는다. 따라서 본 논문에서는 소스코드 기반의 실시간 프로젝트 일정 관리 도구를 제안한다. 프로젝트 계획 단계에서 작업을 컴포넌트 별로 세분화되어 있을 때 이 도구를 사용하여 컴포넌트 내부 메서드의 소스코드 작성을 통해 소프트웨어 개발 진척도를 명확하게 파악하고 해당 소스 코드의 테스트를 통해 의도대로 개발이 이루어졌는지를 확인 가능하다. 그리고 피드백을 통해 개발자에게 개발 일정 및 계획 수정에 대한 알림으로 지연되는 시간 없이 수정 가능하다.

사이트 품질, 개인적 특성 및 관계 혜택이 관계 품질을 매개로 소셜네트워크서비스 지속사용의도에 미치는 영향 (The Effects of Site Quality, Personal Characteristic, and Relationship Benefit on the Continuance Intention to Use Social Network Services through Relationship Quality)

  • 허현정;박경배;노미진
    • 한국정보시스템학회지:정보시스템연구
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    • 제24권1호
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    • pp.67-94
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    • 2015
  • Recently, the popularity of Social Network Service (SNS) along with the spread of smart phone, personal computer and tablet PC helps personal network to construct new forms of services in cyberspace. As such, SNS plays a significant role in constructing diverse online networks and there is a growing interest on SNS at societal level. In this vein, the purpose of the research was to find the factors affecting the continuance intention to use social network services. The major findings are summarized as follows. First, "System Quality", "Contents Quality", "Personal Innovativeness", "Self-Efficiency", "Honor Benefit" has significant effects on "Relationship Quality". Yet, "Economic Benefit" is not statistically significant on "Relationship Quality". Second, "Relationship Quality" has a significant effect on "Continuous Usage Intention". Last, our research discovered the relationship between exogenous variables which would serve as valuable inputs in the development of strategic guideline and plan for SNS companies and related services.

SNS상에서의 자기표현행위가 오프라인 대인관계 및 지속사용의도에 미치는 영향 분석 연구 (The Effect of Self-Presentation on SNS to Interpersonal Relation and Intention to Use)

  • 마은정;한상연;배성주
    • 지식경영연구
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    • 제14권2호
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    • pp.25-48
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    • 2013
  • SNS is one of the fastest service entering in mature stage. But now there are not any empirical analysis the effect of SNS from user point of view. In this paper, we investigate the effect of self presentation on SNS to interpersonal relation and intention to use. we set online presentation self-efficacy and involvement as two antecedent factors. And we suggest that the purposes of using SNS be Image improvement and knowledge contribution. The change of interpersonal relation in offline is set a result of using SNS and a mediating variable between online self-presentation and intention to use. In the results, firstly, we confirmed that the online presentation self-efficacy and involvement are predisposing factors for online self-presentation on SNS in the positive direction. Secondly, the using SNS has significantly positive effect on the change of interpersonal relation. Especially, the improvement of interpersonal relation is originated from image improvement and knowledge contribution. Thirdly, the improvement of interpersonal relation have also significantly more higher effect on the intention of use.

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혼합현실 기술 사용자 체험이 플로우와 지속사용의도에 미치는 효과 (The Effect of User Experience on Perceived Flow and Continuous Intentions to Use the Mixed Reality Technology)

  • 김은영;성희원
    • 한국의류학회지
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    • 제45권5호
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    • pp.907-921
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    • 2021
  • This study aims to predict causal relationships between experience economy, perceived flow, and continuous use intention in the mixed reality (MR) environment. A virtual fitting mirror with two modes (i.e., avatar and self-image) was selected for this study. A total of 200 samples was obtained in two sample frames: virtual fitting users in avatar mode (group 1, n = 119) and self-image mode (group 2, n = 81). The results showed that the experience economy consists of entertainment, education, esthetic, and escapism. The entertainment and esthetic experiences had positive effects on perceived flow, leading to continuous use intentions. For avatar mode, the entertainment and esthetic experiences had positive effects on continuous use intentions through the mediating effect of flow; and the education experience had a positive effect on the continuous intentions to use the MR technology. For self-image mode, the flow mediated the effect of entertainment on continuous use intentions, whereas education and escapism directly affected the intention to use the MR technology. The paper also discusses the theoretical and managerial implications of using MR technologies in fashion retailing.