• 제목/요약/키워드: Attitude and Recognition of Users

검색결과 24건 처리시간 0.023초

기술수용모델(TAM)의 확장을 통한 모바일 관광 앱의 사용의도에 관한 연구 (Use Intentions of Mobile Tour Apps through Expansion of the Technology Acceptance Model)

  • 이성준;대정
    • 유통과학연구
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    • 제13권10호
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    • pp.135-142
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    • 2015
  • Purpose - Following the speedy development of the smart phone industry, tourism companies started to increase their brand recognition and sales volume by adopting mobile applications. However, applications for tourism industries are still insignificant. This study tries to analyze empirical evidence from Korean and Chinese consumers who have used mobile tour applications. By using an expansion of the technology acceptance model (TAM), this study will find what factors have effects on user intention for mobile tour applications. The findings will be helpful for the development of mobile tour applications and the tourism industries. Research design, data, and methodology - This study uses the TAM, which was presented by Davis in 1989. This study uses consumer acceptance level, consumer choice attitude, and use intention as the basic variables to fit to the TAM, and adopts choice content quality, brand value, and usage motivation as additional variables to analyze. This study has developed several hypotheses and collected data from 620 users who used mobile applications for tourism during April 1 to April 30, 2015. A total of 612 valid questionnaires were collected and used in the data analysis. The data was analyzed with structural equation modeling using SPSS Win/pc and Amos 22.0. Results - The findings can be summarized as follows: First, the content quality affects the consumer acceptance degree and choice attitude. Second, the brand value has a directly positive effect on the consumer acceptance degree and choice attitude. It is clear that the content quality and brand value play important roles in raising consumer acceptance and choice attitude. Third, usage motivation has no effect on the consumer acceptance degree and choice attitude. Fourth, the acceptance degree does not have any effect on the consumer choice attitude. Fifth, the acceptance degree affects the use intention. Last, the consumer choice attitude affects the use intentions. This indicates that consumer acceptance and choice attitude must both be achieved to induce use intention among consumers. Finally, the effects of the mobile tour application content quality and brand value on consumer acceptance degree and choice attitude were confirmed. Additionally, the effects of the consumer acceptance degree and choice attitude on use intentions were analyzed. Conclusion - It is not meaningful for tourism marketing to launch tour applications in the mobile market without understanding tourism consumer characteristics. When developing mobile tour applications, companies should focus on the characters of consumer choice attitudes as high quality, high brand value, usefulness, and ease of mobile tour applications. This study has limitations in that it did not consider negative factors such as perceived risks or analyze whether there are differences between Korean and Chinese consumers. In the future, we will consider equipping the same mobile tour applications commonly used by both Korean and Chinese consumers, and then examine negative factors as well as the differences in mobile tour applications between Korean and Chinese consumers.

모 한방병원 내원 환자의 의료이용실태 (Health Care Utilization of Outpatients in the Oriental Hospital)

  • 김지용;김경호;김장현
    • 대한한의학회지
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    • 제21권4호
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    • pp.129-137
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    • 2000
  • Objectives: The aim of this study was to investigate the attitude toward the oriental hospital among 1,234 outpatients. Methods: A questionnaire about the general characteristics of patients, the decision-maker of use and the reason of choice or alteration was implemented. Results: The results of this survey as follows: Among outpatients 56.4 % were female in sex, 25.6 % were below 9 years of age; in educational level, 50.1 % were college graduates. Among outpatients, 33.6% chose the oriental hospital as their first choice and the rest were recommended by other persons. The recommenders were mostly relatives(73.9 %), female(73.4 %), young(30-39 years old, 40.1 %), high educational level (above the college, 54.9 %) people. 37.8 % among outpatients were secondary selection after the western medical clinic for the same symptom and sign. 7.0 % were the concomitant users of both therapies. 62.8 % among the concomitant users did not notify the western doctor about the dual therapies. The reasons they did not notify their Western doctors were 'be afraid of western doctor s bias' (42.6 %), 'no special reason' (29.6 %). Conclusions: The appropriate transfer system between oriental and western clinic must be constructed and the proper recognition about dual therapies will be needed among patients and doctors who practice both kinds of medicine.

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The Changes of Health Care Utilization and Cause of Outpatients at an Oriental Medicine Hospital

  • Kim, Ji-Yong;Park, Seong-Sik
    • 대한한의학회지
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    • 제28권4호
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    • pp.95-103
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    • 2007
  • Objectives : The aim of this study was to investigate the changes of attitude toward the oriental medicine for 10 years. Methods : A questionnaire was done about general characteristic of patient, the decision-maker of use and the reason of choice or alteration for oriental medicine hospital. Results : The results of this survey are as follows: For 10 years, sex ratio of outpatients is similar, but age distribution is even at all ages. The choice for oriental medicine is more determined by oneself than by others. The recommenders are more variable increasingly. The most common cause of moving from western medicine is to get the more effective treatment. The more the concomitant users are increasing, the more the patients that did not give notice to the western doctor about the dual therapies is increasing, also. The most frequent reason without a notice is "being afraid of western doctor's bias". Conclusions : The appropriate transfer system between oriental and western clinic must be constructed and the proper recognition about dual therapies will be needed among patients and especially dual doctors.

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택배 서비스 이용자의 프라이버시 침해 경험이 심리와 행동에 미치는 영향에 대한 이해: 태도이론 측면 (Understanding Privacy Infringement Experiences in Courier Services and its Influence on User Psychology and Protective Action From Attitude Theory Perspective)

  • 임세헌;김단종;유현미
    • 경영정보학연구
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    • 제25권3호
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    • pp.99-120
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    • 2023
  • 본 연구는 택배 이용자의 프라이버시 침해 경험이 프라이버시 심리와 행동에 미치는 영향을 조사하였다. 택배 이용자가 프라이버시 침해 경험을 가지고 있는가에 따라, 프라이버시 침해 사건에 대해 학습이 이루어지고, 인지가 형성되고, 감정이 형성되고, 행동이 나타난다. 이러한 택배 이용자의 프라이버시 심리의 변화 과정은 프라이버시 보호 행동 반응을 예측하는데 중요하다. 본 연구에서는 태도이론을 응용해 택배 이용자의 프라이버시 심리를 설명하기 위한 연구의 이론적 프레임워크를 개발하였다. 이 프레임워크에 기반해, 택배서비스 이용자의 프라이버시 침해 경험, 인지된 프라이버시 위험, 프라이버시 염려 (즉, 개인정보 오류에 따른 염려, 비인가된 이차 이용에 따른 염려, 개인정보 수집에 따른 염려, 부적절한 개인정보에 대한 접근 염려), 프라이버시 보호 행동의 관계를 분석하였다. 본 연구에서는 제안된 연구모델에 대해 택배서비스 이용 경험이 있는 사람들을 대상으로 설문조사를 하였고, SMART-PLS 구조방정식 소프트웨어를 이용해 실증분석을 하였다. 본 연구의 실증분석 결과는 택배 이용과정에서의 프라이버시 침해 경험, 프라이버시 위험, 프라이버시 염려, 그리고 프라이버시 보호 행동 사이에는 인과관계가 존재하는 것으로 나타났다. 본 연구결과는 안전한 택배 서비스를 위한 프리이버시 보호 행동 연구에 유용한 이론적 시사점을 제공해 주었고, 더불어 보다 안전한 택배 비즈니스 모델 개발에 유용한 실무적 시사점을 제공해 주었다.

패션제품 대여 서비스 이용자의 구매의사결정과정과 의복 쇼핑성향에 관한 탐색적 연구 (An Exploratory Study on Purchase Decision Making Process and Clothing Shopping Orientation of Fashion Products Rental Service Users)

  • 이지윤;신은정;고애란
    • Human Ecology Research
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    • 제56권6호
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    • pp.555-571
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    • 2018
  • This study identified the characteristics of fashion rental service users as well as analyzed their purchase decision-making processes. A qualitative investigation was conducted through in-depth interviews with 13 women in their 20s-30s who have experienced renting fashion items due to a high interest in fashion. The results of the study are summarized as follows. The need recognition stage analyzed ventilation by mass media, SNS impact, curiosity, saving shopping time and money, awareness of situational necessity, and creation of various styles. The information search stage analyzed how users obtained information from 2 different sources of nonmarketer-dominated sources and marketer-dominated sources. The pre-purchase stage analyzed the evaluation of alternatives in which study participants used 2 evaluation criteria for fashion rental services and fashion rental items. The purchase stage analyzed how participants wait and select desired items (when receiving the notification of rentable items) or select alternative products. The consumption stage examined the usage frequency and usage method. The study divided the post-consumption evaluation stage into 2 categories for evaluation: personal feelings and service. The post-consumption behavior stage analyzed how participants displayed WOM, eWOM and purchase rental product behavior. Clothing shopping orientation of study participants is displayed in 5 dimensions of brand-seeking propensity, individuality-seeking propensity, economic efficiency-seeking propensity, rationality-seeking propensity, and pleasure-seeking propensity. This study identified three main characteristics in the study participants: interest in the fashion, favorable attitude toward used fashion items, consciousness of others.

The Mediating Role of Brand Recall and Brand Attitude in Influencing Purchase Intention in Advergames

  • Abdul Adis, Azaze-Azizi;Kim, Hyung-Jun
    • Asia Marketing Journal
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    • 제15권3호
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    • pp.117-139
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    • 2013
  • Research on purchase intention had showed remarkable progress in contributing to the theory of consumer behavior. Despite the popularity of academic discussions on various issues influencing purchase intention, the mediating role of brand recall and brand attitude on purchase intention, in particular advergames, has not yet been well explored, especially in developing economies such as Malaysia. Furthermore, the influence of self-brand congruity, entertainment and brand placement acceptance as antecedents to brand recall and brand attitude are expected to add value to the brand recall, brand attitude and purchase intention relationships. This paper aims to investigate the impact of the mediating role of brand recall and brand attitude on purchase intention in advergames among Malaysian gamers. The antecedents towards brand recall and brand attitude are also examined to measure their influence on purchase intention. A total of 350 Malaysian gamers were interviewed through online survey in this study. The results showed that brand recall and brand attitude mediate the relationship between self-brand congruity, entertainment and brand placement acceptance with purchase intention. Also, entertainment and brand placement acceptance were found to have a significant relationship with brand recall. As expected, brand recall and brand attitude showed a positive relationship with consumer purchase intention in advergames. It was found that self-brand congruity has a significant influence on brand attitude and purchase intention. When users see the brand which matches with them, they tend to act positively toward the brand exposed in the game. This is consistent with Escalas and Bettman (2005) who suggested that the greater the congruity, the more positive the consumer's attitude toward the brand in question. This leads to game usage and purchase (Davis and Lang, 2013). In the advergaming context, the entertainment value in advergames is very important to determine the level of enjoyment and pleasure experienced by gamers during game-playing. Therefore, the more entertaining the ads, the more it will be remembered and the greater the positive behavior of the consumer towards the advergames - this ultimately stimulates their intention to purchase the brand. This study shows the effect of brand placement on brand recall and brand attitude and also purchase intention. Brand placements might not work in games due to the interactivity involved in game-playing as people could be distracted from noticing the brand placements (Yang et al., 2006). However, the significant influence of brand placements found in this study may provide major promise for advertisers. Game players may or may not explicitly remember the brands they see in the games, but these placements may influence their brand recall and brand attitude and could therefore influence later decisions (Yang et al., 2006). In this study, it was found that self-brand congruity was not significantly related with brand recall. The reason for this could be attributed to the fact that this study examined gamers who are highly involved in the interactive medium of games which force them to focus on game play rather than advertisements; the level of recognition to remember the brand exposed in the game is low and contributes to the "mismatch" between the gamers and the said brand. The present study contributes to the existing literature of the antecedents of brand recall and brand attitude in advergames. This study contributes to the role of brand recall and brand attitude as mediators in purchase behavior theory. Academically, the relationship between brand recall and brand attitude is well known in advergaming research, but their impact as important mediators on purchase intention add new understanding in the interactive communication literature. Their mediating role may provide new insights on how they facilitate the effects of self-brand congruity, entertainment and brand placement on purchase intention. Besides that, the studies on the influence of self-brand congruity on brand recall and brand attitude and also consumer intention to purchase had not well-investigated in advergames. This study contributes to fill those gaps in advergames literature. For practitioners, this study could suggest the use of illustrative or demonstrative placements of new products to help customers remember new brands, and the use of associative placements for existing products to increase consumers' purchase intention (Ho et al., 2011). To advertisers, this study may provide useful information to improve their current advertising strategies in games, for instance, by considering game players' congruity, entertainment value and brand placement factors.

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연구비에 대한 인식이 연구비 사용 의도에 미치는 영향에 관한 연구 : RCMS 사용자를 중심으로 (The Effects of National Research Fund Recognition on the Research Fund Payment Intend in R&D Project)

  • 이정우;한명훈
    • 한국IT서비스학회지
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    • 제17권3호
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    • pp.77-100
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    • 2018
  • As the importance of R&D has recently become more important, the budget for national R&D projects has continued to grow. Along with, there is a growing awareness to use and manage R&D funds transparently. This study examines the relationship among attitude toward the behavior (ATT), subjective norm (SN), perceived behavioral control (PBC) and behavioral Intention (BI) deriving from TPB (Theory of planned Behavior). To empirically prove the hypothesis, the statistical analysis were conducted based on the response from the 2,021 RCMS users, using SPSS 21.0 and AMOS 21.0. The research model variable consists of ATT, SN, PBC, BI, person type, RCMS characteristics. The results of study can be summarized as follows. First, ATT, SN, PBC have the positive effect on BI. Second, According to the type of person (Director, R&D supporter), there is no difference in ATT on BI but there is a difference in SN (or PBC) on BI. Third, The type of person have moderating effects in the relationship between ATT and BI. Finally, All RCMS characteristics have moderating effects in the relationship between ATT and BI. Some RCMS characteristics have moderating effects in the relationship between PBC and BI.

SNS 브랜드 성격이 모바일 네이티브 광고 태도에 미치는 영향 (How SNS Brand Personality Affect Mobile Native Ad Attitude)

  • 차문경;이희정
    • 한국콘텐츠학회논문지
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    • 제18권1호
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    • pp.452-464
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    • 2018
  • 본 연구에서는 SNS 이용 소비자를 대상으로 SNS의 브랜드 성격 요인을 규명하고 이러한 SNS 브랜드 성격 요인이 SNS 내에서 접할 수 있는 모바일 네이티브 광고의 속성 인식에 어떠한 영향을 미치는지 살펴보고자 하였다. 이를 위해 SNS 브랜드 성격과 모바일 네이티브 광고의 속성으로 정보성, 신뢰성, 오락성, 방해성, 상호작용성을 연구변수로 도입하여 연구모형을 제시하고 SNS 이용자를 대상으로 하여 설문조사를 수행하였다. 온라인 설문조사를 통해 최종 341부를 분석에 사용하였으며, 수집된 데이터는 SPSS 22.0과 AMOS 18.0을 통해 분석하였다. 분석결과에 의하면 SNS 브랜드 성격 요인으로 '성실', '열정', '매력', '실용', '공동체'의 5가지 성격이 도출되었다. 이 가운데 '성실', '열정', '공동체' 브랜드 성격이 대부분의 모바일 네이티브 광고 속성에 대해 긍정적 영향을 주지만 '실용' 브랜드 성격은 부정적 영향을 주는 것으로 나타났다. 매력 브랜드 성격은 모바일 네이티브 광고 속성과 상관이 없는 브랜드 성격으로 나타났다. 또한 모바일 네이티브 광고 속성 가운데 정보성과 신뢰성이 광고태도에 긍정적 영향을 주는 것으로 나타났다.

사람의 움직임 감지를 측정한 학습 능률 확인 시스템 (Learning efficiency checking system by measuring human motion detection)

  • 김석현;이진성;유은상;박선우;김응태
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송∙미디어공학회 2021년도 추계학술대회
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    • pp.290-293
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    • 2021
  • 본 논문에서는 공부하는 사용자의 상황을 감지하여, 학습의욕을 고취시키고 집중력 향상을 도와주기 위한 학습능률 확인 시스템을 구현하고자 한다. 이를 위해 실시간 카메라를 통해 사용자의 얼굴이나 몸의 움직임을 추출하여 학습 태도, 집중력에 대한 데이터를 측정한다. 실시간 임베디드 시스템 구현을 위해 Jetson 보드를 사용하였으며, 영상인식을 위한 CNN(Convolution Neural Network)를 구현하였다. CNN 을 이용해 대상의 특징 부분을 검출한 후 움직임 검파를 수행한다. 캡처한 영상을 PYQT5 로 작성된 GUI 에서 영상을 보여주며, 각각 방해되는 행동을 했을 때 푸시메시지를 보내며 데이터를 수집한다. 또한 GUI 로 만든 메인 화면에서 각각의 기능들을 실행 가능하며, 수집한 데이터를 산출해주는 통계그래프와 작업관리 목록, 화이트 노이즈 등의 기능을 수행한다. 구축된 학습능률 확인 시스템을 통해 대상의 데이터를 수집 및 분석을 비롯한 다양한 기능을 사용자에게 제공하였다.

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디지털저작도구의 창의적 특성과 교육에 관한 연구: 3D 애니메이션 저작도구(3DStudioMax)를 중심으로 (Research on creative property and education of digital authoring tools)

  • 김대우
    • 만화애니메이션 연구
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    • 통권31호
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    • pp.57-89
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    • 2013
  • 애니메이션 도구가 아날로그 도구에서 디지털 저작도구로 바뀌면서 애니메이션의 비약적인 발전이 이루어졌다. 디지털 저작도구의 위상변화에 따라, 대학과 학원 등에서 디지털 저작도구의 교육에도 많은 변화가 생기게 되었다. 디지털 저작도구가 단순한 도구(tool)이라는 인식으로 인해 저작도구에 대한 연구가 부족하였으므로, 대학교육 현장에서 학생들의 디지털 저작도구에 대한 적응의 어려움과 체감난이도를 줄여보고자 이것에 대한 분석적 접근을 해보고자 한다. 아울러 애니메이션 종사자들의 사회적 문화적 변화와 초급자와 실무자의 재교육에 있어 디지털 저작도구의 효과적인 교육방안을 제안 한다. 이 도구는 지각적 지식과 서술적 지식을 동시에 가지고 있고 언어적 특징과 지식적 특징들을 가지기 때문에, 배우기도 힘들고 제대로 익히기 위해서는 전문적 수준의 컴퓨터그래픽지식을 배워야 한다. 그리고 창조적인 결과물을 제작하기 위해 저작도구 내에서 창의적인 시도를 하기도 한다. 또한 자기개발을 위해 사용자들은 커뮤니티를 형성해 정보를 교환하고 더 나아가 저작도구를 매개로한 구인구직시장을 형성하기도 한다. 이처럼 디지털 저작도구는 단순한 도구가 아니다. 그래서 저작도구에 대한 태도를 학구적으로 바꿀 필요가 있다고 생각한다. 그러나 이것이 긍정적인 측면만 가지고 있는 것은 아니어서 사용자들이 다루는 저작도구에 종속화되는 현상이 생기고 있으며, 저작도구를 맹신하거나 타 소프트웨어에 비판적인 입장을 갖게 되기도 한다. 기존에 저작도구에 관한 연구가 공학적 측면과 산업적 측면만으로 보는 경향이 많았는데, 이 논문을 통해서 인문학적 측면에서 사회/문화적 특징과 학술적인 의미를 찾고 교육적 차원에서 어떻게 접근하는 것이 옳은 것인지 조사 한다.