• Title/Summary/Keyword: IS Continuance Theory

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An Empirical Study of the Factors Influencing the Task Performances of SaaS Users

  • Park, Sung Bum;Lee, Sangwon;Chae, Seong Wook;Zo, Hangjung
    • Asia pacific journal of information systems
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    • v.25 no.2
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    • pp.265-288
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    • 2015
  • IT convergence services, as the main stream of the digital age, are currently on their way to include the concept of Software as a Service (SaaS), where IT products and services are integrated as one. In particular, the recently introduced web-service-based SaaS is expected to be a more developed SaaS model. This new model provides greater influence on clients' job performances than its previous models, such as application service providers and the web-native phase. However, the effects of technology maturity on task performance have been overlooked in adoption and performance studies. Accordingly, this study introduces SaaS technology maturity as the exogenous technological characteristic influencing job performance. This study also examines the relationships among various SaaS-related performances according to the different levels of SaaS maturity. Results suggest that applying innovative technologies (such as SaaS), particularly when the technology reaches a certain level of maturity, is more helpful for managers in improving task-technology fit and job performance. This study makes an academic contribution by establishing and validating a performance model empirically with SaaS technology maturity perspectives.

A Study on the continuance of illogical thought in the process of creative thinking (창조적 발상과정에 있어서 비논리적사고의 지속에 관한 연구)

  • 오근재
    • Archives of design research
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    • v.13 no.1
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    • pp.237-245
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    • 2000
  • The designer get through a doorstep of ideation to obtain a design concept, which consequently achieves the successful design. However, the ideation with creativeness may not always be given as much as an effort is made. It is readily recognized as the ideation released is naturally limited to a resonable and logical frame structure. Conversely, the successful ideation can be obtained through illogical thought given in a while. The thinking method suggested in effect preview can thus satisfy the demand of lateral thinking, which can lead to the creativeness as a thinking model as well as amenably advertising concept in a final step of advertising plan. Finally, it is concluded that from the brain function theory, the unique role of each side of brain can not practically influence on an art work performance successfully achieved.

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Research on Georges Schwizgebel's "The Subject of Picture" - Focus on Deleuze's Frame Theory and Sensibility Theory - (조르주 슈비츠게벨의 "회화의 주체" 작품연구 - 들뢰즈의 감각이론과 프레임이론을 중심으로 -)

  • Jeong, Dong-Hee;Kim, Jae-Woong
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.102-109
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    • 2007
  • This is an analysis study about the pictorial frame of Georges Schwizgebel's animation "The Subject of Picture", focusing on Deleuze's frame theory. First of all, the shapes in the frame of the animation is the representation of the tactile sensation from the erased vestiges of the characters. It shows the metamorphosis of the erased vestiges of the shapes by Deleuze's sensibility theory. Besides, the layout of the animation's background has similar property with the aplat which was mentioned by Deleuze. It means that the background of the animation correspond to the aplat which is other boundary different from reality, and the character which has the minimum embodiment about the object makes the shape newly through the distortion of the shape. Secondly, as the problem of frames in terms of the continuity of time, the meaning in Schwizgebel's animation is created by the relation between each frame. It means that the depiction of the shape itself by the composition between each frame is composed of the frame. Eventually, Schwizgebel's work is the animation which has the characteristic of the modem cinema and is the crystal depiction that deviates from rules and logics of the object which was mentioned by Deleuze.

The Impact of Learning Motivation on Continuous Use in the Mobile Game - Focusing on Chinese Mobile Game

  • Chen, Xueying;chang, Byenghee
    • International Journal of Contents
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    • v.16 no.2
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    • pp.78-91
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    • 2020
  • In this study, an investigation was conducted into the influencing factors for the learning motivation of players in the game, including experience, vicarious experience, the need of achievement, the need of power, and mastery motivation. Then, a discussion was conducted regarding the role played by learning motivation, learning performance, and satisfaction with continuous use. A survey was conducted with 519 players, most at the intermediate gaming level in . As demonstrated by the results of this study, experience, vicarious experience, the need of power, and the mastery of motivation have significant positive association with the players' motivation of learning the game. Learning performance and satisfaction have a positive impact on the continuity of use. Additionally, the correlation between the need of achievement and learning motivation is insignificant. Overall, the research results confirm the significance of the social-cognitive theory relative to the learning motivation. Players began to transform, satisfied with their achievements in the game, as well as gradually evolving toward self-improvement to achieve satisfaction. It offers a new explanation and crucial reference for mastering the gaming trend among the contemporary players.

Understanding the Continuance Intention of Knowledge Contribution in Q&A Virtual Communities: Focused on Moderating Effect of Personal Involvement (Q&A 가상 커뮤니티에서 지속적인 지식 기여에 영향을 미치는 요인: 개인적 관여도의 조절효과를 중심으로)

  • Zhao, Li;Jung, Chul-Ho
    • Journal of Information Technology Applications and Management
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    • v.28 no.6
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    • pp.117-132
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    • 2021
  • Based on the core value of the Q&A community, the contribution of knowledge and information has a great impact on users' community evaluation. As a small social group, the relationships and interactions among community members are quickly formed through information technology. As such, the cognitive evaluation of the relationship between community members will have an impact on the intention of information contribution. This research builds on the previous research based on the social exchange theory and establishes a dual model of swift guanxi in examining the relationship between guanxi and continuous knowledge contribution. In the current study, 305 survey questionnaires were used and 249 valid questionnaires were used for analysis. The analysis results are as follows: First, information support has a positive impact on dedication-based swift guanxi. While hypothesis between information support and constraint-based swift guanxi was not be supported. Second, emotional support has a positive impact on the formation of swift guanxi from a dual perspective. Third, the swift guanxi from the dual perspective has a positive impact on the intention of continuous knowledge contribution. Finally, although personal involvement has an adjustment effect, it is a downward adjustment effect, hypotheses are not supported. The current study offers theoretical and practical implications in field of knowledge management, specifically knowledge contribution in the virtual community.

A Search on building process of Trust in voluntary association in the community - A Subject of Expanding of Social Welfare Services - (지역사회 자발적 결사체의 신뢰형성 탐색 - 사회복지서비스 확대 시대의 과제 -)

  • Choi, Jong Hyug;Yu, Young Ju;Kim, Hyo Jung
    • Korean Journal of Social Welfare Studies
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    • v.41 no.3
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    • pp.135-162
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    • 2010
  • The Purpose of this study is to get basic material about voluntary association in local community and its utilization. In order to achieve the purpose of this study, it was considered that trust of social capital plays a leading part in voluntary association to maintain or strengthen its role and activities. For this reason we attempt to find the process of trust building in voluntary association. The revised ground theory that is complementary weaknesses of ground theory is used in this study and in 11months, four times researches have investigated. As a result, it was analyzed that the structure of building trust can be categorized into three structure, building up relationship, dynamic interaction and structural stabilization in voluntary association. In the space that is structured spatially and temporal, role, activity, accomplishment, attitude, conflict and environment acted as basic attributes. These attributes can be found in every building process of trust and influence on continuance and growth of voluntary association. The fact that this study offers in-depth understanding of voluntary association and empirical directivity regarding the community welfare services is of great significant.

A Study on the Effect of Mobile Social Network Game Characteristics in Service Recovery - Focused on Kakaotalk Platform Game (모바일 소셜 네트워크 게임 특성이 서비스 회복에 미치는 영향에 관한 연구 : 카카오톡 플랫폼 기반 게임을 중심으로)

  • Kang, Moon-Young;Chi, Yong-Shou;Han, Kyeong-Seok
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.171-184
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    • 2015
  • Looking at the existing game-related research, innumerable researches such as game acceptance, user satisfaction, continuance intention, wold-of-mouse intention have been carried out. However, there was no cases that applying the concept of service recovery in game researches. The purpose of this study is to evaluate the impact on the characteristic of the mobile social network game that based on domestic mobile social network game platform which focusing on KakaoTalk games on the service recovery. In addition, the study analyzed the characteristic factors of mobile social network game on the basis of Organizational Equity Theory and Innovation Diffusion Theory to identified the causal relationship between those factors and service recovery. As a result, except the independent variable-compatibility, all of the characteristics factors of mobile social network game showed direct or indirect effects on service recovery. The results of this study are expected as a reference for presenting a new business model, reducing risk factors and enriching the related research of the gaming industry.

A Comparative Study on the Factors Affecting SNS Switching Intention among College Students in South Korea and China (SNS 전환의도에 영향을 미치는 요인에 관한 비교연구: 한·중 대학생을 중심으로)

  • Gong, ShaSha;Jin, HaiYan;Hwang, HaSung
    • Journal of Internet Computing and Services
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    • v.18 no.5
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    • pp.95-102
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    • 2017
  • With the development and popularization of Internet, the competition of SNS market is now getting fiercer and fiercer. SNS service providers need to keep updating their service to sustain their customers' continuance use. However, due to the homogenization of functions and services from different applications provided by different developers, there comes a new phenomenon that users shift from one SNS to another SNS. In line with this, the current study aims to explore factors affecting switching intention among SNS users by applying migration theory which explains people's migration behavior from one place to another. Findings from surveys of Korean and Chinese college students suggest that there was a difference of factors influencing switching intention among the two countries. For Korean college students, alternative attraction was the strongest factor leading to SNS switching intention. On the other hand, peer pressure was the strongest factor leading to SNS switching intention among Chinese college students.

A Study on the Meaning of Myth and Sign in the Matter of Cultural Modernization of Architecture - focused on the thinking of Ernst Cassirer and Charles Sanders Peirce - (건축의 문화적 현대화에 있어 신화와 기호의 의미에 관한 연구 -철학가 카시러와 기호학자 퍼스의 사유방식을 중심으로-)

  • Byun, Tae-Ho
    • Journal of architectural history
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    • v.12 no.4 s.36
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    • pp.49-62
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    • 2003
  • Vesely explains, the main source of our confusion and nihilism comes most probably from the ambiguous relationship between modem architecture, technology and aesthetics. Also, to overcome such crucial problems, many theorists recently emphasize to take part in cultural civilization and to preserve creative genes of great culture that is based on our interpretation of 'ethical and mythical nucleus of mankind,' rather than in technical modernization that constitutes a sort of subtle destruction of mytho-ethical nucleus of a society. They for architecture also strongly stress on a mythopoetic imagination and an ontological construction of building, which could make a form symbolic and mythical rather than mathematical and aesthetic representation. On this point, 'myth' becomes a vital idea for constructing and construing architectural form and space. And it is also one of the essential concepts to understand both the motive power of cultural continuation of place and the meaning of architecture. Nevertheless, its meaning and the citation of word in architectural essay are still obscure. It might be because the original concept of myth not only has been lain in the matter of philosophical contemplation. Thus, the intention of the research is focused on lightening the meaning of myth in architectural term. Especially, it is, first, concentrated on interpreting philosopher Ernst Cassirer's reflections which were written in order to emphasize the importance of 'mythical consciousness' for the world's cultural civilization. And, the second, it will continue to interpret the myth as a sign within the semiotic concept of Charles Sanders Peirce, and further to emphasis the significance of mythic signs for the continuance of artistic and cultural idea including architecture. The contents of the paper is not that of architectural planning and design methodology, rather architectural philosophy and epistemology. Nevertheless, in regard to architecture, the research will, against today's un-discriminated use of symbolic motifs and instrumental representation of form, suggest a concrete architectural and aesthetic theory of myth and sign, especially of the relationship between the idea of semiology and the function of cultural continuity.

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A Study on Gender Difference in Antecedents of Trust and Continuance Intention to Purchase Voice Speakers

  • Youness EL Mezzi;Nicole Agnieszka Rydz;Kyung Jin Cha
    • Asia pacific journal of information systems
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    • v.30 no.3
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    • pp.614-635
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    • 2020
  • This study aims at understanding gender difference in trust and the related factors affecting the intention to purchase voice speakers VS. VS are one of the innovations that are emerging at a fast pace in the market. Although it seems to be widely embraced by both genders, people do not intend to use them in some cases due to a lack of trust and the rumors circling these types of technologies. Nevertheless, there are particular barriers to the acceptance of VS technology between females and males due to unfamiliarity with the effective components of such technologies. Therefore, assuming that increasing the knowledge-based familiarity with an effective technique is essential for accepting it. So far, only little is known about VS and its concepts to increase the familiarity and, as a consequence, the acceptance of effective technology. Technology adoption in gender has been studied for many years, and there are many general models in the literature describing it. However, having more customized models for emerging technologies upon their features seems necessary. This study is based on Theory of Reasoned Action and trust-based acceptance which provides a background for understanding the relationships between beliefs, attitude, intentions, and subject norms and how it's affecting gender trust in VS. The statistical analysis results indicate that perceived system quality and perceived interaction quality have stronger influences on trust for males, while privacy concern and emotional trust have stronger influences on trust for females with the intention of purchase for both genders. Our study can be beneficial for future research in the areas of Perceived risk and Perceived utility and behavioral intention to use and human-technology interaction and psychology.