• 제목/요약/키워드: IT Use

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Copyright and Digital Information (저작권자 디지털 정보)

  • Yoon, Sun-Young
    • Journal of Information Management
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    • v.30 no.4
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    • pp.27-38
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    • 1999
  • Information storage and it's usual patterns are digitised within the changes of the social environment to the information center from the library. In this aspect, it examines to use for digital information and a concept of copyright. And it reviews a role as information specialist in the digital era.

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Singular Wuli ‘we’ (단수적 용법의 ‘우리’)

  • 윤재학
    • Language and Information
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    • v.7 no.2
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    • pp.1-30
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    • 2003
  • This paper strives to characterize the singular use of the possessive marker wuli in Korean, frequently interpreted as ‘our’. Focusing on its singular use and plurality, we argue that wuli is no plural form of nay ‘my’, but that it just marks in-group membership. It is shown that the apparent plurality of wuli only arises as a by-product of the in-group membership marking. It is also presented that age and gender are important factors in selecting between wuli and nay.

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The Effect of Chinese Adolescents' Motivation to Use Tiktok on Satisfaction and Continuous Use Intention (중국 청소년의 틱톡(Tiktok) 이용동기가 이용만족도와 지속사용의도에 미치는 영향)

  • Shao, JinHua;Lee, SangKhee
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.107-115
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    • 2020
  • This study verified the motivation to use Tiktok for Chinese teenagers. This paper investigated the influence of adolescents'use motivation on use satisfaction and continuous use intention. In addition, this study was to grasp the relationship between use motivation and sustained use intention as a mediating effect of use satisfaction. The survey was conducted online and offline, 315 adolescents were selected for analysis. For the data, factor analysis, multiple regression analysis, and effect analysis of parameters were conducted using the SPSS 25 program. As a result of the study, information/entertainment pursuit, communication, and self-expression were derived as motivation for use. Among these motivations, information/enterprise pursuit and communication were found to have a significant effect on use satisfaction and continued use intention. In addition, it was confirmed that use satisfaction has a mediating effect on intention to use continuously. But it is found that the self-expression factor handled as reuse intention have no significant influence on the use satisfaction and continuous use intention of Tiktok.

Study on Medical Application of Divination of Six Yinyang-strokes (육효의 의학적 응용)

  • Pyoun Sung Bum;Kang Jung Soo
    • Journal of Physiology & Pathology in Korean Medicine
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    • v.18 no.6
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    • pp.1558-1568
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    • 2004
  • In ancient times, the society was unity of church and state and this social leader took medical treatment, too. As he ruled over a people with a Chinese classic on divination, many oriental doctors have considered that the medicine and a Chinese classic on divination(周易) have same origine, and have used it. The divination of six yinyang-strokes(六爻) must be made up of some established rules, for example, division of fifty sticks(葉蓍法), use of three coins(擲錢法), use of numbering sticks and number of time(時間作卦法). six yinyang-strokes is one trigram. As we divine good or bad luck through investigation of six yinyang-strokes, we can know good or bad luck of patient's diseases and cares. A purpose of divination is called use-spirit(用神), a spirit to weaken use-spirit is called dislike-spirit (忌神), and a spirit to help use-spirit is called pleasure-spirit(喜神). As use-spirit is a state of disease in divination of disease and patient, use-spirit is patient and dislike-spirit is disease. If supports of use-spirit are more than supports of dislike, it's good luck, but if not, it's bad luck. As use-spirit is a prognosis of disease in divination of care, use-spirit is patient, dislike-spirit is a state of disease, and pleasure-spirit are medicine and doctor. we inspect condition of patient with good or bad luck of use-spirit, state of disease with good or bad luck of dislike-spirit, and medicine with good or bad luck of pleasure-spirit. Finally, we take a bird's-eye-view of the balance of them and decide on course of action.

A study of HTML5 Service Quality on Usage Intention of Smart Learning (HTML5 서비스 품질이 스마트러닝 사용의도에 관한 연구)

  • Roh, Eun-Hee;Lee, Hong-Je;Han, Kyeong-Seok
    • Journal of Digital Contents Society
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    • v.18 no.5
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    • pp.869-879
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    • 2017
  • This study identifies the effects of HTML5 service quality on the use intention of smart learning and present the policy implications through empirical studies. This study select assurance, reliability, tangibles, responsiveness, empathy as independent variables of HTML5 service quality and also select perceived usefulness, degree of perceived ease of use as parameters and select use intention of smart learning as dependent variables. The control variables such as learning devices, service, learning place, use age, use times are adapted. As a result of analysis by applying the structural equation model, it was estimated that the reliability of HTML5 service quality, tangibles affect negatively on perceived ease of use, but reliability, assurance, tangibles, empathy, responsiveness of HTML5 service affect positive impacts on perceived usefulness, and also certainty, empathy, responsiveness was identified as positive impacts on the perceived ease of use. It was proven that perceived ease of use effect positive on the perceived usefulness and also usefulness or ease to use have positive effects on the usage intention of users.

An Empirical Study of Intention of Usage of Health Information on the Internet: Comparison by Gender (인터넷에서 건강정보 이용의도에 대한 실증 연구: 성별에 따른 비교)

  • Lim, Se-Hun;Lee, Sung-Ho;Kim, Dae-Kil
    • Journal of Information Technology Services
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    • v.10 no.3
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    • pp.77-94
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    • 2011
  • Since the general quality of life has been improving, people have become interested in "well-being." The widespread acceptance of the importance of "well-being" to quality of life has encouraged people to take more interest in getting health information online when they need it. Expansive use of online health information suggests that individual characteristics (i.e., gender and other traits), Website features, and perceived trust are related to the primary concern for many online health information consumers. This study examines whether familiarity, perceived security, and reputation of health information on various Websites influence the relationship of trust and intention to use by gender. These research results will contribute to the adoption of online health information by gender and, moreover, will provide companies with an understanding of key characteristics of consumers who use emoticons and provide useful implications for marketing strategies to current and future consumers.

The Influence Factors on Usage and Performance of Group Support System (GSS 사용과 성과 요인 : TAM, TTF, 조직구조화이론(AST) 혼합모형)

  • Kang, So-Ra;Yang, Hee-Dong;Park, Hyun-Yoe
    • Journal of Information Technology Services
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    • v.7 no.1
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    • pp.63-87
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    • 2008
  • This study investigates the effects of individual and group level factors on the use of GSS (Group Support System) and task performance from GSS use. GSS facilitates the group work, so that GSS adoption is not necessarily influenced only by individual perceptions on information systems as TAM insists. Adaptive Structuration. Theory (AST) joins with TAM in our study to explain the adoption and success from GSS use. AST contends that the success of IS is not necessarily the technical fit between tasks and technology, instead the political outcome among user socializations. We found that collected data from 303 individual IT staffs in a national bank. Our results demonstrate that traditional theories on TAM (Technology Acceptance Model) need to be refined, when considering the TTF(task-technology fit). TTF render high influences on PU(perceived usefulness). PEU(perceived ease of use) and FOA(faithfulness on appropriation). And FOA influences highly on our dependent variable. Implications and directions for future research are discussed.

Software Effort Estimation based on Use Case Transaction (유스케이스 트랜잭션 기반의 소프트웨어 공수 예측 기법)

  • Lee, Sun-Kyung;Kang, Dong-Won;Bae, Doo-Hwan
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.5
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    • pp.566-570
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    • 2010
  • Use Case Point(UCP) is a measure of a software project size for software effort estimation based on use case. UCP measures the size of the software project based on the use case model. Because UCP is based on the use case model, it is intuitive and easy to obtain. Also, it does not require extra artifacts. On the other hand, UCP has some problems. UCP assumes every transaction has the same complexity. But, the number of operations and complexity of operations may affect complexity of transaction. In addition, UCP uses simple rating scale of complexity, but it may be inadequate for detailed estimates. To solve these problems, we suggest "Transaction Point(TP)", a size measure based on use case transaction. TP considers actors and operations in transaction. Complexity of transaction is based on the number of operations and complexity of operation, so it can support detailed estimation.

An Investigation of Factors Affecting Consumer Intention to Use Branded App : Focused on Technology Acceptance Model(TAM) (브랜드앱(Branded App)의 사용의도에 영향을 미치는 요인에 관한 연구 : 기술수용 모델(TAM)을 중심으로)

  • Jang, Sunghyun;Lee, Jungki
    • Journal of Information Technology Services
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    • v.13 no.3
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    • pp.51-76
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    • 2014
  • As the smart phone devices gain popularity, companies no longer consider mobile application marketing as an auxiliary marketing tactic. The branded mobile application (branded app) becomes an important part of marketing strategies. This study is an attempt to investigate antecedents of the use intention of the branded app from the perspective of TAM (Technology Acceptance Model). This study takes a macro perspective in explaining the adoption process by incorporating a set of new, yet promising additional variables into the TAM model such as flow experience, benefits, innovation inclination, and customization features. Data were collected by using a survey research. A total of 270 responses were collected. Questionnaires from 25 individuals were removed from the data set due to the insincere responses, leaving the final sample size of 245. Findings support all but one hypotheses of the study. Both perceived utilitarian benefits and customization features of the branded app were found to have positive influences on the perceived usefulness of the branded app. Also, the innovation inclination and perceived entertainment of branded app users showed positive influences on the perceived ease of use of branded app. In addition, it was shown that the perceived usefulness about the use of the branded app influenced positively the flow experience and the users' attitudes toward branded app. Also, the ease of use perceived by branded app users had positive influences on the perceived usefulness and the user's attitude toward branded app. However, the ease of use of branded app did not have a significant influence on the flow experience among users. Moreover, the flow experience from the use of branded app users influenced positively the user's attitude toward branded app. Finally, the users' attitudes toward branded app had positive influences on their intention to use the branded app. Implications for practitioners and academicians are provided.

The Effects of Immersion and Self-efficacy on Continuous Usage Intention of Realistic Media (몰입감과 자기 효능감이 실감 미디어의 지속적 활용의도에 미치는 영향)

  • Taeha, Kim;Chanhi, Park;Jong Hyun, Wi;Hoon S., Cha
    • Journal of Information Technology Services
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    • v.21 no.6
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    • pp.1-19
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    • 2022
  • This study empirically analyzed the effects of immersion and self-efficacy on the intention to continuously use realistic media. To this end, we used an extended technology acceptance model that includes not only the perceived ease of use and usefulness, but also the perceived joy as important factors. We collected data from 595 participants through an online questionnaire survey and tested the research model using a covariance-based SEM. As a result, we found that a user's immersion significantly increased perceived usefulness, ease of use, and joy of realistic media; and self-efficacy increased perceived usefulness and ease of use. Although the effect of perceived usefulness was relatively stronger than that of perceived joy, we found that the effect of perceived joy on the intention to use was also quite large. The effect of perceived ease of use on intention to use was found to be completely mediated by perceived usefulness and joy. In addition, the differences according to the types of media were tested by comparing two groups: augmented reality and virtual reality. The effects of perceived ease, usefulness, and joy on the intention to use were very similar regardless of the type of immersive media. However, it was found that self-efficacy increases usefulness only in augmented reality. Based on our findings, we have discussed the implications of our study, as well as the scope for future research.