• Title/Summary/Keyword: Influential users

Search Result 169, Processing Time 0.028 seconds

An Analysis on Consumer Characteristics and Determinants to Goods Purchase Decisions According to Consumer Characteristics in Cable TV Home-Shopping (Cable TV 홈쇼핑 이용 소비자의 특성 및 소비자 특성별 상품구매 결정요인 분석)

  • 김영숙;심미영
    • Journal of the Korean Home Economics Association
    • /
    • v.40 no.4
    • /
    • pp.85-103
    • /
    • 2002
  • The purpose of this study is to examine determinant to purchase decisions by consumers using the home shopping of cable TV. For the purpose accomplishment, this researcher surveyed demographic characteristics of cable TV users to determine what differences in types of goods purchased by the users were made in accordance with the characteristics. Findings from the study may be reflected in bisiness policies seeking the fulfillment of consumer needs, and be used as a basic information for the establishment of consumer policies pursuing increased qualities of consumption life by providing information on goods shown through the of home shopping on cable TV. The result of the study can be summarized as follow. First, purchased goods were greatly different in their types depending on demographic characteristics of consumers such as gender, marital status, age, educational backgrounds, income and jobs. Second, experiential characteristics of cable TV users including holding or non-holding credit cards, main channels used, the main time of watching cable TV and purchase frequency per year contributed to differences in types of purchased goods. Third, factors influencing purchase decisions were somewhat different according to types of goods. However, previous purchase experiences were most influential irrespective of the types. The result as described so far suggests that previous purchase experiences by consumers raised their chances of repurchase by removing possible risks perceived by consumers. Based on the result as above, the researcher would make the following conclusion. First. companies operating the of home shopping on cable TV should increase satisfaction by consumers by providing reliable goods and information to them. In this sense, those companies need to establish marketing strategies that vary according to demographic characteristics of consumers and at the same time provide product information necessary for fulfilling consumers' requirements. Second, consumers should be moderate in the use of credit cards to avoid unplanned purchases via home shopping on cable TV and have some knowledge to solve problems related to goods and to the use of credit cards.

An Analysis on Structural Relationship between CRS Technology Acceptance and Reuse Intention - Targeting Employees for Domestic Airlines - (CRS 기술수용과 재이용의도의 구조적 관계분석)

  • Lee, Sun-Mee;Hwang, Hee-Joong
    • Journal of the Korean Society for Aviation and Aeronautics
    • /
    • v.19 no.2
    • /
    • pp.29-30
    • /
    • 2011
  • The purpose of this study is to closely examine relationship of the system re-use intention depending on CRS technology acceptance. Accordingly, questionnaire was widely distributed to 160 CRS users by convenient sampling targeting people in charge of task among employees for airlines and travel agencies, who are working-level staffs for CRS. Among these things, totally 142 valid materials were used in analysis. The analytical data processing was utilized SPSSWIN VER 18.0 and AMOS 18.0. The findings can be summarized as follows. Influential variables in CRS technology acceptance had significant influence upon the perceived ease use, the perceived usability, and the re-use intention. Also, the significant positive(+) influence was revealed to be had upon the perceived usability by the perceived ease use and upon the re-use intention by the perceived usability and ease use.

A Study on Factors Influencing the Usage Level and Performance of EDI (EDI 활용수준 및 성과에 영향을 미치는 요인에 관한 연구)

  • Noh, Young;Chung, Yoon
    • Asia pacific journal of information systems
    • /
    • v.11 no.3
    • /
    • pp.105-126
    • /
    • 2001
  • The objective of research is to find out exogenous variables that influence the usage and performance EDI in the Korea firms. Specifically the goals of this research are; (1) to examine relationships between exogenous variables, such as management, technology, inter-firm relationship characteristics, and EDI performance, and (2) to measure EDI volume, EDI diversity, EDI depth among Korea firms. The questionnaire consists of two versions; One for the EDI system managers and the other for the EDI users. The analysis of this study is designed as cross level to examine the causal relationship among variables in different analysis level. The reliability and validity of data was tested by explanatory factor analysis, Cronbach's alpha coefficient, confirmatory factor analysis, and correlation analysis. Also, the structural equation model(SEM) analysis was performed to test the usefulness of the model. The analysis results revealed that education level, IS growth, trust, support, power are major influential variables on the usage level and performance of EDI. Especially, persuasive power turned out to be more important than coercive power, and technical financial support from organizations was also found to be a significant variables.

  • PDF

The Size of Crowd Pressure According to Number of Persons (가력 인원수에 따른 군중하중의 크기에 관한 실험적 연구)

  • Kim, Jin-Sik;Shin, Yun-Ho;Choi, Soo-Kyung
    • Proceedings of the Korean Institute of Building Construction Conference
    • /
    • 2016.05a
    • /
    • pp.93-94
    • /
    • 2016
  • The resistance of crowd pressure is an important performance to be influential on safety of facility users among performances required for light weight walls of public facilities. This study has empirically evaluated the estimation of size of crowd pressure to be applied to a wall of structure. For the load analysis test, the force plate with stiffness of 28 kN/cm was designed and manufactured. For inspectors, 15 males in the age of 20s were selected. The action of putting load was set as instantaneous push of plate and continuous push. As the load was increased linearly from the weight of inspector, the size of load was indicated as the load ratio. In case of instantaneous force, about 1.18 times the weight of pushing personnel was acted as a load. In case of continuous push, about 0.80 times the weight of pushing personnel was acted as a load.

  • PDF

An Analysis on Technology Acceptance of Ubiquitous Banking Service

  • Kim, Min-Cheol;Ha, Tai-Hyun
    • Journal of Digital Convergence
    • /
    • v.9 no.1
    • /
    • pp.51-59
    • /
    • 2011
  • The objective of this paper is to identify factors influencing intention to use ubiquitous banking service focusing on potential users using a regression model. Through this, providers of ubiquitous banking services can get an idea of future development, including marketing strategy through the results of this analysis. This paper proposes that perceived usefulness is the most important factor influencing the uptake of ubiquitous service. Also in addition, ANOVA test shows that higher education level of the user can lead to the higher intention to use an ubiquitous banking service. In this study, we set up a model by using the most basic factor among influential factors presented in previous studies as an independent variable. However, other research variables which affect acceptance of ubiquitous service should be considered by thinking more diversely.

Research on the Short-term Memory Effects on VR Tour Games

  • Sui, Qiao;Cho, Dong-Min
    • Journal of Korea Multimedia Society
    • /
    • v.24 no.7
    • /
    • pp.922-932
    • /
    • 2021
  • This thesis mainly studies the impact of short-term memory in VR tour games on users. The thesis is based on VR tour games and short-term memory, using the literature research method, the practical research method, and the investigation method. First, the author designs and makes VR tour games on the Beijing-Hangzhou Grand Canal, and then conducts a questionnaire survey and designs a control experiment. The experiment explores the differences of the short-term memory level of individuals between the normal environment and the VR tour game environment. It verifies whether the influential hypothesis proposed by the research is correct. Research conclusions show that: VR tour games have an impact on short-term memory. Compared with the normal environment, the subjects have better performance in the VR tour game mode and can maintain a high short-term memory level for a longer time. Its conclusions should promote the cultural propaganda of scenic spots and provide theoretical support for tourists' short-term memory of scenic spots culture.

Research on the Open World System of Metaverse Content <Ready Player One>

  • JungWoo Lee;Jeanhun Chung
    • International Journal of Advanced Culture Technology
    • /
    • v.11 no.4
    • /
    • pp.322-327
    • /
    • 2023
  • Recent advances in augmented reality (AR) and virtual reality (VR) technologies have led to a significant increase in metaverse platforms. Metaverses are setting a new direction for the digital world. This paper examines the phenomenon of virtual worlds that are becoming an issue these days, focusing on [Ready Player One]. One of the common features of the metaverse platform in [Ready Player One] and the platforms currently in use is the concept of open world. This is a feature that goes beyond simply moving around in a virtual world and allows users to freely reset, participate in, and control the environment. This innovative concept is a hallmark of metaverse platforms, and it is becoming increasingly important and influential. Through this study, we focused on the [open world system] of the platform in the movie and the modern metaverse platform, and suggested and studied how the scalability of the metaverse will present a turning point in the future.

Haptic-based Music Experience Technology Trends for the Hearing Impaired (청각장애인을 위한 햅틱 기반 음악 실감 기술 동향)

  • Y.M. Song;S.Y. Shin;C.Y. Jeong;M.S. Kim
    • Electronics and Telecommunications Trends
    • /
    • v.39 no.1
    • /
    • pp.74-82
    • /
    • 2024
  • Music is a means of emotional expression and self-expression. In addition, it allows to interact with others and communicate with the world. Music may be considered as inaccessible for people with hearing impairment, who are sometimes discriminated from the music community. We explore trends in various technologies and research that enable everyone to access and enjoy music through experiences that leverage new and innovative technological approaches and bridge the gap between people with and without hearing impairment. Various aspects of haptic systems are being studied, but most of them are performance-oriented and focus only on technical functions. As research matures, more detailed and new studies that converge with various senses are being attempted. These studies will likely evolve into influential research areas that can positively affect the lives of people in terms of accessibility and inclusion by providing detailed functions and stimuli to specific users, including those with hearing impairment.

An Analysis of the Roles of Experience in Information System Continuance (정보시스템의 지속적 사용에서 경험의 역할에 대한 분석)

  • Lee, Woong-Kyu
    • Asia pacific journal of information systems
    • /
    • v.21 no.4
    • /
    • pp.45-62
    • /
    • 2011
  • The notion of information systems (IS) continuance has recently emerged as one of the most important research issues in the field of IS. A great deal of research has been conducted thus far on the basis of theories adapted from various disciplines including consumer behaviors and social psychology, in addition to theories regarding information technology (IT) acceptance. This previous body of knowledge provides a robust research framework that can already account for the determination of IS continuance; however, this research points to other, thus-far-unelucidated determinant factors such as habit, which were not included in traditional IT acceptance frameworks, and also re-emphasizes the importance of emotion-related constructs such as satisfaction in addition to conscious intention with rational beliefs such as usefulness. Experiences should also be considered one of the most important factors determining the characteristics of information system (IS) continuance and the features distinct from those determining IS acceptance, because more experienced users may have more opportunities for IS use, which would allow them more frequent use than would be available to less experienced or non-experienced users. Interestingly, experience has dual features that may contradictorily influence IS use. On one hand, attitudes predicated on direct experience have been shown to predict behavior better than attitudes from indirect experience or without experience; as more information is available, direct experience may render IS use a more salient behavior, and may also make IS use more accessible via memory. Therefore, experience may serve to intensify the relationship between IS use and conscious intention with evaluations, On the other hand, experience may culminate in the formation of habits: greater experience may also imply more frequent performance of the behavior, which may lead to the formation of habits, Hence, like experience, users' activation of an IS may be more dependent on habit-that is, unconscious automatic use without deliberation regarding the IS-and less dependent on conscious intentions, Furthermore, experiences can provide basic information necessary for satisfaction with the use of a specific IS, thus spurring the formation of both conscious intentions and unconscious habits, Whereas IT adoption Is a one-time decision, IS continuance may be a series of users' decisions and evaluations based on satisfaction with IS use. Moreover. habits also cannot be formed without satisfaction, even when a behavior is carried out repeatedly. Thus, experiences also play a critical role in satisfaction, as satisfaction is the consequence of direct experiences of actual behaviors. In particular, emotional experiences such as enjoyment can become as influential on IS use as are utilitarian experiences such as usefulness; this is especially true in light of the modern increase in membership-based hedonic systems - including online games, web-based social network services (SNS), blogs, and portals-all of which attempt to provide users with self-fulfilling value. Therefore, in order to understand more clearly the role of experiences in IS continuance, analysis must be conducted under a research framework that includes intentions, habits, and satisfaction, as experience may not only have duration-based moderating effects on the relationship between both intention and habit and the activation of IS use, but may also have content-based positive effects on satisfaction. This is consistent with the basic assumptions regarding the determining factors in IS continuance as suggested by Oritz de Guinea and Markus: consciousness, emotion, and habit. The principal objective of this study was to explore and assess the effects of experiences in IS continuance, with special consideration given to conscious intentions and unconscious habits, as well as satisfaction. IN service of this goal, along with a review of the relevant literature regarding the effects of experiences and habit on continuous IS use, this study suggested a research model that represents the roles of experience: its moderating role in the relationships of IS continuance with both conscious intention and unconscious habit, and its antecedent role in the development of satisfaction. For the validation of this research model. Korean university student users of 'Cyworld', one of the most influential social network services in South Korea, were surveyed, and the data were analyzed via partial least square (PLS) analysis to assess the implications of this study. In result most hypotheses in our research model were statistically supported with the exception of one. Although one hypothesis was not supported, the study's findings provide us with some important implications. First the role of experience in IS continuance differs from its role in IS acceptance. Second, the use of IS was explained by the dynamic balance between habit and intention. Third, the importance of satisfaction was confirmed from the perspective of IS continuance with experience.

Effect of PDA Guide Service on Users' Involvement, Satisfaction, and Reuse Intention -Focused on PDA Guide Service in Gyeongbokgung- (PDA를 활용한 안내서비스가 이용객의 몰입, 만족 및 재이용의도에 미치는 영향 -경복궁의 PDA안내서비스를 중심으로-)

  • Kim, Ju-Yeon;Lee, Min-Jae;Ahn, Kyung-Mo
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.3
    • /
    • pp.373-381
    • /
    • 2012
  • Due to IT(information technology) development, various ITs have been applied to tourism. Since June 2010, PDA guide service was launched in Kyungbok palace. This study tried to find how effectively the service is operated by comparing flow, satisfaction and reuse intention of PDA users with those of who have received guide service by professional interpreter. The result indicates that those who have received professional interpretation showed to be more involved, satisfied and have more intention to reuse. The paper explored the composing factors of PDA guide service, which are 'interpretation', 'design', 'ease of use', and 'stability of operation'. Among these factors, interpretation was analyzed to be only factor what affects users' involvement and also most influential attribute explaining users' satisfaction and reuse intention. 'Interpretation', 'stability' and 'ease of use' are shown to have impact on satisfaction, while 'interpretation' and 'stability' have significant effect on users' reuse intention of PDA guide service. The operational implications from these results are suggested.