• 제목/요약/키워드: Internet Use Motivation

검색결과 105건 처리시간 0.028초

Factors Influencing New Media Subscription Based on Multigroup Analysis of IPTV and DCTV

  • Kang, Sang-Ug;Park, Seungbum;Lee, Sangwon
    • ETRI Journal
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    • 제36권6호
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    • pp.1041-1050
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    • 2014
  • As the Internet Protocol TV (IPTV) service enters the broadcasting market, the competition intensifies. This paper explains the factors influencing new media subscription and their influential differences on IPTV and digital cable TV (DCTV). We use the information systems success model and gratification opportunity theory to develop our research model. We sample 621 people and collect their responses through web-based measuring software. Structural model analysis shows that the willingness to subscribe to a new broadcasting medium is influenced by three characteristics of the medium: media richness, interactivity, and video quality. Multigroup analysis reveals that motivation to use a medium partially differs between IPTV and DCTV. This research concludes that the IPTV service is not attractive enough to act as a substitute for the already existing DCTV. In addition, for the IPTV service to proliferate, its business model should be promoted with new and differentiated revenue structures and services. The managerial implications in this study help new media businesses set business goals and product functionality, and allocate resources for the continued diffusion of IPTV.

인터넷 의료 애플리케이션 사용 행위에 영향을 미치는 요소에 관한 연구 (A Study on the Factors Affecting User Behavior of Internet Medical Apps)

  • 한소;이홍;김형우
    • 스마트미디어저널
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    • 제9권4호
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    • pp.81-90
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    • 2020
  • 최근 중국의 경제발전과 소득수준의 향상으로 과거에 비해 질 좋은 의료서비스에 대한 욕구가 높아지고 있다. 이러한 욕구를 충족시키기 위한 대안으로 스마트 폰을 활용한 다양한 애플리케이션이 개발되고 있다. 특히, 2019년 12월 발생한 COVID-19의 전 세계적인 확산으로 인하여 그 관심은 비대면 원격의료 서비스로 확대되고 있다. 본 연구에서는 중국 내 상위 3개의 모바일 의료 애플리케이션을 대상으로 총 200명을 대상으로 설문조사를 실시하였으며, 그 중 의료 애플리케이션을 실제로 사용해 본 120명의 데이터를 벤카테시(Venkatesh)의 UTAUT2 이론을 기반으로 사용자의 사용의도와 사용행위에 영향을 미치는 요인에 대한 연구를 실시하였다. 본 연구의 연구 결과는 다음과 같다. 첫째, 인터렉티브화 특성, 노력기대, 가격가치, 프라이버시 관심도, 습관, 촉진 조건이 사용자의 사용의도에 긍정적인 영향을 미치는 것으로 밝혀졌다. 둘째, 사용자의 사용의도가 사용행위에 영향을 미치는 것으로 조사되었으며, 습관과 촉진 조건은 사용의도와 사용행위에 모두 영향을 미치는 것으로 밝혀졌다. 셋째, 성별, 연령, 학령, 연간 수입 등의 조절변수가 사용자의 모바일 의료 애플리케이션 사용의도에 영향을 미치지 못한다는 연구결과를 도출했다. 마지막으로 인터넷 등을 사용하는 모바일 기기의 특성상 여러 보안에 취약점들이 존재하며 이로 인해 개인 또는 사회적으로 큰 피해나 파장을 불러올 수 있다. 따라서 중국의 모바일 의료 서비스 발전을 위해 차후 이러한 문제점 등을 보완 총체적이고 심층적인 고찰을 통해 연구모형의 재수립이 필요할 것이다.

자기결정성 요인이 스마트폰 몰입과 만족에 미치는 영향 (An Empirical Study Applying the Self-Determination Factors to Flow and Satisfaction of SmartPhone)

  • 권두순;김진화;유철하;김세준
    • 한국전자거래학회지
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    • 제16권4호
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    • pp.197-220
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    • 2011
  • 스마트폰은 단순히 통신수단의 기기를 넘어 모바일 컨버전스(Mobile Convergence)시대의 전환기로 들어서고 있으며, 휴대기기에 카메라, 게임, 멀티미디어 기능이 부과되고, DMB(Digital Multimedia Broadcasting), 휴대 인터넷 등 새로운 개념의 서비스 도구로 인식되고 있으며, 스마트폰을 이용한 다양하고 새로운 비즈니스 모델 개발에 힘쓰고 있다. 본 연구는 자기결정성 이론에 대한 중요한 변수들의 내재적 동기인 몰입과 만족에 영향을 미치는 요인들에 대한 인과관계를 실증 연구하고자 한다. 지금까지의 스마트폰 연구들은 Flow에 미치는 영향변수에 대한 연구는 미비하였다. 본 연구에서는 내재적 동기에 영향을 주는 요인들을 연구한 자기결정성 이론을 바탕으로, 자기결정성의 요인인 자율성, 유능성, 관계성이 몰입과 만족에 미치는 인과관계를 연구하고자 한다. 위 연구모형을 실증적으로 검증하기 위해 스마트폰을 이용한 경험이 있는 서울 S기업의 직원들을 대상으로 설문조사를 실시하였다. 설문조사를 통해 670부의 표본을 수집하였으며, 요인들 간의 관계를 분석하기 위해 구조방정식모형 분석을 실시하였다. 연구결과, 첫째, 자율성이 몰입에 유의하게 영향을 미치는 것으로 나타났다. 둘째, 유능성은 몰입에 유의하게 영향을 미치는 것으로 나타났다. 셋째, 관계성은 몰입에 유의하게 영향을 미치는 것으로 나타났다. 추가적으로 몰입은 만족에 유의하게 영향을 미치는 것으로 나타났다.

한국청소년의 모유수유 관련 건강교육을 위한 e-정보전략 (Evaluating the Breastfeeding Information Websites for Korean Adolescents)

  • 송용;김애정;이윤수;유태우;강남미
    • 한국식품영양학회지
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    • 제20권4호
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    • pp.487-493
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    • 2007
  • Internet websites are excellent resources for younger people to gain information related to breastfeeding. So in this study, we evaluated the breastfeeding knowledge of university students, as well as the currently available website information on breastfeeding. Among the criteria, the six most important evaluation categories for the breastfeeding information on websites were selected and identified. The study participants completed the modified Williams and Hammer's tool, in order to evaluate their breastfeeding knowledge. An additional tool took into consideration the website breastfeeding information criteria, to evaluate the Korean websites. This 34 item tool was categorized into milk supply, comfort during breastfeeding, health of the baby and mother, social support, presentation of message, and products or financial motivation. Thirty-seven websites related to breastfeeding were evaluated, and the results were then discussed by nursing students. The students in this study were not knowledgeable on breastfeeding management with regard to the expression and storage of breast milk, the prevention and care of sore nipples, or use of breastfeeding aids. The breastfeeding information found on the Korean websites received positive evaluations for milk supply, comfort during breastfeeding, and health of the baby and mother. However, the educational content on social support, the message presentation, and the product areas on websites were rare or required additional information from breastfeeding specialists. In conclusion, based on our empirical survey, we need to design websites and evaluation tools for accurate website information regarding the social and economic benefits of breastfeeding, so that Korean women are better motivated to breastfeed by the information they obtain through the Internet.

경험 및 습관이 신규서비스의 정보보호 행동에 미치는 요인에 대한 연구 - 보호 동기이론과 UTAUT2을 중심으로 (A Study on the Factors of Experience and Habit on Information Security Behavior of New Services - based on PMT and UTAUT2)

  • 이홍제;고형석;노은희;한경석
    • 디지털콘텐츠학회 논문지
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    • 제19권1호
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    • pp.93-102
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    • 2018
  • 본 연구는 지능화된 보안 위협에 인터넷 이용자의 정보보호 행동 요인을 분석하여 정책적 시사점을 제안하고자 한다. 연구 모델은 보호동기이론과 UTAUT2를 기반으로, 인지된 위협, 심각성, 사회적 영향, 자기효능감, 정보보안 제품 이용 경험 및 습관, PC/개인정보보호 행동, 신규 서비스의 정보보호 행동으로 구성 하였고, 인구 통계학적 특성과 인터넷 사용 장소, 유료 보안제품 이용, 침해사고 경험 등을 조절변수로 하여 인터넷 이용자의 보안 행동에 미치는 영향을 분석하였다. 연구 결과는 인지된 심각성, 자기효능감이 보안 제품 이용 경험 및 습관에 높은 영향을 미쳤으며, 경험 및 습관, 자기효능감은 PC/개인정보보호 행동에 높은 영향을 미치고, PC/개인정보보호 행동은 신규 서비스의 보안 행동에 높은 영향을 미치는 것으로 나타났다. 연령, 소득, 유료 보안제품 이용, 침해사고 경험은 인터넷 이용자의 정보보안 행동에 조절효과가 있었다. 본 연구의 결과가 인터넷 이용자의 정보보호 수준 향상을 위한 정책 의사결정에 도움을 줄 것으로 기대한다.

회계정보시스템의 활용에 따른 정보 만족도에 관한 실태분석 (An Empirical Study on the Information Satisfaction by use with Accounting Information System)

  • 박재용
    • 경영과정보연구
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    • 제6권
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    • pp.267-290
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    • 2001
  • Today's firms are experiencing severe competition and lots of change under uncertainty of the future. In order to survive in rapidly changing environment, companies have steadily adopted information technology(IT) environment. The advancement of information technology allows people to access information and knowledge resources without the limitation of time and location through internet. Many organizations have developed their own information systems not only for internal efficiency but also for effectiveness of external customer services. This study is intended to provide a theoretical framework of information and knowledge and their relationship, that the infusion of powerful information networks into business environments is beginning to have a profound a significant difference of the nature between information satisfaction and accounting information system(AIS) in the business activity. This paper is to maximize the efficiency of university libraries human resources management by determining the followings the relationship between the level of information technology implement and the job satisfaction of the librarian, the main factors that affect job satisfaction. Questionnaire was sent to 120 companies from 20 corporations chosen by random sampling and the methods of ANOVA, T-test, and correlation analysis were used. The results of the analysis are as follows; 1) There is a unsignificant difference in the level of information satisfaction by accounting information system and the motivation factor according to the level of implementation of IT. 2) There is a relatively high in a significant difference in information satisfaction by the level of net income. 3) There is high a significant difference is shown in the accounting years while implementing the IT and information satisfaction.

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디지털 헬스 리터러시 개념분석 (Concept Analysis of Digital Health Literacy)

  • 황민화;박연환
    • 근관절건강학회지
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    • 제28권3호
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    • pp.252-262
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    • 2021
  • Purpose: To define the concept of digital health literacy and identify its attributes. Methods: Walker and Avant's approach was employed for concept analysis. Attributes, antecedents, consequences, and the definition of digital health literacy were derived from a review of 28 studies. Results: Digital health literacy was identified to possess the following five attributes: health information seeking, health information processing, health information communication, health-related knowledge translation, and utilizing digital technology. Basic literacy skills, health concerns, motivation to use technology for health information, and access to digital technologies were all antecedents of the concept. The consequences of the concept were health behaviors, patient engagement, health status, and quality of life. Digital health literacy is the ability to seek relevant health information utilizing digital technology to solve health problems and improve quality of life. Furthermore, it refers to the translation of health-related knowledge obtained through health information processing-finding, understanding, and evaluating health information and health information communication-into the context in which individual and social factors interact. Conclusion: This study presented a new definition of digital health literacy that goes beyond existing internet-based eHealth literacy, by incorporating the context of emerging digital technologies. This proposed definition can serve as a foundation for the development of instruments and educational programs to improve individuals' digital health literacy.

Exploring Factors Affecting the Digitization of Blue Economy Micro- Small and Medium Enterprises (MSMEs): Indonesian Context

  • SIHOMBING, Sabrina O.;LAYMAN, Chrisanty V.;HANDOKO, Liza
    • The Journal of Asian Finance, Economics and Business
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    • 제9권10호
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    • pp.129-135
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    • 2022
  • This study aims to identify the factors supporting and inhibiting the digitalization of blue economy MSMEs in Bitung, Indonesia. The literature shows little research on digitalization related to the blue economy in Southeast Asia, especially in Indonesia. This indicates that there is a large research gap related to digitalization and the blue economy in the Indonesian context. Data was collected through the distribution of questionnaires with open-ended questions to blue economy MSMEs. Data was also obtained from in-depth interviews with representatives of Aruna, an Indonesian company that focuses on simplifying the supply chain of fishery products by connecting small-scale fishers to the global market through technology. According to the study's findings, two primary factors-motivation to develop their business and efforts to maintain seller-buyer interaction-support SMEs' use of technology in the blue economy. However, digital literacy and technological infrastructure, such as the internet network, are the two main factors that become obstacles in the effort to digitize MSMEs in the blue economy. The role of the government is also a contingent factor that can strengthen the relationship between factors that support digitization and weaken the relationship between factors that hinder digitalization.

소아청소년의 게임장애와 중독 (Gaming Disorder and Addiction in Children and Adolescents)

  • 이주엽
    • 대한융합한의학회지
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    • 제5권1호
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    • pp.25-44
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    • 2023
  • Objectives: Gaming disorder has been viewed as a disease in the DSM-5 and ICD-11. Its essential symptoms are loss of control over gaming, gaming becoming a markedly prioritized activity over other activities of daily living, and continued and excessive use of gaming despite negative problems occurring. Methods: Children and adolescents are especially vulnerable to gaming disorder because the striatal pathways related to reward develop earlier than the control regions of the prefrontal cortex. It is also associated with decreased dopamine D2 receptors. Addiction is related to 'want' and is explained by incentive-sensitization. In addition, allostasis, in which homeostasis is continuously achieved at a new target value, is also related to gaming disorder. In addition, personality causes, unchangeable factors, and external factors can influence on the onset of gaming disorder. Results: Prevention is the best solution for gaming disorder, and the role of parents is important. For gaming disorder, bupropion is used, cognitive-behavioral therapy and family-based therapy are also beneficial. Herbal medicine treatment such as Antler velvet and ginseng can be effective. Electroacupuncture and acupuncture using PC6, SP6, and LR3 has a correlation with relieving Internet craving. Ear-acupuncture was also effective in treating addiction. Conclusion: Psychologically, 'want' is an intense longing for reward and motivation, and is related to addiction. This 'want' may rather be related to avoidance, and game addiction in children and adolescents may be due to wanting to escape from academic stress or avoidance of comparison. Therefore, the importance of 'like', which gives pleasure in itself, increases. It can also be explained with Sasang Constitutional Medicine.

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Development of Shoulder Wheel with Adjustable Rotating Speed and Rotating Angle and Application Contents

  • Lee, Jae-Heui;Kim, Jae-Hoon;Chung, Sung-Taek
    • International journal of advanced smart convergence
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    • 제11권4호
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    • pp.129-140
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    • 2022
  • The purpose of this study to improve the shoulder wheel that is used frequently during shoulder circumduction exercise in a park, to link the shoulder wheel to a game application comprising various shoulder circumduction exercise and shoulder ROM exercise, and to enjoy the game during the exercises. A step motor was added to the shoulder wheel, and the rotating speed and rotating angle, and rotating direction can be controlled. The shoulder height, different for different people, can be controlled as well, so that any user can use this device. The developed application content includes the game elements, to enjoy the repetitive and boring exercise with fun and interest, and the control to adjust the degree of difficulty. This was to help users heighten their desire to rehabilitate by inducing active participation during repetitive shoulder rehabilitation exercise because the game vests users with intrinsic motivation and immersion. If the shoulder wheel and application contents proposed in this study are used, shoulder diseases can be prevented in advance by performing muscle strengthening exercises required in an aging society. This study is expected to contribute to the field of research related to serious games and rehabilitation.