The shared economy has been growing rapidly in recent years, creating an innovative economic paradigm based on the growing interest in sustainable development in the environmental aspect, the development of ICT technology, and the spread of mobile, Internet and smart environments. The purpose of this study is to investigate the factors influencing of the shared economy on the intention of domestic consumers using shared economy services. Also we would like to find out if personal orientation on sustainable development actually have a valid impact on perceived values and intentions of using Shared Economy services. The result of the study shows that the factors affecting the intention to use Shared Economy service were perceived usefulness, subjective norm, perceived risk, and sustainable orientation which are characteristics of Shared Economy service. In addition the result of the indirect effect study Find that the individual felt the emotional value through the perceived usefulness and have the greatest influence on intention to use. Therefore, it implies that the marketing strategy of the Shared Economy service should take into consideration the elements that can feel emotional value through usability. In the future, We research on domestic success and failure cases of Shared Economy services and robust verification of influential factors could be continue.
The pandemic of COVID-19 also affected performing arts business and stimulated 'Untact' performances, which means online streaming of the shows including real-time streaming. This study sought to examine factors to the consumers' acceptance. The research framework was based on the VAM, a revised model of TAM for the ICT products and services. For the research, consumer survey was conducted, where ndependent variables are perceived usefulness, pleasure, technicalty and innovation resistance, and dependent variables are percieved value and acceptance. Smart PLS was used to test the hypothesis. The result shows that the significant factors were percieved usefulness(+), pleasure(+) and innovation resistance(-). The percieved technicalty was not significant, the major reason would be that the digital devices and the internet technology are percieved a commodity these days in Korea. Percieved value was significant factor to acceptance. This study is meaningful because it is about the new phenomenon of 'untact' performance through the VAM methodology and it examined the significant factors to the attitude from the perspective of benefits and costs. There is limit that this study didn't consider old peoples' attitude. It is the reason that the continuous researches are necessary.
The Journal of the Convergence on Culture Technology
/
v.8
no.6
/
pp.971-978
/
2022
As a marketing method in a non-face-to-face society, the purpose of this study is to test how AR experience affects purchase intention in the process of consumers recognizing product information to purchase products and to secure the basis for the effectiveness of developing and introducing augmented reality functions in future product brand applications. Literary research methods and empirical research methods were used to verify the research purpose, and to measure this, an application of domestic tableware brand 'Odense', which implements augmented reality functions, was produced and used as an experimental tool. Also, a direct causal relationship was attempted by constituting a questionnaire by deriving a measurement scale for perceived usefulness, perceived ease, perceived pleasure, and purchase, which are factors of technology acceptance theory (TAM), and empirical analysis was conducted using the SPSS 25.0 statistical package to achieve the purpose of the study. As a result of the study, significant results were derived from all factors in the effect of perceived usefulness, ease, and pleasure on purchase intention, and several significant differences were found among factors according to gender, age, and internet shopping usage time in general characteristics. In conclusion, the user experience of the medium in which the augmented reality function is introduced in the information recognition stage of the product has a positive effect on purchase compared to the user experience of existing applications.
The continuous increase in life expectancy and high interest in health has brought about significant changes in the use of health information by the public according to the development of information technology represented by the Internet and smartphones. As the medical market expands to the mobile health environment, many health-related apps have been created and distributed, but the acceptance rate is slow as it has become challenging to provide services due to various regulations. In this study, perceived value, perceived risk factors (psychological risk, risk of time-loss, legal risk), and perceived benefits (usefulness, interaction, autonomy) were derived and verified as factors that affect the acceptance resistance of personal health record apps based on the privacy calculation model. In addition, by analyzing the moderating effect of trust in the manufacturer, how the perceived risk and perceived benefit affect the perceived value was verified. A survey was conducted on Korean college students who recognized the personal health record apps but did not use them, and 127 samples were analyzed using structural equations. As a result of hypothesis verification, perceived value has a negative effect on acceptance resistance, perceived risk (risk of time-loss) has a negative effect on perceived value, and perceived benefits (usefulness, interaction, autonomy) were found to have a positive effect on perceived value. Trust in manufacturers has weakened the impact of perceived risks (legal risk) on perceived values. This study is expected to play an important role in maintaining a competitive advantage in the personal health record app market environment by identifying and proposing detailed criteria for reducing the acceptance resistance of personal health record apps.
A maritime object detection system is an intelligent assistance system to maritime autonomous surface ship(MASS). It detects automatically floating debris, which has a clash risk with objects in the surrounding water and used to be checked by a captain with a naked eye, at a similar level of accuracy to the human check method. It is used to detect objects around a ship. In the past, they were detected with information gathered from radars or sonar devices. With the development of artificial intelligence technology, intelligent CCTV installed in a ship are used to detect various types of floating debris on the course of sailing. If the speed of processing video data slows down due to the various requirements and complexity of MASS, however, there is no guarantee for safety as well as smooth service support. Trying to solve this issue, this study conducted research on the minimization of computation volumes for video data and the increased speed of data processing to detect maritime objects. Unlike previous studies that used the Hough transform algorithm to find the horizon and secure the areas of interest for the concerned objects, the present study proposed a new method of optimizing a binarization algorithm and finding areas whose locations were similar to actual objects in order to improve the speed. A maritime object detection system was materialized based on deep learning CNN to demonstrate the usefulness of the proposed method and assess the performance of the algorithm. The proposed algorithm performed at a speed that was 4 times faster than the old method while keeping the detection accuracy of the old method.
The lack of customer satisfaction and trust remains a key barrier to electronic commerce. From the standpoint of online merchants, it is critical to build consumer trust by lessening sources of apprehensions and uneasiness associated with online transactions. This paper explores the relationships between customer satisfaction and intermediary's trustworthiness factors in B2C e-marketplaces. It also aims at examining the effects of consumer characteristics, including propensity to trust and Internet shopping self-efficacy, upon trust and purchase intentions. To meet the research objectives, an empirical study has been conducted by surveying 223 active e-marketplace buyers in Korea. The findings of the present research indicate that customer satisfaction positively affects all the three attributes of trustworthiness (i.e., competence, benevolence, and integrity), and more specifically it has a quite strong association with benevolence. In addition, propensity to trust has no significant influence on trust or purchasing intentions, and only affects benevolence and integrity with no direct effect on competence. Finally, Internet shopping self-efficacy was found to affect both trust and purchasing intentions, suggesting that e-marketplaces seek an online strategy designed to strengthen loyalty for customers with high self-efficacy, while they use a strategy to improve the usability and usefulness of their website to attract customers with low self-efficacy. The paper concludes with implications and directions for future research.
Online communities are getting more popular with the development of information technology. It is essential that community members participate actively and share their contents or opinions continuously for the success and growth of online communities. However, it is revealed that most of members just take the role of passive observer. They are lurking community information and contents without any contribution. In this sense, this study focuses on explore lurking behavior of online community members. This study investigates the effect of the characteristics of online community, community members, and personal traits on user's lurking intention. Member familiarity and community identity have a strong positive effect on de-lurking intention, while the perception of usefulness and ease of use for communities and member expertise have a negative effect on de-lurking intention. Interestingly, users with a low level of self-esteem have higher level of motivation of participation than those with a high level of self-esteem. Finally, this study proposes several strategies to enhance information and contents sharing in online communities.
This study, based on flow theory and unified theory of acceptance and use of technology (UTAUT), examines various factors that influence the continuous use of mobile applications, particularly those providing users with satisfaction and pleasure as well as useful information. This study extends the previous studies that have been based on technology acceptance model, in which usefulness and ease of use are key determinants of use of new technology, by introducing flow theory in explaining the use of various technologies in mobile environment. For this purpose, this study employes a survey based field study and collects data from individuals who use fashion mobile apps since these are considered to provide fun and pleasures. This study finds that flow theory is a proper framework to understand the use of mobile technology, indicating flow experience is an important variable to determine the usage of fashion apps. In addition, performance expectation, effort expectation, social influence, and facilitation condition are found to be significant in influencing use of mobile apps, suggesting UTAUT still plays an important role in understanding the use of mobile technology.
This study made a comparison of two different websites in characteristics of their users and advertising effects. Both websites have the same contents but in different forms. Especially this study examined the technographic, demographic and psychographic characteristics of users of an website which offers services only online and another website which offers services both online and offline. Also the advertising effects of both websites were studied. The analysis of the data was done by SPSSWIN, mainly $x^2$ and t-test. In addition, the data was collected online. The website, feelpost.com collected total 432 copies, and cardkorea.com collected 210 copies. Also among those collected copies, the ones from people in the 20's were selected again in order to rule out the special characters that both websites have in their users age group. Finally 308 copies were selected for the analysis. In result, it was proved that the users of both websites have a very similar lifestyle. Also there was only a little difference in the users' values and social consciousness. Regarding the advertising effect, Feelpost got the highest score in usefulness while Cardkorea got the highest score in positive acceptance of new products. Regarding the attitude toward advertisements and products, the advertising preference and brand preference was higher in Feelpost than in Cardkorea.
In the current information-based society, information and communication technology(ICT) is very important for an individual, a society, and a nation. Especially, for a nation, ICT-related industries are forming an important part of a nation's economy. Also, unlike other industries, ICT-related industries do not require various infrastructures, and have an advantage of being developed with a few talented persons in a short period of time. In this sense, identification and education of gifted children in IT become an essential task of a nation's future. In the past, selection of the gifted children was based on paper tests. However, paper tests incurred various side effects such as private education. Since 2013, observation-recommendation system instead of paper tests has been fully adopted. The purpose of this paper is to analyze the validity of observation-recommendation admission system of the gifted children in IT. For this research purpose, the gifted children in gifted science education center attached in a university at Seoul become the focus of the samples. Their entrance score ranking and graduation record raking are compared for analysis of validity of admission system. After statistical analysis, there is a meaningful correlation between entrance score ranking and graduation record ranking for the gifted children in IT. It means that the higher entrance score ranking, the higher graduation record ranking. The analysis results are expected to be valuable baseline data for deciding usefulness of observation-recommendation admission system.
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