• Title/Summary/Keyword: Perceived User Interface

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A Study on the Factors Influencing Mobile Service Usage (모바일 서비스 사용의 영향 요인에 관한 연구)

  • Moon Hyun-Pil;Ok Seok-Jae
    • The Journal of Information Systems
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    • v.14 no.2
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    • pp.133-154
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    • 2005
  • The objective of this study is to find the factors influencing the use of mobile service. We extracted critical study variables according to literature reviews about adoption of information systems, those under the internet environment and mobile internet adoption for theoretical foundation. TAM suggested by Davis(1985) has explained the acceptance mechanism with the following constructs: perceived usefulness, perceived ease of use, attitude toward use, behavioral intention and actual usage. After studying prior literature reviews, this study investigated the group of people using mobile services. The result of study claims that it has same results with previous TAM, especially between personal innovativeness and attitude toward use have strong statistical relations. On the other hand, there haven't been any statistical relations between perceived ease of use and perceived usefulness and between perceived usefulness and behavioral intention, either. In conclusion, use of mobile service can be promoted by developing various kinds of mobile service, designing device and interface to use mobile service more convenience and familiar, stimulating user's innovative characters and recognizing mobile service more useful in real life.

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An Empirical Study on the Factors Affecting Continuance Intention to Use of Online Distance Learning of Airline Department Collegue Students : Focused on Post-Acceptance Model (항공과 대학생들의 실시간 온라인 원격수업의 지속사용의도에 영향을 미치는 요인에 관한 연구 : 후기수용모델을 중심으로)

  • Lee, You-Jin
    • Journal of Information Technology Services
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    • v.19 no.5
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    • pp.107-124
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    • 2020
  • Due to spread of covid-19, which began in December 2019, the usage of online distance learning has expanded within colleges. However, because of the lack of readiness for running online distance learning, professors and students had to experience a lot of inconvenience. In the near future, the usage of online distance learnig is expected to more expand, thus, it seems that there should be a strategies for sustainable online learning operations. This study aims to investigate which factors have impact on the continuance intention to usage of online distance learning of airline department students, focused on Post-Acceptance Model. For the empirical analysis, this study utilized a structural equation model after collecting 136 survey data. The results is as follow; First, user interface has positive impact on confirmation and confirmation has positive impact on satisfaction of online distance learning. Seconds, confirmation has positive impact on perceived usefulness, flow and social presence. Third, social presence has positive impact on satisfaction of online distance learning, but perceived usefulness and flow didn't have statistically meaningful impact on satisfaction. Finally, statisfaction of online distance learning has huge positive impact on continuance intention to usage. It is expected that the implications of this study enable colleges effectively to run online distance learning in preparation for the post-covid 19 era.

Alexa, Please Do Me a Favor: Motivations and Perceived Values Involved in Using AI Assistant

  • Lee, Eunji;Lee, Jongmin;Sung, Yongjun
    • International Journal of Advanced Culture Technology
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    • v.9 no.4
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    • pp.329-344
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    • 2021
  • AI assistant, a software interface designed to interact with a user in a natural way and perform specific tasks on the user's behalf, receives increasing attention from both scholars and practitioners. While most of the literatures explain about technical aspects, little is known about the social and psychological factors that intimately influence consumers when using it. This study sheds light on the reason people use AI assistant and how perceived values influence on intention of continuous usage. A total of 361 AI assistant users participated in an online survey, and all were recruited from a major online panel in South Korea. The results from the principal component analysis suggest five social and psychological motives: self-expression, quality of life, entertainment, information, and compatibility. In addition, perceived values, informativeness, entertainment, and trustworthiness, positively predict the intention to use AI assistant. This research provides theoretical contributions from finding motivations of AI assistant usage and from the effects of perceived values on the intention to use it. Practical implications should not be overlooked in this ever-expanding AI industry.

Effects of Perceived Attributes on the Purchase Intention of Smart-Phone (스마트폰에 대한 지각특성이 스마트폰 채택의도에 미치는 영향)

  • Kim, Soo-Hyun
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.318-326
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    • 2010
  • In this paper we investigate the factors influencing the purchase intention of Smart-Phone which was introduced recently. Smart-Phone is a new information technology that converges PDA into a mobile phone. It has a various functions such as phone, information processing, Internet search etc. New information technology like Smart-Phone gives us a very important and interesting research issue, which is to find and prove the factors influencing the purchase intention. We try to find and prove the factors influencing the purchase intention of Smart-Phone by expanding Technology Acceptance Model. We include the perceived playfulness to the research model in order to analyze the factors. This empirical paper proves that the perceived usefulness, the perceived ease-of-use, and the perceived playfulness give positive effects to the purchase intention. In addition, this paper indicates some managerial implications that various and useful applications and the easy user interface can help to increase the degree of user acceptance.

Exploring Korean Collegians' Smartphone Game Behavior: Focusing on Conciseness, Perceived Ease of Use, Perceived Enjoyment, Flow, and Intent to Use (한국대학생의 스마트폰 게임 행위의 탐색: 간명성, 인지적 용이성, 인지적 즐거움, 플로우 및 이용의도를 중심으로)

  • Joo, Jihyuk
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.379-386
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    • 2016
  • This study explored Korean college students' smartphone game behavior for the pastime. Smartphone games have weakness that is not appropriate for playing the game because of small screen and non-sophisticated interface for operation. To defeat the disadvantage, the games employed minimalism like conciseness or simplicity. The study explored how conciseness influences perceived ease of use, perceived enjoyment, flow, and intent to use the game through PLS path modeling. We found that every hypothesis except a path, perceived ease of use to flow, proved significant. This result means that smartphone game design should consider the interface of users' convenience and user experience practically. Finally, based on the findings, suggestions for future studies were discussed.

Determinants of User Satisfaction with Mobile VR Headsets: The Human Factors Approach by the User Reviews Analysis and Product Lab Testing

  • Choi, Jinhae;Lee, Katie Kahyun;Choi, Junho
    • International Journal of Contents
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    • v.15 no.1
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    • pp.1-9
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    • 2019
  • Since the VR market is expected to have a high growth, this study aimed to investigate the human factor-related determinants of user satisfaction with mobile VR headsets. A pre-study of customer reviews was conducted with the help of semantic network analysis to identify the core keywords for understanding negative and positive predictors of mobile VR headset experiences. Through laboratory testing with three different commercial models, the main study measured and identified the predictors of user satisfaction. From the results, five factors were extracted as valid predictor variables and used for regression analysis. These factors were immersion, VR sickness, usability, wear-ability and menu navigation interface. All the five predictors were proved to be significant determinants of the perceived user satisfaction with mobile VR headsets. Usability was the strongest predictor, followed by VR sickness and wear-ability. Practical and theoretical implications of the results were discussed.

Determinants of Safety and Satisfaction with In-Vehicle Voice Interaction : With a Focus of Agent Persona and UX Components (자동차 음성인식 인터랙션의 안전감과 만족도 인식 영향 요인 : 에이전트 퍼소나와 사용자 경험 속성을 중심으로)

  • Kim, Ji-hyun;Lee, Ka-hyun;Choi, Jun-ho
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.573-585
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    • 2018
  • Services for navigation and entertainment through AI-based voice user interface devices are becoming popular in the connected car system. Given the classification of VUI agent developers as IT companies and automakers, this study explores attributes of agent persona and user experience that impact the driver's perceived safety and satisfaction. Participants of a car simulator experiment performed entertainment and navigation tasks, and evaluated the perceived safety and satisfaction. Results of regression analysis showed that credibility of the agent developer, warmth and attractiveness of agent persona, and efficiency and care of the UX dimension showed significant impact on the perceived safety. The determinants of perceived satisfaction were unity of auto-agent makers and gender as predisposing factors, distance in the agent persona, and convenience, efficiency, ease of use, and care in the UX dimension. The contributions of this study lie in the discovery of the factors required for developing conversational VUI into the autonomous driving environment.

Design of Ball-based Mobile Haptic Interface (볼 기반의 모바일 햅틱 인터페이스 디자인)

  • Choi, Min-Woo;Kim, Joung-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.122-128
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    • 2009
  • In this paper, we present a design and an evaluation of a hand-held ball based haptic interface, named "TouchBall." Using a trackball mechanism, the device provides flexibility in terms of directional degrees of freedom. It also has an advantage of a direct transfer of force feedback through frictional touch (with high sensitivity), thus requiring only relatively small amount of inertia. This leads to a compact hand-held design appropriate for mobile and 3D interactive applications. The device is evaluated for the detection thresholds for directions of the force feedback and the perceived amount of directional force. The refined directionality information should combine with other modalities with less sensory conflict, enriching the user experience for a given application.

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A study on the Continuous Intention to Use of Augmented Reality Applications: Focusing on the Technology Acceptance Model2(TAM2) (증강현실 애플리케이션 지속사용의도 연구: 기술수용모델2(TAM2)를 중심으로)

  • Yun, Sung-Uk;Kim, Geon;Kim, Hyun-Tae
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.383-394
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    • 2021
  • This study examines the determinants that affect the continuous intention to use of augmented reality applications by applying the technology acceptance model2(TAM2). A survey was conducted on 241 people, and the main results were derived by performing confirmatory factor analysis, correlation analysis, and path analysis using SPSS 21.0 and AMOS 21.0 programs. Presenting the results, it was found that the user's interface, interactivity, and relative advantage of the augmented reality application had a positive effect on perceived usefulness, and technological self-efficacy had a positive effect on perceived usefulness and perceived ease. Perceived ease of use had a positive effect on perceived usefulness, and both perceived usefulness and perceived ease had a positive effect on continuous intention to use of augmented reality applications. In future research, it will be necessary to verify the user effect of augmented reality applications by applying the fields of education or games.

The Effect of the Motive Factors Towards the Intended Use of the Website: Perspectives of Internet Shopping Mall (웹사이트 이용의도에 대한 동기적 요인의 영향 : 인터넷 쇼핑몰을 중심으로)

  • 손달호
    • Korean Management Science Review
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    • v.21 no.1
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    • pp.1-17
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    • 2004
  • A separate and distinct interaction with both the actual e-vendor and with its IT web site interface is at the heart of online shopping. Previous research has established, accordingly, that online purchase intention is the product of customer assessments of IT itself, specifically its perceived usefulness and ease-of-use(TAM). Since perceived usefulness and perceived ease of use are such a fundamental driver of usage intentions, it is important to understand the determinants of this construct and how their influence changes over the voluntariness towards the usage intention. The reason for voluntariness as a moderating variable is that it had the serious effect to the motivating in the making willingness of the internet shopping-mall usage. A better understanding of the determinants of perceived usefulness and perceived ease of use to the usage intention would enable us to design web site interventions that would increase user acceptance and usage of internet shopping-mall. Therefore, the goal of the present research is to extend TAM to include additional key determinants of TAM and to understand how the effects of these determinants change with the voluntariness of the usage intention of the internet shopping-mall.