• Title/Summary/Keyword: Self-service technology

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Exploring the effects of pre-service teachers' educational service continuity: Focusing on self-efficacy, pro-sociality, and work preference (예비교사들의 교육봉사지속성에 미치는 영향 탐색: 자아효능감, 친사회성, 작업선호도를 중심으로)

  • Shin-hee Park;Sang-woo Jin;Mijung Choi
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.57-66
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    • 2023
  • Purpose: This study is a descriptive research study to identifying the factors affecting the continuity of educational service of pre-service teachers. Methods: The data collection period was from March 1 to 30, 2023. Self-efficacy, pro-sociality, work preference, and continuity of educational service were investigated for 90 pre-service teachers at two universities in G Metropolitan City. For the analysis of the collected data, IBM SPSS/Win 26.0 was used, and descriptive statistics, ANOVA, Pearson correlation, and multiple regression analysis were performed. RESULTS: As a result of the study, it was found that there was a difference in educational service continuity according to age and major (p<.05). As a result of examining the correlations among work preference, self-efficacy, pro-sociality, and educational service continuity, all four variables had positive correlations (p<.05). As a result of multiple regression analysis to find out which variables had an effect on the continuity of educational service, extrinsic motivation and pro-sociality showed significant results, and the explanatory power of the two variables to explain the continuity of educational service was 57.4%. Discussion: Based on the results of this study, it is thought that it is necessary to develop and apply various programs that can strengthen extrinsic motivation and pro-sociality in order to increase the continuity of educational service.

An analysis of the impact of cyber university students' self-efficacy, subjective norms on the behavioral intention to use mobile web service (사이버대학생의 모바일자기효능감, 주관적 규범이 모바일웹서비스 수용의도에 미치는 영향 분석)

  • Joo, Young-Ju;Seol, Hyun-Nam;Yoo, Na-Yeon
    • The Journal of Korean Association of Computer Education
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    • v.16 no.3
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    • pp.1-12
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    • 2013
  • The purpose of this study is to examine a structural relationship among mobile self-efficacy, subjective norm, perceived usefulness, perceived ease of use and behavioral intention of mobile web service using technology acceptance model (TAM). 144 cyber university students enrolled in a course with mobile web service participated for this study. The result revealed that 1) mobile self-efficacy (${\beta}$ = .43, p<.05), subjective norm (${\beta}$ = .30, p<.05), perceived ease of use (${\beta}$ = .25, p<.05) had a direct effect on perceived usefulness. Second, mobile self-efficacy (${\beta}$ = .36, p<.05), subjective norm (${\beta}$ = .44, p<.05) had a direct effect on perceived ease of use. Third, perceived usefulness (${\beta}$ = .94, p<.05) had a direct effect on behavioral intention of mobile web service. However, perceived ease of use did not have a direct effect on behavioral intention of mobile web service significantly. Results of this study emphasize the role of an extended TAM including mobile self-efficacy and subjective norm in a mobile web service course at a cyber university.

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Effects of Programming-based TPACK Education Program on the Teaching Expertise of Pre-service Teachers

  • Kim, Seong-Won;Lee, Youngjun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.7
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    • pp.213-224
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    • 2020
  • This study analyzes the effects of programming-based TPACK education programs, designed by Kim and Lee (2019), on the teaching expertise of pre-service teachers. The research subjects were 40 pre-service teachers, divided into an experimental group and a control group. The experimental group underwent the programming-based TPACK education program, and the control group used an ICT-based TPACK education program. A test tool was used to measure not only teaching expertise but also teaching efficacy and self-efficacy beliefs about technology integration. As a result of the study, teaching expertise, teaching efficacy, and self-efficacy beliefs about technology integration improved significantly in the experimental group. The pretest showed no significant difference between the experimental group and the control group, but in the post-test, the experimental group showed significantly higher teaching expertise than the control group. These results showed that the programming-based TPACK education program is effective for developing teaching expertise in pre-service teachers.

A Study of Structural Relationship on Intention to Accept Technology of Potential Users in University Library Mobile Self Check-Out Service (대학도서관 이용자의 모바일 자가대출서비스 수용의도에 관한 구조적 관계 연구)

  • Park, Tae-Yeon;Nam, Jae-woo
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.28 no.4
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    • pp.341-362
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    • 2017
  • This study is to analyze the applicability of new technologies to be applied to the foreseeable future's library. For this purpose, we measured the users' intention to accept the service by using the NFC based self-check out service as a new technology applicable to the library. Based on the Unified Theory of Acceptance Use of Technology (UTAUT), research models were derived, and the structural relationships between performance expectations, effort expectations, facilitation conditions, and perceived risks were analyzed. As a result of the analysis, perceived threats in the library did not affect the intention to use, and the performance expectation, effort expectation, and facilitation condition partially affected the intention to use. The gender of the moderator variable, there were some significant difference in promoting conditions.

Convergence Security Provider Self-Conformity System (융합보안 공급자 자기 적합성 제도)

  • Baik, Namkyun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.15 no.2
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    • pp.53-61
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    • 2019
  • In this paper, we propose 'a self - conformance system of convergence security provider' to provide basic data for security and reliability of convergence industrial technology, system and service. It is difficult to evaluate convergence security systems, limited to information and communication service providers, unable to check convergence security items, burden of submission documents, difficulty in measuring convergence security service level and we will summarize product and service-based requirements that can be integrated and systematically measure the level of convergence security and define renewed life cycle-based convergence security information and content security and assurance requirements. On the basis of this, each convergence security company declares conformity with the standard itself without the certification of the certification body, and introduces the provider conformity certification system which can manufacture and sell. This will enable the company to strengthen its competitiveness through timely launch and implementation of products and services and cost reduction.

Self-rated Health and Health Service Utilization of Chronic disease Patients (만성질환자별 주관적 건강상태와 의료시설 이용행태)

  • Park, Eun-Ju
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.9 no.4
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    • pp.404-413
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    • 2016
  • This study, based on the assumption that self-rated health status affects the use of health care utilization, aims to comprehend self-rated health status, as well as the differences in medical facility use depending on self-rated health status, and analyze according to chronic diseases to use it as the basis of a practical guide development for chronic disease patients' use of medical facilities. Used representative Korean Longitudinal Study of Ageing data to analyze 7,486 participants. There is a difference in Chronic disease patients' use of health care utilization depending on self-rated health, and this difference was the most apparent in Oriental healthcare service and dental treatment use. This study was unable to control all confounding variables affecting medical service use, so we want this studied to be used to assist future studies.

Empirical Analysis on Comparison between Self-checkout and Regular Staffed-checkout lanes in a Poland Retail Store

  • Kwak, Jin Kyung
    • International Journal of Advanced Culture Technology
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    • v.8 no.1
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    • pp.56-61
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    • 2020
  • Customer satisfaction in retail stores are considerably affected by checkout services. Self-checkout counters have been installed in order to reduce waiting times at checkout in retail stores. However, it is uncertain whether the self-checkout lanes actually decrease the average waiting time of customers. Rather, there are some problems associated with self-checkout lanes such as theft or service failure due to technological problems. This study analyzes comparison between self-checkout and regular staffed-checkout lanes, based on the dataset collected from a retail store in Poland. As a result, we observe that the average transaction times were longer at the self-checkout lanes though fewer products were purchased than at the staffed-checkout lanes. In addition, the customers who buy more products tend to use self-checkouts less frequently. We also check that transaction times are proportional to the number of products customers purchase, and that both the time to scan one item and the fixed time related to checkout are significantly longer at the self-checkout counters. As there has been very few research on the effectiveness of self-checkouts, this study can be the first step to investigate managerial insights on checkout services in retail stores.

A Study on Algorithm Selection and Comparison for Improving the Performance of an Artificial Intelligence Product Recognition Automatic Payment System

  • Kim, Heeyoung;Kim, Dongmin;Ryu, Gihwan;Hong, Hotak
    • International Journal of Advanced Culture Technology
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    • v.10 no.1
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    • pp.230-235
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    • 2022
  • This study is to select an optimal object detection algorithm for designing a self-checkout counter to improve the inconvenience of payment systems for products without existing barcodes. To this end, a performance comparison analysis of YOLO v2, Tiny YOLO v2, and the latest YOLO v5 among deep learning-based object detection algorithms was performed to derive results. In this paper, performance comparison was conducted by forming learning data as an example of 'donut' in a bakery store, and the performance result of YOLO v5 was the highest at 96.9% of mAP. Therefore, YOLO v5 was selected as the artificial intelligence object detection algorithm to be applied in this paper. As a result of performance analysis, when the optimal threshold was set for each donut, the precision and reproduction rate of all donuts exceeded 0.85, and the majority of donuts showed excellent recognition performance of 0.90 or more. We expect that the results of this paper will be helpful as the fundamental data for the development of an automatic payment system using AI self-service technology that is highly usable in the non-face-to-face era.

A Study on the Factors Affecting Customer's Intention to Use the Mobile Game Service (모바일 게임 이용의도에 영향을 미치는 요인에 관한 연구)

  • Kim Hyo-Jeung;Han Chang Hee;Suh Bomil;Kim Keun-Chong
    • The Journal of Society for e-Business Studies
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    • v.10 no.1
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    • pp.1-19
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    • 2005
  • Recently, the mobile game industry is explosively extending and advancing. Nevertheless, although research on IT acceptance has been actively performed, the effective studies have not been accomplished in the acceptance of mobile game. This study, therefore, explores the factors affecting customer's intention to use mobile game. Five external factors(service quality, social influence, instant connectivity, self-innovativeness, and self-efficacy) are proposed to test the several hypotheses. The factors are classified to three dimensions - system, individual, and society. The research model is based on various studies on TAM(Technology Acceptance Model) and mobile service. A survey of mobile game users collected 270 cases, and we used 261 cases for statistical analyses. The analyses show that service quality, instant connectivity, self-innovativeness, and self-efficacy have an indirect effect on the intention to use through perceived usefulness and perceived ease of use. We provide the important factors that should be focused on when an enterprise develops and promotes new mobile game products.

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