• Title/Summary/Keyword: Service Interactivity

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The Influence of Open Banking Characteristics on Intention to Use Open Banking (오픈 뱅킹의 특성이 오픈 뱅킹의 사용의도에 미치는 영향 )

  • Oh, Eun-Hae
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.312-321
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    • 2021
  • With the full implementation of open banking in which both banks and fintech companies participate, changes in the whole society such as new types of products, services, and businesses are taking place. Whenever new systems and environments change, research on technology acceptance by system users has been continued, and this study also verified how the characteristics of open banking affect the perceived ease of use and usefulness of the Technology Acceptance Model, and the intention to use open banking. As a result of the study, it was found that both information provision, service interactivity, and system stability had a significant effect on perceived ease of use, usefulness, and intention to use open banking. In the future, open banking may bring significant benefits to data sharing, financial access, banking infrastructure, product innovation and pricing, but it is also expected to bring unexpected damage. Therefore, domestic financial institutions should actively cope with the situation where the business environment is greatly changing due to the digital environment change, and at the same time actively foster fintech companies and promote innovation in the financial industry.

A Study on Factors Affecting Intention to Continuous Use Metaverse Platform Service (메타버스 플랫폼 서비스의 지속사용의도에 영향을 미치는 요인에 관한 연구)

  • Kim, Minji;Lee, Seungzoon;Choi, Jeongil
    • Journal of Korean Society for Quality Management
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    • v.51 no.1
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    • pp.97-117
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    • 2023
  • Purpose: The purpose of this study is to examine the factors affecting the intention to continue using the metaverse platform service from the user's point of view. Methods: The study conducted a survey of experienced people using Zepeto, Ifland, Gather Town, Zep, Roblox, Fortnite, and Minecraft, which are virtual world types among metaverse types, and valid 415 data were analyzed by SPSS (ver 22.0) and R (ver 4.1.0) program packages. Results: As a result of empirical analysis, it was found that interactivity and social presence among the characteristics of metaverse affected expectation confirmation, and sensory affordance and functional affordance affected expectation confirmation as affordance factors. In addition, all four characteristics of metaverse, reliability, playfulness, interactivity, and social presence, were found to have the greatest affect on perceived usefulness, and it was analyzed that playfulness, social presence, and reliability were influenced in order. The affordance factor was also found to have a positive effect on physical affordance, sensory affordance, and functional affordance. This study was found that it had a positive effect on the relationship between expectation confirmation and satisfaction and the relationship between perceived usefulness and satisfaction. satisfaction was analyzed to lead to continuance intention. Conclusion: This study is meaningful in that it examines the perspective of users who can be called customers of metaverse platform services. Based on the results of this study, it is expected to have a significant effect on the development of metaverse platform services not only on platform operators that provide metaverse platform services but also on providers who plan events and education using metaverse platform services.

An Empirical Study on Web-based Question-Answer Services (지식검색서비스 이용에 관한 실증적 연구)

  • Park, Joo-Bum;Jeong, Dong-Youl
    • Journal of the Korean Society for information Management
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    • v.21 no.3
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    • pp.83-98
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    • 2004
  • The purpose of this study is to review the characteristics of a web-based question-answer service and to analyze the information needs and use behavior of the service for a more efficient question-answer service plan. On the basis of the findings, this study makes suggestions for the question-answer service in respect of reinforcing the effectiveness of information itself and the efficiency of question-answer services. The speciality. accuracy. and specificity including the variety of themes should be improved for more effective information. Also. interactivity. readiness. and convenience should be improved for a more efficient service.

Impact of the Characteristics of Docent Mobile Apps on User Satisfaction and Intention to Re-use (박물관 도슨트 모바일앱의 특성이 사용자의 만족도와 재사용 의도에 미치는 영향)

  • Jung, Da-Wn;Ahn, Hyung Jun
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.329-341
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    • 2016
  • With the introduction of smart phones in the late 2000's, the audio guides of museums have been gradually replaced by the mobile apps of smart phones. Although many studies have been already conducted about the mobile apps in the fields of tourism or finance, it is hard to find empirical research on the mobile docent apps. This study aimed to investigate the influence of the various factors of mobile docent apps on user satisfaction and intention to reuse. For this goal, based on the review of literature and the Technology Acceptance Model (TAM), a research model was constructed that consists of information timeliness, information service quality, ubiquitous access, and interactivity, along with the variables of TAM such as perceived ease of use, and perceived usefulness. A survey was conducted at Rodin museum in the United States where all the information about exhibitions is provided over a smart docent app. 210 surveys were collected, and 204 valid ones were used for analysis. The analysis using structural equation modeling revealed that information timeliness, information service quality, and interactivity have significant influence on perceived ease of use; ubiquitous access and interactivity showed significant impact on perceived usefulness. The perceived ease of use and usefulness then had significant impact on satisfaction and intention to re-use.

Examining the Impact of Online Friendship Desire on Citizenship Behavior (온라인 환경에서 친교욕구가 시민행동에 끼치는 영향)

  • Jang, Yoon-Jung;Lee, So-Hyun;Kim, Hee-Woong
    • Asia pacific journal of information systems
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    • v.23 no.4
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    • pp.29-51
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    • 2013
  • In line with network technology development and smart device penetration, the social network service (SNS) has expanded its influence. The SNS which is a service based on communication and sharing among people, has grown based on users' voluntary engagement and participation and its influence has appeared beyond the cyberspace into the overall areas of domestic and foreign culture and society. In particular, SNS-based real-time communication during diverse disasters, can help prevent further damage. By sharing information on social donation activities and environmental campaigns, people have used SNS as a tool to change the society in a more positive way. Such series of activities functioning as a power to change the society have been made much faster and wider through the help of a new media called SNS. To better understand such trends, we are required to study about the SNS and its user relationships first. In this context, this study sought to identify the effects of people's desire to build friendships through SNS on the voluntary and society-friendly activities of people. This study considers online pro-social behavior and proposes online citizenship behavior. Citizenship behavior has been examined in organization context. That is, organizational citizenship behavior explains an employee's pro-social behavior in an organization context. Organizational citizenship behavior is characterized by the individual's helping others and promoting the functioning of the organization. By applying organizational citizenship behavior to an online context, we propose online citizenship behavior, an individual's pro-social behavior in an online context. An individual's pro-social behavior, i.e., online citizenship behavior, could be considered as a way for the better management of online community and society. It also needs to examine the development of online citizenship behavior. This study examined online citizenship behavior from the friendship desire. Because online society or community is characterized by online relationships between members, the friendship between members would lead to pro-social behavior, i.e., helping others and promoting the functioning of the online society, in such online context. This study further examines the antecedents of friendship desire in terms of SNS interactivity with its four factors. The findings based on the survey from real SNS users explain that the three factors of SNS interactivity (connectivity, enjoyment, and synchronicity) increases online friendship desire which then increases online citizenship behavior significantly. This study contributes to the literature by examining the key role of online friendship desire in leading to online citizenship behavior and identifying its antecedents in terms of SNS characteristics. The findings in this study also provide guidance on how to manage online society and how to promote the effective functioning of SNS.

A Wisdom Asset Service Design Proposal by Service Nature (서비스본질기반의 지혜자산화 서비스디자인 제안)

  • Kim, Hyunsoo
    • Journal of Service Research and Studies
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    • v.8 no.1
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    • pp.1-12
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    • 2018
  • The current research investigates an optimal design for the service system, which refers to the entire process of implementing, providing, and utilizing wisdom assets. We analyzed the intrinsic commonality of wisdom assets and services, and carried out research based on optimality in fidelity to service essence. The essential characteristics of service are horizontality, interactivity, harmonization, and relationship. It is suggested that the operating process can be implemented in the best condition when the wisdom asset service system is designed based on the four essential characteristics of services. It has been demonstrated that the entire process of production, delivery, marketing and quality control of wisdom contents can be designed on the basis of the essence of wisdom and service. After designing a basic service model, detailed service models are presented. The purpose of this study was to solve the problems of the material civilization society which is suffering mentally and to design the social service model which is high in productivity but mentally healthy. By supplementing and deepening the results of this study, it will be possible to develop and implement desirable social service model in which all societies live a happy life.

Smartphone racing game controller UX testing (스마트폰 레이싱 게임 조작기 UX 평가)

  • Chung, Donghun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.4
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    • pp.143-154
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    • 2015
  • This study aims to evaluate smartphone gaming controllers. Diffusion of smartphone makes its users to play smartphone games in ease and comfort and its built-in sensors deliver new gaming experience to the users. Based on the concept how the controller system is important, the current research also implies the importance of customizing service which gives users a selection to deploy a controller. To explore the interaction effect of controllers and customizing on interactivity, flow, usability, attitude, and intention, the research constructs 3(gyroscope, wheel, and button controllers) by 2(default and customizing setting) experimental design and forty college students played Gameloft's Asphalt 8: Airborne in a within subject design. The results showed that interaction effect and customizing main effect were not found, but controller main effect was statistically significant. Button controller is superior to those other two in more detail. It implies that it is still not useful to play new types of gaming controller, and a customizing service. It suggests that smartphone games should more focus on improving optimal user experience with built-in sensor controllers.

The Effects of Service Fairness Service and Service Quality on Airline Reuse Intention -Moderating Effect of Value-Orientation - (항공사의 서비스공정성과 서비스품질이 재이용의도에 미치는 영향 -가치지향성의 조절효과를 중심으로-)

  • Jang, Young-Joo
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.344-354
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    • 2020
  • The purpose of this study was to examine the moderating effect of service value in the effect of service fairness on service quality and structural causal relationship between service quality and reuse intention of domestic airlines. The impact between the variables was analyzed using SPSS 21.0 and AMOS 21.0 based on a survey of 320 airline users. The results are as follow. First, all the three factors of airline service fairness had a significant effect on service quality. Second, out of the three service fairness factors, distribution fairness and interactivity, had a positive effect on reuse intention. On the contrary, interactive fairness had no significant effect on reuse intention. Third, airline service quality had a significant effect on reuse intention. Finally, there was a moderating effect of value orientation in the relationship between service fairness and service quality.

The Influence of Service Characteristic Factors of Metaverse Platforms on Intention to Use the Metaverse (메타버스 플랫폼의 서비스 특성요인이 메타버스 사용의도에 미치는 영향)

  • Kim, Hyojin;An, Myounga
    • Journal of Service Research and Studies
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    • v.13 no.4
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    • pp.173-190
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    • 2023
  • In recent times, with the development of virtual convergence technologies, the market for the Metaverse, a digitally virtual space that combines virtuality and reality, is experiencing significant growth. These Metaverses are realizing new value in both reality and virtual spaces through the development of diverse services and content. However, existing research on the Metaverse mostly revolves around its conceptualization and categorization, with limited exploration of intentions to use the Metaverse. Consequently, this study examined the impact of Metaverse service characteristic factors on trust and intention to use within the Metaverse. The results of this study are as follows. First, among the service characteristic factors of the Metaverse, presence, interactivity, and playfulness were found to have a positive impact on Metaverse trust. On the other hand, informativeness was found not to have a significant influence on trust in the Metaverse. Second, Metaverse trust was found to have a positive impact on intention to use the Metaverse. Based on the research results above, this study aims to propose effective communication strategies for activating the Metaverse and developing services within the Metaverse platform.

Analysis of Determinants Influencing User Satisfaction for Augmented Reality(AR) Camera Application: Focusing on Naver's Service (증강현실 기반 카메라 애플리케이션 서비스 만족도 영향 요인들에 대한 고찰: 네이버 <스노우> 서비스를 중심으로)

  • Lee, Sungjoon
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.417-428
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    • 2020
  • Augmented reality(AR) service as one of the representative technologies in the era of the 4th industrial revolution has gotten people's increasing attention. At this time, this study aimed to examine the determinants affecting service satisfaction of the AR-based camera application service by focusing on Naver's service. Several factors that might have influences on satisfaction of the AR-based camera application service were conceived based on the previous literature. And it was tested whether they had influences on satisfaction of the AR-based camera application service or not empirically. The responses of a sample of 312 people who had experienced using Naver's service were collected by means of an online survey and they were analyzed employing a hierarchical regression analysis. The results of this research indicated that gender as one of demographic variable, perceived interactivity, aesthetic value, trend following motivation as an extrinsic motivation and playfulness as an intrinsic motivation have significant influences on the service satisfaction of the AR-based camera application service. The results in this study have meanings since they can be used as references for AR service providers to develop more satisfactory AR services.