• Title/Summary/Keyword: Technology Adoption and Use

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Performance Analysis of GT/ST Hybrid System for Marine Power Applications(under Conditions of Air-Cooled Gas Turbine) (가스터빈의 냉각공기를 고려한 선박동력용 GT/ST 하이브리드시스템의 성능 평가)

  • Kim, Sun-Hee;Jung, Byung-Gun;Kim, Myoung-Hwan
    • Journal of Advanced Marine Engineering and Technology
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    • v.36 no.5
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    • pp.586-594
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    • 2012
  • A future type ship power system requires both economic and eco-friendliness. That is, this should be reduced the discharge quantity of air pollutants and green-house gases as well as have high energy efficiency. Recently, gas turbines have been realized a lot of technical development in terms of efficiency and safety, and are widening the example of their adoption to a GT/ST hybrid system in a power plant as well as an aviation use. This paper reviewed the performance characteristics of a GT/ST hybrid system of several ten MW class, not large capacity, with a simulation in order to evaluate the possibility of a GT/ST hybrid system for ships. The reviewed GT/ST hybrid system has maximum 49 % efficiency, has the highest efficiency point for TIT, and has a 70~75 % and 25~30 % load ratio for a gas turbine and a steam turbine respectively.

An Analysis of the Roles of Experience in Information System Continuance (정보시스템의 지속적 사용에서 경험의 역할에 대한 분석)

  • Lee, Woong-Kyu
    • Asia pacific journal of information systems
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    • v.21 no.4
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    • pp.45-62
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    • 2011
  • The notion of information systems (IS) continuance has recently emerged as one of the most important research issues in the field of IS. A great deal of research has been conducted thus far on the basis of theories adapted from various disciplines including consumer behaviors and social psychology, in addition to theories regarding information technology (IT) acceptance. This previous body of knowledge provides a robust research framework that can already account for the determination of IS continuance; however, this research points to other, thus-far-unelucidated determinant factors such as habit, which were not included in traditional IT acceptance frameworks, and also re-emphasizes the importance of emotion-related constructs such as satisfaction in addition to conscious intention with rational beliefs such as usefulness. Experiences should also be considered one of the most important factors determining the characteristics of information system (IS) continuance and the features distinct from those determining IS acceptance, because more experienced users may have more opportunities for IS use, which would allow them more frequent use than would be available to less experienced or non-experienced users. Interestingly, experience has dual features that may contradictorily influence IS use. On one hand, attitudes predicated on direct experience have been shown to predict behavior better than attitudes from indirect experience or without experience; as more information is available, direct experience may render IS use a more salient behavior, and may also make IS use more accessible via memory. Therefore, experience may serve to intensify the relationship between IS use and conscious intention with evaluations, On the other hand, experience may culminate in the formation of habits: greater experience may also imply more frequent performance of the behavior, which may lead to the formation of habits, Hence, like experience, users' activation of an IS may be more dependent on habit-that is, unconscious automatic use without deliberation regarding the IS-and less dependent on conscious intentions, Furthermore, experiences can provide basic information necessary for satisfaction with the use of a specific IS, thus spurring the formation of both conscious intentions and unconscious habits, Whereas IT adoption Is a one-time decision, IS continuance may be a series of users' decisions and evaluations based on satisfaction with IS use. Moreover. habits also cannot be formed without satisfaction, even when a behavior is carried out repeatedly. Thus, experiences also play a critical role in satisfaction, as satisfaction is the consequence of direct experiences of actual behaviors. In particular, emotional experiences such as enjoyment can become as influential on IS use as are utilitarian experiences such as usefulness; this is especially true in light of the modern increase in membership-based hedonic systems - including online games, web-based social network services (SNS), blogs, and portals-all of which attempt to provide users with self-fulfilling value. Therefore, in order to understand more clearly the role of experiences in IS continuance, analysis must be conducted under a research framework that includes intentions, habits, and satisfaction, as experience may not only have duration-based moderating effects on the relationship between both intention and habit and the activation of IS use, but may also have content-based positive effects on satisfaction. This is consistent with the basic assumptions regarding the determining factors in IS continuance as suggested by Oritz de Guinea and Markus: consciousness, emotion, and habit. The principal objective of this study was to explore and assess the effects of experiences in IS continuance, with special consideration given to conscious intentions and unconscious habits, as well as satisfaction. IN service of this goal, along with a review of the relevant literature regarding the effects of experiences and habit on continuous IS use, this study suggested a research model that represents the roles of experience: its moderating role in the relationships of IS continuance with both conscious intention and unconscious habit, and its antecedent role in the development of satisfaction. For the validation of this research model. Korean university student users of 'Cyworld', one of the most influential social network services in South Korea, were surveyed, and the data were analyzed via partial least square (PLS) analysis to assess the implications of this study. In result most hypotheses in our research model were statistically supported with the exception of one. Although one hypothesis was not supported, the study's findings provide us with some important implications. First the role of experience in IS continuance differs from its role in IS acceptance. Second, the use of IS was explained by the dynamic balance between habit and intention. Third, the importance of satisfaction was confirmed from the perspective of IS continuance with experience.

Influencing Factors for the Adoption of Smartphone Healthcare Application (스마트폰 헬스케어 애플리케이션 수용을 위한 주요 영향요인)

  • Wang, Bo-Ram;Park, Ji-Yun;Choi, In-Young
    • The Journal of the Korea Contents Association
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    • v.11 no.10
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    • pp.396-404
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    • 2011
  • With increasing of smartphone users various smartphone studies have been carried out. The purpose of this paper is to examine the factors influencing the usage intention of smartphone healthcare application. The influencing factors found from literature reviews on Technology Acceptance Model and the diffusion of innovations theory are user interface design, self-efficacy, innovativeness, and entertainment. Survey is conducted to 220 people in Seoul metropolitan area. The survey results are analyzed regarding the difference for the intention of healthcare application in accordance with respondents' demographic and application usage characteristics. We also examine the difference among four influencing factors by users and non-users. As a result there are significant differences in self-efficacy and innovativeness. This gives some implications to application developers: the system should be easy to use and provide new and useful health contents that can attract early-adopters' attention in order to increase the number of application users.

A Study on the Perceived Value and Intention of Use of Mobile Shopping Apps Using Value-Based Adoption Model (VAM) (가치기반수용모델(VAM)을 활용한 모바일 쇼핑 앱의 지각된 가치와 사용의도에 관한 연구)

  • Jhee, Seon Young;Kim, Mun-Ki;Han, Sang-Lin
    • Journal of Service Research and Studies
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    • v.14 no.2
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    • pp.101-116
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    • 2024
  • As the spread of smartphones has become more common and the utilization rate has increased, the mobile shopping market is also growing and expectations for related industries are also increasing. Mobile shopping apps are converging with various industries such as fashion, beauty, and lifestyle, and competition among companies to increase the number of users is intensifying with the activation of non-face-to-face. Accordingly, in this study, a study on the perceived value and intention to use mobile shopping apps was conducted based on a VAM. In order to test the hypothesis of this study, a questionnaire was conducted on 266 people who had used a mobile shopping app and it was used for analysis. Looking at the results, it was confirmed that both usefulness and enjoyment among the perceived benefit of mobile shopping apps have a positive (+) effect on the perceived value. However, it was found that the technicality and perceived risk among the perceived sacrifices of mobile shopping apps did not significantly affect the perceived value. Finally, it was confirmed that the perceived value of the mobile shopping app had a positive (+) effect on the intention to use. Through this study, we would like to examine the factors that can affect perceived value and usage intention in the mobile shopping app industry, which is increasingly competitive among companies along with the rapid growth of mobile technology and market, and suggest practical implications for related companies and officials to establish efficient strategies to further increase mobile shopping app users.

Proposal of BIM Application Process to Improve BIM Applicability of Basic Design in Heavy Civil Projects (토목 분야 기본설계 단계 BIM 적용성 향상을 위한 BIM 적용 프로세스 제안)

  • Song, EunSol;Moon, SoYeong
    • Land and Housing Review
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    • v.13 no.3
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    • pp.115-123
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    • 2022
  • Recently, the adoption of BIM technology in domestic civil engineering projects has continually increased both in its numbers and scope. However, the BIM model was developed and used after the 2D design was developed instead of creating the BIM model from the conceptual design phase. BIM must be used throughout every phase of design and construction to use BIM for its original purpose. However, if BIM application is applied in heavy civil projects without a step-by-step guideline, it can confuse the market and face industry resistance to using BIM. Therefore, BIM is currently being used step by step in the civil engineering field by using BIM as a conversion design. However, the BIM conversion design method, currently being performed in the Preliminary design stage, has many difficulties due to low work efficiency. This paper analyzes the existing process of converting a 2D design into a 3D BIM model while addressing the issues related to its low work efficiency. To this end, a novel approach to 2D to BIM conversion for the design development stage is proposed.

Effects of Conversational Agent's Self-Repair Strategy On User Experience - Focused on Task Criticality and Conversational Error (대화형 에이전트의 자기발화수정 전략이 사용자 경험에 미치는 영향 - 과업 중요도와 대화 오류 여부를 중심으로)

  • Kim, Hwanju;Kim, Jung-Yong;Kang, Hyunmin
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.251-260
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    • 2022
  • Despite the development of technology and the increase in the spread of smart speakers, user satisfaction keeps decreasing due to conversational errors. This study aims to examine the effect of the self-repair strategy on user experience in the context of conversational agents of smart speakers. Scenarios were designed based on error situations, and participants were divided into two groups by task criticality. The results revealed that the agent's self-repair strategy has a negative effect on trust and perceived ease of use compared with performance without error. It also influenced adoption intention through interaction with task criticality. This study is significant in that it empirically investigated the effects of the self-repair strategy and the user experience factors related to the actual acceptance of the self-repair strategy.

Why do People Play P2E (Play-to-Earn) Games?: Focusing on Outcome Expectation and Social Influence (P2E(Play-to-Earn) 게임 지속이용의도에 대한 연구)

  • Jang, Moonkyoung
    • Knowledge Management Research
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    • v.23 no.3
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    • pp.23-44
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    • 2022
  • With the development of blockchain technology, play-to-earn (P2E) games, one of the decentralized applications (dApps), are receiving great social attention. P2E games are positively evaluated as areas with high growth potential based on blockchain technology, and at the same time, they are negatively evaluated as speculative as people can cash P2E game items in the form of cryptocurrency. In this situation, the purpose of this study is to investigate factors affecting the intention to use P2E games. Along with the discussion of hedonic system adoption, we consider the factors with perceived enjoyment, economic incentive, and social influence. In order to verify our research model, data were collected from 350 adults with P2E game experience or recognition, and a structural equation model was carried out. The analysis results find that perceived enjoyment and subjective norm have a significant positive effect on the intention to use P2E games, and economic incentive does not have a significant effect. In addition, peer influence and external influence have a significant positive effect on subjective norm. Drawing on these findings, we present several academic and practical implications for future research.

Guidelines for Mobile Phone User Interface Development (휴대폰 User Interface 개발을 위한 가이드라인)

  • Kweon, O-Seong
    • Science of Emotion and Sensibility
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    • v.12 no.3
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    • pp.325-330
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    • 2009
  • The importance of User Interface (UI) in mobile phone has increased as the complexity of use increases due to the new technology adoption. The complexity and load for user interface development has increased accordingly. This paper discusses how to make a structured UI development process based on the mobile phone UI development case. After the review of UI development process and issues arising during the development, four levels of user interface guidelines are proposed such as macro rules, action templates, application rules and interaction cases. The importance of dealing various interaction case is emphasized which is not referred in the present industry UI guidelines. Most of research related to UI development focus on the target product rather than how to make good UI process. Based on the good UI process, good UI of the product can be realized. This proposed process based on UI guidelines will help to step up the UI development of mobile phone industry. Also, this process can be applied to different products or services.

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A Study on Characteristics of Under Registration Rate for Water Meters to Increase the Accounted Water Rate (유수율 향상을 위한 수도미터의 불감률 특성 연구)

  • Lee, Dong-Keun;Park, Jong-Ho
    • Transactions of the Korean Society of Mechanical Engineers B
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    • v.34 no.8
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    • pp.791-797
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    • 2010
  • The reliability of a water meter for measuring the water flow-rate and subsequent analysis of the measured water depends on the accuracy of measurement. The under registration of a water meter causes many problems for operators, such as loss in revenue and a decrease in the rate of measured water. The purpose of this study is to support and development core technology, such as efficient operations management and adoption of the best mechanism for providing different services by experimentally. In this study, experiments were conducted using water meters with different diameters, manufacturers, years of usage and the specific uses. On the basis of the results, the water meter confirmed that the error of minimum flow rate which will use long becomes larger more in the direction of minus.

Factors affecting Pig Farmers' Adoption of the HACCP System

  • Jung, Gu-Hyun;Ahn, Kyeong Ah;Kim, Han-Eul;Jo, Hye Bin;Choe, Young-Chan
    • Agribusiness and Information Management
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    • v.3 no.2
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    • pp.43-62
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    • 2011
  • The goal of this study is to determine, based on survey results, the underlying factors that affect the intention of the farmers who have not adopted the Hazard Analysis and Critical Control Points (HACCP) system for the rearing phase of pig production to adopt this system in the future. The research model for this study was con structed based on strategic contingency theory, the theory of the diffusion of innovation, and the technology acceptance model (TAM). Using structural equation modeling with partial least squares (PLS), this study analyzes the effects of the intensity of competition, the environmental uncertainty, the innovativeness and self-efficacy of the individual farmers, and the impact of the credibility of the Agricultural Technology Service Center (ATSC), which acts as the principal agent of technology dissemination and as a leader of change, on the perceived usefulness of technology and the farmers' intention to adopt the system. The results of the analysis are as follows. First, with regard to the underlying factors affecting the intention to adopt the new system, the intensity of competition within the industry and the institutional credibility of the ATSC were inferred to underlie the perceived usefulness. Second, institutional credibility has a positive impact on the perceived usefulness of the system, and the perceived usefulness, in turn, has a positive impact on the intention to adopt. The perceived ease of use also has a positive impact on the intention to adopt. Because the factor that has the biggest impact on the intention of a farm to adopt is the credibility of the ATSC, it is crucial for extension organizations, such as the ATSC, to make greater efforts to promote the expansion of the HACCP system. Because farmers feel that the implementation of the HACCP system is an instrumental strategy for coping with the high intensity of competition within the industry, they attempt to gain a competitive edge through the production of safe livestock products.

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