• 제목/요약/키워드: Technology acceptance model (TAM)

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VR 패션쇼핑채널 특성과 소비자 관여가 채널수용에 미치는 영향 -생동감과 상호작용성, 패션관여도를 중심으로- (The Effect of VR Fashion Shopping Channel Characteristics and Consumer's Involvement in Channel Acceptance -Focusing on the Vividness, Interactivity and Fashion Involvement-)

  • 허희진;장주연;추호정
    • 한국의류학회지
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    • 제43권5호
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    • pp.725-741
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    • 2019
  • Virtual Reality (VR) represents a key technology for future shopping platforms. This study examined the effect of vividness and interactivity, the two technological characteristics of VR, and fashion involvement, a consumer characteristic, on a consumer's intent to use VR stores under the framework of the Technology Acceptance Model (TAM). The study explained consumers' belief in a new technology and the process underlying the use behavior. The survey was conducted on 200 people between the ages of 20s and 30s via an online survey firm. Data are analyzed using confirmatory factor analysis and structural equation modeling. The results showed that a greater level of perceived vividness had a positive effect on ease of use and playfulness, while perceived interactivity had a significant impact on usefulness and playfulness. The findings also indicated that consumers with a high degree of fashion involvement tend to perceive a higher level of playfulness through VR shopping. Regarding the effects of consumer beliefs, perceived ease of use had a positive influence on usefulness perception. A higher level of perceived usefulness and playfulness meant a higher consumer intention to adopt a VR shopping platform.

인터넷 쇼핑몰 유형에 따른 지각된 상호작용성, 신뢰, Flow가 패션상품 구매의도에 미치는 영향 (The Effect of the Perceived Interactivity, Trust, and Flow by on the Purchase Intention of the Fashion Merchandise between Different Internet Shopping Mall Types)

  • 나윤규;서현석
    • 한국의류산업학회지
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    • 제11권5호
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    • pp.720-731
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    • 2009
  • The current study investigates the customer's perceived interactivity, perceived trust, and flow of the Internet shopping-mall. The TAM(Technology Acceptance Model) was applied to see the effect on the individual's attitude toward the shopping-mall via purchase intention. To fulfill the study objectives, a total of 806 questionnaires were distributed to the customers with first-hand experience with fashion merchandise in Internet shopping-mall. The judgement sampling method was employed on sample population ages from 20's to 40's over one month period. The result showed the following. First, the perceived interactivity had an effect on perceived trust, usefulness, Flow in all shopping mall types. but there was no effect in the relationship between the two-way Interactivity and the perceived usefulness in the Specialty Internet Shopping-mall model. Second, perceived trust and Flow had an effect on perceived usefulness in all shopping mall types. Third, perceived trust, usefulness and Flow had an effect on the attitude toward shopping-mall in all shopping mall types. Forth, perceived trust, usefulness, Flow and attitude toward shopping-mall had an effect on purchase intention of fashion merchandise in all shopping mall types.

Study of User Reuse Intention for Gamified Interactive Movies upon Flow Experience

  • Han, Zhe;Lee, Hyun-Seok
    • Journal of Multimedia Information System
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    • 제7권4호
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    • pp.281-293
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    • 2020
  • As Christine Daley suggested, "interaction-image" is considered to be typical in the age of "Cinema 3.0", which integrates the interactivity of game art and obscures the boundary between producers and customers. In this case, users are allowed to involve actively in the scene as "players" to manage the tempo of the story to some extent, it, thus, makes users pleased to watch interactive movies repeatedly for trying a diverse option to unlock more branch lines. Accordingly, this paper aims to analyze the contributory factors and effect mechanism of users' reuse intention for gamified interactive movies and offer specific concepts to improve the reuse intention from the interactive film production and operation perspectives. Upon integrating the Flow theory and Technology Acceptance Model (TAM) and separating the intrinsic and extrinsic motivations of key factors based on Stimulus-Organism-Response (S-O-R), the research builds an empirical analysis model for users' reuse intention with cognition, design, attitude emotional experience and conducts an empirical analysis on 425 pieces of valid sample data applying SPSS22 and Amos23. The results show that user satisfaction and flow experience impact users' reuse intention highly and perceived usefulness, perceived ease of use, perceived enjoyment, remote perception, interactivity, and flow experience have significant positive influence on user satisfaction experience.

디자인 혁신성이 제품 호감도와 구매 의도에 미치는 영향 -블루투스 스피커를 중점으로- (The Impact of Design Innovation on Product Affinity and Intention to Buy -Bluetooth speaker focused on-)

  • 박준홍;이준상
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2021년도 춘계학술대회
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    • pp.597-599
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    • 2021
  • 비즈니스에 성공한 디자인 혁신 제품사례가 증가함에 따라 디자인 혁신성에 대한 관심도가 높아지고 있다. 본 연구는 블루투스 스피커 제품의 디자인 혁신성 (기능성, 인간공학, 심미성)이 구매고객의 호감도와 구매 의도에 어떠한 영향을 미치는지 살펴보고자 한다. 실증적 연구를 위한 합리적 행위이론(TRA)과 기술수용모델(TAM)을 통한 연구모형을 제언한다. 설문은 디자인 혁신성, 호감도, 구매 의도의 영향 관계를 파악하기 위한 문항으로 구성되었다. 연구결과 기능성, 인간공학, 심미성은 제품의 호감도와 구매 의도에 영향을 주었다. 블루투스 스피커 디자인 혁신 제품이 초기시장에서 수용되기 위해서는, 기능과 심미성을 중심으로 호감도에 대한 긍정적인 태도를 형성하는 것이 무엇보다 중요하다. 호감도는 디자인 혁신 제품의 구매 의도에 가장 결정적인 영향을 미치는 요인으로서 기업은 호감도에 긍정적인 영향을 미치는 다양한 요인을 발굴, 강화해야 한다.

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메타버스 사용경험에 따른 메타버스 정보시스템의 사용의도에 관한 연구 : 중소기업의 도입 중심으로 (A Study on the Intention to Use the Metaverse Information System via the Experience of Using the Metaverse : Focusing on the Small and Midium-sized Enterprises)

  • 장기웅;이상준;박재성
    • 디지털산업정보학회논문지
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    • 제20권2호
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    • pp.75-89
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    • 2024
  • The demand for metaverse is increasing rapidly due to the development of 3D information technology and the pandemic situation caused by COVID-19. Small and medium-sized enterprises(SMEs) are also in increasing demand for metaverse in the community, meetings, and customer services of their employees. Based on the UTAUT model, this study investigated the acceptance of the Metaverse-type information system(IS) by employees of SMEs. Using the responses from 170 SMEs employees, we conducted the regression analyses SMEs employees' usage intention on Metaverse-type IS. The results of the research analyses were as follows. First, among the variables of the UTAUT model, performance expectations, social influence, and promotion conditions had a significant effect on the intention to use. Second, among the variables derived from the industrial specificity of Metaverse-type IS, only individual innovation had a significant influence on the intention to use. Last but not least, in the relationship between the intention to use Metaverse-type IS and the influencing factors, only individual innovation was significant in the moderating effect according to past metaverse use experience.

공공데이터 품질 요인이 공공데이터 개방정책의 신뢰에 미치는 영향에 관한 연구 (A Study on Public Data Quality Factors Affecting the Confidence of the Public Data Open Policy)

  • 김현철;김광용
    • 한국IT서비스학회지
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    • 제14권1호
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    • pp.53-68
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    • 2015
  • This article aims to identify the quality factors of public data which have increased as a public issue; analyze the impact of users satisfaction in the perspective of Technology Acceptance Model (TAM), and investigate the effect of service satisfaction on the government's open policy of public data. This study is consistent with Total Data Quality Management (TDQM) of MIT, it focuses on three main qualities except Contextual Data Quality (CDQ) and includes seven independent variables : accuracy, reliability, fairness for Intrinsic Data Quality (IDQ), accessibility, security for Accessibility Data Quality (ADQ), Consistent representation and understandability for Representational Data Quality (RDQ). Basing on TAM, the research model was conducted to examine which factors affect to perceived usefulness, perceived ease of use, service satisfaction and how service satisfaction affects to the government's open policy of public data. The results showed that accuracy, fairness, understandability affect both perceived ease of use and perceived usefulness; while reliability, consistent representation, security, and accessibility affect only perceived ease of use. This article found that the influence of perceived ease of use on perceived usefulness and the influence of these two causes on service satisfaction in the perspective of TAM were significant and it was consistent with prior studies. The service satisfaction when using public data leads to the reliability of public data open policy. As an initial study on unstructured public data open policy, this article offered quality factors that pubic data providers should consider and also present the operation plan of public data open policy in the future.

기술수용모델(TAM)과 계획된 행동이론(TPB)를 바탕으로 한 모바일 기술수용에 대한 실증적 연구 (An Empirical Study on Mobile Technology Adoption based on the Technology Acceptance Model and Theory of Planned Behavior)

  • 이상근
    • 경영정보학연구
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    • 제7권2호
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    • pp.61-84
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    • 2005
  • 정보통신기술의 수용에 대한 많은 선행연구들은 기술수용이 유용성(usefulness), 사용의 용이성(ease of use) 그리고 기술에 대한 자긍심(self-efficacy) 같은 혁신적 요인에 의해 영향을 받는다고 하였다. 그러나, 이러한 선행연구들은 사회적 규범(subjective norms), 구전효과(word-of-mouth) 그리고 광고(advertising)와 같은 모방적 요인에 대해서는 간과해 왔다. 특히 수요대폭발(critical mass)을 불러일으키는 모방적 요인과 혁신적 요인의 상호간 인과관계에 대한 연구는 그다지 활발하지 않았다. 그래서 본 연구는 모바일 기술의 수용에 있어 모방적 요인의 역할에 대해 초점을 맞추었다. 이 연구의 목적은 복합적 관점에서 초기 모바일 기술 수용에 대한 의도에 영향을 미치는 요인들간의 인과관계를 실증적으로 검증하였다. 그 결과, 대량광고, 구전효과와 사회적 규범과 같은 모방적 요인이 모바일 수용의도에 직/간접적으로 영향을 미치고 있다는 것을 밝혔다. 본 연구는 기술 전파에 따른 시장변화에 있어 정보통신 장비공급업체에게 효과적으로 대응할 수 있는 전략수립에 도움을 주리라 믿는다.

모바일 서비스 수용결정요인에 관한 연구 - 내재적 이용동기에 의한 정보기술수용모형의 확장을 중심으로 - (A Study on the Acceptance Decision Factors of Mobile Services: Focusing on Expanding Technology Acceptance Model by Intrinsic Motivation)

  • 주시각;손영곤;전상길
    • 경영과정보연구
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    • 제30권4호
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    • pp.117-146
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    • 2011
  • 본 연구는 WCDMA로 대표되는 제 3세대 이동통신서비스의 수용의향과 관련된 동기를 파악함으로써 테크놀로지 수용과 관련된 메커니즘을 이해하기 위해 진행되었다. 이를 위해 지각된 유용성과 지각된 편의성이 수용의향을 설명하는 이론중의 하나인 정보기술수용모형을 적용하여 살펴보았다. 나아가 지각된 유용성과 지각된 편의성 두 가지 요인의 선행 변수로 내재적 동기를 상정하였으며, 이것이 다시 수용의향에 이르는 통합된 정보기술수용모형을 검증하였다. 이를 위해 본 연구는 서울 및 대도시 거주 만 13세 이상 49세 이하 현 이동통신 서비스를 가입, 이용하고 있는 사람들을 대상으로 설문조사를 실시하였다. 모바일 서비스 수용과 관련된 제반 변수들의 영향 관계 및 모형의 설명력을 검증하기 위해 구조방정식을 통해 연구결과를 도출하였다. 그 결과 WCDMA 서비스에 대한 지각된 유용성과 지각된 편의성은 수용의향에 영향을 미치고 있었으며, 지각된 유용성은 지각된 편의성의 영향을 받고 있는 것으로 나타났다. 또한 내재적 동기는 지각된 유용성과 지각된 편의성에 직접적인 영향을 미치고 있었다. 연구결과에서 보여지듯 정보기술수용모형의 타당성을 다시 한번 확인할 수 있었으며 테크놀로지 이용에 있어 내재적동기에 의한 이용의 중요성을 시사해준다고 할 수 있다.

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정교화 가능성 모형에 의한 IT 피교육자 신용 믿음 변화의 종단분석 (An Longitudinal Analysis of Changing Beliefs on the Use in IT Educatee by Elaboration Likelihood Model)

  • 이웅규
    • Asia pacific journal of information systems
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    • 제18권3호
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    • pp.147-165
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    • 2008
  • IT education can be summarized as persuading the educatee to accept IT. The persuasion is made by delivering the messages for how-to-use and where-to-use to the educatee, which leads formulation of a belief structure for using IT. Therefore, message based persuasion theory, as well as IT acceptance theories such as technology acceptance model(TAM), would play a very important role for explaining IT education. According to elaboration likelihood model(ELM) that has been considered as one of the most influential persuasion theories, people change attitude or perception by two routes, central route and peripheral route. In central route, people would think critically about issue-related arguments in an informational message. In peripheral route, subjects rely on cues regarding the target behavior with less cognitive efforts. Moreover, such persuasion process is not a one-shot program but continuous repetition with feedbacks, which leads to changing a belief structure for using IT. An educatee would get more knowledge and experiences of using IT as following an education program, and be more dependent on a central route than a peripheral route. Such change would reformulate a belief structure which is different from the intial one. The objectives of this study are the following two: First, an identification of the relationship between ELM and belief structures for using IT. Especially, we analyze the effects of message interpretation through both of central and peripheral routes on perceived usefulness which is an important explaining variable in TAM and perceived use control which have perceived ease of use and perceived controllability as sub-dimensions. Second, a longitudinal analysis of the above effects. In other words, change of the relationship between interpretation of message delivered by IT education and beliefs of IT using is analyzed longitudinally. For achievement of our objectives, we suggest a research model, which is constructed as three-layered. While first layer has a dependent variable, use intention, second one has perceived usefulness and perceived use control that has two sub-concepts, perceived ease of use and perceived controllability. Finally, third one is related with two routes in ELM, source credibility and argument quality which are operationalization of peripheral route and central route respectively. By these variables, we suggest five hypotheses. In addition to relationship among variables, we suggest two additional hypotheses, moderation effects of time in the relationships between perceived usefulness and two routes. That is, source credibility's influence on perceived usefulness is decreased as time flows, and argument quality's influence is increased. For validation of it, our research model is tested empirically. With measurements which have been validated in the other studies, we survey students in an Excel class two times for longitudinal analysis. Data Analysis is done by partial least square(PLS), which is known as an appropriate approach for multi-group comparison analysis with a small sized sample as like this study. In result. all hypotheses are statistically supported. One of theoretical contributions in this study is an analysis of IT education based on ELM and TAM which are considered as important theories in psychology and IS theories respectively. A longitudinal analysis by comparison between two surveys based on PLS is also considered as a methodological contribution. In practice, finding the importance of peripheral route in early stage of IT education should be notable.

위성 DMB의 채택요인에 관한 연구 : 정보기술수용모형을 중심으로 (A Study on Factors Influencing S-DMB Adoption : Focused on Technology Acceptance Model)

  • 남종훈
    • 디지털콘텐츠학회 논문지
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    • 제8권2호
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    • pp.173-189
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    • 2007
  • 본 논문은 방송과 통신 융합의 결정체인 위성 DMB의 채택요인에 대하여 실증적으로 분석하였다. 이론적 논의의 출발점은 기술수용과 인간의 행위를 연구한 이론인 정보기술수용모형이며 이를 위성 DMB의 기술적 특성에 맞게 확장하였다. 가설의 검증을 위하여 전국적으로 총 350명을 대상으로 설문조사를 실시하였다. 그 결과 즉시접속성, 서비스 품질, 비용, 광고영향, 인지된 용이성과 같은 변인들이 인지된 유용성에 정(+)의 영향을 미치는 것으로 나타났다. 인지된 용이성에는 일치성이 유의미한 영향을 미치는 것으로 분석되었다. 위성 DMB의 이용의도에 직접적으로 영향을 미치는 요인은 인지된 유용성과 인지된 용이성이다. 본 연구에서는 이론적 배경을 통해서 세워진 가설들을 검증하였으며 그 결과 대부분은 선행 연구의 결과와 동일하게 채택되었다. 그러나 일부의 변인들은 기존의 연구 결과와 다르게 기각되는 결과를 보여주었다. 자기효능감과 혁신성향은 인지된 용이성에 유의미한 영향을 미치지 않는 것으로 나타나 기존의 연구결과와 다른 결과를 보여주었다. 이는 위성 DMB가 갖는 기술적 특성과 위성 DMB에 대한 이용자들의 선입감과 심리적 기대감이 기존의 연구에서 적용되어진 IT 시스템이나 컴퓨터 그리고 모바일 인터넷과는 다르다는 것을 보여준다.

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