• Title/Summary/Keyword: Usage experience

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The Impact of Convenience Value of Mobile Banking Service on Customer Satisfaction and Re-Usage Intention : The Moderate Effect of Technology Anxiety (모바일 뱅킹 서비스의 편의적 가치가 고객만족과 재이용의도에 미치는 영향 : 기술우려감의 조절효과)

  • Lee, Seong Ho
    • Journal of Information Technology Services
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    • v.14 no.2
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    • pp.1-14
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    • 2015
  • As mobile distribution environment is changing rapidly and competition is more intensive in businesses today, technology based self service have been changed and developed. Among the change, financial institutes and consumers are interested in mobile banking services. This study attempted to investigate the impact of service convenience value on customer satisfaction and re-usage intention, and investigated the moderate effect of technology anxiety in the relationship between service convenience value and mobile banking service usage. For this study, data were gathered from respondents who have experience using mobile banking service and analyzed by structural equation model. A convenience value affected consumer satisfaction and re-usage intention toward mobile banking service. Also, this study found that the more technology anxiety, the less re-usage intention. The results show that management and investment to improve convenience value and to reduce technology anxiety make consumers' satisfaction and re-usage intention toward mobile banking service.

Factors Affecting the Computer Self-Efficacy (컴퓨터에 대한 자기유능감의 영향요인에 관한 연구)

  • 신미향;김은홍;이재범
    • Journal of the Korean Operations Research and Management Science Society
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    • v.22 no.3
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    • pp.191-208
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    • 1997
  • Recently, self-efficacy is one of the critical constructs that have been found to influence human decisions about behavior selection and the performance associated with the selected behavior. The construct has been widely adaopted and tested in the fields of social psychology and/or other behavioral sciences. In information system field, however, it has been hardly studied, although computer self-efficiency could have been an important factor explaining and predicting human computer usage behaviors. From this perspective, main proposes of the study are : (1) to develop a measure of computer self-efficacy, 2) to identify the factors influencing self-efficacy, and 3) to reveal the relationship between self-efficacy and computer usage behavior. By reviewing the literature, past experience, others'use, encouragement by others, and anxiety are selected as the factors influencing computer self-efficacy. Four hypotheses concerning the relationship between each of the variables and computer self-efficacy are tested by LISREL. One more hypothesis about the relationship between computer self-efficacy and computer usage is also tested. The results show that computer self-efficacy is significantly influenced by computer ansiety, encouragement by others, and computer experience, and that it is closely correlated with computer usage behavior.

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Effects of Using Shot Clip on the Broadcasting Viewing Intention (방송클립동영상 이용이 방송 시청의도에 미치는 영향)

  • Cho, Sukhyun;Lee, Hyunji
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.645-655
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    • 2016
  • The purpose of this study is to search shot clip' using variables influencing on the VOD purchase intention and watching intention of real-time broadcasting. This research focused on usage motivation, usage experience such as use time, time of utilization, genre, utilization pattern. Controlling demographic factors, results show that personal relation, benefit against whole broadcast, education genre, watching video, video sharing and recommendation were statistically influential to VOD purchase intention. And, results show that flexibility of use, drama/movie genre, read and write comments were statistically influential to watching intention of real-time broadcasting.

A Study on the Factors Affecting Mobile Commerce User' Post-Adoptive Behavior (모바일 커머스 수용 후 행동에 관한 연구)

  • Jo, Dong Hyuk;Park, Jong Woo
    • Journal of Information Technology Services
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    • v.14 no.3
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    • pp.163-182
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    • 2015
  • The spread of mobile commerce due to popularization of smartphones not only broke down the boundary between online and offline, but also changed the consumer life, and hence brought change of commerce paradigm that creates new demand. The success of innovative information technology such as mobile shopping can be defined as an individual accepting the technology and continuously using it, but the studies on the usage behavior after the acceptance have been done in very restrictively, despite its importance. In this study, in order to empirically investigate the factors that influence the continuance in mobile shopping usage experience and its causal relationship, Social Cognitive Theory and Habit Theory were applied to IS Continuance Model, and the extended IS Continuance Model was suggested and proved. As a result, the usefulness, enjoyment, and self-efficacy perceived in usage experience significantly influence satisfaction, and usefulness, self-efficacy, and satisfaction influence habit. Also, usefulness, self-efficacy, satisfaction, and habit significantly influence continuance intention. This study provides a valuable asset in providing an opportunity to understand the usage behavior of mobile shopping service users after the acceptance, and furthermore proving directionality in improving customer loyalty.

Investigating Consumer Innovativeness for New Media Infusion: Role of Literacy in the Context of OTT Services in Korea

  • Park, Keon Chul;Lee, Sangmin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.6
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    • pp.1935-1952
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    • 2022
  • Consumer innovativeness plays a vital role in explaining consumer dynamics, such as adoption, usage, and behavioral intention, in the new world of disruptive online media. This empirical study aimed to examine the importance of consumer innovativeness and digital literacy in the adoption and expansion of new technology-based media services, focusing on OTT services. Extending the theory of adoption of new technologies by innovators to new media environment centered on OTT services, it examines the influence of the four dimensions of motivated consumer innovativeness on OTT service usage. The Korea Media Panel Data of 2019, where overall ICT usage and media consumption of a broad panel of respondents was collected, was used for the analysis. From the data of 10,864 respondents, 4,031 (37.1%) were found to have experience in using OTT services. To clarify the mediating effect of digital literacy on the correlations between cognitive innovativeness of consumers and their use of OTT services, Process Macro Model 4 was used. The bootstrap method was applied to reveal that all four dimensions of consumer innovativeness have a significant indirect effect on new media usage through digital literacy, thus indicating how digital literacy plays an important role in the spread of new digital services in addition to consumer innovativeness. The findings are important in that they can help in the efforts to introduce new technologies to the public and educate them to improve their digital literacy so that they can enjoy the complete experience of using these new digital products.

A Study on User Experience(UX) in the Usage Context of Erasing (지우는 맥락 상황에서의 사용자 경험(UX)에 관한 연구)

  • Shin, Youngsoo;Lee, Sunhwa;Kim, Yeunju;Im, Chaerin;Kim, Jinwoo
    • Science of Emotion and Sensibility
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    • v.18 no.2
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    • pp.65-74
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    • 2015
  • Nowadays, people start to focus on the value of 'Mindfulness' and 'Slowness', instead of the importance of 'Development' and 'Advancement' in their whole life. According to this background, we attempted to find new research opportunities on User Experience(UX) in usage context of 'Erasing'. Through a interdisciplinary literature review on related works regarding the concept of erasing, we tried to understanding the meaning of erasing within the perspective of philosophy, psychology, and human-computer interaction(HCI). We also conducted the contextual inquiry, one of the qualitative research methods to examine the actual usage context and the user's experience, with 79 users who were required to erase something in three usage contexts, including Paper-Eraser condition, Computer-Keyboard condition, and Tablet PC condition. The results indicate that it is important to provide not only effective erasing but also satisfaction for users in the usage-context of erasing. From these attempts, we expect that our findings will be helpful to understand the meaning of the erasing in academic and practical fields.

Effects of AR Tourguide Application on Tourist Flow, Experiences, and Usage Intention (증강현실 관광 가이드 앱의 속성이 관광객의 몰입, 경험, 이용의도에 미치는 영향)

  • Kim, Eun-Joung;Song, Ni-Eun
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.487-500
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    • 2022
  • This study aims to examine visitors' usage intention of the mobile AR(Augmented reality) application for tourism in Korea. For this purpose, the study analyzed how three attributes of AR tourguide app such as interactivity, vividness, and novelty have influenced on the tourist in terms of three realms of their flow, their experience (education, entertainment, esthetics, and escapism), and their usage intention for the future. It conducted an online survey from 20 to 30 year-old 291 participants and used a structural equation modeling. Survey findings show that first, novelty has a positive influence on the state of flow in AR application after vividness; Interactivity does not any significant effect on the tourists' flow. Second, when tourists explore the flow in the AR tourguide app, it affects all realms of experience economy of education, entertainment, esthetics, and escapism. Third, when using AR tour guide app in the context of historical heritage site, the two dimensions of entertainment and education influence the usage intention but the other two of esthetics and escapism does not. This study has presented a theoretical contribution that it focuses on historical sites as one type of tourist attractions and suggests a new modeling integrating AR attributes, flow, experience, and usage intention. In addition, it can be used to become a practical reference for revising an user-oriented AR application and customer-tailored AR tourism.

An Exploratory Study on The Effects of Early AR Users' Attributes on AR Contents Adoption and Usage -Focusing on AR Contents Users' Perception and Experience (AR 초기 이용자들의 속성이 AR콘텐츠 채택과 이용에 미치는 영향에 관한 탐색적 연구 -AR콘텐츠 이용자들의 이용 인식과 이용 경험을 중심으로)

  • Kim, Kiyoon
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.38-48
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    • 2020
  • Focusing on the situation where there are not many actual users of VR / AR, this study, from the viewpoint of technology adoption and use, explores the adoption-and-use process of AR contents that can be easily accessed by using smartphones. As a result, the factors influencing the necessity of AR contents were 'enjoyment' and 'satisfaction', and other factors, such as 'innovativeness', 'the experience of using similar media', and 'the number of AR usage', did not have significant impact on the necessity of AR contents. In addition, as a result of verifying level differences in 'enjoyment', 'satisfaction' and 'necessity' according to the experience of using AR content, only the 'enjoyment' and 'satisfaction' showed that there are differences. In other words, it can be interpreted that the users in their 20s actively use AR content only when they expect to have fun and satisfaction. To sum up, this study can provide an important implication for understanding the tendency of early AR content users' perception and usage behavior.

The Effect Service and Individual Characteristics on Usage Intention of Location-Based Advertising : Focused on the Moderating Effects of Gender (서비스 특성과 개인적 특성이 위치기반광고의 이용의도에 미치는 영향에 관한 연구 : 성별의 조절효과를 중심으로)

  • Jang, Sung Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.11
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    • pp.7310-7320
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    • 2015
  • The purpose of this study is to examine the factors influencing usage intention of Location-Based Advertising (LBA) and moderating effects of gender. This model tests various theoretical research hypotheses relating to LBA, service and individual characteristics, and Technology Acceptance Model (TAM). The target population of this study was LBA users. The results of hypothesis testing are as follows. First, personalization and ubiquity positively influence attitudes toward LBA and irritation negatively influence attitudes toward LBA. Second, coupon proneness and flow experience positively influence attitudes toward LBA. Finally, personalization and ubiquity to attitudes toward LBA for females are significantly larger than those for males. And coupon proneness and flow experience to attitude for males are significantly larger than those for females. The results of this study will provide various implications to improve usage intention of LBA.

The study of Safety education, safe experience for students to develop research simulreyiteo (안전체험 시뮬레이터 개발에 관한 연구)

  • Kim, Tae-hwan
    • Journal of the Society of Disaster Information
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    • v.6 no.1
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    • pp.46-59
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    • 2010
  • In this study, the safety training of comparative analysis of the realities of Korea's safety training and international experience and practical training for the safety experience of a virtual reality simulator, the development of safe conduct as a controlled motion simulator system, image H / W and the control system works, sound effects H / W and the control system works, 4D special effects (smoke, heat, wind, vibration) and a control system integration, mission control system for the selection and evaluation of the proposal, and safety training on Game S / W of development as we have never experienced an earthquake action plan and evacuate to escape the power of experience and the experience of an earthquake (vibration + video), Also the collapse and a fire escape on the experience of following second disaster, the building collapsed during an escape experience in the field, in case of fire According to the initial fire suppression and fire extinguisher usage experience - experience of smoke and heat to escape in, Moreover, the Daegu subway fire in public places such as subway and evacuated to escape the experience, considering the suggested Simulator.