• 제목/요약/키워드: Will of Continuous Use

검색결과 392건 처리시간 0.027초

블로그 사용자의 지속적 사용의도에 영향을 미치는 요인에 관한 연구 (A study on the determinant to effect on blog usage)

  • 최재영;전중양;배순한
    • 디지털산업정보학회논문지
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    • 제7권2호
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    • pp.161-172
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    • 2011
  • BIog services have been developed in 5 years and also many companies have introduced many kinds of blog services as well. It is expected that the blog services will grow continuously. As the number of blog users is growing rapidly, the blogs progressively exert their influences on our society and are directly connected to the success or the failure of the portal site businesses. Thus it is necessary to investigate users' motivation to use blog and to predict their intention of continuous uses of the blog. Specifically, this study is to focus on user's motivation and user's psychological status in using the blogs. Furthermore, this study explores their causal relationships. The study tries to investigate what motivations make users to use the blogs on the regular basis. Its results show that two motivation factors, intrinsic and extrinsic motivation factors, significantly affect user's flow experiences and the flow experiences affect general use of the blogs.

스마트폰의 지각된 가치와 지속적 사용의도, 그리고 개인 혁신성의 조절효과 (An Empirical Study on Perceived Value and Continuous Intention to Use of Smart Phone, and the Moderating Effect of Personal Innovativeness)

  • 한준형;강성배;문태수
    • Asia pacific journal of information systems
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    • 제23권4호
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    • pp.53-84
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    • 2013
  • With rapid development of ICT (Information and Communications Technology), new services by the convergence of mobile network and application technology began to appear. Today, smart phone with new ICT convergence network capabilities is exceedingly popular and very useful as a new tool for the development of business opportunities. Previous studies based on Technology Acceptance Model (TAM) suggested critical factors, which should be considered for acquiring new customers and maintaining existing users in smart phone market. However, they had a limitation to focus on technology acceptance, not value based approach. Prior studies on customer's adoption of electronic utilities like smart phone product showed that the antecedents such as the perceived benefit and the perceived sacrifice could explain the causality between what is perceived and what is acquired over diverse contexts. So, this research conceptualizes perceived value as a trade-off between perceived benefit and perceived sacrifice, and we need to research the perceived value to grasp user's continuous intention to use of smart phone. The purpose of this study is to investigate the structured relationship between benefit (quality, usefulness, playfulness) and sacrifice (technicality, cost, security risk) of smart phone users, perceived value, and continuous intention to use. In addition, this study intends to analyze the differences between two subgroups of smart phone users by the degree of personal innovativeness. Personal innovativeness could help us to understand the moderating effect between how perceptions are formed and continuous intention to use smart phone. This study conducted survey through e-mail, direct mail, and interview with smart phone users. Empirical analysis based on 330 respondents was conducted in order to test the hypotheses. First, the result of hypotheses testing showed that perceived usefulness among three factors of perceived benefit has the highest positive impact on perceived value, and then followed by perceived playfulness and perceived quality. Second, the result of hypotheses testing showed that perceived cost among three factors of perceived sacrifice has significantly negative impact on perceived value, however, technicality and security risk have no significant impact on perceived value. Also, the result of hypotheses testing showed that perceived value has significant direct impact on continuous intention to use of smart phone. In this regard, marketing managers of smart phone company should pay more attention to improve task efficiency and performance of smart phone, including rate systems of smart phone. Additionally, to test the moderating effect of personal innovativeness, this research conducted multi-group analysis by the degree of personal innovativeness of smart phone users. In a group with high level of innovativeness, perceived usefulness has the highest positive influence on perceived value than other factors. Instead, the analysis for a group with low level of innovativeness showed that perceived playfulness was the highest positive factor to influence perceived value than others. This result of the group with high level of innovativeness explains that innovators and early adopters are able to cope with higher level of cost and risk, and they expect to develop more positive intentions toward higher performance through the use of an innovation. Also, hedonic behavior in the case of the group with low level of innovativeness aims to provide self-fulfilling value to the users, in contrast to utilitarian perspective, which aims to provide instrumental value to the users. However, with regard to perceived sacrifice, both groups in general showed negative impact on perceived value. Also, the group with high level of innovativeness had less overall negative impact on perceived value compared to the group with low level of innovativeness across all factors. In both group with high level of innovativeness and with low level of innovativeness, perceived cost has the highest negative influence on perceived value than other factors. Instead, the analysis for a group with high level of innovativeness showed that perceived technicality was the positive factor to influence perceived value than others. However, the analysis for a group with low level of innovativeness showed that perceived security risk was the second high negative factor to influence perceived value than others. Unlike previous studies, this study focuses on influencing factors on continuous intention to use of smart phone, rather than considering initial purchase and adoption of smart phone. First, perceived value, which was used to identify user's adoption behavior, has a mediating effect among perceived benefit, perceived sacrifice, and continuous intention to use smart phone. Second, perceived usefulness has the highest positive influence on perceived value, while perceived cost has significant negative influence on perceived value. Third, perceived value, like prior studies, has high level of positive influence on continuous intention to use smart phone. Fourth, in multi-group analysis by the degree of personal innovativeness of smart phone users, perceived usefulness, in a group with high level of innovativeness, has the highest positive influence on perceived value than other factors. Instead, perceived playfulness, in a group with low level of innovativeness, has the highest positive factor to influence perceived value than others. This result shows that early adopters intend to adopt smart phone as a tool to make their job useful, instead market followers intend to adopt smart phone as a tool to make their time enjoyable. In terms of marketing strategy for smart phone company, marketing managers should pay more attention to identify their customers' lifetime value by the phase of smart phone adoption, as well as to understand their behavior intention to accept the risk and uncertainty positively. The academic contribution of this study primarily is to employ the VAM (Value-based Adoption Model) as a conceptual foundation, compared to TAM (Technology Acceptance Model) used widely by previous studies. VAM is useful for understanding continuous intention to use smart phone in comparison with TAM as a new IT utility by individual adoption. Perceived value dominantly influences continuous intention to use smart phone. The results of this study justify our research model adoption on each antecedent of perceived value as a benefit and a sacrifice component. While TAM could be widely used in user acceptance of new technology, it has a limitation to explain the new IT adoption like smart phone, because of customer behavior intention to choose the value of the object. In terms of theoretical approach, this study provides theoretical contribution to the development, design, and marketing of smart phone. The practical contribution of this study is to suggest useful decision alternatives concerned to marketing strategy formulation for acquiring and retaining long-term customers related to smart phone business. Since potential customers are interested in both benefit and sacrifice when evaluating the value of smart phone, marketing managers in smart phone company has to put more effort into creating customer's value of low sacrifice and high benefit so that customers will continuously have higher adoption on smart phone. Especially, this study shows that innovators and early adopters with high level of innovativeness have higher adoption than market followers with low level of innovativeness, in terms of perceived usefulness and perceived cost. To formulate marketing strategy for smart phone diffusion, marketing managers have to pay more attention to identify not only their customers' benefit and sacrifice components but also their customers' lifetime value to adopt smart phone.

모바일 소셜 네트워크 게임 이용 동기가 게임태도와 지속적 이용의도 및 추천의도에 미치는 영향 (The Effect of Motivation for Using Mobile Social Network Games on the Game Attitude, Continuous Use Intention and Intention to Recommend the Game)

  • 염동섭
    • 디지털융복합연구
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    • 제15권1호
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    • pp.453-459
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    • 2017
  • 본 연구는 게임 산업 시장에 새로운 성장 동력으로 주목받고 있는 모바일 소셜 네트워크 게임에 대한 이용자들의 이용행태를 알아보기 위해 진행되었다. 이를 위해 남, 여 대학생 250명을 대상으로 설문조사를 실시하였다. 연구결과 첫째, 모바일 소셜 네트워크 게임에 대한 관계형성 동기와 여유시간 재미찾기 동기 요인이 게임태도에 정(+)의 영향을 미치는 것으로 확인되었다. 둘째, 모바일 소셜 네트워크 게임에 대한 관계형성 동기는 지속적 이용의도에 정(+)의 영향을 미치는 것으로 확인되었다. 셋째, 모바일 소셜 네트워크 게임에 대한 관계형성 동기와 여유시간 재미찾기 동기는 구전에 의한 추천의도에, 관계형성 동기와 광고추천 동기는 온라인에 의한 추천의도에 정(+)의 영향을 미치는 것으로 확인되었다. 넷째, 모바일 소셜 네트워크 게임에 대한 태도는 지속적 이용의도에 정(+)의 영향을 미치는 것으로 확인되었다. 마지막으로 모바일 소셜 네트워크 게임에 대한 태도는 구전에 의한 추천의도에 정(+)의 영향을 미치는 것으로 확인되었다. 본 연구는 이러한 연구결과를 바탕으로 이용자들의 편의에 맞는 양질의 게임 콘텐츠 개발을 위한 유용한 기초정보를 제공해줄 수 있을 것으로 기대한다.

SNS 접속형태와 이용심리에 의한 지속사용의도 영향요인 연구 (A Study on Influencing Factors of Continuous Use Intention by SNS Connection Type and User Psychology)

  • 홍희경;최정일;한경석
    • 디지털콘텐츠학회 논문지
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    • 제18권5호
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    • pp.957-967
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    • 2017
  • 본 연구는 SNS 이용의 중지를 원하면서도 SNS를 지속적으로 사용하게 하는 의도에 영향을 주는 요인을 이용자들의 심리와 접속형태 중심으로 접근하였다. 개념적 틀로써 확장된 기술수용모델(TAM2)과 프라이버시 계산 모델(PCM)을 사용하였으며 선행연구를 기반으로 독립변인과 매개변인을 도출하였다. 가설의 검증은 AMOS 18.0과 SPSS 18.0을 이용하였고, SNS 이용 경험이 있는 IT 계열 학생 및 일반인을 대상으로 설문지를 배포하여 결측값 및 불성실 응답을 제외한 443부를 최종 분석에 사용하였다. 본 연구를 통해 SNS 이용 의도에 대한 긍정과 부정의 심리요인이 이용자에게 공존함을 인식하고 각 요인이 SNS 지속사용의 유인요인과 저해요인으로 작용할 수 있음을 고려하여, 향후 개선된 SNS의 서비스 방안 제공 및 마케팅 전략 수립의 기틀마련에 도움이 되기를 기대한다.

무선 연속 당측정기에 의한 정상 개의 당 농도 평가 (Evaluation of Glucose Concentration by Wireless Continuous Glucose Monitoring System in Healthy Dogs)

  • 강지훈;김성수;양만표
    • 한국임상수의학회지
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    • 제27권4호
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    • pp.392-396
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    • 2010
  • Blood glucose curves in the management for diabetic patients have several limitations including intermittent assessment of blood glucose concentration, hospitalization, patient restraint, and repeated phlebotomy. The aim of this study was to apply and evaluate a wireless continuous glucose monitoring system (CGMS) in healthy dogs. Subcutaneous interstitial glucose concentrations in 7 dogs were continuously monitored and recorded by wireless CGMS. During induced hyperglycemia, the interstitial glucose concentrations were compared with whole blood glucose concentrations measured by glucometer and serum glucose concentrations measured by automated chemistry analyzer, respectively. There were no significant differences among interstitial, whole blood and serum glucose concentrations. The interstitial glucose concentrations had a good correlation to serum glucose concentrations. The real-time wireless CGMS is a valuable tool for monitoring system of glucose concentrations in dogs. Use of the CGMS for diabetic patients will provide accurate information over traditional blood glucose curves.

이용자의 혁신저항이 모바일 건강 앱 이용의도에 미치는 영향 (The Effect of Innovation Resistance of Users on Intention to Use Mobile Health Applications)

  • 김동훈;이용정
    • 한국비블리아학회지
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    • 제31권1호
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    • pp.5-20
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    • 2020
  • 본 연구는 건강관리에 대한 인식이 높아지면서 많은 양의 건강 앱이 생산되고 있지만 이에 대한 이용 수준이 낮은 원인을 파악하고자 하였다. 즉, 이용자가 지닌 혁신저항(사용 장벽 정도, 가치 장벽 정도, 위험 장벽 정도, 전통 장벽 정도, 이미지 장벽 정도)이 건강 앱 이용의도에 미치는 영향을 살펴보았다. 본 연구를 위해 대학생들을 대상으로 설문을 진행하여 378개의 유효한 응답을 얻었다. 연구 결과, 이용자의 이미지장벽 정도가 높을수록 건강 앱에 대한 혁신저항 정도가 높아지며, 혁신저항 정도가 높을수록 지속적 이용의도 정도와 추천의지 정도가 낮게 나타났다. 또한, 사용장벽 정도, 가치장벽 정도 그리고 전통장벽 정도는 혁신저항 정도에 유의한 영향을 미치지 않는 것으로 나타났다. 본 연구는 건강 앱의 이용행태를 혁신저항이론으로 설명함으로써 신기술의 수용 및 지속적 사용에 대한 학문적 논의를 심화시켰다. 연구 결과는 건강 앱의 수용 및 지속적 이용을 위해서는 사용장벽, 가치장벽 그리고 전통장벽보다는 이미지장벽을 낮추는 것이 효과적일 것이라는 실질적 함의를 제공한다.

공항특수경비원들의 보안서비스가치가 고객만족 및 고객충성도에 미치는 영향 (Effects of Airport Special Guard's Security Service Value on Customers' Satisfaction and Customers' Loyalty)

  • 이지은;김찬선
    • 융합보안논문지
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    • 제15권1호
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    • pp.37-47
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    • 2015
  • 이 연구의 목적은 공항특수경비원들의 보안서비스가치가 고객만족 및 고객충성도에 미치는 영향을 규명하는데 있다. 이 연구는 2013년 6월 인천소재 공항시설 이용자들을 모집단으로 선정한 다음 집락무선표집법을 이용하여 표본을 추출하였으며, 최종 분석은 460명이 활용 되었다. 연구에 사용된 설문지는 사회인구학적 특성 6문항, 보안서비스가치 6문항, 고객만족 6문항, 고객충성도 4문항 등 총 22문항으로 구성하였으며, PSSWIN 18.0 을 이용하여 요인분석, 신뢰도분석, 다중 회귀분석, 경로분석 등의 방법을 활용하였다. 설문지의 신뢰도는 ${\alpha}$=.809 이상으로 나타났다. 결론은 다음과 같다. 첫째, 보안서비스가치는 고객만족에 영향을 미친다. 화폐적가치를 증대시켜준다면 서비스구성만족은 높다. 둘째, 보안서비스가치는 고객충성도에 영향을 미친다. 화폐적가치, 시간적가치를 증대시켜 준다면 지속적이용의사, 타인추천의사는 높다. 셋째, 고객만족은 고객충성도에 영향을 미친다. 서비스구성만족, 이용결정만족을 증대시켜 준다면 지속적이용의사, 타인추천의사는 높다. 넷째, 공항특수경비원들의 보안서비스가치는 고객만족 및 고객충성도에 직 간접적으로 영향을 미친다. 즉, 고객만족은 보안서비스가치와 고객충성도를 매개하는 중요한 변수임을 의미해주고 있다.

The Effect of Chatbot Service Acceptance Intention on Service Continuous Use Intention

  • Hyeyoon PARK
    • 유통과학연구
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    • 제22권9호
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    • pp.107-117
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    • 2024
  • Purpose: This research aims to contribute to the search for strategies on innovation in chatbot services in airline distribution industry. Personal and systemic characteristics of chatbot were derived together. The extended technology acceptance model theory was applied. The effects of perceived ease of use, usefulness, and intention to use chatbot from the user's perspective were empirically analyzed. Research design, data and methodology: Through an online survey, 309 people who have experience using chatbot services in airline distribution industry responded. AMOS 18.0 was used to analyze the data. Results: The hypothesis that personal characteristics will positively influence perceived ease and perceived usefulness was tested. Self-efficacy and user's innovativeness were shown have a significant effect on both perceived ease and perceived usefulness. System characteristics present a positive effect on perceived ease and perceived usefulness was tested. Consistency and familiarity were found to affect perceived ease and perceived usefulness. Perceived ease of use and perceived usefulness show a positive effect on intention to continue using chatbot service. Conclusions: When building an airline chatbot service in airline distribution industry, it is necessary to consider systematic characteristics, ease of use, and usability. It provided practical implications in that it have a significant impact on users' intention to use.

스트림 데이터에서 회귀분석에 기반한 빈발항목 예측 (Frequent Items Mining based on Regression Model in Data Streams)

  • 이욱현
    • 한국콘텐츠학회논문지
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    • 제9권1호
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    • pp.147-158
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    • 2009
  • 최근 스트림데이터 환경의 데이터 모델은 데이터의 양이 아주 크고 연속적이며 무한하다. 이에 반해 제한된 용량의 디스크나 메모리 등을 이용해서 질의 처리나 데이터 분석을 처리한다. 이러한 환경에서 트랜잭션 데이터베이스에 대한 전통적인 빈발패턴탐사는 불가능하다고 할 수 있다. 왜냐하면, 연속적으로 들어오는 스트림 데이터에 대해 어떤 항목집합이 빈발항목인지 아닌지에 대한 정보를 계속적으로 유지 관리하기가 어렵기 때문이다. 본 논문에서는 연속적으로 들어오는 스트림 데이터에 회귀모델을 적용하여 빈발 항목들을 예측할 수 있는 방법을 제안한다. 스트림 데이터로부터 회귀모델을 생성함으로써 불확실한 항목들에 대한 예측 모델로 사용할 수 있다. 다양한 실험을 통하여 제안하는 방법이 스트림 데이터 환경의 데이터에 효율적으로 사용될 수 있음을 보인다.

청소년 체력증진을 위한 어플리케이션 개발 (Development of Applications for Promotion of Youth's Physical Strength)

  • 박인희;허정훈;서광석
    • 정보교육학회논문지
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    • 제19권1호
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    • pp.99-112
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    • 2015
  • 청소년의 건강이 갈수록 악화되어 가고 있는 가운데 학교현장에서는 다양한 건강체력 향상 프로그램이 진행되고 있다. 그러나 교사의 지도 없이 자기 주도적 체력 관리를 하기에는 다양한 제약이 따른다. 이를 위해 체력관리 어플리케이션 활용이 도움이 될 수 있지만 기존의 운동 어플리케이션은 대부분 성인을 대상으로 개발되어 성장기 청소년이 사용하기에는 한계가 있다. 그러므로 본 논문에서는 청소년의 자기 주도적 체력관리가 가능한 체력증진 어플리케이션을 개발하였다. 본 어플리케이션의 특징은 홈트레이닝과 스쿨트레이닝으로 분류하여 다양한 운동 프로그램을 제공하며, 지속적 활용을 위해 흥미요소를 가미하여 제작하였다. 적용 결과 실험집단 학생들의 건강체력이 대다수 향상되었으며, 어플리케이션 만족도 운동시간 지속적 사용에 대한 반응이 긍정적으로 나타났다.