• Title/Summary/Keyword: context model

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An Analysis of the Moderating Effects of User Ability on the Acceptance of an Internet Shopping Mall (인터넷 쇼핑몰 수용에 있어 사용자 능력의 조절효과 분석)

  • Suh, Kun-Soo
    • Asia pacific journal of information systems
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    • v.18 no.4
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    • pp.27-55
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    • 2008
  • Due to the increasing and intensifying competition in the Internet shopping market, it has been recognized as very important to develop an effective policy and strategy for acquiring loyal customers. For this reason, web site designers need to know if a new Internet shopping mall(ISM) will be accepted. Researchers have been working on identifying factors for explaining and predicting user acceptance of an ISM. Some studies, however, revealed inconsistent findings on the antecedents of user acceptance of a website. Lack of consideration for individual differences in user ability is believed to be one of the key reasons for the mixed findings. The elaboration likelihood model (ELM) and several studies have suggested that individual differences in ability plays an moderating role on the relationship between the antecedents and user acceptance. Despite the critical role of user ability, little research has examined the role of user ability in the Internet shopping mall context. The purpose of this study is to develop a user acceptance model that consider the moderating role of user ability in the context of Internet shopping. This study was initiated to see the ability of the technology acceptance model(TAM) to explain the acceptance of a specific ISM. According to TAM. which is one of the most influential models for explaining user acceptance of IT, an intention to use IT is determined by usefulness and ease of use. Given that interaction between user and website takes place through web interface, the decisions to accept and continue using an ISM depend on these beliefs. However, TAM neglects to consider the fact that many users would not stick to an ISM until they trust it although they may think it useful and easy to use. The importance of trust for user acceptance of ISM has been raised by the relational views. The relational view emphasizes the trust-building process between the user and ISM, and user's trust on the website is a major determinant of user acceptance. The proposed model extends and integrates the TAM and relational views on user acceptance of ISM by incorporating usefulness, ease of use, and trust. User acceptance is defined as a user's intention to reuse a specific ISM. And user ability is introduced into the model as moderating variable. Here, the user ability is defined as a degree of experiences, knowledge and skills regarding Internet shopping sites. The research model proposes that the ease of use, usefulness and trust of ISM are key determinants of user acceptance. In addition, this paper hypothesizes that the effects of the antecedents(i.e., ease of use, usefulness, and trust) on user acceptance may differ among users. In particular, this paper proposes a moderating effect of a user's ability on the relationship between antecedents with user's intention to reuse. The research model with eleven hypotheses was derived and tested through a survey that involved 470 university students. For each research variable, this paper used measurement items recognized for reliability and widely used in previous research. We slightly modified some items proper to the research context. The reliability and validity of the research variables were tested using the Crobnach's alpha and internal consistency reliability (ICR) values, standard factor loadings of the confirmative factor analysis, and average variance extracted (AVE) values. A LISREL method was used to test the suitability of the research model and its relating six hypotheses. Key findings of the results are summarized in the following. First, TAM's two constructs, ease of use and usefulness directly affect user acceptance. In addition, ease of use indirectly influences user acceptance by affecting trust. This implies that users tend to trust a shopping site and visit repeatedly when they perceive a specific ISM easy to use. Accordingly, designing a shopping site that allows users to navigate with heuristic and minimal clicks for finding information and products within the site is important for improving the site's trust and acceptance. Usefulness, however, was not found to influence trust. Second, among the three belief constructs(ease of use, usefulness, and trust), trust was empirically supported as the most important determinants of user acceptance. This implies that users require trustworthiness from an Internet shopping site to be repeat visitors of an ISM. Providing a sense of safety and eliminating the anxiety of online shoppers in relation to privacy, security, delivery, and product returns are critically important conditions for acquiring repeat visitors. Hence, in addition to usefulness and ease of use as in TAM, trust should be a fundamental determinants of user acceptance in the context of internet shopping. Third, the user's ability on using an Internet shopping site played a moderating role. For users with low ability, ease of use was found to be a more important factors in deciding to reuse the shopping mall, whereas usefulness and trust had more effects on users with high ability. Applying the EML theory to these findings, we can suggest that experienced and knowledgeable ISM users tend to elaborate on such usefulness aspects as efficient and effective shopping performance and trust factors as ability, benevolence, integrity, and predictability of a shopping site before they become repeat visitors of the site. In contrast, novice users tend to rely on the low elaborating features, such as the perceived ease of use. The existence of moderating effects suggests the fact that different individuals evaluate an ISM from different perspectives. The expert users are more interested in the outcome of the visit(usefulness) and trustworthiness(trust) than those novice visitors. The latter evaluate the ISM in a more superficial manner focusing on the novelty of the site and on other instrumental beliefs(ease of use). This is consistent with the insights proposed by the Heuristic-Systematic model. According to the Heuristic-Systematic model. a users act on the principle of minimum effort. Thus, the user considers an ISM heuristically, focusing on those aspects that are easy to process and evaluate(ease of use). When the user has sufficient experience and skills, the user will change to systematic processing, where they will evaluate more complex aspects of the site(its usefulness and trustworthiness). This implies that an ISM has to provide a minimum level of ease of use to make it possible for a user to evaluate its usefulness and trustworthiness. Ease of use is a necessary but not sufficient condition for the acceptance and use of an ISM. Overall, the empirical results generally support the proposed model and identify the moderating effect of the effects of user ability. More detailed interpretations and implications of the findings are discussed. The limitations of this study are also discussed to provide directions for future research.

Prediction method of node movement using Markov Chain in DTN (DTN에서 Markov Chain을 이용한 노드의 이동 예측 기법)

  • Jeon, Il-kyu;Lee, Kang-whan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.5
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    • pp.1013-1019
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    • 2016
  • This paper describes a novel Context-awareness Markov Chain Prediction (CMCP) algorithm based on movement prediction using Markov chain in Delay Tolerant Network (DTN). The existing prediction models require additional information such as a node's schedule and delivery predictability. However, network reliability is lowered when additional information is unknown. To solve this problem, we propose a CMCP model based on node behaviour movement that can predict the mobility without requiring additional information such as a node's schedule or connectivity between nodes in periodic interval node behavior. The main contribution of this paper is the definition of approximate speed and direction for prediction scheme. The prediction of node movement forwarding path is made by manipulating the transition probability matrix based on Markov chain models including buffer availability and given interval time. We present simulation results indicating that such a scheme can be beneficial effects that increased the delivery ratio and decreased the transmission delay time of predicting movement path of the node in DTN.

An Implementation of Spatio-Temporal Graph to Represent Situations in the Virtual World (가상현실 속의 상황 표현을 위한 시공간 그래프의 구현)

  • Park, Jong-Hee;Jung, Gung-Hun
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.9-19
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    • 2013
  • In this paper, we develop a Spatio-Temporal graph as of a key component of our knowledge representation Scheme. We design an integrated representation scheme to depict not only present and past but future in parallel with the spaces in an effective and intuitive manner. An event in general occupies not only a space but a time. Hence a crucial premise for the simulation of virtual situations is to position events in the multi-dimensional context, that is, 3-D space extended by the temporal dimension. Furthermore an event tends to have physical, social and mental aspects intertwined. As a result we need diverse information structures and functions to model entities and relations associated with events and to describe situations in different stances or perspectives of the virtual agents. These structures and functions are implemented in terms of integrated and intuitive representation schemes at different levels such as Ontology View, Instance View, ST View, Reality View. The resulting multi-dimensional comprehensive knowledge structure accommodates multi-layered virtual world developing in the time to maximize the diversity of situations in the historical context. The viability of this knowledge representation scheme is demonstrated with a typical scenario applied to a simulator implemented based on the ST Graph. The virtual stage based on the ST graph can be used to provide natural contexts for situated learning or next-generation simulation games.

Learning Predictive Models of Memory Landmarks based on Attributed Bayesian Networks Using Mobile Context Log (모바일 컨텍스트 로그를 사용한 속성별 베이지안 네트워크 기반의 랜드마크 예측 모델 학습)

  • Lee, Byung-Gil;Lim, Sung-Soo;Cho, Sung-Bae
    • Korean Journal of Cognitive Science
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    • v.20 no.4
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    • pp.535-554
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    • 2009
  • Information collected on mobile devices might be utilized to support user's memory, but it is difficult to effectively retrieve them because of the enormous amount of information. In order to organize information as an episodic approach that mimics human memory for the effective search, it is required to detect important event like landmarks. For providing new services with users, in this paper, we propose the prediction model to find landmarks automatically from various context log information based on attributed Bayesian networks. The data are divided into daily and weekly ones, and are categorized into attributes according to the source, to learn the Bayesian networks for the improvement of landmark prediction. The experiments on the Nokia log data showed that the Bayesian method outperforms SVMs, and the proposed attributed Bayesian networks are superior to the Bayesian networks modelled daily and weekly.

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Development of Speech Recognition System based on User Context Information in Smart Home Environment (스마트 홈 환경에서 사용자 상황정보 기반의 음성 인식 시스템 개발)

  • Kim, Jong-Hun;Sim, Jae-Ho;Song, Chang-Woo;Lee, Jung-Hyun
    • The Journal of the Korea Contents Association
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    • v.8 no.1
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    • pp.328-338
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    • 2008
  • Most speech recognition systems that have a large capacity and high recognition rates are isolated word speech recognition systems. In order to extend the scope of recognition, it is necessary to increase the number of words that are to be searched. However, it shows a problem that exhibits a decrease in the system performance according to the increase in the number of words. This paper defines the context information that affects speech recognition in a ubiquitous environment to solve such a problem and develops user localization method using inertial sensor and RFID. Also, we develop a new speech recognition system that demonstrates better performances than the existing system by establishing a word model domain of a speech recognition system by context information. This system shows operation without decrease of recognition rate in smart home environment.

The Impact of Service Quality on Consumer's Attitude in O2O Context (O2O(Online-to-Offline) 환경에서 서비스 품질요인이 소비자의 태도에 미치는 영향)

  • Moon, Yun Ji;Choi, Hun;Jeong, Hyejin;Kim, Jaekyeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.455-456
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    • 2015
  • In O2O environment (Online-to-Offline), providers attract new customers via websites and lead them to pay online, then induce them again to offline when receiving products. Thus, online and offline channel is integrated and create synergy for marketing in O2O context. As online and offline channel coexist in O2O, consumers' perceptions for products and services that providers offer cannot help being different compared to an independent channel (i.e., either online or offline). Therefore, this research aims to explore the effect of perceived service quality on consumer's trust and attitude, who have purchased products in O2O context. For testing the hypothesized research model, the current paper conducts survey and empirical test.

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Coworking Spaces Being a Creative Community in a Region (지역의 창조적 커뮤니티로서 코워킹 스페이스)

  • Chung, Suhee;Huh, Dongsuk
    • Journal of the Economic Geographical Society of Korea
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    • v.23 no.3
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    • pp.292-311
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    • 2020
  • Coworking spaces have been increasingly considered as a way of building an innovative entrepreneurship ecosystem and facilitating population inflow. This paper aims at identifying the concept and characteristics of coworking spaces and examining these various types in a regional context. Coworking spaces located or planned in small and medium-sized cities and rural areas in Japan and Korea are empirically investigated. Through the case study, this study provides implications for a model of coworking spaces being a creative community in a region. Specifically, it is necessary to have distinctive features only for the regional context-based coworking spaces. Moreover, this new spaces should act as a multi-functional, convergent space and a venue for regional innovation. In a fast-changing work environment such as telework, the region-based coworking spaces can be reconsidered as the place that provides an alternative work, play, learn, and rest platform. Creative people hoping for new work and lifestyle may flow into the region through this intermediator, and thus foster the interplay between the creative community and regional environment.

Gender Differences in Continuance Intention of On-line Shopping Services

  • Lee, Yon-Nim;Kwon, Oh-Byung
    • Asia pacific journal of information systems
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    • v.20 no.3
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    • pp.51-72
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    • 2010
  • Given the extensive role of IS in everyday life and the increasing presence of women in IS users, understanding gender differences in individual technology continuance usage decisions is an important issue. Nevertheless, much of the large body of research on gender differences has just examined mean differences between women and men in terms of abilities, usage habit, and traits. Even though lots of psychology studies have shown that women, more than men, were influenced by affective factors, gender-affection-continuance use linkage has not been examined in the context of on-line shopping services. Therefore, the primary purpose of this paper is to seek to examine gender differences in terms of influence of affective factor in the context of IS continuance use. Meanwhile, IS continuance has been an important subject of study in the IT research area. To date, to explain why and how users are motivated to continue to use on-line shopping services, lots of theory-based research such as expectation-confirmation model (ECM) has been proposed. In particular, various affective factors have been proposed to explain continuance use of on-line shopping services recently. Affective factors have been regarded as essential factors for increasing relational strength and satisfaction. Several affective factors have been studied by prior IS adoption and continuance studies. Among them are enjoyment and anxiety. In IS continuance research, positive affect has been commonly and narrowly conceptualized and measured as the enjoyment which a person derives from using computers. Hence, in this study, we introduced intimacy factor, which was conceptually related to the quality of interactions and relationships in previous research. It also has been regarded as essential factors for strengthening human relationships. As a result, we have observed gender effect while examining intimacy-continuance bond. As expected based on the previous literatures, women seem to be more sensitive in affective factors. The contribution point here is that we find evidence in the context of on-line shopping services.

The Importance of Robot Personality in a Museum Context (박물관 맥락에서의 로봇성격 설정의 중요성 연구)

  • Gu, Ji-Hyang;Shin, Dong-Hee
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.184-197
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    • 2016
  • This study investigates human-robot interactions in a museum environment. Unlike robots in movies, robots in real life do not have 'personality,' but instead have a specific purpose and function. This research is primarily about the assignment of specific and appropriate personalities to robots in different contexts. Methods by which a definite personality can be imparted on a robot are discussed in this research. Previous research has addressed attempts to assign a robot personality based on the task context. However, the discussion of robot personality is incomplete. Therefore, we assumed that a robot's character was dependent on the characteristics of its location of use. We planned a $2{\times}2$ comparison of various robot personalities, i.e., introverted or extroverted paired with either a traditional museum or a process-oriented experiential experience. Based on Schmitt's (1999) strategic experiential modules, experiential factors were derived for each set of conditions. To achieve the objectives of the research, theoretical and empirical research were conducted simultaneously. The software JMP 9 was used to verify the research model and hypotheses.

An Efficient Hardware Implementation of CABAC Using H/W-S/W Co-design (H/W-S/W 병행설계를 이용한 CABAC의 효율적인 하드웨어 구현)

  • Cho, Young-Ju;Ko, Hyung-Hwa
    • Journal of Advanced Navigation Technology
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    • v.18 no.6
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    • pp.600-608
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    • 2014
  • In this paper, CABAC H/W module is developed using co-design method. After entire H.264/AVC encoder was developed with C using reference SW(JM), CABAC H/W IP is developed as a block in H.264/AVC encoder. Context modeller of CABAC is included on the hardware to update the changed value during binary encoding, which enables the efficient usage of memory and the efficient design of I/O stream. Hardware IP is co-operated with the reference software JM of H.264/AVC, and executed on Virtex-4 FX60 FPGA on ML410 board. Functional simulation is done using Modelsim. Compared with existing H/W module of CABAC with register-level design, the development time is reduced greatly and software engineer can design H/W module more easily. As a result, the used amount of slice in CABAC is less than 1/3 of that of CAVLC module. The proposed co-design method is useful to provide hardware accelerator in need of speed-up of high efficient video encoder in embedded system.