• 제목/요약/키워드: usage model

검색결과 1,959건 처리시간 0.028초

무리행동과 지각된 유용성이 이러닝 컨텐츠 구매의도에 미치는 영향: 구매경험에 의한 비교분석 (The Effect of Herding Behavior and Perceived Usefulness on Intention to Purchase e-Learning Content: Comparison Analysis by Purchase Experience)

  • 유철우;김용진;문정훈;최영찬
    • Asia pacific journal of information systems
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    • 제18권4호
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    • pp.105-130
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    • 2008
  • Consumers of e-learning market differ from those of other markets in that they are replaced in a specific time scale. For example, e-learning contents aimed at highschool senior students cannot be consumed by a specific consumer over the designated period of time. Hence e-learning service providers need to attract new groups of students every year. Due to lack of information on products designed for continuously emerging consumers, the consumers face difficulties in making rational decisions in a short time period. Increased uncertainty of product purchase leads customers to herding behaviors to obtain information of the product from others and imitate them. Taking into consideration of these features of e-learning market, this study will focus on the online herding behavior in purchasing e-learning contents. There is no definite concept for e-learning. However, it is being discussed in a wide range of perspectives from educational engineering to management to e-business etc. Based upon the existing studies, we identify two main view-points regarding e-learning. The first defines e-learning as a concept that includes existing terminologies, such as CBT (Computer Based Training), WBT (Web Based Training), and IBT (Internet Based Training). In this view, e-learning utilizes IT in order to support professors and a part of or entire education systems. In the second perspective, e-learning is defined as the usage of Internet technology to deliver diverse intelligence and achievement enhancing solutions. In other words, only the educations that are done through the Internet and network can be classified as e-learning. We take the second definition of e-learning for our working definition. The main goal of this study is to investigate what factors affect consumer intention to purchase e-learning contents and to identify the differential impact of the factors between consumers with purchase experience and those without the experience. To accomplish the goal of this study, it focuses on herding behavior and perceived usefulness as antecedents to behavioral intention. The proposed research model in the study extends the Technology Acceptance Model by adding herding behavior and usability to take into account the unique characteristics of e-learning content market and e-learning systems use, respectively. The current study also includes consumer experience with e-learning content purchase because the previous experience is believed to affect purchasing intention when consumers buy experience goods or services. Previous studies on e-learning did not consider the characteristics of e-learning contents market and the differential impact of consumer experience on the relationship between the antecedents and behavioral intention, which is the target of this study. This study employs a survey method to empirically test the proposed research model. A survey questionnaire was developed and distributed to 629 informants. 528 responses were collected, which consist of potential customer group (n = 133) and experienced customer group (n = 395). The data were analyzed using PLS method, a structural equation modeling method. Overall, both herding behavior and perceived usefulness influence consumer intention to purchase e-learning contents. In detail, in the case of potential customer group, herding behavior has stronger effect on purchase intention than does perceived usefulness. However, in the case of shopping-experienced customer group, perceived usefulness has stronger effect than does herding behavior. In sum, the results of the analysis show that with regard to purchasing experience, perceived usefulness and herding behavior had differential effects upon the purchase of e-learning contents. As a follow-up analysis, the interaction effects of the number of purchase transaction and herding behavior/perceived usefulness on purchase intention were investigated. The results show that there are no interaction effects. This study contributes to the literature in a couple of ways. From a theoretical perspective, this study examined and showed evidence that the characteristics of e-learning market such as continuous renewal of consumers and thus high uncertainty and individual experiences are important factors to be considered when the purchase intention of e-learning content is studied. This study can be used as a basis for future studies on e-learning success. From a practical perspective, this study provides several important implications on what types of marketing strategies e-learning companies need to build. The bottom lines of these strategies include target group attraction, word-of-mouth management, enhancement of web site usability quality, etc. The limitations of this study are also discussed for future studies.

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

  • 이웅규
    • Asia pacific journal of information systems
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    • 제21권4호
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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.

KANO-TOPSIS 모델을 이용한 지능형 신제품 개발: 차량용 음성비서 시스템 개발 사례 (KANO-TOPSIS Model for AI Based New Product Development: Focusing on the Case of Developing Voice Assistant System for Vehicles)

  • 양성민;탁준혁;권동환;정두희
    • 지능정보연구
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    • 제28권1호
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    • pp.287-310
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    • 2022
  • 인공지능의 등장으로 과학기술 분야 뿐만 아니라 산업의 고도화가 가속화되고 있다. 기업은 인공지능 기술의 효과적인 도입을 통한 지능형 제품 개발로 고객 경험 혁신 및 가치 창출을 실현하고자 한다. 그러나 지능형 제품은 인공지능과 같은 급진적인 기술을 기반으로 하는 제품의 특성상 기존 제품과 개발 방식에 있어 차이를 나타내며, 기존 제품 개발 방법론을 그대로 적용하기에 명확한 한계가 존재한다. 본 연구에서는 차량용 음성비서를 예시로 기업들의 성공적인 지능형 신제품 개발을 위한 KANO-TOPSIS 기반의 새로운 연구 방법을 제안한다. 먼저 KANO 모델을 통해 고객들이 신제품에 필요하다고 생각하는 기능을 선별 및 평가하고, TOPSIS를 통해 고객들이 필요로 하는 기능의 중요도를 구해 신제품 개발을 위한 새로운 기능의 우선순위를 도출한다. 분석을 위해 차량 상태 확인 및 기능 제어 요소, 주행 관련 요소, 음성비서 자체의 특성, 인포테인먼트 요소, 일상생활 지원 요소 등 주요 카테고리를 선정 및 고객 요구속성을 세분화하였으며, 분석 결과, 높은 인식 정확도가 차량용 음성비서 개발에 있어 최우선으로 고려되어야 할 요소로 나타났다. 운전자의 생체 정보, 사용 습관 등에 맞춤화된 콘텐츠를 제공하는 인포테인먼트 요소는 예상과 달리 낮은 우선순위를 나타낸 반면 차량 상태 알림, 주행 보조 및 보안 등 운전자의 안전과 관련된 기능들은 보다 우선적으로 개발되어야 할 요건으로 밝혀졌다. 본 연구는 KANO와 TOPSIS를 결합한 우수한 모델을 통해 혁신적인 지능형 신제품의 특성에 맞는 새로운 제품 개발 방법론을 제시했다는 점에서 의의가 있다.

토양 매질체에서 탄소나노물질의 이동성 (Mobility of Carbon Nanomaterials in Soil Media)

  • 이인걸;강진규;김성배;김현중;한요셉;엄익춘;조은혜;박선영
    • 대한환경공학회지
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    • 제36권8호
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    • pp.588-595
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    • 2014
  • 탄소나노물질은 대표적인 나노물질로써, 풀러렌, 탄소나노튜브, 그래핀 등을 포함한다. 탄소나노물질은 다양한 분야에서 널리 이용되고 있는데, 생산, 사용, 처리 등의 단계에서 환경에 노출될 수 있고, 일단 노출이 되면 다양한 계로 확산되어 여러 생태학적 수용체에 큰 위협이 될 수 있다. 탄소나노물질이 토양환경에 노출되었을 때, 물의 흐름을 따라 토양을 통과하여 지하수에 노출될 가능성 여부를 판단하기 위하여 연구들이 진행되고 있다. 토양이 탄소나노물질의 이동을 제한하는 역할을 잘하는 것으로 판단될 경우에는, 탄소나노물질의 지하수 노출 가능성이 상당히 낮아질 것이다. 본 논문에서는 최근까지 토양 매질체에서 탄소나노물질의 이동과 관련하여 수행된 연구들을 정리하였다. 또한, 이러한 연구들을 통해 알려진 탄소나노물질의 이동에 영향을 미치는 인자들을 제시하였다. 그리고, 탄소나노물질의 이동을 모사하는데 이용되는 DLVO이론, 콜로이드 여과이론 그리고 이동모델을 제시하였다. 최근, 국내에서도 탄소나노물질의 생산과 상업적, 환경적 이용이 급속히 증가하고 있다. 따라서, 국내에서 생산되고 유통되는 탄소나노물질의 토양환경에서 이동에 관한 연구들이 향후에도 다양한 토양 환경조건에서 수행되어야 할 것으로 보인다.

상품후기 작성자에 대해 상품후기 독자가 느끼는 유사성이 상품후기 독자에게 미치는 영향 (Effects of Perceived Similarity between Consumers and Product Reviewers on Consumer Behaviors)

  • 김지영;서응교;서길수
    • Asia pacific journal of information systems
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    • 제18권3호
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    • pp.67-90
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    • 2008
  • Prior to making choices among online products and services, consumers often search online product reviews written by other consumers. Online product reviews have great influences on consumer behavior because they are believed to be more reliable than information provided by sellers. However, ever-increasing lists of product reviews make it difficult for consumers to find the right information efficiently. A customized search mechanism is a method to provide personalized information which fits the user's requirements. This study examines effects of a customized search mechanism and perceived similarity between consumers and product reviewers on consumer behaviors. More specifically, we address the following research questions: (1) Can a customized search mechanism increase perceived similarity between product review authors and readers? (2) Are product reviews perceived as more credible when product reviews were written by the authors perceived similar to them? (3) Does credibility of product reviews have a positive impact on acceptance of product reviews? (4) Does acceptance of product reviews have an influence on purchase intention of the readers? To examine these research questions, a lab experiment with a between-subject factor (whether a customized search mechanism is provided or not) design was employed. In order to enhance mundane realism and increase generalizability of the findings, the experiment sites were built based on a real online store, cherrya.com (http://www.cherrya.com/). Sixty participants were drawn from a pool that consisted of undergraduate and graduate students in a large university. Participation was voluntary; all the participants received 5,000 won to encourage their motivation and involvement in the experiment tasks. In addition, 15 participants, who selected by a random draw, received 30,000 won to actually purchase the product that he or she decided to buy during the experiment. Of the 60 participants, 25 were male and 35 were female. In examining the homogeneity between the two groups, the results of t-tests revealed no significant difference in gender, age, academic years, online shopping experience, and Internet usage. To test our research model, we completed tests of the measurement models and the structural models using PLS Graph version 3.00. The analysis confirmed individual item reliability, internal consistency, and discriminant validity of measurements. The results show that participants feel more credible when product reviews were written by the authors perceived similar to them, credibility of product reviews have a positive impact on acceptance of product reviews, and acceptance of product reviews have an influence on purchase intention of the readers. However, a customized search mechanism did not increase perceived similarity between product review authors and readers. The results imply that there is an urgent need to develop a better customized search tool in order to increase perceived similarity between product review authors and readers.

노인주택 면적계획을 위한 요소로서 행위면적 산출 연구 (A Study on the Calculation of the Area for Behavior as an Element in Planning the Floor Space of the Elderly Housing)

  • 이윤재;이현수
    • 한국주거학회논문집
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    • 제20권1호
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    • pp.59-70
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    • 2009
  • The purpose of the study is to suggest the amount of space for each behavior according to the classification of behavior in the housing to plan the optimal floor space of the elderly housing. The method for calculating space for behavior begins with classifying behaviors, identifying them and then taking pictures of the model of elderly people who reproduce each behavior. Based on the pictures, body parts which are necessary for each behavior are assembled and the formula for behavioral space is created. The space for behavior is produced considering the body dimensions of Korean elderly in their sixty's as well as the furniture size and the psychological distance between people. 3D modeling is used to verify the result. Human behaviors can be classified into individual-related, housework-related, family-related, reception-related and other behaviors. These five behaviors are subdivided into more specific behaviors. The area for each specific behavior is calculated with the anthropometric data of the elderly, preferred furniture dimension and psychological area. As a result the required area for specific behaviors is as follows: the behavior of sleeping in a bed needs $4.3m^2$; the behavior of changing clothes on a chair, $1.7m^2$; the behavior of watching TV on the floor $1.3m^2$, the behavior of working and reading using a desk, $2.1m^2$, the behavior of exercise, $2.5m^2$; the behavior of showering on a chair, $1.3m^2$ and showering using a wheelchair, $1.9m^2$; the behavior of toileting using a wheelchair, $2.3m^2$; the behavior of washing up using a wheelchair, $1.9m^2$; the behavior of eating using a table for four persons, $4.4m^2$; the behavior of cooking and washing dishes, $0.9m^2$ per counter-top; the behavior of washing clothes using a washing machine, $0.9m^2$; the behavior of ironing on the floor $1.4m^2$; the behavior of reception(three persons) on the floor considering personal space, $4.0m^2$; the behavior of taking on and off shoes on a chair, $1.3m^2$. The result of the study is utilized as quantitative data to calculate optimal floor space for elderly housing. In addition, qualitative data such as characteristics of housing preference, spacial usage and storage capacity are necessary to produce the floor space which can provide convenient and safe living environment.

인터넷 상에서의 동적인 협업 환경의 지원을 위한 소프트웨어 구조 (A Software Architecture for Supporting Dynamic Collaboration Environment on the Internet)

  • 이장호
    • 한국정보과학회논문지:컴퓨팅의 실제 및 레터
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    • 제9권2호
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    • pp.146-157
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    • 2003
  • 인터넷 기반의 과학 연구 협업 환경은, 구현 경험에 의하면, 사용자가 확장할 수 있어야 하고 작업 공간에 도구 및 객체들을 동적으로 추가할 수 있어야 하고, 작업을 개인 작업 공간과 공유 작업 공간사이에서 이동할 수 있어야 하며, 인터넷 상에서 쉽게 접근이 가능해야 한다. 본 논문에서는 그러한 요구사항을 만족시키기 위한, Collaboratory Builder's Environment(CBE) 라고 불리는, 협업 환경을 구축하기 위한 개발 환경의 소프트웨어적 구조를 제시한다. CBE는 협업 환경을 협력적인 애플릿(collaborative applet)들로 구성함으로써, 사용자 확장성을 제공한다. 공유 작업 공간의 동적인 재구성의 지원을 위해, CBE는 애플릿, 사용자 및 임의의 데이터 객체를 포함할 수 있는 룸(room)이라는 은유적인 개념을 사용한다. 룸은 지속성을 지원함으로써, 동기적인 협업뿐만 아니라 비동기적인 협업도 지원할 수 있다. 인터넷 상에서의 접근을 위해, 룸의 구성원들은 적절한 권한의 역할(role)을 가진다. 제시된 모델의 프로토타입은 Java로 구현되었으며 Java를 지원하는 웹 브라우저를 이용하여 실행할 수 있다. 구현된 시스템은 4일간 진행된 과학적 협업 활동에서 전 세계의 79명의 우주과학자들을 포함한 95명의 사용자들에 의해 사용되었다. 그 협업 활동의 사용 분석도 제시한다.

웹 2.0 환경에서 사용자의 개인특성과 사회적 영향이 사이버윤리성과 사용성에 미치는 영향 - 한국과 미국의 비교연구 - (The Effect of Users' Individual characteristics and Social Influence on Cyberethics and Usage in Web 2.0 - Comparing South Korea and U.S.A. -)

  • 문윤지
    • 경영과정보연구
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    • 제33권2호
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    • pp.101-118
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    • 2014
  • 2000년대 중반 '참여, 공유, 개방'을 키워드로 하는 웹 2.0이 등장하여 하나의 사회 전반적인 문화코드로 자리잡아가고 있다. 수동적 참여자에서 능동적 사용자로의 변화를 핵심으로 하는 웹 2.0은 지금까지 진화하며 발전해나가고 있다. 하지만 진화과정에서 웹 2.0과 관련된 현실적 문제점 역시 지속적으로 나타나고 있으며, 본 연구는 이 가운데 사이버윤리성의 문제점에 초점을 두고자 한다. 사이버윤리성의 문제는 기술적 접근이나 법적 접근으로 해결하기에는 한계가 있으므로 본 연구는 사이버윤리성에 영향을 미치는 개인적 특성, 사회적 영향, 문화적 특성 등을 총체적으로 검토하고자 한다. 구체적으로 본 연구의 목적은 (1) 웹 2.0 환경에서 사용자의 개인적 특성(자기효능감, 자기통제)은 사이버윤리성에 어떠한 영향을 미치는가, (2) 웹 2.0의 사회적 영향요인인 주관적 규범이 사이버윤리성에 어떠한 영향을 미치는가, (3) 사용자의 사이버윤리성은 사용자의 웹 2.0 서비스 참여형태(조회, 생산)에 어떠한 영향을 미치는 가이다, 그리고 마지막으로 (4) 국가 간 문화적 차이에 따라 사회적 영향이 사이버윤리성에 미치는 효과는 어떻게 달라지는 가이다. 사용자의 개인적 특성, 사회적 영향요인, 사이버윤리성과 서비스 참여수준의 4가지 구성개념을 기반으로 연구모형이 제시되었으며, 이러한 연구모형은 한국과 미국에서 수집된 설문지를 기반으로 구조방정식 모형을 통해 검증되었다. 검증결과, 개인적 특성인 자기효능감과 자기통제력, 그리고 사회적 영향요인인 주관적 규범은 사이버윤리성에 유의한 영향을 미치며, 이후 생산적 참여활동에 영향을 주는 것으로 나타났다.

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호주의 레코드키핑 시스템에 대한 연구 (A Study on Recordkeeping System in Australia)

  • 이영숙
    • 한국기록관리학회지
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    • 제4권2호
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    • pp.76-90
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    • 2004
  • 기록되는 정보가 축적되어 다양한 지식이 되고, 이를 원하는 사람에게 제공하는 전 과정이 기록관리이다. 호주의 기록관리 절차에 대한 정형화 및 표준화에 대하여 시드니 주립기록보존소(Sydney Records Center) 및 연방기록보존소를 포함한 각계각층의 사람들이 모여 개발한 기록관리 지침이 호주기록관리(Australian Standard Records Management, 이하 AS 4390이라 한다)이다. AS 4390을 기초로 하여 국제 기록관리 표준(ISO 15489)이 만들어졌다. 이 논문은 AS 4390을 모태로 하여 호주에서 활발하게 진행 중인 레코드키핑 시스템의 정의, 체제, 설계 및 실행지침, 메타데이터 항목개발 프로젝트 동향을 소개하면서, 아울러 호주 기록관리의 현안 사항인 시드니 주립기록보존소의 타뷰렘(Tabularium), 캔버라 연방기록보존소의 소장기록물 데이터베이스시스템인 CRS(Commonwealth Records Series) 및 호주정부 정보소재서비스(Australian Government Locator Service)등 각 시스템을 연동시키기 위하여 표준화의 중요성을 살펴보고자 한다. 한편 우리나라의 경우는 2005년부터 <공공기관의기록물관리에관한법률>에 의하여 의무적으로 자료관시스템과 전문관리기관 시스템을 사용하고 있으며, 각 시스템간 자료의 호환성을 갖추기 위해 국제 표준을 따르는 것이 바람직하다. 아울러 정부 부처별로 수행하는 업무 영역과 하위 업무에 대한 어휘통제용어사전을 하루바삐 만들어 자료 검색 시 효율성을 높여야 할 것이다.

Development of High Functional Black Resin Coated Electrogalvanized Steel Sheet for Digital TV Panel

  • Jo, Du-Hwan;Kwon, Moonjae;Lee, Jae-Hwa;Kang, Hee-Seung;Jung, Yong-Gyun;Song, Yon-Kyun;Jung, Min-Hwan;Cho, Soo-Hyoun;Cho, Yeong-Bong;Cho, Myoung-Rae;Cho, Byoung-Chon;Lim, Kwangsoo;Seon, Pan-Woo;Han, Hyeon-Soop;Jeong, Hwon-Woo;Lee, Jae-Ryung;Kim, Jong-Sang
    • Corrosion Science and Technology
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    • 제12권1호
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    • pp.1-6
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    • 2013
  • Recently Digital TV industry has drastically been moving the illuminating system, which causes an obvious product change from PDP and LCD to LED model to provide high-definition image. Due to strong competition in the digital industry, TV manufacturers make a great efforts to reduce production cost by using low-priced materials such as steels instead of aluminum and plastic etc. In this paper we have developed a new low-priced electrogalvanized steel sheet, which has a black resin composite layer, to substitute conventional high-priced PCM steel and plastic mold for rear cover panel in the digital TV. The black resin composite was prepared by mechanical dispersion of the mixture solution that consists of high solid polyester resin, melamine hardener, black pigment, micronized silica paste, polyacrylate texturing particle and miscellaneous additives. The composite solution was coated on the steel sheet using roll coater followed by induction furnace curing and cooling. Although the coated layer has a half thickness compared to the conventional PCM steels having $23{\mu}m$ thickness, it exhibits excellent quality for the usage of rear cover panel. The new steel sheet was applied to test products to get quality certification from worldwide electronic appliance customers. Detailed discussion provides in this paper including preparation of composite solution, roll coating technology, induction curing technology and quality evaluation from customers.