• 제목/요약/키워드: user context factors

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홈네트워크환경에서 개인적 특성과 지각된 상호작용성이 서비스 만족, 태도, 사용의도에 미치는 영향:몰입이론을 중심으로 (Effect of Individual Characteristics and Perceived Interactivity in Home-network Context on Service Satisfaction, Attitude, and Intention to Use:Focusing on the Flow Theory)

  • 성기문;신지나;안중호
    • 한국전자거래학회지
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    • 제14권2호
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    • pp.71-94
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    • 2009
  • 본 연구의 목적은 홈네트워크 시스템 효과를 향상시키는 요인을 파악하기 위해 몰입이론을 기반으로 지각된 상호작용성, 컴퓨터 유희성, 컴퓨터 불안감이 서비스 만족, 태도, 사용의도에 미치는 영향을 밝히고자 하는 것이다. 특히 컴퓨터 유희성 뿐 아니라 개인의 부정적 특성인 컴퓨터 불안감을 연구모형에 추가하여 서비스 만족과 같은 태도변수에 미치는 영향을 파악하고자 실증연구를 실시하였다. 분석결과 지각된 상호작용성과 컴퓨터 유희성은 서비스 만족과 긍정적인 관계가 존재하며, 반대로 컴퓨터 불안감은 서비스 만족에 부정적 영향을 주는 것으로 확인되었다. 이러한 결과는 지각된 상호작용성, 컴퓨터 유희성, 컴퓨터 불안감과 서비스 만족간의 높은 관련성을 설명하는 증거이다. 또한 만족, 태도, 사용의도 등 세가지 태도변수들 간에도 서로 의미 있는 관계가 존재함을 확인하였다. 본 연구를 통해 홈네트워크 기술을 활용하는 사용자 만족 및 사용요인이 포함된 통합적인 연구모형을 제시하였고, 기존 상호작용성의 연구영역을 확장하였으며, 서비스 만족, 태도, 사용의도의 관계를 지속적으로 지지하는 실증적 결과를 제시하였다. 이러한 홈네트워크의 상호작용성 영향은 단순 가전기기의 활용도뿐 아니라 전자상거래 등 다양한 홈네트워크 기반 서비스 분야에서 사용자의 지속적인 선택 기준 및 사용요인을 제시함으로써 실무적 시사점도 함께 제공하였다.

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정보기술 수용 후 주관적 지각 형성: 사용 경험에서 형성된 습관, 기대일치, 자기효능감의 역할 (What happens after IT adoption?: Role of habits, confirmation, and computer self-efficacy formed by the experiences of use)

  • 김용영;오상조;안중호;장정주
    • Asia pacific journal of information systems
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    • 제18권1호
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    • pp.25-51
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    • 2008
  • Researchers have been continuously interested in the adoption of information technology (IT) since it is of great importance to the information systems success and it is also an important stage to the success. Adoption alone, however, does not ensure information systems success because it does not necessarily lead to achieving organizational or individual objectives. When an organization or an individual decide to adopt certain information technologies, they have objectives to accomplish by using those technologies. Adoption itself is not the ultimate goal. The period after adoption is when users continue to use IT and intended objectives can be accomplished. Therefore, continued IT use in the post-adoption period accounts more for the accomplishment of the objectives and thus information systems success. Previous studies also suggest that continued IT use in the post-adoption period is one of the important factors to improve long-term productivity. Despite the importance there are few empirical studies focusing on the user behavior of continued IT use in the post-adoption period. User behavior in the post-adoption period is different from that in the pre-adoption period. According to the technology acceptance model, which explains well about the IT adoption, users decide to adopt IT assessing the usefulness and the ease of use. After adoption, users are exposed to new experiences and they shape new beliefs different from the thoughts they had before. Users come to make decisions based on their experiences of IT use whether they will continue to use it or not. Most theories about the user behaviors in the pre-adoption period are limited in describing them after adoption since they do not consider user's experiences of using the adopted IT and the beliefs formed by those experiences. Therefore, in this study, we explore user's experiences and beliefs in the post-adoption period and examine how they affect user's intention to continue to use IT. Through deep literature reviews on the construction of subjective beliefs by experiences, we draw three meaningful constructs which theoretically have great impacts on the continued use of IT: perceived habit, confirmation, and computer self-efficacy. Then, we examine the role of the subjective beliefs on the cognitive/affective attitudes and intention to continue to use that IT. We set up a research model and conducted survey research. Since IT use implies interactions among a user, IT, and a task, we carefully selected the sample of users using same/similar IT to perform same/similar tasks, to exclude unwanted influences of other factors than subjective beliefs on the IT use. We also considered that the sample of users were able to make decisions to continue to use IT volitionally or at least quasi-volitionally. For each construct, we used measurement items recognized for reliability and widely used in the previous research. We slightly modified some items proper to the research context and a pilot test was carried out for forty users of a portal service in a university. We performed a full-scale survey after verifying the reliability of the measurement. The results show that the intention to continue to use IT is strongly influenced by cognitive/affective attitudes, perceived habits, and computer self-efficacy. Confirmation affects the intention to continue indirectly through cognitive/affective attitudes. All the constructs representing the subjective beliefs built by the experiences of IT use have direct and/or indirect impacts on the intention of users. The results also show that the attitudes in the post-adoption period are formed, at least partly, by the experiences of IT use and newly shaped beliefs after adoption. The findings suggest that subjective beliefs built by the experiences have deep impacts on the continued use. The results of the study signify that while experiencing IT in the post-adoption period users form new beliefs, attitudes, and intentions which may be different from those of the pre-adoption period. The results of this study partly demonstrate that the beliefs shaped by the behaviors, those are the experiences of IT use, influence users' attitudes and intention. The results also suggest that behaviors (experiences) also change attitudes while attitudes shape behaviors. If we combine the findings of this study with the results of the previous research on IT adoption, we can propose a cycle of IT adoption and use where behavior shapes attitude, the attitude forms new behavior, and that behavior shapes new attitude. Different from the previous research, the study focused on the user experience after IT adoption and empirically demonstrated the strong influence of the subjective beliefs formed in the post-adoption period on the continued use. This partly confirms the differences between attitudes in the pre-adoption and in the post-adoption period. Users continuously change their attitudes and intentions while experiencing (using) IT. Therefore, to make users adopt IT and to make them use IT after adoption is a different problem. To encourage users to use IT after adoption, experiential variables such as perceived habit, confirmation, and computer self-efficacy should be managed properly.

A Study of Mobile and Internet Banking Service: Applying for IS Success Model

  • Koo, Chulmo;Wati, Yulia;Chung, Namho
    • Asia pacific journal of information systems
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    • 제23권1호
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    • pp.65-86
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    • 2013
  • Understanding success factors in electronic banking is important to helping banks succeed. In this study, we extend DeLone and McLean's IS success model to the electronic banking by adding trust as a success variable. We tested the extended model by comparing internet banking and mobile banking in Indonesia. Using a structural equation modelling approach. We found that system quality had positive impacts on perceived usefulness and end-user satisfaction for both internet banking and mobile banking. The development of e-banking (internet banking and mobile banking) in Indonesia is in its initial stage. Finally, although we tested for the common method bias to relieve concern, further research may use multiple methods when collecting the data. This study investigated the role of each dimension of IS success in the electronic banking environment. While the original IS success model emphasizes individual and organizational impacts, we have argued that trust is an important indicator of IS impact on an individual socially in the banking industry. The contribution of our study is two-fold. Conceptually, the study is the first to extend the IS success model to the e-banking context. We provide an extension of the updated IS success model by adding trust as an outcome variable in the research model.

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모바일 캐주얼 게임 몰입이 만족도 및 충성도에 미치는 영향 (Characteristics of mobile casual games and their effects on flow experience and customer satisfaction, loyalty)

  • 백영석;이호;이동현
    • 지식경영연구
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    • 제16권4호
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    • pp.17-34
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    • 2015
  • 본 연구는 모바일 캐주얼 게임의 이용자가 모바일 캐주얼 게임에 몰입할 때 주로 어떠한 특성들에 의해 영향을 받는지 파악하고, 그 결과 이용자의 만족도와 충성도에 어떤 영향을 미치는지 실증적으로 검증하였다. 선행연구를 바탕으로 재미, 기술 숙련도, 이용 용이성, 즉시접속성, 도전감을 몰입의 중요 특성으로 선정하였으며, 몰입이 이용자의 만족도와 충성도에 미치는 영향을 설문조사를 통해 실증 분석하였다. 분석 결과, 재미, 이용 용이성, 도전감이 몰입에 영향을 미쳤고, 몰입은 만족도에만 영향을 미쳤으며, 만족도는 충성도에 영향을 미쳤다.

VR과 영화 스토리텔링의 변화 - 영화 구성단위, 몽타주, 공간성, 미장센, 시점을 중심으로 - (VR & Changes in Cinematic Storytelling - Focusing on film composition unit, montage, space, mise-en-scène and perspective -)

  • 전병원;차민철
    • 한국멀티미디어학회논문지
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    • 제21권8호
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    • pp.991-1001
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    • 2018
  • In the context of the 4th Industrial Revolution, IoT, Big Data, and VR are rapidly emerging as core sectors of future industries. In particular, the VR has been under the limelight as a new media content appealing to new generation. And the VR user is not merely a 'spectator', but the 'actor'. In other words, the newness of VR is not in the 'more likely representation of the virtual reality', but in the 'making it act more virtual (more technically, 'interactive')' in the virtual world. In this paper, we examine the VR cinema in terms of film composition unit, montage, cinematic space, mise-en-$sc{\grave{e}}ne$ and perspective. The VR cinema, which is in the early stage of evolution, is basically based on $360^{\circ}$ image that strengthens the autonomy of the audience's point of view, but other factors like haptic or sonic immersion are becoming increasingly important. In addition, the VR cinema will be combined with AR, MR, SR, and Interactive technologies, and will expand its horizon as it is produced in various forms. Therefore, it is expected that more detailed viewpoint will be applied in the subsequent study on VR cinema.

Example of iterative process in upcycled clothing design: Unused neckties and upholstery scraps

  • Koca, Emine;Koc, Fatma
    • 복식문화연구
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    • 제28권6호
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    • pp.890-911
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    • 2020
  • This study proposed a base framework for creating sustainable designs with textile production waste and unused neckties with the "design thinking" approach, which is an iterative process. It aimed to set an example of how fashion designers can plan and manage their clothing design processes in a more sustainable way by recycling textile production scraps and unused neckties into unique clothing pieces with the upcycling method. Unused neckties and upholstery scraps were turned into skirts, blouses, and dresses by using creative techniques in line with current fashion trends. In addition, the five-stage iterative design process followed was explained, and the way in which the waste textile materials gained value by being converted into unique garments was discussed in terms of the user and the designer. Through the study, it was observed that the smallest amount of textile waste can be transformed into upcycled clothing via the iterative process, and original, value-added products enjoyed by consumers can be created. In addition, it was observed that the design thinking approach improves the understanding of the context of the problem, creativity in the generation of insights and solutions, skills to materialize those solutions through iterative prototyping, and the ability to combine these factors. Promising ideas to help designers develop recycling strategies were also provided.

모바일 플랫폼에 따른 스마트 뱅킹의 지속사용에 영향을 미치는 선행요인: Android OS vs. iOS (Antecedent Factors Influencing the Continued Use of Smart Banking by Different Mobile Platforms: Android OS vs. iOS)

  • 김도형;하성호;박경배
    • 한국정보시스템학회지:정보시스템연구
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    • 제24권2호
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    • pp.209-240
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    • 2015
  • 연구 목적 본 연구는 스마트 뱅킹(smart banking)의 다양한 속성과 사용자 속성, 지각된 즐거움, 신뢰 및 만족, 그리고 지속 사용 의도와의 관계를 구글의 안드로이드 운영체제(Android OS)와 애플의 운영체제(iOS)간 비교 분석하였다. 연구설계/방법론/접근법 본 연구의 목적을 달성하기 위해 2012년 9월 국내에서 실시된 설문조사를 바탕으로 총 245개의 샘플을 수집하였으며 이를 토대로 구조방정식을 통해 분석해 보았다. 결과 스마트 뱅킹 서비스에서 수렴성과 친숙성은 지각된 유용성에 유의미한 영향을 미치는 것으로 나타났으며, 보안성과 경제성은 지각된 신뢰성에 유의미한 영향을 미치는 것으로 밝혀졌다. 또한, 보안성, 경제성 및 혁신성의 지각된 유용성과의 관계, 그리고 편의성 및 친숙성의 지각된 신뢰성과의 관계에서 모두 안드로이드 운영체제가 iOS 보다 강한 영향력을 미침을 확인 할 수 있었다. 본 연구는 스마트 뱅킹에 관한 서로 다른 두 운영체제(Android OS vs. iOS)간의 비교분석을 수행함과 동시에 통합된 프레임워크를 제안함으로써 관련 연구에 이바지 할 것으로 기대된다.

Your Opinions Let us Know: Mining Social Network Sites to Evolve Software Product Lines

  • Ali, Nazakat;Hwang, Sangwon;Hong, Jang-Eui
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권8호
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    • pp.4191-4211
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    • 2019
  • Software product lines (SPLs) are complex software systems by nature due to their common reference architecture and interdependencies. Therefore, any form of evolution can lead to a more complex situation than a single system. On the other hand, software product lines are developed keeping long-term perspectives in mind, which are expected to have a considerable lifespan and a long-term investment. SPL development organizations need to consider software evolution in a systematic way due to their complexity and size. Addressing new user requirements over time is one of the most crucial factors in the successful implementation SPL. Thus, the addition of new requirements or the rapid context change is common in SPL products. To cope with rapid change several researchers have discussed the evolution of software product lines. However, for the evolution of an SPL, the literature did not present a systematic process that would define activities in such a way that would lead to the rapid evolution of software. Our study aims to provide a requirements-driven process that speeds up the requirements engineering process using social network sites in order to achieve rapid software evolution. We used classification, topic modeling, and sentiment extraction to elicit user requirements. Lastly, we conducted a case study on the smartwatch domain to validate our proposed approach. Our results show that users' opinions can contain useful information which can be used by software SPL organizations to evolve their products. Furthermore, our investigation results demonstrate that machine learning algorithms have the capacity to identify relevant information automatically.

우간다에서의 고급 정보통신기술 수용도 연구 : GIS/GPS 고릴라 추적 시스템 사례 (A Study on User Adoption of Advanced ICTs in Uganda : Focused on GIS/GPS Gorilla Tracking System)

  • ;황기현
    • 산업경영시스템학회지
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    • 제39권3호
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    • pp.192-203
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    • 2016
  • Uganda is a country blessed with the biggest number of mountain Gorillas in the whole world. These animals contribute at least 12% in revenue generation to the Tourism sector through tracking by both local and foreign tourists who pay for the tracking permits. However, Gorilla tracking is also a big challenge even in the presence of highly skilled and well-trained game rangers. Development and implementation of a secure Computer and Mobile based Gorilla Tracking (GT) system that uses GIS and GPS technologies would be the most ideal technology to use. Therefore, this study aimed to find out the critical factors that would affect the Behavioral Intention of the would-be users to successfully decide to use such GIS/GPS-GT system. We used the existing UTAUT model to integrate six factors such as Performance Expectancy, Effort Expectancy, Employee Peer Influence, Facilitating Conditions, Behavioral Intention and System Use. However, Infrastructure Availability and Non-Technical Facilitating Conditions were added to reflect Ugandan ICT context. This amended UTAUT model was used to carry out the survey. The questionnaire was emailed to 220 government employees in the fields of ICT, Tour and Travel, Environmental Groups officials and Farmers who garden near the game reserves. A total of 133 were obtained fully completed, whereas 127 were deemed usable thus yielding a response rate of 58%. The analysis results show that except for non-technical facilitating conditions, effort expectancy, peer influence, performance expectancy and infrastructure availability positively affects behavioral Intention to use GIS/GPS-GT. This indicates that people in Uganda don't bother about regulations and rules in regard to using information system. As long as the system does what they want it to, anything else does not matter. As an employee in an organization is told to use a system by their supervisor, they have no objection to otherwise they risk losing their job. This implies that, supervisors have a great responsibility in the process of developing, implementing and using the system in Uganda.

A Multi-Perspective Benchmarking Framework for Estimating Usable-Security of Hospital Management System Software Based on Fuzzy Logic, ANP and TOPSIS Methods

  • Kumar, Rajeev;Ansari, Md Tarique Jamal;Baz, Abdullah;Alhakami, Hosam;Agrawal, Alka;Khan, Raees Ahmad
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제15권1호
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    • pp.240-263
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    • 2021
  • One of the biggest challenges that the software industry is facing today is to create highly efficient applications without affecting the quality of healthcare system software. The demand for the provision of software with high quality protection has seen a rapid increase in the software business market. Moreover, it is worthless to offer extremely user-friendly software applications with no ideal security. Therefore a need to find optimal solutions and bridge the difference between accessibility and protection by offering accessible software services for defense has become an imminent prerequisite. Several research endeavours on usable security assessments have been performed to fill the gap between functionality and security. In this context, several Multi-Criteria Decision Making (MCDM) approaches have been implemented on different usability and security attributes so as to assess the usable-security of software systems. However, only a few specific studies are based on using the integrated approach of fuzzy Analytic Network Process (FANP) and Technique for Order of Preference by Similarity to Ideal Solution (TOPSIS) technique for assessing the significant usable-security of hospital management software. Therefore, in this research study, the authors have employed an integrated methodology of fuzzy logic, ANP and TOPSIS to estimate the usable - security of Hospital Management System Software. For the intended objective, the study has taken into account 5 usable-security factors at first tier and 16 sub-factors at second tier with 6 hospital management system softwares as alternative solutions. To measure the weights of parameters and their relation with each other, Fuzzy ANP is implemented. Thereafter, Fuzzy TOPSIS methodology was employed and the rating of alternatives was calculated on the foundation of the proximity to the positive ideal solution.