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      • KCI등재

        인터넷 쇼핑몰의 지각된 이용편리성과 유용성이 신뢰, 만족, 애호도에 미치는 영향

        박상규,원구현,함홍식 한국경영과학회 2005 經營 科學 Vol.22 No.1

        We are going to make clear three things through the examination of the subject of this study. The first thing is to verify whether perceived usefulness and ease of use of usage have positive effects on trust and satisfaction which determine the loyalty of a shopping mall. The second is to find out the effect of perceived usefulness and ease of use of using internet shopping mall on shopping mall's loyalty through variable intermediation of trust and satisfaction. The third is to emphasize the importance of perceived usefulness and ease of use of using a shopping mall web sites and carrying out a through analyzing path that usefulness and ease of use are intermediated by trust and satisfaction to loyalty. We made a poll to people who had ever used internet shopping mall and got information. The results are below. The easer internet shopping mall users feel when using shopping mall sites, the more they feel them useful. Perceived usefulness and ease of use of usage have positive effects on trust and satisfaction which are major preceding factors of internet shopping mall loyalty. The perceived ease of use, trust, and satisfaction intermediate between the perceived ease of use and shopping mall's loyalty while users are accepting internet shopping mall. And trust and satisfaction intermediate between the perceived usefulness and shopping mall's loyalty. These results show that the degree of usefulness and feeling easiness in using shopping mall of users should be considered seriously. The only easiness of shopping mall doesn't create shopping mall's loyalty, but, it's created when users acknowledge the usefulness, trust, and satisfy.

      • KCI등재

        정보기술 수용에서 사용용이성과 통제가능성을 하위 차원으로 하는 지각된 사용통제의 역할

        이웅규 한국경영정보학회 2008 Asia Pacific Journal of Information Systems Vol.18 No.2

        According to technology acceptance model(TAM) which is one of the most important research models for explaining IT users' behavior, an intention of using IT is determined by usefulness and ease of use of it. However, TAM wouldn't explain the performance of using IT while it has been considered as a very good model for prediction of the intention. Many people would not be confirmed in the performance of using IT until they can control it at their will, although they think it useful and easy to use. In other words, in addition to usefulness and ease of use as in TAM, controllability is also should be a factor to determine acceptance of IT. Especially, there is a very close relationship between controllability and ease of use, both of which explain the other sides of control over the performance of using IT, so called perceived behavioral control(PBC) in social psychology. The objective of this study is to identify the relationship between ease of use and controllability. and analyse the effects of both two beliefs over performance and intention in using IT. For this purpose, we review the issues related with PBC in information systems studies as well as social psychology. Based on a review of PBC, we suggest a research model which includes the relationship between control and performance in using IT, and prove its validity empirically. Since it was introduced as a variable for explaining volitional control for actions in theory of planned behavior(TPB), there have been confusion about concept of PBC in spite of its important role in predicting so many kinds of actions. Some studies define PBC as self-efficacy that means actor's perception of difficulty or ease of actions, while others as controllability. However, this confusion does not imply conceptual contradiction but a double-faced feature of PBC since the performance of actions is related with both self-efficacy and controllability. In other words, these two concepts are discriminated and correlated with each other. Therefore, PBC should be considered as a composite concept consisting of self-efficacy and controllability. Use of IT has been also one of important areas for predictions by PBC. Most of them have been studied by analysis of comparison in prediction power between TAM and TPB or modification of TAM by inclusion of PBC as another belief as like usefulness and ease of use. Interestingly, unlike the other applications in social psychology, it is hard to find such confusion in the concept of PBC in the studies for use of IT. In most of studies, controllability is adapted as PBC since the concept of self-efficacy is included in ease of use explicitly. Based on these discussions, we can suggest perceived use control (PUC) which is defined as perception of control over the performance of using IT and composed of controllability and ease of use as sub-concepts. We also suggest a research model explaining acceptance of IT which includes the relationships of PUC with attitude and performance of using IT. For empirical test of our research model, two user groups are selected for surveying questionnaires. In the first group, there are freshmen who take a basic course for Microsoft Excel, and the second group consists of senior students who take a course for analysis of management information by Excel. Most of measurements are adapted ones that have been validated in the other studies, while performance is real score of mid-term in each class. In result, four hypotheses related with PUC are supported statistically with very low significance level. Main contribution of this study is suggestion of PUC through theoretical review of PBC. Specifically, a hierarchical model of PUC are derived from very rigorous studies in the relationship between self-efficacy and controllability with a view of PBC in social psychology. The relationship between PUC and performance is another main contribution.

      • KCI등재

        호텔 기술기반 셀프서비스(TBSS)에 대한 고객의 기술준비도 및 사용의도에 관한 연구

        이수희 한국호텔리조트학회 2020 호텔리조트연구 Vol.19 No.2

        The purpose of the study was to analyze the effects of customers’ technology readiness on intention to use about technology based self service in hotel industry. In total, 306 validated questionnaires were analyzed by customers who experience technology-based self-service of hotels such as hotel websites, mobile applications, hotel check in/check out kiosks, keyless programs, IOT services, and AI services. These results are based on research, and the outcomes are as follows: First, it was shown that among Technology Readiness Factors, optimism, innovativeness, and discomfort had significant effect on customers' perceived usefulness. Discomfort is the most significant factor in perceived usefulness when customers use self services in hotels. Secondly, optimism, discomfort, and insecurity had significant effect on customers' perceived ease of use. Among them, customers’ optimistic attitude makes customers much easier to use self services technologies. Third, perceived ease of use had significant effect on perceived usefulness. Also, when perceived ease of use and perceived usefulness were positively related to customers’ intention to use. Based on these results, this study suggested strategies to introduce and utilize various kinds of self services in hotel industry. Discomfort is the most significant factor in perceived usefulness when customers use self services in hotels. Secondly, optimism, discomfort, and insecurity had significant effect on customers' perceived ease of use. Among them, customers’ optimistic attitude makes customers much easier to use self services technologies. Third, perceived ease of use had significant effect on perceived usefulness. Also, when perceived ease of use and perceived usefulness were positively related to customers’ intention to use. Based on these results, this study suggested strategies to introduce and utilize various kinds of self services in hotel industry. The purpose of the study was to analyze the effects of customers’ technology readiness on intention to use about technology based self service in hotel industry. In total, 306 validated questionnaires were analyzed by customers who experience technology-based self-service of hotels such as hotel websites, mobile applications, hotel check in/check out kiosks, keyless programs, IOT services, and AI services. These results are based on research, and the outcomes are as follows: First, it was shown that among Technology Readiness Factors, optimism, innovativeness, and discomfort had significant effect on customers' perceived usefulness. Discomfort is the most significant factor in perceived usefulness when customers use self services in hotels. Secondly, optimism, discomfort, and insecurity had significant effect on customers' perceived ease of use. Among them, customers’ optimistic attitude makes customers much easier to use self services technologies. Third, perceived ease of use had significant effect on perceived usefulness. Also, when perceived ease of use and perceived usefulness were positively related to customers’ intention to use. Based on these results, this study suggested strategies to introduce and utilize various kinds of self services in hotel industry.

      • KCI등재

        전자책의 수용결정요인에 관한 연구

        김경일(Kim, Kyungil) 한국출판학회 2014 한국출판학연구 Vol.40 No.3

        본 연구는 전자책을 이용하고 있는 대학생 집단을 대상으로 전자책 이용 동기를 파악하고, 지각된 용이성과 지각된 유용성, 그리고 전자책 이용지속의도의 관계를 살펴보기 위하여 크게 전자책 이용 동기가 지각된 용이성과 지각된 유용성에 미치는 영향, 전자책 이용 동기가 이용지속의도에 미치는 영향, 그리고 지각된 용이성과 지각된 유용성이 이용지속의도에 미치는 영향으로 분류하여 그 관계를 살펴보았다. 본 연구의 주요 결과를 요약, 제시하면 다음과 같다. 첫째, 본 연구에서 추출된 전자책 이용 동기(상호교류동기, 기분전환동기, 재미/흥미동기)가 지각된 용이성에 미치는 영향을 살펴본 결과, 기분전환동기와 재미/흥미동기가 지각된 용이성에 정적 영향을 미치는 것으로 나타났고, 상호교류 동기는 지각된 용이성에 부적 영향을 미치는 것으로 나타났다. 또한 전자책 이용 동기(상호교류동기, 기분전환동기, 재미/흥미동기)가 지각된 유용성에 미치는 영향을 살펴본 결과, 전자책 이용 동기 중 상호교류동기는 지각된 유용성에 정적 영향을 미쳤고, 기분전환동기는 지각된 유용성에 부적 영향을 미치는 것으로 나타났다. 둘째, 전자책 이용 동기(상호교류동기, 기분전환동기, 재미/흥미동기)가 전자 책 이용자들의 이용지속의도에 미치는 영향을 살펴본 결과, 전자책 이용 동기 중 상호교류동기를 제외 하고 기분전환동기와 재미/흥미동기가 전자책 이용지속의도에 정적 영향을 미치는 것으로 나타났다. 셋째, 전자책 이용과 관련하여 지각된 용이성과 지각된 유용성이 이용지속의도에 미치는 영향을 살펴본 결과, 지각된 유용성은 전자책 이용지속의도에 통계적으로 유의한 영향을 미치지 못하였으나, 지각된 용이성은 이용지속의도에 정적 영향을 미친 것으로 나타났다. This study conducted to find a motive of e-book usage and figure out relationship among the perceived ease of use, perceived usefulness and continuous use intention of e-book. To achieve the purpose, this study's subject is sorted into three part: the influence e-book usage motive has on perceived ease of use and perceived usefulness, the influence e-book usage motive has on continuous use intention of e-book and the influence perceived ease of use and perceived usefulness has on continuous use intention of e-book. The result were as followed. First, as result of research about how the usage motive of e-book(interchange, refreshingness and fun/interest motive) from this study impact on perceived ease of use, refreshingness and fun/interest motive influence positively on perceived ease of use and interchange motive influence negatively on perceived ease of use. Also, as result of research about how the usage motive of e-book(interchange, refreshingness and fun/interest motive) from this study impact on perceived usefulness, interchange motive among the usage motive of e-book influence positively on perceived usefulness and refreshingness influence negatively on perceived usefulness. Second, as result of research about how the usage motive of e-book(interchange, refreshingness and fun/interest motive) from this study impact on continuous use intention of e-book, refreshingness and fun/interest, except interchange, influence positively on continuous use intention of e-book. Third, relate to usage of e-book, as result of research about how perceived ease of use and perceived usefulness impact on continuous use intention of e-book, perceived usefulness doesn't have statistically meaningful influence on continuous use intention of e-book, but perceived ease of use influence positively on continuous use intention of e-book.

      • KCI등재

        SNS특성이 공연예술소비자의 티켓구매의도에 미치는 영향 - 기술수용모델을 중심으로

        정상현,이화형 한국문화경제학회 2023 문화경제연구 Vol.26 No.2

        이 연구는 공연예술소비자의 SNS특성이 공연예술소비자의 티켓구매의도에 미치는영향 관계를 규명하여 공연예술 마케팅의 기초자료를 제시하는 데 연구의 목적이 있다. 연구 대상자는 SNS를 통해 공연예술 티켓을 구매한 경험이 있는 공연예술소비자로 선정하였고, 온라인 설문 플랫폼 Google docs를 이용하여 261부의 자료를 수집하였다. 실증 분석은 모두 유의수준 α=.05 에서 검증하였으며, 통계 처리는 SPSS 28.0 및 AMOS 28.0 프로그램을 사용하여 분석하였다. 실증 분석을 통해 도출한 결과는 다음과 같다. 첫째, SNS특성 중 상호작용성, 유희성, 관계성은 지각된 유용성에 정(+) 의 영향을 미치는 것으로 나타났으며, 실재감은 지각된 유용성에 영향을 미치지 않는것으로 나타났다. 둘째, SNS특성 중 상호작용성, 유희성은 지각된 용이성에 정(+)의영향을 미치는 것으로 나타났으나, 관계성, 실재감은 지각된 용이성에 영향을 미치지않는 것으로 나타났다. 셋째, 공연예술소비자의 지각된 용이성은 지각된 유용성에 정(+)의 영향을 미치는 것으로 나타났다. 넷째, 공연예술소비자의 지각된 유용성은 티켓구매의도에 정(+)의 영향을 미치는 것으로 나타났다. 다섯째, 공연예술소비자의 지각된용이성은 티켓구매의도에 정(+)의 영향을 미치는 것으로 나타났다. 따라서, SNS특성의하위요인인 상호작용성, 유희성, 관계성을 강조하는 SNS를 기획·제작하여 공연예술소비자의 지각된 유용성과 지각된 용이성을 높임으로써 티켓구매의도에 긍정적인 영향을미치도록 해야 할 것이다. This study proposes a research model that investigates that influential relationship of the major variables set when searching for performing arts, including the characteristics of SNS, perceived usefulness, perceived ease of use, and ticket purchase intention. The subjects were performing arts consumers with experiences of purchasing a performing arts ticket via SNS. A total of 261 questionnaires were collected with the online survey platform Google Docs. The empirical analysis results were tested at the significance level of α=.05, and statistical treatments were analyzed with the SPSS 28.0 and AMOS 28.0 programs. The empirical analysis results led to the following findings: First, the study empirically analyzed the impact of SNS characteristics on searching for performance arts included interaction, playfulness, relationship, and reality on perceived usefulness, and found that interaction, playfulness, and relationship had significant positive (+) effects on perceived usefulness, and reality did not have any effect on it. Second, the study also empirically analyzed the effects of SNS characteristics on searching performing arts including interaction, playfulness, relationship, and reality on perceived ease of use, and found that interaction and playfulness had positive (+) effects on it with relationship and reality having no effects on it. Third, the study empirically analyzed the effects of perceived ease of use on perceived usefulness in performing arts consumers and found that the former had positive (+) effects on the latter. Fourth, the study empirically analyzed the effects of perceived usefulness on the ticket purchase intention of performing arts consumers and found that it had positive (+) effects on their ticket purchase intention. Finally, the study empirically analyzed the effects of perceived ease of use on the ticket purchase intention of performing arts consumers and found that it had positive (+) effects on their ticket purchase intention. Based on these findings, the study had the following discussions: First, one of the subfactors of SNS characteristics to search performing arts is interaction, which turned out to have the biggest effects on perceived usefulness. This raises a need to actively review performing arts marketing and emphasize interaction, which allows performing arts consumers to share and communicate various content among themselves via SNS to obtain performance information. Second, another subfactors of SNS characteristics to search performing arts is playfulness, which turned out to have the greatest influences on perceived ease of use. This raises a need to plan and develop performing arts promotions and content tjat gives performing arts consumers the feeling of fun, interest, and pleasure by using SNS in order to increase their perceived ease of use. Third, perceived ease of use had positive effects on perceived usefulness in performing arts consumers. It is thus necessary to do research on promotion and marketing strategies recognizable at a glance so that performing arts consumers can obtain information about performing arts and overcome their difficulties with SNS to increase their perceived usefulness. Fourth, perceived usefulness turned out to have positive impacts on the ticket purchase intention of performing arts consumers. These findings suggest that the field of performing arts should be active in developing marketing strategies to plan diverse events and promotions that provide performance information via SNS to consumers so that performing arts consumers will purchase more tickets. Finally, it was demonstrated that perceived ease of use had effects on the ticket purchase intention of performing arts consumers. It is thus needed to analyze the age groups of consumers and implement promotions targeting specific age groups to increase the ticket purchase of performing arts consumers. In short, this study promotes the understanding of performing arts consumers' behavior...

      • What Affect Lower Grade Learner’s Perceived Usefulness and Perceived Ease of Use of Mobile Digital Textbook Learning System? An Empirical Factor Analyses Investigation in China

        Haijiao Shen,Liming Luo,Zhong Sun 보안공학연구지원센터 2015 International Journal of Multimedia and Ubiquitous Vol.10 No.1

        Although perceived usefulness and perceived ease of use are two important factors which could directly influence the acceptance of technology and actual usage for digital textbook, less attention has been paid to children’s mobile digital textbook usage. Therefore, the purpose of this study is to investigate and empirically validate the perceived usefulness and the perceived ease of use by elementary school students during their usage of digital textbook. For data analyses, two questionnaires were developed using existing scales from prior TAM instruments. The sample of this study included 5,245 elementary school students in China who have experience of using digital textbook. The results indicate that students believe that using mobile digital textbook enhance their study performance, but they believe it is not very easy to use. Besides, gender, grade and parents’ attitudes towards mobile digital textbook affect the usage. Gender differences exist only in the perceived ease of use. Male students make less effort in using mobile digital textbook than female students. In addition, the students in lower grades tend to have more positive perspectives on mobile digital textbook than the students in higher grades. Furthermore, mobile digital textbook usage experience (time & frequency) has a significant effect on the students’ perceived usefulness. Finally, parents’ attitudes towards mobile digital textbook influence their children’s perceived usefulness.

      • KCI등재

        모바일 관광 어플리케이션이 사용용이성, 유용성 및 가치만족에 미치는 영향

        신상준 관광경영학회 2019 관광경영연구 Vol.89 No.-

        The purpose of this study is to present the guideline of future mobile tourism application by analyzing users' ease of use, usefulness and value satisfaction of mobile tourism application. In order to accomplish the purpose of this study, literature study and empirical research were performed in parallel. We selected consumers who have used mobile tourism applications or are currently using them. We obtained 324 valid samples with experience using mobile tourism applications. Frequency analysis, confirmatory factor analysis, correlation analysis, and covariance structure analysis were performed using SPSS and AMOS 23.0 statistical programs. The results of this study are summarized as follows. First, the responsiveness, reliability, and certainty of mobile tourism applications have a significant effect on ease of use. However, tangibility did not show significant effect. The confidence of mobile tourism application has a positive (+) influence on usability. However, tangibility, reliability, and reactivity were not significant. Second, ease of use has a positive (+) effect on usability. Third, tangibility and firmness have positive effect on value satisfaction. However, reliability and reactivity did not significantly affect value satisfaction. Finally, ease of use has no significant effect on value satisfaction. Usefulness has a significant effect on value satisfaction. Therefore, based on the results of analysis, we suggested some useful implications for mobile tourism applications.

      • KCI등재

        ChatGPT의 특성이 사용의도에 미치는 영향에 관한 연구: 교사의 디지털 기술 조절효과를 중심으로

        김효정 (사)디지털산업정보학회 2023 디지털산업정보학회논문지 Vol.19 No.2

        ChatGPT is an artificial intelligence-based conversation agent developed by OpenAI using natural language processing technology. In this study, an empirical study was conducted on incumbent teachers on the intention to use the newly emerged Chat GPT. First, we studied how accuracy, entertainment, system accessibility, perceived usefulness, and perceived ease of use affect ChatGPT's acceptance intention. In addition, we analyzed whether perceived usefulness and perceived ease of use differ in the intention to accept depending on the digital technology of teachers. As a result of the study, the suitability of the structural equation model was generally good. Accuracy and entertainment were found to have a significant effect on perceived usefulness, and system accessibility was found to have a significant effect on perceived ease of use. In the analysis of teachers' digital technology control effects, it was found that perceived usefulness and perceived ease of use had a control effect between acceptance intentions. It was found that the group with high digital skills of teachers was strongly intended to accept the service regardless of perceived usefulness and ease of use. In the group with low digital skills of teachers, it is thought that ChatGPT's service shows the acceptance intention only when the perceived usefulness and ease of use are high. Therefore, in the group with low digital technology, it is necessary to seek teaching activities such as the development of instructional models using ChatGPT.

      • KCI등재후보

        체험매장의 지각된 용이성과 유용성이 만족과 충성도에 미치는 영향

        이지현 한국유통과학회 2011 유통과학연구 Vol.9 No.3

        One of the new roles of modern retail stores is to supply consumers with a memorable experience. In Korea, enhancing a store’s environment so that customers remember a unique shopping experience is recognized as a sound strategy for strengthening the store’s competitiveness. Motivated by this incentive, awareness of the experience-store concept is starting to increase in various categories of the retail industry. However, many experience stores, except in a few cases, have yet to derive a significant profit, explaining why Korean consumers are somewhat unfamiliar with, yet fascinated by, the experience stores that now exist in the country. Consumer satisfaction directly, and indirectly, affects a company’s future profit and potential financial gain; customer satisfaction also affects loyalty. Therefore, knowing the significant factors that increase satisfaction and loyalty is essential for any company, in any field, to be able to effectively differentiate itself from the competition. Intrigued by increased competition opportunities, most Korean companies have adopted experience-store marketing strategies. When establishing the most effective processes for increasing sales and achieving a sustainable competitive advantage of a new concept, companies should consider certain factors that influence consumers’ ability to accept new concepts and ideas. The Technology Acceptance Model (TAM) is a theory that models how people accept new concepts. TAM proposes the following two factors that influence a person’s decisions about how, and when, he or she will use a new product: “perceived usefulness” and “perceived ease of use.” Much of the existing research has suggested that a person’s character also affects the process for accepting new ideas. Such personal character attributes as individual preferences, self-confidence, and a person’s values, traits, and/or skills affect the process for willingly consenting to try something new. It will be meaningful to establish how the TAM theory’s components, as well as personal character, affect individuals accepting the experience-store concept. To that end, as it pertains to an experience store, the first goal of the study is to examine the influence of innovative factors (perceived usefulness and perceived ease of use) on satisfaction and loyalty. The second objective is to define the moderate effect of consumers’ personal characteristics on the model. The proposed model was tested on 149 respondents who were engaged in leisure sports activities and bought sports outdoor garments and equipment. According to the study’s findings, the satisfaction and loyalty of an experience store can be explained by perceived usefulness and perceived ease of use, with the study’s results demonstrating the stronger of the two factors being “perceived ease of use.” The study failed to explain the effects of a person’s character on the model. In conclusion, when the companies that operate the experience stores execute their marketing and promotion strategies, they should stress the stores’ “ease of use” product components. Additionally, it can be extrapolated from the study data that since the experience-store idea is still relatively unfamiliar to Korean consumers, most customers are not yet able to evaluate, nor take a position regarding, their respective attitudes toward experience stores.

      • KCI등재

        모바일 SNS를 통해 지각된 관광가치가 지속사용의도에 미치는 영향

        민소라(Min, So Ra) 한국서비스경영학회 2020 서비스경영학회지 Vol.21 No.3

        This study was conducted on users who have obtained tourist information through mobile SNS, by establishing a model and hypothesis, predicting that perceived usefulness and perceived ease of use on the value of tourist attractions have a positive effect on intention of continuous use. For the final analysis, 294 questionnaires were utilized, and SPSS V.21 and AMOS V.21 statistical programs were used as analysis tools. The results showed that, first, perceived value of tourist attractions affects perceived usefulness and perceived ease of use. Second, perceived usefulness and perceived ease of use have a positive effect on intention of continuous use. Third, perceived ease of use affects perceived usefulness, and lastly, perceived ease of use acts as a partial medium in the relationship between perceived usefulness and perceived ease of use and intention of continuous use. Based on these findings, we would like to present the direction and implications of the perceived tourism value of mobile SNS.

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