15 research outputs found

    An Empirical Study of the Factors Influencing Use of Social Network Service

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    Social network service (SNS) has become a popular media for social interaction and information exchange. However, it is not clear why people use SNS. In addition, human behaviour researches related to SNS are not sufficient despite of its prominence. Hence, the goal of this paper is to explain why people use SNS. First, we empirically examined what individual’s characteristics affect the use of SNS. To examine these characteristics, we developed a structural model on the basis of three popular theories; Technology Acceptance Model (TAM), Network Externality, and Innovation Diffusion Theory (IDT). Also, to achieve our goal, we applied Structural Equation Modeling (SEM) approach to evaluate the effect of each construct. The finding shows that Perceived Usefulness (PU), Perceived Ease of Use (PEU), Members (M), and Compatibility (C) have a positive significant effect on the Actual Use (AU) of SNS. Moreover, we identified the differences between Facebook users and Twitter users. From the control variable (Facebook and Twitter users) analysis, we concluded that PU and M are important factors to Facebook users, while PEU and C are prominent to Twitter users

    Extracting Requirements for Ubiquitous Computing Technology-based IS Using Factor Analysis

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    The paper describes a methodology for extracting the requirements for ubiquitous computing technology-based information system (IS) using factor analysis. The early idea of ubiquitous computing was articulated by Mark Weiser in 1988 and since then has been constantly developed. However, so far there was no any or few research on application of ubiquitous computing to IS. Prior to the development of a ubiquitous computing-based IS model necessary requirements are to be identified. To derive the requirements we refer to conventional research on ubiquitous computing, ubiquitous service and ubiquitous environment, and hence, to their characteristics. Having specified those requirements using factor analysis technique it will be easier to develop a consistent ubiquitous computing-based IS

    Determinants of Users' Intention to Purchase Probability-Based Items in Mobile Social Network Games: A Case of South Korea

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    The goal of this paper was to identify factors that influence the purchase of probability-based items (PBIs) in mobile social network games (MSNGs). This paper introduces an extended research model based on the technology acceptance model. Statistical results from a survey of MSNG users find that factors that influence the purchase of PBIs include perceived enjoyment, perceived usefulness, perceived number of users, and perceived number of friends which are factors attributed to mobile game and social network characteristics, and also perceived desire for jackpot that is one of the major features of PBIs. We also analyzed the research model by gender to provide MSNG companies with a reference that may guide the development of PBI strategies that are targeted at genders. Males responded differently than females to some factors.11Ysciescopu

    Toward Optimal Financial Reward Allocation for Promoting Knowledge Sharing Activity in CoPs

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    The purpose of this study is to introduce CoP reward allocation (COREA) system that efficiently solves a mathematical optimization problem to optimally allocate limited financial reward and to promote knowledge sharing activities in CoPs. To test the validity and usefulness of COREA, we simulate three knowledge sharing climates in which the majority of CoPs performs below-, on-, or above-average. In addition, we also allow knowledge sharing activity of CoPs to improve or deteriorate over years in each climate. Our experimental results confirm that the proposed COREA system performs significantly better than the currently available reward system over various scenarios. In particular, the COREA system finds approximately optimal financial reward allocations for many cases in which the current reward system fails to find solutions that meet constraints

    Ubiquitous Computing Based Mobile Commerce : Toward the Ubiquitous Commerce

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    Mobile commerce is heading for advanced fourth generation (4G) mobile systems. However, rapid development of ubiquitous computing technology can implement and complement the 4G mobile systems. It enables anticipation that ubiquitous computing technology creates the new commerce, so called ubiquitous commerce. This paper analyzes the characteristics of mobile commerce service and ubiquitous computing service, and then extracts the core requirements for ubiquitous commerce. Moreover, this paper suggests technical requirements for the ubiquitous commerce. These requirements can lead the development of technology for the future and suggest the milestone that mobile commerce in present heads for

    Health Diagnosis of Communities of Practices (CoPs)

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    The purpose of this study is to provide a multi-level framework to diagnose the structural healthiness of CoPs and present a new metric, Bottleneck Impact Score (BIS), to measure the seriousness of bottlenecks in knowledge sharing activities among CoPs members. After analyzing knowledge sharing activities of 4,414 members from 59 CoPs, we confirm that while only a small number of CoP members actively engage in both transferring and receiving knowledge, most experts are not core players and they are reluctant to share their knowledge with others. We also find that only few CoPs can be classified as knowledge “sharing” community while most of CoPs suffer from inactive participation of employees with high expertise and are diagnosed as having at least one of master-apprenticeship and knowledge drain bottlenecks. Interestingly, we also find that CoPs members in field division such as Iron&Steel, Rolling, and Maintenance department more actively participate in knowledge sharing than CoPs members in Staff department. Finally, BISs are used to measure and compare the seriousness of six different types of bottlenecks in CoPs and departments

    A Framework for Ontology-based Context Base Management System

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