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1.
The fast-growing penetration of mobile devices and recent advances in mobile technologies have led to the development of increasingly sophisticated services such as m-shopping for goods or services and m-payment. However, although the number of mobile subscribers is increasing, levels of actual m-commerce activities in many cases remain low. Determining what influences users’ intention to use m-commerce is therefore of growing importance. The purpose of this study was to investigate possible factors. To this aim, we developed a conceptual user adoption model based on technology acceptance model variables and on specific factors such as social influence, personal innovativeness, customization, and individual mobility. The empirical results show that social influence and customization significantly affect perceived usefulness; mobility, customization, and personal innovativeness significantly affect perceived ease of use; and perceived usefulness and perceived ease of use have a direct positive effect on behavioral intention.  相似文献   

2.
Software made from autonomous business services is gaining popularity. Now end users can build large applications by assembling a suite of services. Because some end users might have limited knowledge of their requirements and the functionality of available services, the key challenge is to find the services needed to build an application. The task of finding the services matching requirements requires specialized knowledge—knowledge of requirements and the functionality of available services—not just mere general competence. Moreover, the complexity of the requirements could also hinder the ability of end users to select services. However, there is little research into how the end users’ sophistication and requirement complexity affect their ability to avoid duplication (i.e., select the most cost-effective set of services) and select a set of services that satisfy their requirements. We provide a conceptual framework for the choice problem faced by the decision maker and develop a set of hypotheses on end user's sophistication and requirement complexity, and the impact of these factors on outcome performance—the ability to avoid duplication and select the appropriate services. Then we conduct an empirical study to test the hypotheses. Empirical results offer support for all hypotheses. Our work has several implications. We demonstrate both conceptually and empirically that end users’ naivety has a significant impact on service duplication. For a profit-maximizing service vendor, knowledge of the end user's sophistication/naivety allows there to be different pricing strategies: (1) a pure component strategy, (2) a pure bundling strategy, or (3) a mixed bundling strategy.  相似文献   

3.
Conventional information science considers an information process, but traditionally uses the probability measure for random states and Shannon’s entropy as the uncertainty function of these states.This paper presents a new approach, based on an integral information measure of the random process.An entropy functional (EF) on the trajectories of the process accumulates and encodes the process’ inner connections between the information states.The application of a variation principle (VP) to the EF determines the process’ information path functional (IPF), whose extremal trajectories describe the informational dynamics of this process.Information dynamics with the VP invariant relations evaluate the information content of a random process, expose its information code and reveal a conserved (hidden) information, produced at an acquisition of the process information.By introducing both objective and subjective information observers, we consider the observers information cognitive dynamics and neurodynamics, based on the EF–IPF approach.The universal nature of information process’ dynamics and regularities, discovered in the information observers, have many applications not only in cognitive and intelligent systems, but also in different biological, social and economic systems.  相似文献   

4.
Online social platform, such as Wikipedia and Foursquare, has been increasingly exploded due to not only various useful services provided but also social gaming mechanisms that can keep users actively engaged. For example, users are awarded ”virtual goods” like badges and points when they contribute to the community in the network by voluntarily sharing ideas and other information. In this paper, we aim to examine the effectiveness of a social gamification mechanism, named user scores, designed in Foursquare which is one of most popular location-based social networks. A user’s score in Foursquare is an aggregate measure based on recent check-in activities of the user, which reflects a snapshot summary of the user’s temporal and spatial behaviors. Whenever a user checks in to a venue, a list of scores of the user’s friends are visible to the user via a ”leaderboard” which ranks these users’ scores in a descending order. Given a pair of friends who participate in a score competition in such a gimification mechanism, we identify if one user’s scores have significant influence on the other user’s scores by utilizing the Granger Causality Test. To understand what types of users and what types of friends tend to participate in the score competition (i.e., their check-ins are more likely driven by such a gamification mechanism), we extract users’ features (e.g. user’s degree) as well as the features of pairs of friends (e.g., number of common friends, score similarity and ranking difference) to examine whether these features have correlations with those pairs of users who are identified as being involved in the score game. The identified influence on user scores has the important implication on applications including friend and venue recommendations in location-based social networks.  相似文献   

5.
《Computers & Education》2010,54(4):1285-1296
There has been little research on assessment of learning management systems (LMS) within educational organizations as both a web-based learning system for e-learning and as a supportive tool for blended learning environments. This study proposes a conceptual e-learning assessment model, hexagonal e-learning assessment model (HELAM) suggesting a multi-dimensional approach for LMS evaluation via six dimensions: (1) system quality, (2) service quality, (3) content quality, (4) learner perspective, (5) instructor attitudes, and (6) supportive issues. A survey instrument based on HELAM has been developed and applied to 84 learners. This sample consists of students at both undergraduate and graduate levels who are users of a web-based learning management system, U-Link, at Brunel University, UK. The survey instrument has been tested for content validity, reliability, and criterion-based predictive validity. The analytical results strongly support the appropriateness of the proposed model in evaluating LMSs through learners’ satisfaction. The explanatory factor analysis showed that each of the six dimensions of the proposed model had a significant effect on the learners’ perceived satisfaction. Findings of this research will be valuable for both academics and practitioners of e-learning systems.  相似文献   

6.
ABSTRACT

The anonymity of cyberspace enables people to express themselves more freely than in the physical world. Thus, when interacting with others online, some people choose to reconstruct a virtual identity that is partly or even totally different from their physical identity. Using the advanced self-discrepancy theory and the framework of psychological well-being, the current study theoretically modelled the expression of three domains of the self (the ought self, the ideal self and the negative true self) that affects the fulfilment of autonomy and self-acceptance, further influencing people’s overall satisfaction in an anonymous online environment. The data (n?=?837) were collected from QQ, an anonymous social networking platform from China. The results suggested that virtual identity reconstruction in the online world was significantly associated with the fulfilment of autonomy and self-acceptance. Additionally, autonomy and self-acceptance played important roles in shaping user satisfaction.  相似文献   

7.
Many social network websites have been aggressively exploring innovative electronic word-of-mouth (eWOM) advertising strategies using information shared by users, such as posts and product reviews. For example, Facebook offers a service allowing marketers to utilize users’ posts to automatically generate advertisements. The effectiveness of this practice depends on the ability to accurately predict a post’s influence on its readers. For an advertising strategy of this nature, the influence of a post is determined jointly by the features of the post, such as contents and time of creation, and the features of the author of the post. We propose two models for predicting the influence of a post using both sources of influence, post- and author-related features, as predictors. An empirical evaluation shows that the proposed predictive features improve prediction accuracy, and the models are effective in predicting the influence score.  相似文献   

8.
Social commerce has emerged as a new platform that enables users to conduct shopping assisted by inputs from other members and to publicly comment on transactions or products. It therefore adds a social aspect to traditional online commerce environments. Nevertheless, the role of the social facet embedded in such transactions in influencing user behaviors is not fully understood. In this study, we rely on theories of risk deterrence in decision-making and the “risky/choice shift” logic to suggest that the social identification of users regarding their community members skews the way they consider risks in decision-making on these sites. Using data from 175 users of etsy.com, we show that perceived commerce risk reduces intentions to buy from the website and that perceived participation risk curtails intentions to post comments on social commerce forums. The findings further show that the influence of these risk assessments is reduced when the degree of social identification with the website community increases; these risk considerations become negligible in decision-making processes when ’social identification is one standard deviation above the mean. Hence, users’ social identification with the social commerce website community skews their rational decision-making.  相似文献   

9.
This study examines factors influencing students’ continuance intention to use blogs to learn in an undergraduate-level course. The research uses constructs from relevant theoretical frameworks, including the technology acceptance model, social cognitive theory, innovation diffusion theory, and expectation–confirmation model. A survey administered to 108 university students in a Canadian university was analysed using the partial least squares technique. The results show that perceived usefulness and perceived compatibility have positive effects on students’ attitudes towards blog use; perceived ease of use did not. Perceived compatibility, perceived self-efficacy, and perceived support for enhancing social ties with blogs have significant effects on the positive impacts of learning with such tools. Attitude and positive impacts of learning with blogs influence satisfaction with blog use. Both attitude and satisfaction are determinants of students’ continuance intention to use blogs to learn. Satisfaction with blog use is the main predictor of continued use intention.  相似文献   

10.
The additive model of multiattribute value theory is widely used in multicriteria choice problems. But often it is not easy to obtain precise values for the scaling weights or the alternatives’ value in each function. Several decision rules which require weaker information, such as ordinal information, have been proposed to select an alternative under these circumstances. We propose new decision rules and test them using Monte-Carlo simulation, considering that there is ordinal information both on the scaling weights and on the alternatives’ values. Results show the new rules constitute a good approximation. We provide guidelines about how to use these rules in a context of selecting a subset of the most promising alternatives, considering the contradictory objectives of keeping a low number of alternatives yet not excluding the best one.  相似文献   

11.
ABSTRACT

In recent years, mobile healthcare applications (MHAs) have boomed, providing several new kinds of health services and methods of information transmission. However, MHA vendors face a significant challenge in attracting users to adopt software continuously. Some recent studies recognized users’ perceived e-health literacy (PEHL) as a critical factor in continuance intention, but its influence was still unclear. In this paper, based on the elaboration likelihood model (ELM), we investigated how the users’ PEHL affects their continuance intention when adopting MHAs. We distributed convenience sample questionnaires by Wechat (similar to WhatsApp) in China, where hundreds of MHAs can be downloaded, and 273 valid samples were collected. The result shows that ELM works well in this model, with six of the eight hypotheses supported. The moderating effect of PEHL is largely significant for the peripheral route but not significant for the central route. The most interesting finding is that, with regard to continuance adoption, PEHL has a positive relationship with users’ satisfaction. Possible reasons are discussed, such as there could be a moderator on this relationship. Limitations, future studies and implications for theory, practice and policy are also given.  相似文献   

12.
A free trial of an information technology service (ITS) provides users an opportunity to obtain direct usage experience without purchase commitment, which can significantly reduce their uncertainty about the utility and quality of the ITS and promote their intention of final purchasing. Previous studies of user behavior in a free trial of ITS have mainly focused on either the adoption intention in the pre-trial stage or purchase intention in the post-trial stage. There is a lack of study investigating the trial stage that facilitates the transition and connection between these two separately studied stages. In this study, we view free trial as a motivated learning process and propose a Three-Stage Model (TSM) based on the learning motivation theory and reference-dependent theory to investigate users’ free trial behavior dynamics in moving from motivation to trial, making efforts to gain trial experience, and finally making a further purchase decision after the trial. We collected 377 users’ free trial experience to test our TSM using partial least squares-based structural equation modeling. Our results indicate that the perceived trial benefit and social influence strongly motivate user’s willingness to trial and that the utility experience and flow experience gained through trial effort leads to a willingness to accept and ultimately affect user’s willingness to pay through the mediation effect of expected additional value and price justification. Our study contributes to the theory that explains the dynamics of user decision-making behavior in the context of a free trial of ITS.  相似文献   

13.
This exploratory study aims to achieve a better understanding of the users-related factors that affect the choice of routes in public transport (PT). We also look at what can motivate route and modes changes towards alternatives in a real situation. We investigated the experience of 19 users of PTs, using the critical incident technique (Flanagan in Psychol Bull 51(4):327, 1954). We asked participants to report incidents (i.e. situations) in cases they were very satisfied or dissatisfied with their choice. For both situations, the case of their usual route and case of an alternative were considered. A total of 91 incidents were collected and analysed using a multiple correspondences analysis. Additionally, users’ profiles were characterized and superposed to the analysis of incidents content. The main results are as follows. First, the user’s choice of PT route depends on the context (i.e. aim of the travel, time of day). Second, taking an alternative to the usual PT route or using a route combining different transport modes is determined by the context and by factors related to the pleasantness of the travel (e.g. to accompany a friend along the travel). Finally, depending on the user’s profile (i.e. combination of attitude towards PT and demographic variables), the factors taken into account to make the choice of a PT route are related to the efficiency or the pleasantness of the trip. These results show the importance of the contextual factors and the users’ profiles in route choice. They suggest that these factors should be further taken into account in new tools and services for mobility.  相似文献   

14.
This study examines determinants that affect the behaviour of information systems (IS) users, and influence of the users’ decisions to continue using IS by two models: the technology acceptance model (TAM) and the expectation-confirmation model of IS continuance (ECM-IS). The behaviour of professionals who utilise complex software solutions for performing their working tasks has been in the focus of this research. Based on data gathered from questionnaires filled-out by users of the integrated accounting and budgeting software (IABS), the confirmatory factor analysis has shown that both models demonstrate good factor, convergence and discriminatory validity, respectively. The comparison of the obtained results has been performed, and it shows that ECM-IS has a larger explanatory power (R2) over TAM, explaining 49% of the dependent variable (IS continuance intention) in relation to 29%. The IS continuance intention is determined by the users’ satisfaction and perceived usefulness. The user satisfaction is influenced by perceived usefulness and confirmation. The confirmation of the user's expectations has had a positive influence on perceived usefulness. The perceived ease of use has not exerted a significant influence on the user's intention of IS continuance.  相似文献   

15.
Cognition, Technology & Work - This study aimed to investigate the impact of the emotional and informational components of road safety communication on the motorists’ ability to detect...  相似文献   

16.
The number of open source software (OSS) users has increased in recent years. No longer are they limited to technically adept software developers. Many believe that the OSS market share could increase tremendously provided OSS had systems that were easier to use. Although examples of good usable open source software exist, it is agreed that OSS can be made more usable. This study presents an empirical investigation into the impact of some key factors on OSS usability from the end users’ point of view. The research model studies and establishes the relationship between the key usability factors from the users’ perspective and OSS usability. A data set of 102 OSS users from 13 open source projects of various sizes was used to study the research model. The results of this study provide empirical evidence by indicating that the highlighted key factors play a significant role in improving OSS usability.  相似文献   

17.
Environmental conditions and the interplay of cognitive and affective processes both exert influences on bidding behavior. This paper brings the above together, considering how the (external) auction environment determines the impact of (internal) cognitive and affective processes on bidding behavior, assessed in comparison to the optimal bid. Two aspects of the auction environment were considered, namely auction dynamics (low: first-price sealed-bid auction, high: Dutch auction) and value uncertainty (low, high). In a laboratory experiment, we assess bidders’ cognitive workload and emotional arousal through physiological measurements. We find that higher auction dynamics increase the impact of emotional arousal on bid deviations, but not that of cognitive workload. Higher value uncertainty, conversely, increases the impact of cognitive workload on bid deviations, but not that of emotional arousal. Taken together, the auction environment is a critical factor in understanding the nature of the underlying decision process and its impact on bids.  相似文献   

18.
Mobile alerts, notifications and location-based emergency warning systems are now an established part of mobile government strategies in an increasing number of countries worldwide. In Australia the national emergency warning system (NEWS) was instituted after the tragic Black Saturday Victorian Bushfires of February 2009. NEWS has enabled the provision of public information from the government to the citizen during emergencies anywhere and any time. Moving on from traditional short message service (SMS) notifications and cell broadcasting to more advanced location-based services, this paper explores the major issues faced by government, business and society at large, toward the realization of a fully fledged emergency system for personal mobile devices. This qualitative study contains two phases: phase 1 gathered issues from the general public via an open-ended survey question, and phase 2 gathered issues from key informant interviews. The data was analyzed using qualitative content analysis techniques. The results are presented in a narrative form granting detailed insight into the main challenges faced in the deployment of a mobile government application. The complex interplay between government agencies, telecommunications carriers and the Australian public is presented, ultimately leading down a path of regulation. By using a qualitative approach it is hoped that the intimate lessons learnt in the Australian landscape can be applied to other nations considering mobile government applications. The outcome of the paper is predominantly practical providing a series of recommendations toward the successful deployment of mobile government applications.  相似文献   

19.
After adopting mobile phones, most older adults use them only for calling and SMS. The purpose of this study is to extend their usage of mobile phones to new functions. To understand older adults’ requirements of mobile phones, a questionnaire was constructed and 351 Chinese older adults were recruited to complete the questionnaires. Data collected through the questionnaires were analysed using explorative factor analysis. The results revealed that older adults’ requirements were composed of 10 factors: Find a Specific Function, Awareness and Attractiveness, Readability, Personal Concern, Soft Keys and Multi-tap, Hardware Capacity, Touch Screen, Concern of Learning, Connectivity, and Social Influence. Then, from the above 10 factors, the 6 most important factors were revealed using multiple linear regression analysis. The results imply that accepting new functions is different from accepting a product. Readability and Find a Specific Function, which are critical for older adults’ acceptance of feature phones, are not determinants of their acceptance of new functions in smart phones.  相似文献   

20.
Virtual marketplaces for products and services have become major profit sources in virtual worlds (VWs). The large quantity and growth of virtual product transactions and their platform providers’ profits have made it critical to understand consumer purchasing behavior in VWs. However, as open-ended VWs such as Second Life have environments that differ from those of other online communities, the underlying mechanisms of consumers’ e-commerce behavior may not explain their VW behavior. Therefore, this study examines consumers’ VW behavior by considering three categories of factors influencing their purchasing behavior: the platform context (i.e., technical characteristics such as interactivity and vividness and social characteristics such as involvement), product context (i.e., product value), and virtual experience (i.e., flow and satisfaction). This study examines how these factors affect consumers when they purchase virtual products. Its results highlight the importance of flow experience in consumers’ VW behavior. Interactivity, vividness, and involvement are found to affect consumers’ virtual experience—flow, and involvement exhibits a significantly stronger influence on flow. Flow and involvement are found to affect product value, and flow exerts a stronger influence than involvement on product value. Flow and product value directly impact consumers’ willingness to purchase, whereas satisfaction with the virtual world experience, which is significantly affected by flow, is not associated with willingness to purchase. The results further indicate that product value is more influential on willingness to purchase than is flow. After describing the study’s contributions to both research and practice, I conclude the paper by presenting avenues for future research.  相似文献   

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