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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
71

A Study on X, Y Generation Consumers¡¦ Selection and Purchase of New Generation Game Consoles

Kao, Chi-hao 27 June 2011 (has links)
Abstract The video game consoles was accompanied with players for decades, from the video game consoles of the first generation that have simple screen and hardware, to the video game consoles of the seventh generation that have exquisite screen, online functions, and excellent hardware, players have deep impressions on these video game consoles of every generation. In the market of new generation video game consoles, Wii was favored with consumers after Nintendo began to sale it, because we could use the motion controller to control the games. However, the gap of the quantities of new generation video game consoles was narrowed by the SONY and Microsoft after they started to offer motion controllers, the Playstation Move for PS3 and Kinect for XBOX 360. Therefore, understandingthe factors that affect the intention of X and Y generation consumers, the main consuming group of video game consoles, to purchase new generation video game consoles is the important thing for corporations. We add perceived playfulness and portraits of the new generation into Technology Acceptance Model (TAM) and modify TAM to discuss the factors to affect the intention of X and Y generation consumers to purchase new generation video consoles. The total research effective tests are 202 copies. The conclusions of this study are presented as follows: 1. X generation consumers pay more attention to perceive usefulness, and Y generation consumers pay more attention to perceived playfulness. 2. Variables that affect X and Y generation consumers most are perceived usefulness, perceived playfulness, portraits of video game consoles and intention of use. 3. TAM is confirmed that it¡¦s suitable for the study on video game consoles.
72

Intention Analysis on Use of Electronic Books Based on the Technology Acceptance Model-A Case Study of NSYSU Students

Lin, Hsin-ping 21 July 2011 (has links)
Because of technology and the Internet, books have greatly transformed into e-books. In accord with the trend toward digital content, libraries start to purchase e-books for extending the volumes, and expect to give readers more reading choices. Whether e-books can be accepted or not relies on cognition of the readers. The purpose of this research is to understand the intentions of using e-books among college students. Due to their technological characteristics, this research utilizes the Diffusion of Innovation and Technology Acceptance Model to construct the framework of the research. Based on the related bibliography, this research uses questionnaires to collect data for descriptive statistics, test and verify the research hypotheses, and explain the intentions of using e-books. According to the research results, perceived usefulness and perceived ease of use can affect intentions, and between the two independent variables, perceived usefulness has a greater effect. Therefore, libraries can enhance the intentions of using e-books by perceived usefulness. For example, providing the e-books which college students need; on the other hand, teachers can request students for using e-books, and form the habit of using e-books.
73

The Impact of Technology Comparability Variables on the Use of Mobile Computing

Tsai, Wen-shiuan 17 August 2011 (has links)
Because of the fast development of mobile computing in recent years, this study attempt to research the acceptance of mobile computing for employees on business. Different from the past studies based on people-determined and system-determined to verify technology acceptance, we base on interaction theory viewpoint and diamond model to create four technology compatibilities. We treat these four compatibilities as external variables of technology acceptance model (TAM), and hypothesize each of the compatibility influencing perceived usefulness and perceived ease of use. According to the analysis result of this study, we focus on these hypotheses to discuss. Final, we also discuss the implications for theory and practice and point out the importance of technology compatibility to mobile computing acceptance.
74

Adoption of Instant Messaging

Su, Po-fang 20 August 2004 (has links)
Nowadays, the internet is an unseperatable part of human life and instant messaging software becomes an important role of communication channel. There are 40 million global IM registration popularity who use IM and billions of messages are sent everyday. In Taiwan, there are 6.5 million registration popularity and IM is the third important internet appilication, besides WWW and e-mail. As IM has become more and more important, there was few academic researchs published. We investigated consumer IM adoption behavior by focus group interview and structural equation model analysis. After holding a focus group interview, some antecedent of adopting IM was found out. Then we integrated technology acceptance model with media richness, computer self-efficacy and subjective norm as the antecedents of perceived usefulness(PU) and perceived ease of use(PEU) and analysised this structural equation model with LISREL. We found that subjective norm is an antecedent of PU, media richness and computer self-efficacy are PEU¡¦s antecedents. Finally, we made some suggestion for practice and other researchers base on the result.
75

Factors Affecting the Employee¡¦s Use Intention of Enterprise e-Learning Systems

Fen, Yu 05 August 2005 (has links)
This study is attempted to the discovery critical factors of employee¡¦s e-Learning system use intention that may help companies understand for e-learning effective implement plans. It starts from literature review for getting the subjects of critical factors of enterprise e-learning and then we integrated technology acceptance model with subjective norm , system flexibility, e-Learning content richness, evaluation and records, e -Learning self-efficacy as the antecedents of perceived usefulness(PU) and perceived ease of use(PEU) Data were collected from seven implemented e-learning companies.. And analysised this structural equation model with SEM. The findings of this study present that employee¡¦s e-learning use intention and attitude are affected and guided by PU, PEOU has less influences power , Subjective norm ,system flexibility, e-Learning content richness are antecedent of PU, User support , e-Learning content richness and e-Learning self-efficacy are PEU¡¦s antecedents. Finally, we made some suggestion for practice and other researcher¡¦s base on the result
76

Contextual Effects in the Usage Intention of Mobile Games

Chen, Pei-yu 15 January 2007 (has links)
As the mobile devices are popularized, the population of mobile Internet is increasing year by year. The mobile application service includes mobile information, mobile entertainment, mobile transaction, and mobile location service. The most growing market is the mobile game. According the prediction of Juniper¡¦s research, the output value of global mobile game industry will reach 9.7 billion dollars. To research the sunrise industry topic, the Theory of Reasoned Action (TRA) and the Technology Acceptance Model (TAM) are integrated in this thesis. Contextual Effects in the Usage Intention of Mobile Games. The causal relationship of perceived playfulness, perceived ease of use, attitude, subjective norm, and intention is researched. The influence of location, task, and subjective norm on intention is also studied. According to the research and the result of PLS analysis, the Theory of Reasoned Action and the Technology Acceptance Model are verified in this thesis. Additionally, the assumptions proposed in this research are verified and proved. Some results are derived in this research. The perceived ease of use positively influences the perceived playfulness. The perceived playfulness and the perceived ease of use positively influence the attitude. The attitude and the subjective norm positively influence the intention. The interaction of the location and the subjective norm will regulate the intention. The interaction of the task and the subjective norm will not regulate the intention. Some further TAM Model results are derived in this research. The perceived playfulness and the perceived ease of use positively influence the intention. The influence of location, task, and perceived playfulness on intention is also studied. Finally, according to the result of the study, some suggestions are proposed for future research.
77

Perceptions Of Students And Teachers About The Use Of E - Learning / Sharing Portal In Educational Activities

Isik, Azad 01 January 2009 (has links) (PDF)
This study examined the perceptions of the Students and the Teachers of METU Development Foundation Schools about the use of e-learning / sharing portal technology in their educational activities. Their perceptions were investigated in terms of three aspects: effects of the use of this technology on their perceived motivation, the perceived usefulness and the perceived ease of use of this technology. A central server was installed for setting up an e-learning / sharing portal environment. Microsoft SharePoint, which is a Sharing Portal Software, was used to access to the central server. The study was conducted in the form of action research. The data were collected from 6th and 7th grade students of METU Development Foundation Schools by using a questionnaire. Also, interviews were conducted with the teachers. Descriptive statistics, frequency distributions and descriptive analysis methods were used to analyze the results. The findings of the study indicated that the students and the teachers perceived that e-learning / sharing portal technology is a useful and also easy to use technology. It was found out that the students and the teachers are satisfied with advantages of the use of this new technology in their learning environment. In the same way, the teachers and the students stated that using the system effected students&rsquo / perceived motivation towards the educational activities in a positive way.
78

Identifying Factors That Facilitate The Use Of Multi-purpose Smart Cards By University Students: An Empirical Investigation

Teker, Mahmut 01 February 2011 (has links) (PDF)
The aim of this thesis is to identify factors that affect the university students&rsquo / acceptance of multi-purpose Smart Cards. The findings of this study will be beneficial to facilitate the use of Smart-Card enabled system both n universities and in other institutions which either have these systems in use or plan to invest on these systems in the future. The research methodology employed within this study is based on quantitative methods. A survey instrument comprising 51 5-point Likert-type questions has been developed and applied to 207 university Middle East Technical University students. The data collected has been analyzed using Exploratory Factor Analysis to categorize factors having items. According to analysis results, the data classified under 5 factors / Perceived Usefulness, Perceived Ease of Use, Behavioral Intention, Anxiety, and Technological Complexity. Then, the relations between these 5 factors identified and a measurement model was created. For assessing the proposed model Discriminant and Convergent Validity scores were calculated by Confirmatory Factor Analysis. Then, Structural Equation Modeling was conducted with Partial Least Squares for validating the model&rsquo / s estimated influence. The study has shown that the main Technology Acceptance Model constructs fit for determining the university students&rsquo / intention of Smart Card usage except for Perceived Ease of Use over Behavioral Intention. Moreover, study showed that Anxiety and Technological Complexity were the external factors that have effect on willingness of using multi-purpose Smart Cards. If students have Anxiety, this affects their perception of easiness of the system and it has negative indirect effect on the perceived usefulness and direct effect on intention. Technological Complexity is another factor which has direct affect on the perception of easiness and usefulness and intention.
79

Analyses Of Factors Affecting Acceptance Of Homecare Technologies By Patients With Chronic Diseases

Kutlay, Aysegul 01 February 2012 (has links) (PDF)
In this study, the factors affecting the acceptance of mobile homecare system were examined. These factors were assessed by taking Unified Theory of Acceptance and Use of Technology (UTAUT) as a theoretical model. The main feature of this thesis (differing from the other studies in the literature) is that the user acceptance study model is analyzed on a system that is not realized yet. So, this study has two dfferent perspectives. The first one is the examination the results of UTAUT for a system in the design phase. The other one is the investigation of the relations of factors that affect the acceptance of mobile homecare by patients with chronic diseases. For these purposes, a homecare system model was formulated based on similar studies in the literature. A quantitative research was conducted on this formulated system. The results were evaluated by Structural Equation Model. According to the results of structural model, all hypotheses were supported and consistent with the earlier study results, which were based on completed and in-use systems. Therefore, this study shows that, for systems in the design level, the acceptance models can also be applicable and may give similar results. The results also show that performance expectance was the most significant predictor for patients
80

An Empirical Examination of an Integrated Model of the Factors Affecting Utilization of Electronic Tendering Technology br End-Users

Chen, Chun-Wei 02 July 2001 (has links)
Public services in Taiwan have experienced redundancies, cost cutting, closure of operations, and challenges to the quality of their services to diverse populations. Among the tasks of electronic government, electronic commerce, a mechanism of buying and selling goods and services, and transferring funds through digital communications, is the most visible trend of the information technology related changes over the last few years. Accordingly, the electronic government procurement system, an internet-based service for electronic government purchasing and information sharing, has been developed and provided to the public since 2000. Ideally, with the help of Electronic Tendering System, a subsystem of the electronic government procurement systems, tremendous paper work will no longer be necessary for companies doing business with government, and the administrative efficiency will be improved significantly. In addition, under the design of online biding procedure, the chance of procurement fraud may be limited as well. The purposes of this paper are as follows: 1. Discuss the ongoing promoting programs of electronic government procurement internationally. 2. Analyze the key factors of the establishment and implementation of the Electronic Tendering System locally. 3. Propose strategies for the implementation of the electronic government procurement system. In this paper, we discuss the essence of electronic commerce and introduce the international opportune movement for government departments to reinvent their organizations by implementing electronic procurement systems. In particular, we examine the antecedents of the technology usage in the context of an integrated model. Answering what the key factors of the successful information systems are is crucial to the development an effective electronic government procurement system program.

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