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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.
91

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.
92

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.
93

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.
94

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.
95

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
96

A Study of Employee¡¦s Acceptance on Enterprise Knowledge Management System - The case of China Steel Corporation.

Hsieh, Ying-pin 24 May 2006 (has links)
In the age of knowledge-based economy, knowledge has been replacing land, labor, capital and equipment and becoming one of the most important production factor. Facing the global, violent competition and management environments like rapid technology improvement, fast speedy, service and customer orientation, employee dispersion and high levels of manpower flow, and close corporation relation, enterprises which can create, accumulate, manage and use knowledge efficiently will develop forever. This is why more and more enterprises implement knowledge management to transfer employees¡¦ experiences and knowledge into organizational knowledge. Enterprises use knowledge management as the foundation of organizational development and innovation to shorten learning curve, promote firms¡¦ productivities and to innovate economy value. Knowledge management has become the mainly management strategy. Enterprise¡¦s installation of knowledge management system is the important part of knowledge management, and it is inevitable to enhance the efficiency of knowledge management. The expenses are high for knowledge management system in software, hardware, installation and training, while the profits depend on employees¡¦ acceptance and actual use. This study uses the ¡§Unified Theory of Acceptance and Use of Technology/ UTAUT¡¨ as the basis, and considers the characters of knowledge management system and users to determine the structure. So enterprises can use it for reference in planning, installing and valuing knowledge management system. After analyzing the data, the main results of this study are as follows: 1. Influencing employees¡¦ acceptance factors on system are job performance, ease of use, corporation support and facilitating conditions. 2. Significant positive correlations are identified among job performance, ease of use, corporation support, facilitating conditions, intension to use and actual use. 3. The factors of influencing on system¡¦s intension to use are job performance and ease of use. And the factors influencing system¡¦s actual use are job performance and facilitating conditions. Intension to use influences actual use directly. 4. Employees with different characters have different degrees of attention on different factors. 5. Job performance is the mainly influencing factor for employees on the degree of system acceptance.
97

A Study of Employee¡¦s Acceptance on Supply Chain Management System - The case of China Steel Corporation.

Cheng, Ying-Chou 30 May 2006 (has links)
Facing the change of administration environment and the impact of business globalization, it is getting clear that the trend of taking transnational administration and work allocation by firms. Developments in process reengineering and information technology result that Supply Chain Management(SCM) offers an excellent approach for firms to create higher competitiveness. So, in the emerging supply chain versus supply chain competitive environment, the ultimate success of the individual businesses will depend not only on the advantage in competitiveness they posses, but on management¡¦s ability to enhance powerful SCM system. Posco, CSC¡¦s main competitor, in Korea has implemented process innovation and SCM system recently. Both NSC in Japan and Boa Steel in mainland China are establishing SCM system. CSC also establishes SCM system now to accelerate the promotion of his productivity. Based on ¡§the Unified Theory of Acceptance and Use of Technology¡¨(known as UTAUT), this study considered the property of CSC and applied existing measurement scale with some modifications. Totally, 170 samples were collected from the department related to SCM system. In this study, we analyzed the employee¡¦s acceptance by means of Factor Analysis, Correlation Analysis and Multiple Linear Regression. The major conclusions derived from this research are: 1.The employee¡¦s acceptance of SCM system is high. 2.There are 4 key factors: Usefulness, Supporting, Ease of Use, and Incentives, which are extracted from this study significantly and positively related to employee¡¦s behavior intention. 3.Usefulness and Supporting both influence employee¡¦s behavior intention significantly. Moreover,Usefulness is the most important factor of all. 4.Different control variables influence employee¡¦s acceptance indirectly on each dimension.
98

The acceptance of the integrated real-time traffic information system

Ong, Shau-bai 27 July 2006 (has links)
The purpose of this research is to study the acceptance of road-users on the real-time integrated digital traffic information system, with the use of Technology Acceptance Model (TAM) and Media Richness Theory (MRT) as foundations. Further understanding on the properties and demands of populations in the use of real-time integrated digital traffic information system are done through the application of ANOVA (Analysis of Variance) and Regression Analysis. Moreover, with the integration of real time police road condition broadcasting and mobile communication technology, an ideal real-time integrated digital traffic information system is built¡Xthe Mobile Messenger, and a mobile communication technology is developed as main point of service infrastructure. Transforming static broadcasting service into mobile information service, road-users are provided with a high-speed, safe and quality driving environment.
99

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.
100

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.

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