• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 3
  • 2
  • Tagged with
  • 6
  • 6
  • 3
  • 3
  • 2
  • 2
  • 2
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 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.
1

The Impact of Raising Attitude Toward Video Technology on Pet Business Sectors¡¦ Use Intention:A Technology Acceptance Model (TAM)-Based Study

Lin, Tsai-tung 02 September 2011 (has links)
The past research concerning pets mostly focused on the assistance rendered by pets. Due to the climate of lesser child and never-go marry, more and more people treat pets like their children indeed. What they care does not limit to practical purposes such as guard and accompany, but also the pet¡¦s needs. They are willing to offer their pets all sorts of foods, goods and services so that their pets are happy with. On the other hand, the video technology reaches its maturity and is widely applied to mobile communication, house monitoring, and kindergarten monitoring. In addition, such technology is accessed to pet hotels, pet parlors, pet sitters and pet clinics where the pet owners can surf on their 3G phones to watch their pets at any time. This study aims to explore the pet owners¡¦ recognition of perceived usefulness, perceived ease of use and use intention in terms of video technology. This study is based on the framework of TAM, using raising attitude as external variable whereas subjective norm as independent variable to willingness to use. The questionnaires were sent to the pet owners through random sampling in Taiwan. 481 copies were retrieved and conducted SPSS and AMOS analysis. The findings indicate that all hypotheses are validated except two hypotheses- one is the pet owners ¡¥s mental propensity toward their pets is not related to the perceived ease of use of video technology, the other is perceived ease of use is not related to use intention. Therefore, the results confirm that¡G1. The feelings of the pet owners for their pets incur positive impact on their recognition toward the perceived usefulness, perceived ease of use of video technology, 2. With subjective norm, the pet owners are more willing to use video technology. 3. If video technology facilitated easy caring for pets, the pet owners could easily recognize its perceived usefulness. 4. If the pet owners consider video technology perceived usefulness for keeping their pets, they have no intention to use such device to care about their pets. 5. For pet business sectors, it is imperative to make use of video technology in order to convince the pet owners of its conveniences which can be always appealing to the pet owners.
2

Examining the antecedents of public value in e-government services

Osmani, Mohamad January 2015 (has links)
Over the last two decades, public sector organisations in the UK have invested heavily on electronic government (E-Government) projects to transform the services offered to citizens. E-government is seen as an enabler that helps public services to become more efficient, transparent, cost effective and accountable. In this respect the implementation of e-government projects have been influenced by private sector thinking borrowed from New Public Management (NPM) principles. However, the evaluation of e-government under the influence of NPM has been primarily focused on economic and technical outputs whereas its value to citizens has been largely ignored. Furthermore, research shows that many e-government projects have failed to deliver the desired outcomes when influenced by NPM principles. Recent studies have emerged that highlights the significance of public value to understand the broader outcomes of e-government services. The aim of this study is to explore the concept of public value and identify the antecedents that affect value and the consequences of value on e-government. To do so, this study develops a conceptual model grounded on Public Value Theory, DeLone and McLean IS Success Model and Means End Chain Theory combining the disciplines of Public Administration, Information Systems and Marketing. The conceptual model was validated through Structural Equation Modelling (SEM) based on online surveys of 705 users of egovernment services in the UK. The findings have highlighted significant theoretical and practical implications for researchers and policy makers. This research highlights that the key dimensions (services, outcome and trust) of public value theory cannot be validated on their own as they are far too abstract in current literature. Therefore, this study verifies that public value can only be validated by drawing from the multiple fields of Public Administration, Information System and Marketing. From a practical perspective, the study offers policy makers a frame of reference to understand the influence of value on the adoption and re-use of e-government services.
3

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
4

Applying the UTAUT Model to Understand Factors Affecting the Use of E-books in Fujian, China

Lin, Chen January 2019 (has links)
With the advent of the digital age, e-book reading has become one of the popular reading methods, and has been a hot research topic. The attitudes to the use of new technology, use intentions and usage behaviours have attracted much attentions from scholars. In this context, it is worthwhile to study the user’s intention to use e-books and what factors influence it.   Based on the UTAUT model and the previous research and literature, this study designed the research model and hypotheses that were consistent with the actual situations of this study, and conducted an empirical study of the user’s intention to use e-books. In this study, 320 valid samples were collected through an online questionnaire survey. Analysis of the collected data was performed using the SPSS and AMOS software to examine the research model and hypotheses and make corrections to them. It was found that the effort expectancy, facilitating conditions and individual innovation had significant influences on the use intention. The facilitating conditions had a significant influence on the effort expectancy. Moreover, the moderating effects of age, gender and education level were also found. However, the performance expectancy, social influence and perceived cost did not have a significant influence on the use intention.  Finally, this thesis proposed suggestions on how to influence users’ intention to use e-books, i.e. paying attentions to users’ needs, improving the quality of e-books, optimising e-book functions, and broadening the channels for e-book promotion.
5

Personality Symmetry: Understanding How Social Robot and User Personality Similarity Affects Para-friendship and Companion Social Robot Use Intention

Montalvo, Fernando L 01 January 2023 (has links) (PDF)
A primary design goal of companion social robots is to increase a user's perceived level of companionship. One way to examine perceived companionship is through parasocial presence. In the scope of human-technology interactions, parasocial presence can be defined as the extent to which the technology promotes, whether as a medium or by itself, the perception of understanding, social connection, engagement, and intimacy. One specific aspect of parasocial relationships which has been explored in human-robot interaction is para-friendship, or the sense of self-disclosure and social support a person perceives in a parasocial relationship. The present research examined how the relationship between a user's personality and the perceived personality of a companion social robot influences the relationship of intimacy, understanding, enjoyability, and involvement on para-friendship. This research also investigated whether the user and robot's personalities affect para-friendship and the intention to use the robot as a social companion. Due to their designed goal of serving as social companions, understanding the relationship of a user's personality and perceived robot personality on parasocial presence, parasocial friendship, and use intention is one important link to improve Human-Robot Interaction design (HRI) and increase the marketability of social robots. Results showed that personality similarity predicted parasocial presence, but may not be as critical as perceived robot personality. Additionally, while parasocial presence predicted parasocial friendship, this effect was limited for parasocial involvement. Finally, higher feelings of parasocial presence promoted greater use intention. Implications for robot development, personality aspects of robot friendship formation, and opinions of human-robot relationships are discussed.
6

Gamification Use Intention : Examining the technology acceptance factors that define gamification use intention

de Kok, Michiel, Klaiber, Mark January 2022 (has links)
During the past years, gamification has become an influential trend in technology and the promises are widespread. The definition of gamification is known as the implementation of game elements (leaderboards, badges, points) within a non-game context. The term emerged as a result of business digitalization showing potential in increasing employee engagement and productivity. As a result of its infancy, little is known about the factors that define the use intention of a prospective user. Moreover, the role that different demographic backgrounds might have on the use intention of potential users is largely unknown.  This study has specifically sought to uncover these factors by subjecting the constructs of the Technology Acceptance Model within the context of gamification. The study investigates the factors that define the intention of users to engage in platforms based on gamification. Furthermore, by exploring the link between demographic factors and gamification use intention, this study contributes to filling an important research gap. Where prior research has predominantly focused on examining the effects of age and gender, this study has aimed to propose new findings on the factors of educational background and IT literacy.  This research has employed a quantitative research method based on the collection of survey responses. For data collection, an online survey was conducted within the organizational context of Volvo CE, 93 survey responses have been taken into consideration for the analysis. The data analysis method of choice is based on PLS-SEM, with the analysis performed through the software programmes SmartPLS and SPSS. Through this method, the relevance of the constructs to Gamification Use Intention (GUI) could be investigated, whilst the controlling effect of demographics was also uncovered. The conclusions indicate that the two main defining technological acceptance factors for gamification use intention are perceived enjoyment, and perceived usefulness. Additionally, perceived ease of use has materialized as an indirect indicator of GUI through its positive effect on enjoyment and usefulness. In the case of the demographic factors, gender was found to have no effect, age decreases GUI as individuals are older, individuals with higher IT literacy experience higher GUI, and higher GUI is found for individuals with lower educational backgrounds.

Page generated in 0.0823 seconds