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Understanding users’ continuance
intention toward smartphone
augmented reality applications
+ Information Development 32.2
(2016)
- Kim, K., Hwang, J., Zo, H., &
Lee, H. (2016)
/윤수경
x 2016 Fall
1
1
2
3
2017 1학기 관심사 : AR
발제 논문
Next Step
목차
2
2017 1학기 관심사 : AR1
3
이번 학기에 중점적으로 보았던 AR
2017 1학기 관심사 : AR
• AR이 효과적이라는 다양한(?) 논문들을 읽음
• 논문에서 AR이 적용되는 여러 분야를 탐색
4
2017 1학기 관심사 : AR
“AR”이 왜 필요할까? 왜 쓰일까? 왜 좋을까?
• 현재 상용되는 App과 CHI 논문들을 탐색하여 분류
• World IT Show 2017 / Top AR Apps 검색 결과 / CHI 논문
5
2017 1학기 관심사 : AR
“AR = 보이지 않는 것들을 보여 준다.”
• 물리적으로 볼 수 없는 것을 보여 준다.
• 정보 부족으로 볼 수 없는 것을 보여 준다.
• 인지 부족으로 놓치는 것을 보여 준다.
• 시뮬레이션으로 우리의 상상을 보여 준다.
* 재미를 위한 APP들은 제외*
6
2017 1학기 관심사 : AR
1)물리적으로 볼 수 없는 것을 보여 준다.
#Augmented Anatomy #Augmented Circuit Exhibit
7
2017 1학기 관심사 : AR
2)정보 부족으로 볼 수 없는 것을 보여 준다.
#Augmented Car Finder #Layer
8
2017 1학기 관심사 : AR2017 1학기 관심사 : AR
3) 인지 부족으로 놓치는 것을 보여 준다.
#Augmented Navigation For Elderly
9
2017 1학기 관심사 : AR
4) 시뮬레이션으로서 우리의 상상을 보여 준다.
#Amikasa #Virtual Fitting Room#Ink Hunter
10
정보적으로 유용한 AR!
• 어렴풋이 느꼈던 AR의 장점
• 그러나 왜 AR은 잘 쓰이지 않을까?
• 단순히 Killer Contents의 부족때문?
2017 1학기 관심사 : AR
11
2 발제 논문
12
연구 배경
발제 논문
• 유망한 미래 기술이라는 AR
• 그러나 한국에서 Mobile AR 시장은 계속 실패하고 있다.
• 이유를 “사용자”의 입장에서 알아보고자.
• Mobile AR Retention을 높히는 Key Factor를 알아보자.
13
연구 가설
• 아래 3개의 이론적 배경으로 7 Factor를 선정
• TAM(Technology acceptance Model)
• ECM( Expectation-Confirmation Model)
• Motivation Theory
• 7 Factors
• Information quality
• Visual quality
• Interactivity
• perceived usefulness
• perceived enjoyment
• user satisfaction
• continuous intention
발제 논문
14
연구 가설
• H1)Information quality will positively affect perceived usefulness.
• H2)Information quality will positively affect perceived enjoyment.
• H3)Interactivity will positively affect perceived usefulness.
• H4)Interactivity will positively affect perceived enjoyment.
• H5)Visual quality will positively affect perceived usefulness.
• H6)Visual quality will positively affect perceived enjoyment.
• H7)Perceived enjoyment will positively affect perceived usefulness.
• H8)Perceived usefulness will positively affect user satisfaction.
• H9)Perceived enjoyment will positively affect user satisfaction.
• H10)Perceived usefulness will positively affect continuous intention.
• H11)Perceived enjoyment will positively affect continuous intention.
• H12)User satisfaction will positively affect continuous intention.
발제 논문
15
연구 방법
• 설문
• 선행 논문에서 설문 내용을 따옴
• Cronbach Alpha/Composit Reliability/AVE로 Validity&Reliability 검증
• 참여자
• 한국인 2000명에게 설문 조사
• 178명 응답
• sampling문제를 위해 Subsample bootstrap Method를 사용
발제 논문
16
연구 결과
발제 논문
17
• Smartpls2.0으로 분석
• Smartpls2.0으로 분석
연구 결과
발제 논문
18
연구 Implication & Limitation
• Implication
• 스마트폰 AR의 성공 요인 찾아냄
• 사용자들의 관점에서 AR 사용자들의 이해
• AR 중에서도 Mobile을 중점으로 보았음
• 개발자들에게 AR Application에 대한 Insight를 줌
• Limitation
• 한국에서만 진행
• N의 수가 많지 않음
발제 논문
19
3 Next Step
20
좀 더 상세해진 고민…….
Next Step
• 찾고 싶은 분야
• 자동차 수리와 같이 복잡한 Sequence 분야
• 일반인이 필요한데, 인지하지 못 하는 정보 분야
• Interactivty의 영향
• 비디오와의 차이점을 만들어내는 포인트라 생각했는데…….
21
Thanks
22

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Understanding users’ continuance intention toward smartphone augmented reality applications

  • 1. Understanding users’ continuance intention toward smartphone augmented reality applications + Information Development 32.2 (2016) - Kim, K., Hwang, J., Zo, H., & Lee, H. (2016) /윤수경 x 2016 Fall 1
  • 2. 1 2 3 2017 1학기 관심사 : AR 발제 논문 Next Step 목차 2
  • 4. 이번 학기에 중점적으로 보았던 AR 2017 1학기 관심사 : AR • AR이 효과적이라는 다양한(?) 논문들을 읽음 • 논문에서 AR이 적용되는 여러 분야를 탐색 4
  • 5. 2017 1학기 관심사 : AR “AR”이 왜 필요할까? 왜 쓰일까? 왜 좋을까? • 현재 상용되는 App과 CHI 논문들을 탐색하여 분류 • World IT Show 2017 / Top AR Apps 검색 결과 / CHI 논문 5
  • 6. 2017 1학기 관심사 : AR “AR = 보이지 않는 것들을 보여 준다.” • 물리적으로 볼 수 없는 것을 보여 준다. • 정보 부족으로 볼 수 없는 것을 보여 준다. • 인지 부족으로 놓치는 것을 보여 준다. • 시뮬레이션으로 우리의 상상을 보여 준다. * 재미를 위한 APP들은 제외* 6
  • 7. 2017 1학기 관심사 : AR 1)물리적으로 볼 수 없는 것을 보여 준다. #Augmented Anatomy #Augmented Circuit Exhibit 7
  • 8. 2017 1학기 관심사 : AR 2)정보 부족으로 볼 수 없는 것을 보여 준다. #Augmented Car Finder #Layer 8
  • 9. 2017 1학기 관심사 : AR2017 1학기 관심사 : AR 3) 인지 부족으로 놓치는 것을 보여 준다. #Augmented Navigation For Elderly 9
  • 10. 2017 1학기 관심사 : AR 4) 시뮬레이션으로서 우리의 상상을 보여 준다. #Amikasa #Virtual Fitting Room#Ink Hunter 10
  • 11. 정보적으로 유용한 AR! • 어렴풋이 느꼈던 AR의 장점 • 그러나 왜 AR은 잘 쓰이지 않을까? • 단순히 Killer Contents의 부족때문? 2017 1학기 관심사 : AR 11
  • 13. 연구 배경 발제 논문 • 유망한 미래 기술이라는 AR • 그러나 한국에서 Mobile AR 시장은 계속 실패하고 있다. • 이유를 “사용자”의 입장에서 알아보고자. • Mobile AR Retention을 높히는 Key Factor를 알아보자. 13
  • 14. 연구 가설 • 아래 3개의 이론적 배경으로 7 Factor를 선정 • TAM(Technology acceptance Model) • ECM( Expectation-Confirmation Model) • Motivation Theory • 7 Factors • Information quality • Visual quality • Interactivity • perceived usefulness • perceived enjoyment • user satisfaction • continuous intention 발제 논문 14
  • 15. 연구 가설 • H1)Information quality will positively affect perceived usefulness. • H2)Information quality will positively affect perceived enjoyment. • H3)Interactivity will positively affect perceived usefulness. • H4)Interactivity will positively affect perceived enjoyment. • H5)Visual quality will positively affect perceived usefulness. • H6)Visual quality will positively affect perceived enjoyment. • H7)Perceived enjoyment will positively affect perceived usefulness. • H8)Perceived usefulness will positively affect user satisfaction. • H9)Perceived enjoyment will positively affect user satisfaction. • H10)Perceived usefulness will positively affect continuous intention. • H11)Perceived enjoyment will positively affect continuous intention. • H12)User satisfaction will positively affect continuous intention. 발제 논문 15
  • 16. 연구 방법 • 설문 • 선행 논문에서 설문 내용을 따옴 • Cronbach Alpha/Composit Reliability/AVE로 Validity&Reliability 검증 • 참여자 • 한국인 2000명에게 설문 조사 • 178명 응답 • sampling문제를 위해 Subsample bootstrap Method를 사용 발제 논문 16
  • 17. 연구 결과 발제 논문 17 • Smartpls2.0으로 분석
  • 18. • Smartpls2.0으로 분석 연구 결과 발제 논문 18
  • 19. 연구 Implication & Limitation • Implication • 스마트폰 AR의 성공 요인 찾아냄 • 사용자들의 관점에서 AR 사용자들의 이해 • AR 중에서도 Mobile을 중점으로 보았음 • 개발자들에게 AR Application에 대한 Insight를 줌 • Limitation • 한국에서만 진행 • N의 수가 많지 않음 발제 논문 19
  • 21. 좀 더 상세해진 고민……. Next Step • 찾고 싶은 분야 • 자동차 수리와 같이 복잡한 Sequence 분야 • 일반인이 필요한데, 인지하지 못 하는 정보 분야 • Interactivty의 영향 • 비디오와의 차이점을 만들어내는 포인트라 생각했는데……. 21