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        검색결과 34

        23.
        2016.07 구독 인증기관·개인회원 무료
        Quick Response (QR) code has often been employed in promotional coupon campaigns worldwide. This research addresses whether and how curiosity, visual complexity and perceived fit jointly affect consumers’ intention to scan such a code. Based on relevant theories from marketing and psychology, we posit that, while consumers with the high level of curiosity are likely to be more bound to visual complexity, consumers with the low level of curiosity tend to rely more on a good perceived fit, thus overcome the negative effects of visual complexity, forming greater scan intention. To this end, we conduct an experimental study with general consumer sample. The findings support our main prediction. In closing, we discuss theoretical and managerial implications while recognizing important limitations and suggesting future research directions.
        24.
        2016.05 구독 인증기관 무료, 개인회원 유료
        Recognize the QR code and develops the position and orientation of the robot can recognize the robot. It is expected to become the innovative technology of robotic navigation systems and logistics systems. The existing vision of the position recognition method(Vision) or artificial surface(Artificial Landmark)based positioning of pushing the location recognition promoted to use a commercially available wireless signal. When commercially available through these technology are expected to be able to make the logistics robot capable of precise position recognition excellent in cost and performance. In the case of the Amazon by Kiva Systems of automation and robotics technology and logistics system in the same way that suggests supplied to the consumer in the short term it innovates in the current logistics. This same technology is location-aware robot control system of the Amazon and is expected to be an innovative logistics system to transfer after development is complete.
        3,000원
        25.
        2014.07 구독 인증기관 무료, 개인회원 유료
        As advances in digital technologies (e.g., Apps, QR code, RFID tag) is rapidly changing market environment, marketing researches have extended technology acceptance models in different contexts. Since a supermarket chain, “Home Plus,” in Korea, had opened the first QR code virtual store at the subway platform in 2011, many firms attempt to use QR code technology convergence into their retail business. According to a survey report (Embrian, 2012), QR codes are highly familiar with consumers in Korea, and more than 70% mobile phone users have ever scanned QR codes. Due to ubiquitous nature of QR codes, it is obviously implied that marketers would capitalize the QR code technology on their retail business. Yet, it is skeptical for individuals to adopt QR code virtual store because it is in an infant stage in the retail store context. Therefore, marketers need to predict acceptance and use of QR code virtual store from a consumer perspective. Based on UTAUT (Unified Theory of Acceptance and Use of Technology) suggested by Venkatesh et al. (2003; 2012), this study formulated consumer acceptance model with four core determinants of intentions in the context of QR code virtual stores. Specific objectives are (a) identify perceived value in the context of QR code virtual store; (b) test the changes in consumer perceived value by experience over time; and (c) to predict UTAUT model for consumer acceptance to use QR code virtual store across different time points (i.e., from the time of their initial introduction to stages of experience). A longitudinal field study was conducted at the selected QR code virtual stores among individuals using smart phones. A self-administered questionnaire was developed based on literatures the context of consumer use of QR code virtual store. The multi-item scales of perceived value (i.e., performance expectancy, effort expectance, social influence, and facilitating condition) were adapted from Venkatesh et al.’s (2003) UTAUT constructs. Four items of behavioral intention to use QR code virtual store was developed. All items were measured on 5 points rating scale. Sample in this study was obtained from volunteers who participated in three different points in time: initial experience (T1), one month after first experience (T2) and three months after second experience (T3). Participants were required to visit to an assigned QR code store and do shopping task per each time. Then, they were asked to answer the questions on a survey, and there were 123 valid respondents to the first stage of the field experiment. As removed the respondents who did not participate in T2 or T3 point, a total of 309 pooled data across time (103 each time) were analyzed. The sample represents more females (n=66, 68%) than males (n=31, 32%), aging from 19 to 29 years (mean=21.58 years). Preliminarily, using the data pooled across times, factor analysis was conducted to identify underlying constructs for all research variables. As expected, a factor analysis of perceived value constructs revealed four factors: social influence (5 items), performance expectancy (5 items), effort expectancy (4 items), and facilitating condition (3 items). All factor loadings were ranged from .63 to .86, and all internal consistency reliabilities were greater than .80. Also, a unidimensional behavioral intention (4 items) confirmed to be valid (factor loadings=.88 to .93) and reliable (α=.94). Therefore, it is deemed that content validity and reliability were within acceptable ranges for further analysis. Of the four perceived value constructs, there were significant differences in the effort expectancy (F=7.10, p<.01) and facilitating condition (F=8.22, p<.001) across times of experience. Specifically, the perceive effort expectancy tended to be increased over time, indicating a difference of means between T1 and T2 at the significant level of .01 as a result of Duncan’s post-hoc test. With respect to facilitating condition, the mean tended to be increased over time, but post hoc test indicated a significant difference between T1 and T2. The perceived effort expectancy and facilitating condition tended to be changed in positive from T2 to T3 point, which were not significantly different. Therefore, the finding implies that the second stage of experience (i.e., one month after first experience) is a critical point for consumers to increase perceived value of QR code virtual store as a new retail technology. Otherwise, the other factors, such as social influence, performance expectancy and behavioral intention were not significantly increased during the three times of experience. To predict UTAUT model for consumer acceptance to use QR code virtual store, behavioral intention was served as dependent variable and the four factors of perceived value were served as independent variables in regression analysis. In the initial experience (T1), behavioral intention was significantly predicted by social influence (β=.39, t=4.42, p<.001) and performance expectancy (β=.46, t=4.44, p<.001), which explained for 57% of total variance (F=32.08, p<.001, adjusted R²=.57). In the second experience (T2), behavioral intention was significantly predicted by three factors, such as social influence (β=.43, t=5.91, p<.001), performance expectancy (β=.35, t=4.10, p<.001) and facilitating condition (β=.15, t=2.32, p<.05), accounted for 68 % of total variance (F=52.35, p<.001, adjusted R²=.68). In the three month after second experience (T3), behavioral intention was significantly predicted by social experience (β=.36, t=3.33, p<.01) and performance expectancy (β=.33, t=3.33, p<.001), accounted for 52 % of total variance (F=27.65, p<.001, adjusted R²=.52). This study supports the UTAUT model for consumer acceptance of QR code virtual store over time from a theoretical perspective. It should be noted that social influence and performance expectancy appears to be a determinant of behavioral intention to use in most situations. The effect of facilitating condition on behavioral intention was only significant when experienced in second stage. In addition, future study needs to expend technology acceptance model of virtual store in conjunction with digital technological attributes across different product categories.
        3,000원
        26.
        2014.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        QR code has been widely used for Augmented Reality games as well as for many commercial applications. However, its usage was limited because it is difficult to enable tangible interactions through which users may change 3D models or animations. Markers, by blocking designated regions, may be recognized as different patterns allowing for tangible user interactions. Unlike markers, it is difficult to alter QR code patterns because QR code contains error correction patterns. In most cases, altered patterns cannot be recognized. Our goal was to enable QR code based interactions for Augmented Reality games. By performing research and experiments, we discovered a mechanism for altering QR code to change the text string that the QR code represents. In this paper, we introduced a QR code alteration prototype that is based on composition of partial QR codes by using transparent film overlays. We endowed tangible interaction capability to QR code for Augmented Reality games.
        4,000원
        29.
        2011.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Management of maintenance parts in the aircraft have difficulty because of high cost of part, necessity of separate managements, and very many kinds of parts. The serial number of parts was used in maintenance process and then the results was depended on worker's ability. Also the workers used printed work order and manual at every time in maintenance processes. In this study, we analyzed the maintenance process and the information that occurs in the material warehouse and hangar for large airline company to solve the problems about inventory and visualization. Based on above analysis we developed the maintenance process with integrated by information technologies such as QR code and tablet PC. We expect the reduced errors resulting from visually checking and decreased work hours and maintenance cost and will finally develop the smart work.
        4,000원
        30.
        2009.08 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The quick response(QR) system is very popular in Korean apparel companies. However, the usage of QR system was not known well. The purpose of this study is to identify the usage of the quick response decision support system(QR DSS) and postponement manufacturing in the Korean apparel company. The researched company was the only one which used the QR DSS. The researchers carried out the depth interview with the QR decision makers of the company. This company had 14 brands, and had used the QR DSS since January, 2008. The results are as follows: The QR DSS was supportive computer software program, and it helped the staffs to make agile decision about QR repeat production of clothing. The QR DSS automatically calculated the related data, and suggested the expected sales volume and the proper supply amounts of the styles. There were four functions in QR DSS : 'QR Alert', 'Proper Supply Amount Simulation', 'Sensible QR', and 'Supply/Sales Simulation by Item'. The men's clothing brands effectively used 'Supply/Sales Simulation by Item' function. And the women's clothing brands effectively used 'QR Alert' function. This company also used the postponement production system for QR repeat production. The postponement production was conducted with four methods : the yarn stocking, the grey fabric stocking, the dyed fabric stocking, and the fabric sourcing. The men's clothing brands usually used of the yarn stocking methods and the dyed fabric stocking methods. The women's clothing brands usually used the grey fabric stocking methods. By using QR DSS and postponement production system the company was able to shorten the lead time for QR decision making.
        4,000원
        32.
        2016.12 KCI 등재 서비스 종료(열람 제한)
        ESP, English for specific purposes, is an approach to language teaching that has been found to be effective for students who are strongly motivated in their social lives or towards their future goals. With this in mind, the purpose of this study was to investigate whether or not the use of QR code in cellular phones can be effective in teaching a course for ESP such as Medical Tourism English. For the study, twenty six students participated in a questionnaire survey and an interview. Moreover, four independent tests in total, two tests before using QR codes in class and two tests after using QR codes were taken interchangeably based on a time serial analysis. As a result, positive effects were observed in both test results, questionnaire survey, and interview; and the mean scores of those tests after the QR code activities were higher than in those without the activities. In addition, the questionnaire survey and interview data supported the findings; especially, the QR code activity, which helped to decipher the meaning of the technical medical terms and of the process, which students have not experienced so they were not familiar with. In summary, these findings indicate that QR code activities have positive pedagogical implications for ESP education.
        33.
        2013.06 KCI 등재 서비스 종료(열람 제한)
        본 연구의 목적은 스마트 기기를 활용한 교수-학습 설계와 학습방법에 대한 새로운 접근 및 방향을 제안하는데 있으며, 첨단 매체를 활용하여 학습자 참여를 촉진하는 게임형태의 주제중심 통합학습 교수설계의 사례를 제시하였다. QR코드를 활용한 주제중심 통합학습의 사례인 퀘스트 기반학습은 학습동기, 경험학습, 사회적 상호작용을 촉진하는 역할을 한다. QR코드를 활용한 설계는 자신의 인지구조를 확장하는데 요구되는 사회적 상호작용 전략, 동기증진 전략, 구성 주의에서 강조하는 복잡한 문제 상황과 스캐폴딩 전략이 포함된 학습자 중심 학습 환경을 지원하였다. 스마트 기기를 이용한 게임형 퀘스트 기반학습을 통해 학습에 대한 흥미 증진, 학습자 중심의 참여 학습, 활동중심, 협력학습, 사회적 상호작용을 통한 지식의 창출 측면에 대한 교수 설계에 창의적인 학습 환경을 제공하는 기회를 확인하였다.
        34.
        2011.10 KCI 등재 서비스 종료(열람 제한)
        본 연구는 스마트폰으로 인식이 가능한 QR코드를 이용한 퀘스트 기반학습을 적용하여 교육 현장에서 학습방법으로서 가능성을 확인하는데 있다. 퀘스트 기반학습의 적용은 초등학교 3학년 32명을 대상으로 1개월간 총 8차시에 걸쳐 적용되었다. 학습활동 후 학습동기의 네 가지 하위요인에 대한 다변량분석을 하였다. 연구결과, 퀘스트 기반학습은 동기하위요인 중 주의집중과 자신감 요인의 동기를 촉진하는 긍정적인 결과를 보였다. 게임형태의 퀘스트 기반학습은 다양한 미디어를 활용한 학습방법으로 교육현장에서 학습자 참여를 촉진하고, 활동중심의 경험학습을 위한 학습방법으로 활용될 수 있을 것이다.
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