Despite the benefits of using smart speakers, serious privacy concerns have been raised, particularly due to their constantly listening microphones. Given the mixture of the advantages and risks deciding whether to use them is not an easy matter, casting a doubt about sustainable growth and development of smart speakers. Using a sample of 559 users in South Korea and the U.S., we empirically investigated the dilemma of users seeking to adopt smart speakers. The results revealed users’ perceived usefulness and enjoyment positively influenced the intention to adopt smart speakers. No direct effect of perceived ease of use was found but this effect was completely mediated by perceived usefulness and enjoyment. Perceived enjoyment was found to be twice as strong as perceived usefulness in determining the usage intention, confirming the hedonic aspect of smart speakers. Conversely, perceived privacy risks were shown to be a significant negative factor. This negative impact was significantly stronger in the U.S. than in South Korea. We could infer that the more mature the stage of acceptance of smart speakers, the greater the sensitivity of users to privacy risks. Lastly, in the South Korean sample, we found that the perceived usefulness could reduce the negative impact of perceived risks on the intention. to adopt smart speakers.
This paper discusses a case study of the project management of online content, namely, an online game. For the analysis, the paper presents the patterns of management approach adopted by analyzing a successful case of the development of an online game called "FreeStyle," created by JC Entertainment (JCE). The analysis results reveal that two variables, namely, the CEO's indirect management of the development team and the strong intrinsic teamwork among the development team members, influenced the developers' performance. Finally, the paper illustrates four patterns based on the two aforementioned variables. The pattern of the development project moved from "direct management-low intrinsic teamwork" to "indirect management-high intrinsic teamwork." Due to the pattern change, JCE achieved a high development performance.
The purpose of this paper is to analyze quantitative learning motivation on G learning. For the purpose the paper has analyzed the learning motivation factors through students' review on G learning which had been done at La Ballona Elementary School in Culver City, USA in 2010. On the basis of contents analysis method, it showed what factors of G learning influenced students and raised their academic motivation. Students used the positive, active words such as good, fun, learn, accomplish, easy, quest in terms of learning process, interest and achievement. They also showed future G learning intention describing terms such as love and miss. Team Quest has been especially developed for G learning class this time. Students had to help each other to solve the team quests which is different from traditional textbook. The system raised students' academic motivation.
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