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DC 欄位語言
dc.contributor.author謝宜靜en_US
dc.contributor.authorNicole Yi-Jing Shiehen_US
dc.contributor.author黃仁宏en_US
dc.contributor.authorJen-Hung Huangen_US
dc.date.accessioned2014-12-12T02:50:58Z-
dc.date.available2014-12-12T02:50:58Z-
dc.date.issued2005en_US
dc.identifier.urihttp://140.113.39.130/cdrfb3/record/nctu/#GT009272516en_US
dc.identifier.urihttp://hdl.handle.net/11536/77876-
dc.description.abstract本研究在探討影響消費者使用無線家用多媒體娛樂機的接受、使用程度,藉由科技接受模式(Technology Acceptance Model, TAM)來分析影響消費者的接受度。 本研究採用文獻分析及問卷調查法,在免費的網路問卷公司(www.m3q.com)上製作問卷,將其問卷網址張貼在各大專院校的BBS站及留言版上,並透過email方式,告知問卷訊息及邀請填寫問卷。 答卷者全部填完問卷,系統會自動統計相關資料,待資料回收完成後,進行描述性統計、因素分析、信賴度分析、獨立樣本T檢定、Levene檢定、皮爾遜積差相關、及多元逐步回歸分析,來進行資料分析,研究的主要發現如下: 1.使用者的經驗對「易用認知」和「有用認知」有顯著影響 2.「彈性」、「技術」、「新知能力」、及「娛樂效能」對「易用認知」有顯著影響;其中「彈性」的顯著性最大 3.「彈性」、「技術」、「娛樂效能」、及「易用認知」對「有用認知」有顯著影響;其中「彈性」的顯著性最大 4.「易用認知」和「有用認知」對「接受度」有顯著影響;其中「易用認知」的顯著性最大zh_TW
dc.description.abstractThe main purpose of this research is to investigate the factors determining consumer acceptance of Wireless Home digital Media Players. The research adopts Technology Acceptance Model (TAM) to explore the related factors that influence the acceptance of Wireless home Digital Media Players. The research depends on literature analysis and uses web questionnaires on a free web questionnaire company at www.my3q.com to collect data. The web questionnaire information is spread by posting the website of questionnaire on BBS site in domestic colleges and universities, and send out the web questionnaire invitations through emails. Data is collected by the web questionnaire system automatically after testers submit at the specified web questionnaire located at www.my3q.com. The collected data is processed and analyzed, statistical methods adopted in the research are frequency distribution statistics, factor analysis, reliability analysis, independent sample t-test, Levene test, Pearson, and stepwise multiple regression. The results are as followed: 1.User’s experiences to Perceived ease-of-use (EOU) and Perceived Usefulness (PU) are statistically significant. 2.Flexibility, Technology, New Knowledge Ability, and Entertainment Effectiveness and are the factors which have significant effect on the factors of Perceived ease-of-use (EOU). Flexibility gains the most significant effect among variables 3.Flexibility, Perceived ease-of-use (EOU), Entertainment Effectiveness, and Technology are the factors which have significant effect while New Knowledge Ability does not on the factors of Perceived Usefulness (PU). Flexibility gains the most significant effect among variables 4.Perceived ease-of-use (EOU) and Perceived Usefulness (PU) are the factors which have significant effect on the factors of Acceptance. Perceived ease-of-use (EOU) gains the higher significant effect between variables.en_US
dc.language.isoen_USen_US
dc.subject科技接受模式zh_TW
dc.subject數位家庭zh_TW
dc.subject無線技術zh_TW
dc.subject數位多媒體娛樂機zh_TW
dc.subject無線家用多媒體娛樂機zh_TW
dc.subject自我效能zh_TW
dc.subject易用認知zh_TW
dc.subject有用認知zh_TW
dc.subjectTechnology Acceptance Model (TAM)en_US
dc.subjectDigital Homeen_US
dc.subjectWirelessen_US
dc.subjectDigital Media players (DMP)en_US
dc.subjectWireless Home Digital Media Playersen_US
dc.subjectSelf-Efficiencyen_US
dc.subjectPerceived ease-of use (EOU)en_US
dc.subjectPerceived Usefulness (PU)en_US
dc.title影響消費者使用無線家用多媒體娛樂機接受因素之研究zh_TW
dc.titleFactors Determining Consumer Acceptance of Wireless Home Digital Media Playersen_US
dc.typeThesisen_US
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