PurposeRecently, traditional financial institutions are facing strong competition from disruptive innovators (Fintech firms) forcing them to increasingly invest in new IT solutions to maintain their competitive edge. However, there are still advantages that traditional financial institutions enjoy, of which the primary one may be reputation. Surprisingly, the firm reputation link to use intention has not received much attention in the literature, prompting this research. The purpose of this study is to examine the firm reputation link to use intention in the context of mobile banking.Design/methodology/approach The results are based on a survey of 783 participants in Vietnam.FindingsThe study confirmed that reputation plays an important role in promoting use intention for mobile banking. Additionally, perceived risk and trust are also linked to perceived usefulness (PU) and perceived ease-of-use (PEOU).Originality/valueThis study is among the first to link perceived risk and trust to PU and PEOU in a mobile banking context. Based on the Theory of Reasoned Action, the study adds to the literature by connecting two separated research themes: technology adoption and reputation. It also suggests avenues for both traditional banks and Fintech firms to set their business strategies to enhance their reputation or collaborate for mutual benefits.
Abstract-In ship design problem, piping route design is the most complex stage because the internal spaces inside the ship are limited and the ship, in general, has many systems and subsystems that consist a large number of pipes. In order to optimize the piping cost as well as the construction time, so many methods have been considered and applied. But, most of methods just consider to problem of shortest path while the piping cost and the construction time also depend on the branch and number of bend & elbow. Dijkstra's algorithm is one of the most famous method of deterministic approach methods because it is always for the best solution. But it takes a long calculation time, occupies much memory and just consider to problem of shortest path. To fix that disadvantage, in this paper, the Dijkstra's algorithm with some improvements is used to reduce the calculation time, occupied memory and the shortest paths which are exported by this method will have a minimum number of bend & elbow. An example in a 3D simple engine room was used to show the results what are exported by using our method.
The number of lonely elderly is growing. Young people could provide part of the solution for this problem by spending more time with the elderly but negative intergenerational perceptions prevent this and create a generational gap. Serious gaming has the potential to develop positive intergenerational perceptions as shared leisure activities and improve health and well-being of elderly. Therefore the research question for this paper is what factors are essential for the adoption of a serious game to bring elderly and youth together? The qualitative study conducted 36 interviews amongst elderly (above 65) and youth (below 25) applying the USE IT interview protocol. The theoretical value of this paper found 13 design factors, from which five factors were found to correspond with the interviews: Weighing of different motivations young and old; Need for a learning component; Options for a short game; Ease of Use and Communication and nature of social interaction. The empirical study also found that the awareness of intergenerational games is very low and must be addressed. The games must be fun and secure and be available on a multiplatform in the browser so computers are not excluded.
This study aimed to examine the factors that affect the 3G mobile services adoption. The technology acceptance model was used, and structural equation modeling was applied to the data sample obtained from a survey in Hanoi, the capital of Vietnam. The research found that perceived usefulness has the strongest effect on intention and attitude to adopt. Social influence does not affect 3G services adoption. The result also underlines the variable of attitude that it should not be eliminated from technology acceptance models. Based on the findings, this research proposes practical recommendations to 3G providers, such as enhancing the service usefulness and focusing on features developed via collaborations between telecommunication carriers and content developers. Furthermore, 3G providers are recommended to focus on understanding their customers' needs better rather than relying on peer and social advertising in promoting 3G services. Finally, future research is proposed to study the effect of different combinations of perceived enjoyment, usefulness, and ease of use, and the relationship between perceived cost, social influence, and intention on 3G services adoption. "3G" is the third generation of mobile communication technology. It is a generic term for a group of telecommunication standards that offer similar functionalities, in principle, increasing the speed and capacity of communications over mobile networks. By adopting 3G, users can access the Internet and experience new applications and business models such as mobile banking, online games, and social networks more easily from their portable devices (Chong, Ooi, Lin, & Bao, 2012;Du, Zhu, Zhao, & Lu, 2012). 3G also enables services over the Internet for devices that are difficult to connect with fixed-line communications, for example, personal health devices and security monitoring devices. On the other hand, it can be expensive to install fixed data cables in some locations, and 3G networks can in such cases replace these fixed cables for certain applications. In particular, in many emerging economies, 3G can promote the use of the Internet because of its advantages compared to the cable services (Ministry of Information and Communication, 2014). People who are unable to use home Internet for their e-banking can still use e-banking over 3G networks. In this way, 3G-enabled wireless communication networks can enable services for people who would otherwise find themselves excluded from the information society.These possibilities are reflected in the subscriber numbers to mobile communication networks; the number of people subscribing to mobile Internet was in 2009 already at almost parity with the number of those using fixed-line Internet (Xie, Zhang, & Zeng, 2009). Worldwide, 3G mobile networks were launched in countries such as Japan, Korea, many European countries, and the United States, from the year 2000 and their adoption has been rapid. Although many developing countries such as the Southeast Asian countries are late entrants to 3G, this ra...
BACKGROUNDThe effects of the environment and genotype in the coffee bean chemical composition were studied using 9 trials covering an altitudinal gradient (600 -1100 m.a.s.l) with 3 genotypes of Coffea arabica in the Northwest mountainous region of Vietnam. The impacts of the climatic conditions on bean physical characteristics and chemical composition were assessed. RESULTSWe showed that the environment had a significant effect on the bean density and on all bean chemical compounds. The environment effect was stronger than the genotype and genotype-environment This article has been accepted for publication and undergone full peer review but has not been through the copyediting, typesetting, pagination and proofreading process which may lead to differences between this version and the Version of Record. Please cite this article as
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