Impact of desktop virtual reality on system usability : a case study of online consumer survey using a VR integrated decision support system

2004 ◽  
Author(s):  
◽  
So-Yeon Yoon

[ACCESS RESTRICTED TO THE UNIVERSITY OF MISSOURI AT AUTHOR'S REQUEST.] Previous research has established that virtual reality (VR) technology provides users a unique user-system interaction. However, little research has been conducted to understand how VR technology contributes to system usability within specific contexts. The current research investigates how users perceive desktop VR differently from conventional 2D graphics and how system usability is affected by the user-system interaction process within a VR system. The impact of desktop VR on system usability was empirically examined from an integrated view of technology acceptance in information systems and human-computer interaction. This research tested a model of the user-system interaction process (perceived ease of use, perceived usefulness, and presence) and outcomes measured by system usability dimensions (satisfaction and decision confidence) for a VR system. Data were collected to compare the process and outcomes of using a VR system and a conventional 2D system to engage in a consumer survey. In addition, how user characteristics affect user-system interaction while using a VR system was examined. The results largely support the proposition that VR technology provides system usability with significantly higher perceived usefulness and presence than do the conventional 2D formats. The current work provides new knowledge about usability, sense of presence and technology acceptance in desktop VR and provides insights for future research with and predicted applications of desktop VR.

The factors of context-awareness and mobile ubiquity are major components in the development and diffusion of any mobile technology-driven applications and services. Principally in the m-government development space, the issues of context-awareness and ubiquity are crucial if m-government initiatives are to be successful. The moderating effect of context-awareness and ubiquity on mobile government adoption is examined for 409 students from a Chinese University based on the Technology Acceptance Model. Using the Structural Equation Modeling technique, the results indicate that perceived ease of use (PEOU) was significantly related to intention to use, but perceived usefulness (PU) did not have a significant effect on mobile government adoption. The moderating analysis indicated that context-awareness significantly moderated the impact of PU but had no moderating effect on PEOU. Also, it was discovered that ubiquity was significant in moderating both the PEOU and PU on mobile government adoption. Policy implications and directions for future research are presented.


2020 ◽  
Vol 21 (1) ◽  
pp. 15-30
Author(s):  
Lena Jingen Liang ◽  
Statia Elliot

The application of augmented reality in tourism is flourishing and promising, bringing an emerging body of studies. While virtual reality might be a virtual threat to the travel and tourism as being a potential substitute, augmented reality allows users to interact with the real environment that could potentially enhance visitors’ experience. Distinguishing from reviews that combine studies of augmented reality and virtual reality, this study systematically investigates the current state of augmented reality research exclusively in the tourism literature. The results identify five established and emerging research clusters, with one predominant cluster that focuses on user acceptance of augmented reality, commonly applying the technology acceptance model. A meta-analysis of a subset of four empirical studies reveals that perceived ease of use has an overall influence of 52.79% on perceived usefulness. Lastly, a concept map visually presents the constructs that have been explored across the clusters. Based on our review, future research directions are proposed to advance knowledge in the emerging area of gamification, to explore the potential negative consequences of augmented reality, and to apply more innovative methods and study designs.


2020 ◽  
Vol 33 (2) ◽  
pp. 19-39
Author(s):  
Wen-Chin Hsu ◽  
Po-Han Chen ◽  
Chung-Yang Chen

Virtual reality presents exciting new opportunities for e-commerce with regard to the development of innovative shopping services. This article reports on an experimental investigation into the coordinated use of two human-computer interfaces (HCIs) for online shopping: virtual reality (VR) and webpages. We adopted the uses and gratification theory and technology acceptance model to determine how these HCIs affect online shopping intentions. Data from 98 participants revealed that entertainment value, informativeness, perceived ease-of-use, and perceived usefulness are the primary factors influencing the intention to use the VR HCI for online shopping (p < 0.05). Informativeness, perceived ease-of-use, and perceived usefulness are the main factors influencing the intention to use the webpage HCI for online shopping (p < 0.05). This study provides insights for businesses how to develop innovative shopping services using VR.


2016 ◽  
Vol 8 (1) ◽  
pp. 117 ◽  
Author(s):  
The Ninh Nguyen ◽  
Tuan Khanh Cao ◽  
Phuong Linh Dang ◽  
Hien Anh Nguyen

<p>Mobile payment has relative advantages compared to other payment methods, thus providing benefits for both consumers and the society. This study attempts to examine factors influencing consumer intention to use mobile payment services. Survey data are used to investigate the impact of consumers’ perceptions of mobile payment services and social influence on use intention. Empirical evidence from 489 Vietnamese consumers confirms a significant relationship between the factors and behavioral intention, and reveals that perceived trust is the strongest predictor of intention to use mobile payment services followed by perceived ease of use, perceived enjoyment, perceived behavioral control, perceived usefulness and subjective norm, respectively. The results contribute to the evolving literature, and suggest that mobile payment service providers should particularly focus on building up consumer trust, and making their services clear, understandable and easy to use. Future research directions for extending this study are also discussed.</p>


2012 ◽  
Vol 3 (2) ◽  
pp. 36-49 ◽  
Author(s):  
Emad Abu-Shanab ◽  
Osamah Ghaleb

This research extended the Technology Acceptance Model (TAM) with perceived trust and perceived risks (security and privacy concerns) constructs to identify the impact of these factors on Jordanian users’ intentions to adopt mobile commerce (m-commerce). An empirical test was used utilizing 132 responses from students in two public universities in Jordan. Results indicated that perceived trust, perceived usefulness, and perceived ease of use are major influencers of mobile commerce adoption. On the other hand, perceived risk factors (security and privacy concerns) were not significant in this relation. Discussion, conclusion and future work are stated at the end of this paper.


2021 ◽  
Vol 9 (1) ◽  
pp. 20-27
Author(s):  
Dr. Sulaiman Althuwaini ◽  
Dr. Mohamed Saleh Salem

The purpose of the study is to examine the factors that impact the intention of Saudi citizens to use a mobile government smartphone application (Absher). Saudi Arabia seeks to invest and develop the infrastructure of the government’s mobile services, to be one of the leading countries in the region. Smartphone applications backed by mobile technologies have changed mobile services use which permit anywhere at any time access. Drawing on technology acceptance theories and relevant literature, this study developed and tested a structural model that integrates factors perceived usefulness, perceived ease of use, perceived privacy and trust in order to investigate the predictors of Absher use intention in the Saudi Arabia. The proposed model is tested using structural equation model (SEM) on data collected using an online questionnaire. Statistical analysis revealed that intention to use Absher was significantly associated with perceived trust, security and privacy, ease of use, and usefulness. Drawing on the technology acceptance model and trust theory, this study develops and empirically examines a model for users' intention to use mobile government services. This study contributes to the marketing literature by examining the impact of PU, PEOU and trust on mobile government services acceptance in developing countries.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Samad M.E. Sepasgozar ◽  
Mohsen Ghobadi ◽  
Sara Shirowzhan ◽  
David J. Edwards ◽  
Elham Delzendeh

PurposeThis paper aims to examine the current technology acceptance model (TAM) in the field of mixed reality and digital twin (MRDT) and identify key factors affecting users' intentions to use MRDT. The factors are used as a set of key metrics for proposing a predictive model for virtual, augmented and mixed reality (MR) acceptance by users. This model is called the extended TAM for MRDT adoption in the architecture, engineering, construction and operations (AECO) industry.Design/methodology/approachAn interpretivist philosophical lens was adopted to conduct an inductive systematic and bibliographical analysis of secondary data contained within published journal articles that focused upon MRDT acceptance modelling. The preferred reporting items for systematic reviews and meta-analyses (PRISMA) approach to meta-analysis were adopted to ensure all key investigations were included in the final database set. Quantity indicators such as path coefficients, factor ranking, Cronbach’s alpha (a) and chi-square (b) test, coupled with content analysis, were used for examining the database constructed. The database included journal papers from 2010 to 2020.FindingsThe extant literature revealed that the most commonly used constructs of the MRDT–TAM included: subjective norm; social influence; perceived ease of use (PEOU); perceived security; perceived enjoyment; satisfaction; perceived usefulness (PU); attitude; and behavioural intention (BI). Using these identified constructs, the general extended TAM for MRDT in the AECO industry is developed. Other important factors such as “perceived immersion” could be added to the obtained model.Research limitations/implicationsThe decision to utilise a new technology is difficult and high risk in the construction project context, due to the complexity of MRDT technologies and dynamic construction environment. The outcome of the decision may affect employee performance, project productivity and on-site safety. The extended acceptance model offers a set of factors that assist managers or practitioners in making effective decisions for utilising any type of MRDT technology.Practical implicationsSeveral constraints are apparent due to the limited investigation of MRDT evaluation matrices and empirical studies. For example, the research only covers technologies which have been reported in the literature, relating to virtual reality (VR), augmented reality (AR), MR, DT and sensors, so newer technologies may not be included. Moreover, the review process could span a longer time period and thus embrace a fuller spectrum of technology development in these different areas.Originality/valueThe research provides a theoretical model for measuring and evaluating MRDT acceptance at the individual level in the AECO context and signposts future research related to MRDT adoption in the AECO industry, as well as providing managerial guidance for progressive AECO professionals who seek to expand their use of MRDT in the Fourth Industrial Revolution (4IR). A set of key factors affecting MRDT acceptance is identified which will help innovators to improve their technology to achieve a wider acceptance.


2010 ◽  
Vol 1 (1) ◽  
pp. 41-51
Author(s):  
Ainin Sulaiman ◽  
Ali Hussein Saleh Zolait

Short Messaging Service (SMS) being an almost instantaneous communication medium that connects people is now a phenomenon that has grown and spread around the globe at an amazing speed. Given the current trend of SMS usage and its potential growth, this paper provides an insight into SMS adoption. The study attempts to delineate the demographics and usage profile of SMS users in Malaysia, as well as explaining the factors influencing SMS adoption in Malaysia by using a modified version of the Technology Acceptance Model (TAM), which was originally introduced by Davis (1989). The study presents the demographic and usage profile in terms of gender, age, occupation, monthly personal income, extent of SMS usage and so forth of 489 SMS users from four institutions of education in the Klang Valley and Selangor. The present research uses and validates the scales for variables developed by earlier studies, namely perceived usefulness, perceived ease of use, perceived enjoyment, and perceived fees, which are hypothesized to be fundamental determinants of behavioural intention. The scale items for the said variables were tested for reliability, correlation and regression. The application of correlation analysis reveals a significant relationship among the independent variables, namely, perceived usefulness, perceived enjoyment, and perceived ease of use with the dependent variable that is behavioural intention. With regards to the level of importance derived from regression analysis, usefulness ranks the highest, followed by ease of use and enjoyment in explaining SMS adoption in Malaysia. Perceived fees do not seem to have a significant relationship with behavioural intention. Some implications, limitations and recommendations for future research are also discussed.


2019 ◽  
Vol 12 (4) ◽  
pp. 659-672
Author(s):  
Mohit Kant Kaushik ◽  
Deepak Verma

Purpose The purpose of this paper is to review existing literature on users’ digital learning acceptance behavior and to identify gaps in the current body of knowledge and suggest future research directions. The paper also includes identification of motivating as well as inhibiting factors previously explored by academicians in the acceptance of digital learning. Design/methodology/approach The systematic literature review based on PRISMA methodology was conducted, and 200 articles from peer-reviewed journals on digital learning acceptance behavior using technology adoption theories were examined. Findings The study found an overall rise in the number of papers published yearly during 2002–2017. Most of the studies were published in two journals, i.e. Computers & Education and Computers in Human Behaviour and were carried out in Asia followed by Europe, North America, Africa, Oceania and South America. It was also noted that most of the studies have used the technology acceptance model and were empirical in nature. The study also found that prominently students’ digital learning acceptance behavior was investigated. The review also indicates a lack of qualitative and mixed method (qualitative and quantitative) approaches to study digital learning acceptance behavior. Practical implications The study identified gaps in the current body of knowledge by reviewing published articles that will suggest future directions for further research. The top three determinants of digital learning acceptance that have been analyzed were the behavioral intention, perceived usefulness and perceived ease of use, followed by attitude and user behavior. The study articulates the implications for providers in marketing digital learning products, for higher education institution in expanding digital content, for students seeking digital education tools, for educators in motivating students to accept digital learning and for governments in delivering cost-effective public education by utilizing digital learning. Originality/value The paper analyzes 200 publications on digital learning acceptance through technology adoption theories. To the best of the authors’ knowledge, this is the first initiative to provide systematic and exhaustive summarization of the knowledge in this subject. It further explores the various factors influencing digital learning adoption behavior and provides avenues for future research. The paper is useful for researchers working on digital learning acceptance behavior.


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