scholarly journals Combining the Technology Acceptance Model and Uses and Gratifications Theory to examine the usage behavior of an Augmented Reality Tour-sharing Application

Symmetry ◽  
2017 ◽  
Vol 9 (7) ◽  
pp. 113 ◽  
Author(s):  
Hui-Fei Lin ◽  
Chi-Hua Chen
2012 ◽  
Vol 4 (1) ◽  
pp. 51-69 ◽  
Author(s):  
Shima Mohebbi ◽  
Vahid Khatibi ◽  
Abbas Keramati

Existing theories in the technology acceptance and Internet adoption fields have examined the adoption among users, which can be classified into two categories: technological and behavioral perspectives. In this paper, the authors propose an integrated household Internet adoption model combining both perspectives to provide a holistic view on the subject. For this purpose, the three primal models of technology acceptance and usage behavior, the technology acceptance model (TAM), theory of planned behavior (TPB), and uses and gratifications theory (U&G), are selected to construct the integrated model. In this way, based on the dimensions of the studied theories, specific constructs are defined to integrate these dimensions according to their similarities and appropriateness. The relationship between the proposed model’s constructs are then hypothesized based on the literature findings, and examined in a case study of household Internet adoption among Iranian households. Also, structural equation modeling (SEM) is used to illustrate the relationships’ coefficients between proposed model constructs, and derived implications for the Internet adoption among Iranian households are discussed based on the research findings.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Mark Anthony Camilleri ◽  
Loredana Falzon

Purpose The outbreak of the Coronavirus (COVID-19) pandemic and its preventative social distancing measures have led to a dramatic increase in subscriptions to paid streaming services. Online users are increasingly accessing live broadcasts, as well as recorded video content and digital music services through internet and mobile devices. In this context, this study aims to explore the individuals’ uses and gratifications from online streaming technologies during COVID-19. Design/methodology/approach This research has adapted key measures from the “technology acceptance model” (TAM) and from the “uses and gratifications theory” (UGT) to better understand the individuals’ intentions to use online streaming technologies. A structural equations partial least squares’ confirmatory composite approach was used to analyze the gathered data. Findings The individuals’ perceived usefulness and ease of use of online streaming services were significant antecedents of their intentions to use the mentioned technologies. Moreover, this study suggests that the research participants sought emotional gratifications from online streaming technologies, as they allowed them to distract themselves into a better mood and to relax in their leisure time. Evidently, they were using them to satisfy their needs for information and entertainment. Research limitations/implications This study contributes to the academic literature by generating new knowledge about the individuals’ perceptions, motivations and intentions to use online streaming technologies to watch recorded movies, series and live broadcasts. Practical implications The findings imply that there is scope for the providers of online streaming services to improve their customer-centric marketing by refining the quality and content of their recorded programs and through regular interactions with subscribers and personalized recommender systems. Originality/value This study integrates the TAM and UGT frameworks to better understand the effects of the users’ perceptions, ritualized and instrumental motivations on their intentions to continue watching movies, series and broadcasts through online streaming technologies, during COVID-19.


2020 ◽  
Vol 4 (1) ◽  
pp. 11-22
Author(s):  
Deli Deli

Implementation of Augmented Reality for Earth Layer Structure on Android Based as A Learning Media isa research that aims to help in presenting material to Elementary School children. The research methodchosen in the completion of this study uses the 4D method (Define, Design, Develop and Disseminate) witha data collecting method using Technology Acceptance Model (TAM) built one construct with threedimensions of user assessment level of technology acceptance to support the basis of questionnaire design.AR design supported by 3D models, in order to be able to support the details of each explanation of thematerial contained, thus helping users to understand the material and ease of interaction on the media.The final result obtained in this research is that the application is stated to be able to help the school, it is used as a media display in the classroom so students do not need to imagine themselves, but simply byusing learning media is able to present the material to students.Keywords: Learning Media, 4D Method, User Acceptance Test, Augmented reality, Android.


2014 ◽  
Vol 27 (1) ◽  
pp. 6-30 ◽  
Author(s):  
Rupak Rauniar ◽  
Greg Rawski ◽  
Jei Yang ◽  
Ben Johnson

Purpose – Given the widespread popularity of social media, such as Twitter, Facebook, Google+, and LinkedIn, theorizing and understanding the user attitude and usage behavior of social media site is fundamental in developing future understandings and deployment of these new technologies. One approach to such studies on drivers of social media usage behavior would be to revisit the technology acceptance model (TAM). The purpose of this paper is to discuss these issues. Design/methodology/approach – Decades of extensive research have focussed on validating the TAM, proposed by Davis (1986), for various types of information systems and communication technologies. TAM forecasts individual adoption and voluntary use of technology. This study examines individual adoption behavior of the most popular social networking site Facebook. The influences on the intention of using social networking based on individual's perceived ease of use (EU), the user's critical mass (CM), social networking site capability (CP), perceived playfulness (PP), trustworthiness (TW), and perceived usefulness (PU) is empirically examined with a primary data set of 398 users of Facebook gathered from a web-based questionnaire survey. Findings – The results demonstrate that the revised social media TAM model proposed in this study supports all the hypotheses of social media usage behavior. The results of this study provide evidence for the importance of additional key variables to TAM in considering user engagement on social media sites and other social-media-related business strategies. Originality/value – Based on our review of existing scientific literature on social media, few empirical studies have been conducted to scientifically evaluate and explain the usage behavior of social media using Facebook. A validated instrument of usage behavior of social media can provide usability experts and practitioners with a validated tool to assess social media acceptance and usage behavior. This can help us gain a better understanding of “who is and who is not using these sites, why and for what purposes” (Boyd and Ellison, 2007).


2020 ◽  
Vol 4 (2) ◽  
pp. 1-10
Author(s):  
Sitaresmi Wahyu Handani ◽  
Septiana Nur Hidayah ◽  
Ito Setiawan

Gamelan merupakan salah satu budaya lokal Indonesia yang perlu dipelihara eksistensinya. Beberapa penelitian terkait pengenalan gamelan ke generasi muda telah banyak dilakukan, diantaranya menghasilkan aplikasi yang menggabungkan antara gamelan dengan teknologi terkini yaitu augmented reality. Penggunaan teknologi augmented reality untuk menampilkan dan memperkenalkan alat musik gamelan merupakan inovasi baru dan perlu diapresiasi. Namun perlu sebuah penilaian tersendiri untuk mengetahui apakah penggunaan teknologi tersebut berdampak positif terhadap penggunanya. Melalui penelitian ini, peneliti melakukan kajian lebih dalam dengan menggunakan metode Technology Acceptance Model (TAM) untuk mengetahui pengalaman pengguna dalam berinteraksi dengan aplikasi gamelan berbasis augmented reality. Terdapat lima aspek yang diuji yaitu aspek kemudahan penggunaan (Perceived Ease of Use), manfaat penggunaan (Perceived Usefulness), sikap pengguna (Atitude Toward Using), keinginan pengguna (Behavioral Intention of Use), kesadaran pengguna (Actual System Usage). Dari hasil uji validitas dan realibiltas yang dilakukan didapatkan hasil bahwa semua butir komponen dalam kuisoner yang dibagikan valid dan reliable. Sedangkan dari analisis data deskriptif yang dilakukan, didapatkan hasil bahwa persepsi pengguna terhadap lima aspek tersebut di atas sangat baik dengan nilai skor tertinggi 4.10 pada aspek kemudahan penggunaan dan sikap pengguna.


2021 ◽  
Vol 17 (4) ◽  
pp. 118-137
Author(s):  
Junrie B. Matias

This study investigates the factors affecting the usage behavior and intention towards online purchasing platforms in purchasing agriculture and fisheries products online based on the technology acceptance model. External factors adapted from current literature were integrated with the model to understand the consumer intention and behavior towards online purchasing. An online survey with 318 respondents was used to test the hypotheses of the theoretical model using partial least squares component-based structural equation modeling. Results show that trust is a significant predictor of usage behavior. Furthermore, the factors visibility, perceived risk, perceived value, and enjoyment have directly or indirectly influenced intention and usage behavior through trust, perceived ease of use, and perceived usefulness. The researcher considers this work to have contributed essential inputs to other researchers interested in studying the adoption of online purchasing in fisheries and agriculture products.


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