A Study on Factors Affecting Users' Continued Use Intention in Educational Services Using Virtual Reality Contents

2021 ◽  
Vol 18 (5) ◽  
pp. 180-205
Author(s):  
Ki Yoon Kim
2015 ◽  
Vol 29 (6/7) ◽  
pp. 522-532 ◽  
Author(s):  
Lisa Schuster ◽  
Judy Proudfoot ◽  
Judy Drennan

Purpose – This paper aims to use the Model of Goal-Directed Behavior (MGB) to examine the factors affecting consumers’ continued use of emerging technology-based self-services (TBSSs) with credence qualities. Professional services, which traditionally require specialized knowledge and high levels of interpersonal interaction to produce owing to their credence qualities, are increasingly delivered via self-service technologies. Health services delivered via mobile devices, for example, facilitate self-care without direct involvement from health professionals. Design/methodology/approach – A mental health service delivered via the Internet and mobile phone, myCompass, was selected as the research context. Twenty interviews were conducted with users of myCompass and the data were thematically analyzed. Findings – The findings of the study showcase the unique determinants of consumers’ continued use of TBSSs with credence qualities relative to the more routine services which have been the focus of extant research. The findings further provide support for the utility of the MGB in explaining service continuance, although the importance of distinguishing between extrinsic and intrinsic motivational components of behavioral desire and capturing the impact of social influence beyond subjective norms is also highlighted. Originality/value – This study contributes to recent research examining differences in consumer responses across TBSSs and behavioral loyalty to these services. It also provides empirical evidence for broadening and deepening the MGB within this behavioral domain.


Electronics ◽  
2020 ◽  
Vol 9 (9) ◽  
pp. 1530
Author(s):  
Muhammad Shahid Anwar ◽  
Jing Wang ◽  
Sadique Ahmad ◽  
Asad Ullah ◽  
Wahab Khan ◽  
...  

360-degree Virtual Reality (VR) videos have already taken up viewers’ attention by storm. Despite the immense attractiveness and hype, VR conveys a loathsome side effect called “cybersickness” that often creates significant discomfort to the viewers. It is of great importance to evaluate the factors that induce cybersickness symptoms and its deterioration on the end user’s Quality-of-Experience (QoE) when visualizing 360-degree videos in VR. This manuscript’s intent is to subjectively investigate factors of high priority that affect a user’s QoE in terms of perceptual quality, presence, and cybersickness. The content type (fast, medium, and slow), the effect of camera motion (fixed, horizontal, and vertical), and the number of moving targets (none, single, and multiple) in a video can be the factors that may affect the QoE. The significant effect of such factors on end-user QoE under various stalling events (none, single, and multiple) is evaluated in a subjective experiment. The results from subjective experiments show a notable impact of these factors on end-user QoE. Finally, to label the viewing safety concern in VR, we propose a neural network-based QoE prediction method that can predict the degree of cybersickness influenced by 360-degree videos under various stalling events in VR. The performance accuracy of the proposed method is then compared against well-known Machine Learning (ML) algorithms and existing QoE prediction models. The proposed method achieved a 90% prediction accuracy rate and performed well against existing models and other ML methods.


2018 ◽  
Vol SV2018 (2) ◽  
pp. 205-212
Author(s):  
Sang-Min Park ◽  
Min-Ji Choe ◽  
Ghee-Young Noh

2016 ◽  
Vol 96 (10) ◽  
pp. 1554-1564 ◽  
Author(s):  
Minyoung Lee ◽  
Sung-Bom Pyun ◽  
Jinjoo Chung ◽  
Jungjin Kim ◽  
Seon-Deok Eun ◽  
...  

AbstractBackgroundVirtual reality (VR)–based rehabilitation is gaining attention as a way to promote early mobilization in patients with acute stroke. However, given the motor weakness and cognitive impairment associated with acute stroke, implementation strategies for overcoming patient-perceived difficulty need to be developed to enhance their motivation for training.ObjectiveThe purpose of this study was to explore patient-perceived difficulty and enjoyment during VR-based rehabilitation and the factors affecting those experiences.DesignAn exploratory mixed-method design was used in this study.MethodsEight individuals with acute stroke participated in 2 training modes of VR-based rehabilitation (ie, workout and game modes) 20 to 30 minutes per day for 5 to 8 sessions. A visual analog scale was used to assess patient-perceived difficulty and enjoyment at every session. Then semistructured interviews were conducted to explore the factors affecting those experiences.ResultsLevels of difficulty and enjoyment varied depending on the training mode and participants' phases of recovery. Five major factors were identified as affecting those varied experiences: (1) ease of following the directions, (2) experience of pain, (3) scores achieved, (4) novelty and immediate feedback, and (5) self-perceived effectiveness.ConclusionsLevels of difficulty and enjoyment during VR-based rehabilitation differed depending on the phases of recovery and training mode. Therefore, graded implementation strategies for VR-based rehabilitation are necessary for overcoming patient-perceived difficulty and enhancing enjoyment. Ease of following the directions might be best considered in the very early stage, whereas multisensory feedback may be more necessary in the later stage. Health professionals also should find a way for patients to avoid pain during training. Feedback, such as knowledge of results and performance, should be used appropriately.


2012 ◽  
Vol 17 (11) ◽  
pp. 1361-1368 ◽  
Author(s):  
Lisa M. Casanova ◽  
Adam Walters ◽  
Ajith Naghawatte ◽  
Mark D. Sobsey

Author(s):  
Chiou-Hwa Chuang ◽  
Yi-Fan Li ◽  
Lu-Cheng Kuo ◽  
Ming-Chin Yang ◽  
Li-Ting Kao

This study aimed to investigate the factors influencing physicians use of the PharmaCloud system in Taiwan through Technology Continuance Theory (TCT) and to construct a TCT-based structured questionnaire to demonstrate the attitude and behavior of physicians in the Taiwanese medical system. It focused on investigating “confirmation”, “perceived usefulness”, “perceived ease of use”, “attitude”, “satisfaction”, and “continuance intention” towards the preload-based comparison and manual search in PharmaCloud by attending physicians during their outpatient clinics. Path analysis was used to analyze the cause and effect relationship between variables. This study collected 528 valid questionnaires and the results of path analysis found that factors affecting physicians’ continued use of preload-based comparison in PharmaCloud included “perceived usefulness”, “satisfaction”, and “attitude” (all p < 0.001); however, factors that influenced physicians’ continued use of manual search in PharmaCloud were only “satisfaction” and “attitude” (all p < 0.001). Additionally, the effects of “perceived usefulness” and “perceived ease of use” on “satisfaction” could only be seen in preload-based comparison in PharmaCloud. In conclusion, when physicians’ actual use of PharmaCloud met their expectations, physicians had higher levels of confirmation and better perceived usefulness, which naturally increased their satisfaction and attitude towards PharmaCloud and positively prompted them to continue using it.


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