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Extended Technology Acceptance Model of VR Head-Mounted Display in Early Stage of Diffusion

기술수용모델을 이용한 초기이용자들의 가상현실기기 채택 행동 연구

  • Jang, Han-Jin (Dept. of Interaction Design, Graduate School, Hallym University) ;
  • Noh, Ghee-Young (Dept. of Media Communication, Hallym University)
  • 장한진 (한림대 인터랙션디자인 대학원) ;
  • 노기영 (한림대 미디어커뮤니케이션학부)
  • Received : 2017.03.16
  • Accepted : 2017.05.20
  • Published : 2017.05.28

Abstract

As one of Virtual Reality devices, HMD(Head-Mounted Device) helps users to experience an extended actual environment by providing them with virtual environment flexibly through the device. HMD considers user experience as importance as well as technical factors. Therefore, this study intended to analyze how the factors such as information quality, enjoyment, self-efficacy can have influence on the adoption of VR device using the extended technology acceptance model. The results showed that information quality and enjoyment have significant influences on perceived ease of use and usefulness. Self-efficacy only affect perceived ease of use. In addition, perceived ease of use and usefulness have influences on intention to use.

HMD와 같은 가상현실기기는 현실에서 제한된 실제 환경을 가상의 환경으로 좀 더 유연하게 유도해 낼 수 있는 환경을 제공하며, 기술적 요인과 더불어 이용자의 경험과 특성을 중요시 한다. 이에 따라 본 연구는 가상현실기기에 대하여 기술수용모델을 적용한 확장된 기술수용모델 관점에서 정보품질, 유희성, 자기효능감이 가상현실기기의 수용의향에 영향을 미치는 요인들을 파악하였다. 연구결과 정보품질, 유희성은 기술수용모델의 선행변인인 사용용이성과 유용성에 영향을 미쳤으며, 자기효능감은 사용용이성에 영향을 미치고 있음이 확인되었다. 그리고 사용용이성과 유용성은 가상현실기기의 이용의도에 영향을 미치고 있음이 확인되었다.

Keywords

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