Prospect of the next-generation digital content industry: Three perspective approach to the user acceptance of the Realistic content technology

Hyungjin Park, Hyenyoung Yoon, Junseok Hwang
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引用次数: 4

Abstract

We are now facing a new age of digital content industry caused by diffusion of wearable device. The Realistic content, which consists of virtual reality, augmented reality and hologram technologies. It had been predicted as the future digital content technology by many institutions and researchers. However, there were very limited researchers who tried to predict the possibility of realistic content by analysing the user acceptance of realistic content technology. To analyse the intention of user acceptance, factors from three different perspectives were integrated with technology acceptance model to improve the reliability and validity of the research model and to give better results of analysis. Survey had been conducted by users in South Korea(N=429) who aware the existence of realistic content technology. Analysis was made based on structural equation modeling(SEM) method. The result of factor analysis showed that Flow and Spatiality have significant influence to Perceived usefulness. Interaction and Display have significant influence to the Perceived ease of use. Meanwhile users pointed out the Privacy risk as the most significant risk that avoid users to use the realistic content.
下一代数字内容产业展望:现实内容技术用户接受度的三种视角方法
由于可穿戴设备的普及,我们正面临着一个数字内容产业的新时代。逼真的内容,包括虚拟现实、增强现实和全息技术。它被许多机构和研究人员预测为未来的数字内容技术。然而,试图通过分析用户对现实内容技术的接受程度来预测现实内容可能性的研究人员非常有限。为了分析用户接受意愿,我们将三个不同角度的因素与技术接受模型相结合,以提高研究模型的信度和效度,得到更好的分析结果。韩国用户(N=429)意识到现实内容技术的存在进行了调查。采用结构方程建模(SEM)方法进行分析。因子分析结果显示,流性和空间性对感知有用性有显著影响。交互和显示对感知易用性有显著影响。同时,用户指出隐私风险是阻碍用户使用真实内容的最大风险。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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