Technology Acceptance in Augmented Reality

D. Yuniarto, Muhammad Agreindra Helmiawan, E. Firmansyah
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引用次数: 12

Abstract

Augmented Reality is now used in many fields, including in terms of helping the learning process. The purpose of this research is to know the effect of interrelated based on Technology Acceptance model, namely Perceived Usefulness, Perceived Easy to Use, Behavioral Intention Use, and Actual System Use on the use of Augmented Reality based card game. This research resulted that hypothesis in this research accepted after going through data analysis process from questionnaire result. A huge interest in the use of Augmented Reality-based games as actual technology as a factor in whether or not the game is accepted. Users, viewed in terms of ease of use and the benefits posed by the game is also very influential on the acceptance of games based on Augmented Reality.
增强现实中的技术接受
增强现实现在在许多领域都有应用,包括在帮助学习过程方面。本研究的目的是了解基于技术接受模型的相关因素,即感知有用性、感知易用性、行为意图使用和实际系统使用对基于增强现实的纸牌游戏使用的影响。本研究通过对问卷调查结果的数据分析,得出本研究的假设被接受。将基于增强现实技术的游戏作为实际技术的巨大兴趣是决定游戏是否被接受的一个因素。从易用性和游戏带来的好处来看,用户对基于增强现实的游戏的接受度也有很大的影响。
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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2
审稿时长
12 weeks
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