虚拟和增强现实作为用户使用拉各斯州公共图书馆意图的预测因素,拉各斯州,尼日利亚

I. Adeyemi, K. Sulaiman, Zaidat Motolani Abdulsalam, A. Issa
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引用次数: 0

摘要

目的虚拟现实(VR)和增强现实(AR)是信息时代智能图书馆的重要组成部分。因此,它们的采用在技术时代是不可避免的。本研究旨在探讨虚拟现实和增强现实对图书馆使用者使用公共图书馆意愿的预测作用。设计/方法/方法本研究采用描述性调查方法。采用随机抽样技术,对尼日利亚拉各斯州Ikorodu地方政府公共图书馆用户进行问卷调查,收集数据。该研究的样本量为229。使用ibm社会科学统计软件包(第23版)分析数据。采用描述性统计(频率计数和简单百分比)和推理统计(简单线性回归和Sobel检验)对收集到的数据进行分析。研究发现,用户对虚拟现实和增强现实持积极态度,图书馆用户在使用虚拟现实和增强现实时会受到主观规范的影响,用户需要馆员的配合才能使用这些技术。原创性/价值研究发现,在公共图书馆的图书馆和信息服务中引入VR和AR技术,用户对使用图书馆有积极的态度和规范的信念。这为利用VR和AR增强用户使用公共图书馆的意愿提供了理论基础。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Virtual and augmented reality as predictors of users' intention to use Lagos State Public Library, Lagos State, Nigeria
Purpose Virtual reality (VR) and augmented reality (AR) are a significant part of smart libraries in the information age. Hence, their adoption is inevitable in the technological age. This study aims to examine VR and AR as predictors of library users’ intention to make use of public libraries. Design/methodology/approach The study adopts a descriptive survey approach. Using the random sampling technique, a questionnaire was adopted to collect data from the users of public libraries in Ikorodu Local Government, Lagos State, Nigeria. The sample size for the study is 229. Data were analysed using the IBM-Statistical Packages for Social Sciences (version 23). Descriptive statistics (frequency counts and simple percentage) and inferential statistical (simple linear regression and Sobel test) were used to analyse collected data. Findings The findings revealed that the users have a positive valence towards VR and AR. Results showed that library users would be influenced by subjective norms to make use of VR and AR. Findings revealed that users need the cooperation of librarians to use the technologies. Originality/value The study established that the users have a positive attitude and normative beliefs towards using the library if VR and AR technologies are introduced in library and information services in public libraries. This provides a theoretical underpinning to use VR and AR to enhance users’ intention to use public library.
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