The Effect of interactive factors of VR contents on technology acceptance and intention to use : Moderation effect of Need for Structure

2020 ◽  
Vol 72 (0) ◽  
pp. 127-139
Author(s):  
Chang-yeop Shin
2017 ◽  
Vol 13 (1) ◽  
pp. 14-32 ◽  
Author(s):  
Isaac Kofi Mensah ◽  
Mi Jianing ◽  
Dilawar Khan Durrani

The purpose of this research paper is to investigate the determinates of Korean students in China to use e-government services. A total of 400 structured research questionnaire instruments was designed and administered to potential respondents of which 93.75% responded. The Technology Acceptance Mode (TAM) was used as a theoretical framework for this study. The data gathered was analyzed with SPSS version 20. The results show that all the predictors (Perceived Usefulness, Perceived Ease of Use, Perceived Service Quality, and Citizen Trust) investigated are significant positive determiners of Korean students' intention to adopt and use e-government services. The results further indicated that Citizen Trust positively and significantly moderated the positive relationship between perceived ease of use, perceived service quality and intention to use e-government services but failed to show any positive moderation effect on perceived usefulness and intention to use e-government services. The implications of these findings are further discussed.


2017 ◽  
Vol 4 (2) ◽  
pp. 75-81 ◽  
Author(s):  
Vincent Valiant Coa ◽  
Johan Setiawan

Snapchat, and Instagram are two social networks which recently gain their users after adopting such a feature called "Story" which allows a certain post to be disappeared after a certain time. This research takes up this technology trends analyzing the factors that probably affect the behavioral intention to use Snapchat and Instagram stories among generation Z. Factors are analyzed using Structural Equation Modeling, with basis model and variables from Technology Acceptance Model. Data collection was targeted to finished within 1 week using online questionnaire with respondent from Jakarta and Tangerang for 100 respondent that are using both Snapchat stories and Instagram Stories. There are two tools researcher usually use to analyze Structural Equation Modeling: SPSS AMOS and LISREL. In this research, researchers choose AMOS. From six hypothesis proposed for Snapchat analysis, four hypothesis is accepted, while the other two are rejected. Meanwhile, on Instagram Stories analysis, five hypothesis is accepted and one hypothesis is rejected. This study finds out the Social Presence is an exogenous variable which has a major role in affecting other variables. While Perceived Enjoyment influenced the behavioral intention to use Snapchat and Instagram Stories the most. Index Terms—Structural Equation Modeling, Technology Acceptance Model, influence, generation Z, Snapchat, Instagram REFERENCES [1] L. Chin and Z. Ahmad, "Perceived Enjoyment and Malaysian Consumers’ Intention to Use a Single Platform EPayment", SHS Web of Conferences, vol. 18, 2015. [2] M. Ariff, T. Shan, N. Zakuan, N. Ishak and M. Wahi, "Examining Users' E-Satisfaction in the Usage of Social Networking Sites; Contribution from Utilitarian and Hedonic Information Systems", IOP Conference Series: Materials Science and Engineering, vol. 58, 2014. [3] K. Hassanein and M. Head, "Manipulating perceived social presence through the web interface and its impact on attitude towards online shopping", International Journal of HumanComputer Studies, vol. 65, no. 8, pp. 689-708, 2007. [4] P. Surendran, "Technology Acceptance Model: A Survey of Literature", 2012. [5] F. Davis, "Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology", MIS Quarterly, vol. 13, no. 3, p. 319, 1989


2019 ◽  
Vol 24 (1) ◽  
pp. 100-113
Author(s):  
Filona ◽  
Misdiyono

With the rapid growth of information technology, electronic money has played an important and central role in the e-payment. Development of electronic money is able to create a trend less-cash society, which is a society’s behavior using non- cash transactions by utilizing the simplicity offered through electronic transactions. The purpose of this research is to determine the factors affecting the intention to use electronic money. We designed a questionnaire and used it to survey a simple random sampling of people who use of e-money in DKI Jakarta. The actual samples used for the study are 125 respondents. We analyzed the data using Structured Equation Modeling to evaluate the strength of the hypothesized effects. The result of the analysis showed that perceived ease of use has no significant effect on attitudes towards the use of e-money. Perceived ease of use has a significant effect on the perceived usefulness of e-money. Perceived usefulness has no significant effect on the intention to use e-money. Perceived usefulness has a significant effect on attitudes towards the use of e-money. Attitude has a significant effect on the intention to use e-money. Subjective norm has a significant effect on the intention to use e-money. Perceived behavioral control has no significant effect on the intention to use e-money. Keywords: electronic money, technology acceptance model, the theory of planned behavior.


2021 ◽  
Vol 13 (15) ◽  
pp. 8571
Author(s):  
Siti Fatimah Abd Rahman ◽  
Melor Md Yunus ◽  
Harwati Hashim

Flipped learning empowers learners to take an engaging role in learning while educators assist the learning process. The employment of flipped learning has been confirmed to enhance the teaching and learning of English as a second language in previous studies. This study aimed to explore the application of the unified theory of technology acceptance and use of technology towards ESL lecturers’ intention to use flipped learning. This study used a quantitative research framework where a set of online questionnaires was used in collecting the data. A total of 206 English as a second language lecturers from four different universities participated in this study. The data were analyzed using structural equation modeling. The result of this study indicates that only social influence is significant in predicting English as a second language lecturers’ intention to use the flipped learning approach. Furthermore, this study enriches the literature on 21st century education and the integration of technology in teaching and learning. In addition, this study could help educators and stakeholders in adapting or enhancing the flipped learning approach by distinguishing the distinct predictors of technology acceptance.


2021 ◽  
Vol 11 (3) ◽  
pp. 1073
Author(s):  
Kwanghee Jung ◽  
Vinh T. Nguyen ◽  
Jaehoon Lee

Traditional in-app virtual reality (VR)/augmented reality (AR) applications pose a challenge of reaching users due to their dependency on operating systems (Android, iOS). Besides, it is difficult for general users to create their own VR/AR applications and foster their creative ideas without advanced programming skills. This paper addresses these issues by proposing an interactive extended reality toolkit, named BlocklyXR. The objective of this research is to provide general users with a visual programming environment to build an extended reality application for digital storytelling. The contextual design was generated from real-world map data retrieved from Mapbox GL. ThreeJS was used for setting up, rendering 3D environments, and controlling animations. A block-based programming approach was adapted to let users design their own story. The capability of BlocklyXR was illustrated with a use case where users were able to replicate the existing PalmitoAR utilizing the block-based authoring toolkit with fewer efforts in programming. The technology acceptance model was used to evaluate the adoption and use of the interactive extended reality toolkit. The findings showed that visual design and task technology fit had significantly positive effects on user motivation factors (perceived ease of use and perceived usefulness). In turn, perceived usefulness had statistically significant and positive effects on intention to use, while there was no significant impact of perceived ease of use on intention to use. Study implications and future research directions are discussed.


2016 ◽  
Vol 8 (2) ◽  
pp. 38-53
Author(s):  
Qazi Mahdia Ghyas ◽  
Fumiyo N. Kondo

This study aims to understand why the usage of mobile entertainment services (MES) among young Bangladeshis is negligible. The authors propose a modification of combined technology acceptance model (TAM) and the theory of planned behaviour (TPB) model with additional factors. Questionnaire surveys were conducted in Bangladesh among young adult mobile users. The authors analysed the data of 251 valid responses via four TAM–TPB models. The study model, based on a modified TAM–TPB framework, fits generally well for mobile entertainment services in Bangladesh. The three factors of perceived behaviour control, perceived value, and attitude are important determinants for intention to use mobile entertainment services, and perceived behavioural control has the strongest direct effect on attitude and indirect effect on behavioural intention. The results suggest that mobile companies need to strengthen their organizational and technical support systems and improve service quality and affordability to encourage young consumers to use MES.


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