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An analysis of information and communication technology and virtual reality technology implementation through a quantitative research on users’ experiences

Authors
Rhee B.
Issue Date
Sep-2019
Publisher
Little Lion Scientific
Keywords
Digital Exhibition; Information and Communication Technology; Technology Acceptance Model (TAM); User Experience; Virtual Reality Application
Citation
Journal of Theoretical and Applied Information Technology, v.97, no.18, pp 4797 - 4810
Pages
14
Journal Title
Journal of Theoretical and Applied Information Technology
Volume
97
Number
18
Start Page
4797
End Page
4810
URI
https://scholarworks.bwise.kr/cau/handle/2019.sw.cau/37565
ISSN
1992-8645
1817-3195
Abstract
This study investigated users’ overall experiences with <Klimt Inside> and <Stoclet Frieze>, based on the Technology Acceptance Model (TAM), using the convergence and integrated approach. In terms of <Klimt Inside>, the degree of satisfaction correlated with degree of immersion and Behavioral Intention to Digital Exhibition. The degree of satisfaction and degree of immersion correlated with the detail factors of usability for learning and usability for appreciation. All detail factors of perceived ease of use positively correlated with the degree of satisfaction and degree of immersion. With regard to <Stoclet Friese>, the degree of satisfaction with the VR application significantly correlated with the degree of immersion and Behavioral Intention to Digital Exhibition. However, the degree of satisfaction with the VR application did not affect the degree of satisfaction and degree of immersion with <Klimt Inside>. In the case of <Stoclet Friese>, the detail factors of usability for learning and usability for appreciation were relevant to the degree of satisfaction and degree of immersion. The degree of satisfaction with the VR application significantly correlated with the degree of immersion and Behavioral Intention to the VR Application. The detail factors of perceived ease of use significantly correlated with the degree of satisfaction and influenced the degree of immersion with the VR application. Finally, both <Klimt Inside> and <Stoclet Frieze> did not guarantee the same quality of the original regarding usability for appreciation. Most importantly, these technological reproductions never fully substituted the originals, but their benefits are noteworthy as a means for stimulating intrinsic motivation in learning. As more museums are exploring ICT and VR technology in their exhibition environments, museum professionals and technology specialists should collaboration well to achieve optimal results. Insight on the visitor experience through in-depth and on-going research on the adoption of technologies is required to enrich visitor engagement. © 2005 – ongoing JATIT & LLS
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예술공학대학 (예술공학부)
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