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논문 기본 정보

자료유형
학술저널
저자정보
이주양 (Kyonggi University) 윤성준 (Kyonggi University) 유자양 (Kyonggi University)
저널정보
한국컴퓨터정보학회 한국컴퓨터정보학회논문지 한국컴퓨터정보학회 논문지 제24권 제4호(통권 제181호)
발행연도
2019.4
수록면
35 - 43 (9page)

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초록· 키워드

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The purposes of this study is to derive the influence factors of Virtual Reality(VR) technologies acceptance based on the study of unified theory of acceptance and use of technology and value-based acceptance model to test the use and acceptance of VR devices. The survey methods were used for this study, and the data from a total of 400 consumers were used for the analysis. And the structural equation model was used to analyze the data. The results of the study are as follows: First, benefit components perceived enjoyment(EN) and sacrifice components personal innovative(PI) of VR devices were positively related to perceived values and use intention of VR devices, although the benefit components performance expectancy(PE) was positively related to perceived values(PV) but was not positively related to the use intention of VR devices. Second, sacrifice components perceived cost(PC) and anxiety(ANX) of VR devices were negatively related to perceived value(PV), but were not negatively related to the use intention of VR devices. Third, perceived values was not obvious related to the use intention(UI) of VR devices. The results of this study contribute to the literature as a new attempt to examining the effect on consumer use intention in VR technology areas.

목차

Abstract
I. Introduction
II. Research Background
III. Research Process
IV. Analysis and Results
V. Conclusions
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