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  • 學位論文

以延伸科技接受模型探討虛擬實境在戶外遊憩之應用-衝浪運動為例

Applying Extended Technology Acceptance Model to Explore The Virtual Reality in Outdoor Recreation Experience−A Case of Surfing

指導教授 : 余家斌

摘要


本研究之主要研究目的為探討使用者對虛擬實境系統應用於戶外遊憩體驗的接受程度,虛擬實境系統具有三大特性,分別為沉浸性(Immerison)、互動性(Interactiob)及想像性(Imagination),可應用於模擬戶外遊憩體驗。虛擬實境的呈現方式為 360 度的環繞視覺,讓人們在室內即可有如同身歷其境般的感受。本研究的戶外遊憩活動選定為衝浪運動,以衝浪的 360 度體驗影片作為研究工具,受試者進行虛擬實境衝浪體驗後,探討使用虛擬實境遊憩體驗的行為意圖。研究模型主要採用為科技接受模式結合流暢理論、計畫行為理論、休閒涉入與過去經驗,以問卷作為調查方法。受測者經由網路自願報名共 254 位,問卷回收後有效樣本有 251 份。研究分析採用敘述性統計、 變異數分析、 T 檢定及迴歸分析。 研究結果顯示, 251 名受測者在虛擬實境進行衝浪體驗後,使用態度、認知娛樂性及認知行為控制皆對行為意圖具顯著影響。受測者在虛擬實境中所獲得之流暢體驗,對使用態度並不具顯著影響。不同過去行為之受測者,其中, 3C 科技產品購買頻率較高之受測者與購買頻率較低之受測者,其行為意圖具顯著差異。而休閒涉入程度的不同,對行為意圖不具顯著影響。

並列摘要


The purpose of this study is to understand users’ acceptance of virtual reality in outdoor recreation experience.Virtual reality has three characteristics : immersion ,interactive and imagination.It can apply to simulate outdoor recreation experience. The virtual reality system supports 360 degrees video that allows users to have immersive feelings. In this case, surfing was selected as a case study. A 360 degrees surfing video experience in virtual reality was used as a stimulus. Thesis Extended Technology Acceptance Model is constructed on technology acceptance model, theory of planned behavior, flow theory ,activity involvement and past behavior. A total of 254 subjects were recruited for the virtual reality experiment by using questionnaire survey. The result showed that perceived ease of use, perceived behavioral control and attitude have significant impact on the behavioral intention. The dimensions of flow experience from surfing in virtual reality has no significant influence the attitude.The frequency of purchasing 3C product affect behavioral intention. The activity involvement factors found no significant impact on the behavioral intention.

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