近年來隨著科技日新月異,擴增實境(Augmented Reality, AR)的技術日趨發展成熟,它是一種極具潛力的新技術,結合了真實環境與虛擬物件的特性,讓我們能夠以更真實的方式來接觸各種虛擬感官訊息。隨著行動裝置越來越普及,擴增實境結合行動裝置技術的開發也日益增長,根據 Johnson等人針對擴增實境的產值分析報告,指出擴增實境應用在行動裝置上的產值將會從2010年的兩百萬美元,提升到2014年四億美元的驚人成長。 本研究以整合性科技接受理論(UTAUT)為基礎,納入知覺樂趣及焦慮構面,採用問卷調查法蒐集資料,探討使用者對擴增實境技術應用於行動裝置服務之行為意圖,是否會受到績效預期、付出預期、社會影響、配合設施條件、知覺樂趣及焦慮所影響,研究結果發現,行為意圖會受到績效預期、配合設施條件及知覺樂趣所影響。此外,探討本研究模型中各構面,是否會受到干擾變數之影響,研究結果顯示,模型中之干擾變數性別、年齡、經驗及自願性,皆會對各構面與行為意圖間造成顯著的影響。
Augmented Reality technology becomes more developed as the technology changing rapidly. Advances in mobile devices as well as in the different technologies that combine the real world with virtual information have led to augmented reality applications that are as near to hand as any other application on a smart phone. Market projections for augmented reality on mobile devices predict revenues of $2 million in 2010, rising to several hundred million by 2014. This study was developed to investigate the relationships among the six main constructs that performance expectancy, effort expectancy, social influence, facilitating conditions, perceived enjoyment and anxiety. Disscused how they influence the behavioral intention to adopt the augmented reality technology based mobile device service. The result shows that performance expectancy, facilitating conditions and perceived enjoyment have a significant influence on the behavioral intention.