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  • 學位論文

行動VR裝置還是主機VR裝置?以正負向因子來探討虛擬實境裝置使用意願

Mobile Virtual Reality or Console Virtual Reality Headsets? Exploring the Positive and Negative Factors of the Adoption of Virtual Reality Devices

指導教授 : 蕭國倫

摘要


近年來,虛擬實境(Virtual reality, VR)受到許多廠商的關注,並陸續推出虛擬實境設備進入虛擬實境的市場中,然而使用虛擬實境設備體驗遊戲及360度影片,不僅能從虛擬環境中獲得良好的體驗感受,如沉浸,還能藉此放鬆身心來紓解日常生活中的壓力,相反地,若長時間使用虛擬實境設備可能會導致視覺疲勞或身體不適,由於使用虛擬實境設備時所產生的負面因素,可能會導致使用虛擬實境設備的意願降低,過往研究很少同時透過正向及負向因素來了解使用者之使用意願,因此,本研究採用知覺價值中之知覺利益及知覺風險作為影響使用意願為前置因子,藉由使用虛擬實境設備時所產生的正向因子「沉浸」、「空間臨場感」、「放鬆」作為知覺利益及負向因子「視覺疲勞」、「複雜性」作為知覺風險,探討使用者使用虛擬實境設備之使用意願的因素。本研究尋找152位使用者進行實驗,並使用SmartPLS 3.0及SPSS 23.0統計軟體對研究資料和模型進行驗證。研究結果驗證,正向因子中,空間臨場感、放鬆對沉浸具有正向關聯性,且沉浸又會正向影響虛擬實境設備持續使用意圖,另外也發現,負向因子中,僅視覺疲勞會負向影響使用意願;另外,本研究為了了解負向因子之影響,再採用網路問卷之方式進行資料蒐集,結果發現,視覺疲勞與複雜性皆會顯著影響使用意願,且視覺疲勞與沉浸也具有顯著之影響。本研究之結果與討論將能給予學者及廠商參考,並思索要如何讓使用者願意使用虛擬實境設備。

並列摘要


The purpose of this paper is to explore the factors of the intention to use virtual reality devices. In this study, a research model based on perceived value was developed and proposed. The factors included perceived benefits (flow、spatial presence and relaxation) and perceived risk(visual fatigue and complexity). This study invited 152 users to attend the experiments of this study. The hypotheses in the research model were examined by SmartPLS 3.0 software and SPSS 23.0. The results showed that spatial presence and relaxation had significant effects on flow, and flow had significant effects on the intention to use. Among the negative factors, only visual fatigue had negative effect on the intention to use. In order to further examined the impact of the negative factors, more data were collected by using online questionnaires. The additional analysis results showed that visual fatigue and complexity had negative effects on the intention to use, and visual fatigue had negative effects on flow. The model demonstrated good explanatory power for usage intention in the context of VR devices.

參考文獻


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