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Although virtual reality (VR) has many applications, only few studies have investigated user acceptance of this type of immersive technology. We propose an extended version of the Technology Acceptance Model (TAM) that addresses some aspects of VR. Our model includes variables from the TAM, user experience, variables specific to VR, and variables relating to user characteristics. This model was tested with 89 users who performed an aeronautical assembly task in VR. Results suggest that intention to use VR is positively influenced by perceived usefulness and negatively influenced by cybersickness. Hedonic quality-stimulation and personal innovativeness are predictors of perceived usefulness. Perceived ease of use does not have a significant impact on intention to use and it is only influenced by pragmatic quality. These findings have a number of implications regarding user acceptance of VR.
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Camille Sagnier
Émilie Loup‐Escande
Domitile Lourdeaux
International Journal of Human-Computer Interaction
Centre National de la Recherche Scientifique
Sorbonne Université
Université de Picardie Jules Verne
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Sagnier et al. (Mon,) studied this question.
www.synapsesocial.com/papers/69deed7a5e217d93a5559008 — DOI: https://doi.org/10.1080/10447318.2019.1708612