Applying the Technology Acceptance Model to Explore the Use Intention of the Virtual Reality Games
碩士 === 義守大學 === 資訊管理學系 === 105 === With the popularity of smart phones and mobile devices, Virtual Reality (VR), Artificial Intelligence (AI), Cloud Computing and Internet of Things (IoT) are highly valued in 2016. As a result, this research aims to discuss the usage intention for Virtual Reality Ga...
Main Authors: | Hui-Yi Peng, 彭惠儀 |
---|---|
Other Authors: | Lisa Y. Chen |
Format: | Others |
Language: | zh-TW |
Published: |
2017
|
Online Access: | http://ndltd.ncl.edu.tw/handle/b4gpva |
Similar Items
-
Using Technology Acceptance Model for the Behavior Intention of the Virtual Reality
by: YANG, MENG-TZU, et al.
Published: (2017) -
Using Technology Readiness and Acceptance Model to Explore Users’ Intentions of Virtual Reality Travel Experience
by: CIOU, SIH-HAN, et al.
Published: (2017) -
A Study of Factors Influencing the Use Intention of Virtual Reality Shopping: Unified Theory of Acceptance and Use of Technology
by: Wu, Rou-Yi, et al.
Published: (2018) -
Applying Extended Technology Acceptance Model to Explore The Virtual Reality in Outdoor Recreation Experience−A Case of Surfing
by: Ling-Ni Li, et al.
Published: (2017) -
Extending the Technology Acceptance Model and Flow to Explore the Intention of Mobile Games
by: Huanh, Hsiu-Yin, et al.
Published: (2016)