口袋里的虚拟健身房:增强现实运动应用程序特征对用户持续使用意向的影响

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-02-28 DOI:10.1007/s10055-024-00959-4
Yi Sun, Zihao Yuan
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引用次数: 0

摘要

近年来,随着增强现实(AR)技术的发展和 COVID-19 的普及,增强现实运动应用(AREA)走进了人们的生活,改变了人们的运动方式。然而,关于 AREA 如何影响用户持续意向的研究仍然很少,这限制了我们深入了解用户进一步使用 AREA 所带来的潜在益处。本研究在以往 AR 文献的基础上,提出了 AREAs 特征分类的原创性命题,并将其特征分为服务特征和系统特征两类,从而研究 AREAs 的作用。通过在线实证研究,收集了 398 份有效问卷,利用结构方程模型对假设进行了检验。结果表明,享乐价值和功利价值以及存在感是重要的内心状态,它们是服务和系统特征对用户满意度和持续意向影响的中介。结果进一步表明,只有享乐价值与持续意向存在显著的正相关关系。本研究通过研究不同的 AR 应用特征如何影响体育健身领域用户的持续意向,为 AR 领域的文献做出了贡献。它还建议从业人员应识别不同特征对用户价值的影响,并关注应用程序的享乐性方面。
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A virtual gym in your pocket: the influence of augmented reality exercise app characteristics on user’s continuance intention

In recent years, with the development of augmented reality (AR) technology and the prevalence of COVID-19, augmented reality exercise applications (AREAs) have entered people’s lives and changed people’s exercise ways. However, there is still little research on how AREAs affect users’ continuance intention, which limits our deeper understanding of the further use of AREAs by users for the potential benefits they provide. This study investigates the role of AREAs by proposing the original proposition of AREAs characteristic classification based on previous AR literature and dividing their characteristics into two categories: service and system characteristics. Through an online empirical study, 398 valid questionnaires were collected to test the hypotheses using the structural equation model. The results showed that hedonic and utilitarian value and presence are vital inner states which mediate the influence of service and system characteristics on user’s satisfaction and continuance intention. The results further show that only hedonic value is found to have a positive and significant relationship with continuance intention. This study contributes to the literature in the AR field by examining how different AR application characteristics affect user continuance intention in the context of sports and fitness. It also suggests that practitioners should identify the impact of different characteristics on user value and focus on the hedonic aspects of the application.

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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
期刊最新文献
Virtual reality: towards a better prediction of full body illusion — a mediation model for healthy young women Publisher Correction: Cybersickness with passenger VR in the aircraft: influence of turbulence and VR content Using in situ research-based design to explore learning module effectiveness and usability in a virtual reality system for workforce training The use of CNNs in VR/AR/MR/XR: a systematic literature review Exploring the user’s gaze during product evaluation through the semantic differential: a comparison between virtual reality and photorealistic images
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