International audienceAlthough 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 n...
In the hotel industry, it is crucial to reduce the inherent information asymmetry with regard to the...
As virtual reality (VR) games are getting more widespread, the need to understand the interaction be...
Cette thèse visait à identifier des facteurs d'acceptation et de rejet de la réalité virtuelle dans ...
Our work aimed to identify factors of acceptance and rejection of virtual reality in the aeronautics...
Since the basic model of technology acceptance model (TAM) was introduced, studies in various fields...
This paper presents an evaluation of a 3D semi-immersive virtual reality (VR) system for online luxu...
Virtual Worlds enable new ways of communication, collaboration, and cooperation over the Internet by...
Youths are very vulnerable to the rapid development of technology specifically on students. The pres...
Virtual reality (VR) is the latest type of technology being developed and rapidly integrated into tr...
The use of augmented and virtual reality (AR/VR) technologies is increasing in industry. These novel...
[eng] Virtual Reality (VR) is a device with the potential to change habits, connect people or influ...
In a society in which peoplespend a significant amount of time traveling by car, in-car entertainmen...
Virtual Reality (VR) has been the hot topic of discussion over the past couple of years. A major pa...
This study investigated the specification of educational compatibility within a technology acceptanc...
This study examines the acceptance, usage and motivation of virtual reality users from a perspective...
In the hotel industry, it is crucial to reduce the inherent information asymmetry with regard to the...
As virtual reality (VR) games are getting more widespread, the need to understand the interaction be...
Cette thèse visait à identifier des facteurs d'acceptation et de rejet de la réalité virtuelle dans ...
Our work aimed to identify factors of acceptance and rejection of virtual reality in the aeronautics...
Since the basic model of technology acceptance model (TAM) was introduced, studies in various fields...
This paper presents an evaluation of a 3D semi-immersive virtual reality (VR) system for online luxu...
Virtual Worlds enable new ways of communication, collaboration, and cooperation over the Internet by...
Youths are very vulnerable to the rapid development of technology specifically on students. The pres...
Virtual reality (VR) is the latest type of technology being developed and rapidly integrated into tr...
The use of augmented and virtual reality (AR/VR) technologies is increasing in industry. These novel...
[eng] Virtual Reality (VR) is a device with the potential to change habits, connect people or influ...
In a society in which peoplespend a significant amount of time traveling by car, in-car entertainmen...
Virtual Reality (VR) has been the hot topic of discussion over the past couple of years. A major pa...
This study investigated the specification of educational compatibility within a technology acceptanc...
This study examines the acceptance, usage and motivation of virtual reality users from a perspective...
In the hotel industry, it is crucial to reduce the inherent information asymmetry with regard to the...
As virtual reality (VR) games are getting more widespread, the need to understand the interaction be...
Cette thèse visait à identifier des facteurs d'acceptation et de rejet de la réalité virtuelle dans ...