What factors influence continuous usage intention of head-mounted display-based virtual reality content?: a cross-sectional survey
0
조회
0
다운로드
0
인용
0
참고문헌
키워드
초록
Purpose: The aim of this study was to explore the continuous usage intention of head-mounted display-based virtual reality (HMD-based VR) content among college students. The study also sought to understand how this intention is influenced by factors related to personal cognition, social aspects, VR content, and HMD-related elements.Methods: This descriptive correlational study used a self-report questionnaire to survey 217 students from two universities in Korea who had prior experience with HMD-based VR content.Results: The mean score for continuous usage intention of HMD-based VR content was 2.59±0.57 points (range, 1–5 points). Regarding the average frequency of HMD-based VR content usage, 64.5% of participants reported using it 1 to 2 times, while 91.7% indicated a total HMD-based VR usage period of less than 6 months. Factors such as personal cognition, VR content, social aspects, and HMD-related elements had explanatory power of 35.1%, 10.7%, 4.4%, and 2.5%, respectively, for the continuous usage intention of HMD-based VR content. Additionally, engagement (β=.45, p<.001), influential others (β=.37, p<.001), environmental support (β=–.18, p=.030), and cyber sickness (β=–.21, p=.001) were identified as having a significant influence.Conclusion: When developing HMD-based VR content, strategies to improve users’ personal cognition should be included. Additionally, it is necessary to develop strategies that enhance enjoyment and interest in the content, while also facilitating ongoing social support. Furthermore, coping strategies should be devised that take into account cyber sickness, a potential side effect of these devices.
Abstract
Purpose: The aim of this study was to explore the continuous usage intention of head-mounted display-based virtual reality (HMD-based VR) content among college students. The study also sought to understand how this intention is influenced by factors related to personal cognition, social aspects, VR content, and HMD-related elements.Methods: This descriptive correlational study used a self-report questionnaire to survey 217 students from two universities in Korea who had prior experience with HMD-based VR content.Results: The mean score for continuous usage intention of HMD-based VR content was 2.59±0.57 points (range, 1–5 points). Regarding the average frequency of HMD-based VR content usage, 64.5% of participants reported using it 1 to 2 times, while 91.7% indicated a total HMD-based VR usage period of less than 6 months. Factors such as personal cognition, VR content, social aspects, and HMD-related elements had explanatory power of 35.1%, 10.7%, 4.4%, and 2.5%, respectively, for the continuous usage intention of HMD-based VR content. Additionally, engagement (β=.45, p<.001), influential others (β=.37, p<.001), environmental support (β=–.18, p=.030), and cyber sickness (β=–.21, p=.001) were identified as having a significant influence.Conclusion: When developing HMD-based VR content, strategies to improve users’ personal cognition should be included. Additionally, it is necessary to develop strategies that enhance enjoyment and interest in the content, while also facilitating ongoing social support. Furthermore, coping strategies should be devised that take into account cyber sickness, a potential side effect of these devices.
참고문헌 (24)
- Lai Z, "Furion : engineering high-quality immersive virtual reality on today’s mobile devices", IEEE Trans Mob Computing, 19(7), pp.1586~1602 (2019)[DOI]
- Tian N, "A review of cybersickness in head-mounted displays : raising attention to individual susceptibility", Virtual Real, 26(4), pp.1409~1441 (2022)[DOI]
- Karthigha M, "Enterprise digital transformation", pp.317~334 (2022), CRC Press
- van der Kruk SR, "Virtual reality as a patient education tool in healthcare : a scoping review", Patient Educ Couns, 105(7), pp.1928~1942 (2022)[DOI]
- Kenngott HG, "IMHOTEP : cross-professional evaluation of a three-dimensional virtual reality system for interactive surgical operation planning, tumor board discussion and immersive training for complex liver surgery in a head-mounted display", Surg Endosc, 36(1), pp.126~134 (2022)[DOI]
- Gavgani AM, "Profiling subjective symptoms and autonomic changes associated with cybersickness", Auton Neurosci, 203, pp.41~50 (2017)[DOI]
- 남선숙, "VR게임의 이용자 경험: 현존감이 즐거움에 미치는 영향을 중심으로", 정보통신정책연구, 24(3), pp.85~125 (2017), 정보통신정책학회
- Garcia-Agundez A, "Identifying cybersickness through heart rate variability alterations", Int J Virtual Real, 19(1), pp.1~10 (2019)[DOI]
- Weech S, "Presence and cybersickness in virtual reality are negatively related : a review", Front Psychol, 10, pp.158~ (2019)[DOI]
- 심훈, "스마트폰 사용자 특성에 따른 헬스케어 애플리케이션 만족도 차이", 한국산학기술학회논문지, 17(7), pp.410~419 (2016), 한국산학기술학회[DOI]
- Trice AW, "Utilization as a dependent variable in MIS research", ACM SIGMIS Database, 19(3-4), pp.33~41 (1988)[DOI]
- 박미정, "Factors Affecting Intention to Use Smartphone Healthcare Applications", 한국산학기술학회논문지, 18(4), pp.143~153 (2017), 한국산학기술학회[DOI]
- Park M, "Why do young people use fitness apps? Cognitive characteristics and app quality", Electron Commer Res, 18(4), pp.755~761 (2018)[DOI]
- 심윤복, "병원 간호사의 스마트 폰 의료관련 앱(APP) 사용의도 영향 요인", 보건행정학회지, 22(2), pp.249~262 (2012), 한국보건행정학회[DOI]
- Stoyanov SR, "Mobile app rating scale : a new tool for assessing the quality of health mobile apps", JMIR Mhealth Uhealth, 3(1), pp.e27~ (2015)[DOI]
- Lu Y., "A study on presence, user experience and iIntention of continuous use of immersive media news content: focusing on the report of Pyeongchang 2018 Olympic winter games", pp.2018
- Kennedy RS, "Simulator sickness questionnaire : an enhanced method for quantifying simulator sickness", Int J Aviat Psychol, 3(3), pp.203~220 (1993)[DOI]
- 어원석, "안면부 여과식 방진마스크와 안경 동시 착용 시불편감과 밀착계수 비교", 한국안전학회지, 33(2), pp.52~60 (2018), 한국안전학회[DOI]
- distributed computing. SNPD 2018. Studies in computational intelligence, vol 790, "Software engineering, artificial intelligence, networking and parallel", pp.2019, Hou Y
- 장형준, "VR 특성이 이용자 만족과 지속이용의도에 미치는 영향에 관한 연구 -VR 프레즌스, 이용자 특성, VR 멀미를 중심으로-", 한국콘텐츠학회 논문지, 18(5), pp.420~431 (2018), 한국콘텐츠학회[DOI]
- 장한진, "기술수용모델을 이용한 초기이용자들의 가상현실기기 채택 행동 연구", 디지털융복합연구, 15(5), pp.353~361 (2017), 한국디지털정책학회[DOI]
- Wang SM, "The effect of social influence on the bloggers’ usage intention", Online Inf Rev, 35(1), pp.50~65 (2011)[DOI]
- Newman M, "The use of virtual reality in environment experiences and the importance of realism", J Environ Psychol, 79(1), pp.101733~101765 (2022)[DOI]
- Servotte JC, "Virtual reality experience : immersion, sense of presence, and cybersickness", Clin Simul Nurs, 38(1), pp.35~43 (2020)[DOI]
