본문 바로가기
KERD
논문KCI 등재

증강현실을 기반으로 한 뷰티 관련 가상 피팅 서비스 재이용의도 연구 : 프레즌스와 상호작용성을 중심으로

The Intention to Reuse an Augmented Reality-based Virtual Fitting Service : Focusing on Presence and Interactivity

2

조회

0

다운로드

2

인용

0

참고문헌

키워드

초록

The findings of this study confirmed the factors affecting the intention to reuse an augmented reality-based virtual fitting service, focusing on users. The primary results of the study are as follows. First, presence had a positive effect on perceived ease of use. Second, presence had a positive effect on perceived usefulness. Third, interactivity had a positive effect on perceived ease of use. Fourth, interactivity had a positive effect on perceived usefulness. Fifth, perceived ease of use had a positive effect on perceived usefulness. Sixth, perceived ease of use had a positive effect on the intention to reuse. Seventh, perceived usefulness had a positive effect on the intention to reuse.

Abstract

The findings of this study confirmed the factors affecting the intention to reuse an augmented reality-based virtual fitting service, focusing on users. The primary results of the study are as follows. First, presence had a positive effect on perceived ease of use. Second, presence had a positive effect on perceived usefulness. Third, interactivity had a positive effect on perceived ease of use. Fourth, interactivity had a positive effect on perceived usefulness. Fifth, perceived ease of use had a positive effect on perceived usefulness. Sixth, perceived ease of use had a positive effect on the intention to reuse. Seventh, perceived usefulness had a positive effect on the intention to reuse.

참고문헌 (46)

  1. Arghashi V, "Interactivity, inspiration, and perceived usefulness! How retailers’ AR-apps improve consumer engagement through flow", J Retailing Consum Serv, 64, pp.102756~ (2022)
  2. Baier D, "Analyzing online reviews to measure technology acceptance at the point of scale : The case of IKEA", pp.168~189 (2015), IGI Global
  3. Bormann D, "Immersed in virtual worlds and minds : Effects of in-game storytelling on immersion, need satisfaction, and affective theory of mind", Soc Psychol Person Sci, 6, pp.646~652 (2015)
  4. Canziani B, "Consumer acceptance of voice-activated smart home devices for product information seeking and online ordering", Comput Hum Behav, 119, pp.106714~ (2021)
  5. 최부헌, "스마트시니어의 가상현실 실감콘텐츠 사용자 경험과 수용의도에 관한 연구 : 확장된 기술수용모델을 중심으로", 영상기술연구, 1(37), pp.201~229 (2021), 한국영상제작기술학회[DOI]
  6. 최우림, "VR 피팅 애플리케이션의 쇼핑 동기와 텔레프레젠스가 소비자 반응에 미치는 영향", 한국의류산업학회지, 23(5), pp.611~623 (2021), 한국의류산업학회
  7. Chuah SHW, "Wearable technologies: The role of usefulness and visibility in smartwatch adoption", Comput Hum Behav, 65, pp.276~284 (2016)
  8. Daassi M, "Intention to reuse AR-based apps: The combined role of the sense of immersion, product presence and perceived realism", Inf Manage, 58, pp.103453~ (2021)
  9. Daponte P, "State of the art and future developments of the augmented reality for measurement applications", Meas, 57, pp.53~70 (2014)
  10. Davis FD, "User acceptance of computer technology: A comparison of two theoretical models", Manage Sci, 35, pp.982~1003 (1989)
  11. Davis FD, "A technology acceptance model for empirically testing new end user information systems: Theory and results" (1986)
  12. "Try virtual makeup with AR. introduction of cutting-edge technology in the beauty industry" (2020)[URL]
  13. Gervautz M, "Anywhere interfaces using handheld augmented reality", Computer, 45, pp.26~31 (2012)
  14. Heeter C, "Being there : The subjective experience of presence", Presence, 1, pp.262~272 (1992)
  15. Huang G, "Linking technological functions of fitness mobile apps with continuance usage among Chinese users: Moderating role of exercise self-efficacy", Comput Hum Behav, 103, pp.151~160 (2020)
  16. 현용호, "변형된 기술수용모형(TAM)적용을 통한 증강현실 품질평가에 관한 연구: Telepresence의 조절 효과와 유용성의 매개효과 검증을 중심으로", 경영학연구, 43(5), pp.1465~1492 (2014), 한국경영학회
  17. Ijaz K, "Player experience of needs satisfaction(PENS)in an immersive virtual exercise platform describes motivation and enjoyment", Int J Hum Comput Interact, 36, pp.1195~1204 (2020)
  18. Javornik A, "‘It’s an illusion, but it looks real!’ Consumer affective, cognitive and behavioural responses to augmented reality applications", J Mark Manage, 32, pp.987~1011 (2016)
  19. Jetter J, "Augmented reality tools for industrial applications: What are potential key performance indicators and who benefits?", Comput Hum Behav, 87, pp.18~33 (2018)
  20. 조재욱, "뷰티산업에서의 머신러닝(Machine learning)과 증강현실(Augmented reality)기술을 적용한 가상헤어스타일 피팅 서비스 시스템 개발 연구", 미용예술경영연구, 15(2), pp.113~127 (2021), 한국미용예술경영학회[DOI]
  21. 주희영, "온라인 의류 쇼핑의 가상 피팅 시스템 도입을 위한 성인 남성 소비자의 인식 및 요구", 한국패션디자인학회지, 20(4), pp.161~174 (2020), 한국패션디자인학회[DOI]
  22. Juan MC, "Using augmented and virtual reality for the development of acrophobic scenarios. Comparison of the levels of presence and anxiety", Comput Graph, 34, pp.756~766 (2010)
  23. 강은미, "가상피팅을 이용한 의류제품 구매의도 영향변수에 관한 연구", 한국디자인문화학회지, 26(1), pp.1~13 (2020), 한국디자인문화학회
  24. King WR, "A meta-analysis of the technology acceptance model", Inf Manage, 43, pp.740~755 (2006)
  25. Lee HS, "Structural equation model analysis and AMOS 20.0" (2017), Jyphyuntae
  26. Mahdi Hosseini S, "Databases’ interface interactivity and user self-efficacy: Two mediators for flow experience and scientific behavior improvement", Comput Hum Behav, 36, pp.316~322 (2014)
  27. Marangunić N, "Technology acceptance model: A literature review from 1986 to 2013", Univ Access Inf Soc, 14, pp.81~95 (2015)
  28. "Virtual fitting room market worth $7.6 billion by 2024" (2021)[URL]
  29. McLean G, "Shopping in the digital world: Examining customer engagement through augmented reality mobile applications", Comput Hum Behav, 101, pp.210~224 (2019)
  30. Mütterlein J, "The three pillars of virtual reality? Investigating the roles of immersion, presence, and interactivity", Hawaii Int Conf Sys Sci (2018)
  31. Nikhashemi SR, "Augmented reality in smart retailing: A (n) (a) symmetric approach to continuous intention to use retail brands’ mobile AR apps", J Retailing Consum Serv, 60, pp.102464~ (2021)
  32. 노찬숙, "상호작용성이 이러닝 시스템 수용에 미치는 영향 : 정보기술수용모델의 확장", 전자상거래학회지, 10(4), pp.3~27 (2009), 한국전자상거래학회
  33. 오종철, "촉각이용기술의 채택 모형: 엔터테인먼트 제품를 중심으로", e-비즈니스연구, 13(5), pp.323~346 (2012), 국제e-비즈니스학회[DOI]
  34. Olsson T, "Expected user experience of mobile augmented reality services: A user study in the context of shopping centres", Pers Ubiquitous Comput, 17, pp.1~19 (2011)
  35. Oyman M, "Extending the technology acceptance model to explain how perceived augmented reality affects consumers’ perceptions", Comput Hum Behav, 128, pp.107127~ (2022)
  36. "The fashion and beauty industry is accelerating the adoption of AR. Fitting and makeup are also virtual" (2019)[URL]
  37. Park M, "Effects of perceived interactivity of augmented reality on consumer responses: A mental imagery perspective", J Retailing Consum Serv, 52, pp.101912~ (2020)
  38. 박태연, "모바일 건강정보서비스에서 지각된 상호작용성이 정보수용에 미치는 영향", 정보관리학회지, 34(3), pp.151~177 (2017), 한국정보관리학회[DOI]
  39. Qin Y, "Attractiveness of game elements, presence, and enjoyment of mobile augmented reality games: The case of Pokémon Go", Telematics Inform, 62, pp.101620~ (2021)
  40. Rohacz A, "The acceptance of augmented reality as a determining factor in intralogistics planning", 54th CIRP Confernce on Manufacturing Systems, 104, pp.1209~1214 (2021)
  41. 손명수, "AR가상 피팅 시스템 사용의도에 영향을 미치는 주요 요인에 관한 연구", 디지털콘텐츠학회논문지, 20(5), pp.991~1000 (2019), 한국디지털콘텐츠학회[DOI]
  42. Steuer J, "Defining virtual reality: Dimensions determining telepresence", J Commun, 42, pp.73~93 (1992)
  43. 서지혜, "디지털 라이브 서비스의 수용요인에 대한 연구: 프레즌스와 플로우를 중심으로", 예술경영연구, (35), pp.33~59 (2015), 한국예술경영학회
  44. Venkatesh V, "A theoretical extension of the technology acceptance model: Four longitudinal field studies", Manag Sci, 46, pp.186~204 (2000)
  45. Yim MYC, "Is augmented reality technology an effective tool for e-commerce? An interactivity and vividness perspective", J Interact Mark, 39, pp.89~103 (2017)
  46. Yousafzai SY, "Technology acceptance : A meta-analysis of the TAM: Part 1", J Model Manage, 2, pp.251~280 (2007)

관련 논문AI추천

이 간행물의 다른 논문 (14건)