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The adoption of virtual reality devices

The technology acceptance model integrating enjoyment, social interaction, and strength of the social ties

Dados Bibliográficos

ID23329768
AutoresJunghyo Lee (Hanyang University), Junghun Kim (0000-0002-2366-6142, Seoul National University), Jae Young Choi (0000-0001-9493-3458, Hanyang University, autor correspondente)
Ano2019
Volume39
Páginas37-48
Data de publicação2019-06-01
Peer ReviewedSim
Open AccessSim
TipoARTICLE
PeriódicoTelematics and Informatics (JOURNAL)
Identificadores do periódicoISSN: 0736-5853 • E-ISSN: 1879-324X
EditoraElsevier BV (PUBLISHER)
DOI10.1016/j.tele.2018.12.006
OpenAlexW2906022538
IdiomaEN
Citações recebidas56
Referências citadas62

Business · Human–computer interaction · Internet privacy · Interpersonal ties · Social acceptance · Social relation · Technology Acceptance Model · Usability · Virtual reality · Computer Science · Digital Marketing and Social Media · Psychology · Social Psychology · Technology Adoption and User Behaviour · Virtual Reality Applications and Impacts

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  • Evaluating privacy, security, and trust perceptions in conversational AI

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  • Virus tinged? Exploring the facets of virtual reality use in tourism as a result of the Covid-19 pandemic

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  • Trust as a second-order construct

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  • The impact of innovation and gratification on authentic experience, subjective well-being, and behavioral intention in tourism virtual reality

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  • User Acceptance of a Virtual Librarian Chatbot

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  • Understanding senior citizens’ intentions to use virtual reality for religious tourism in India

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  • A new reality

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  • Immersive on-the-job training module development and modeling users’ behavior using parametric multi-group analysis

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  • The Perceived Impacts of Covid-19 on Users' Acceptance of Virtual Reality Hardware

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  • Developing a General Extended Technology Acceptance Model for E-Learning (Getamel) by analysing commonly used external factors

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  • A Literature Review on Immersive Virtual Reality in Education

    Laura Freina, Michela Ott•eLearning and Software for…•2015

  • Predicting tie strength with social media

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  • Determinants of Perceived Ease of Use

    Vivek Venkatesh, Viswanath Venkatesh•Information Systems Research•2000

  • Why do people play on-line games? An extended TAM with social influences and flow experience

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  • Investigating the influence of the most commonly used external variables of TAM on students’ Perceived Ease of Use (Peou) and Perceived Usefulness (PU) of e-portfolios

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  • Empathy and embodied experience in virtual environment

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  • How does immersion work in augmented reality games? A user-centric view of immersion and engagement

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  • Exploring Koreans’ smartphone usage

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Obras citantes distintas56
Citações por ano9,33
Intervalo de citações2020 - 2026 (7)
Velocidade de citaçãocurrent
Altamente citadoNão
Tipos de citaçãoNeutras: 50
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