摘要: |
目的 构建文化遗产类AR中用户使用意愿模型,探究影响用户使用文化遗产类AR产品的主要因素。方法 基于技术接受模型与心流理论,通过扎根理论的质性研究方法引入临场感、交互性和美学质量三个用户感知因素为外部变量,构建文化遗产类AR中的用户使用意愿理论模型,探讨相关因素与用户使用意愿的映射关系。根据理论模型设计量表进行实证检验。结果 文化遗产类AR中的美学质量、临场感与交互性是衡量用户使用意愿的重要指标;并且用户在文化遗产类AR中对系统的感知有用、易用与心流体验正向影响其使用意愿。结论 心流体验、美学质量、感知易用性、感知有用性、交互性、临场感的关联度由大到小依次影响用户在文化遗产类AR中的使用意愿,是文化遗产类AR中用户使用意愿提升的关键,为文化遗产类AR的设计创新研究提供指引。 |
关键词: 文化遗产 AR 技术接受模型 心流体验 使用意愿 |
DOI:10.19554/j.cnki.1001-3563.2023.04.011 |
分类号:TB472 |
基金项目:教育部人文社会科学研究规划基金项目(21YJAZH021);内蒙古自治区研究生科研创新项目(S20210266Z);内蒙古师范大学基本科研业务费项目(2022JBTD014) |
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Factors Influencing Users' Intention to Use Cultural Heritage AR |
LI Na1,2, GAO Song-hua1,2
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(1.Inner Mongolia Normal University, Hohhot 010022, China;2.Key Research Base of Humanities and Social Sciences in Inner Mongolia Universities for Design and Social Innovation, Hohhot 010020, China)
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Abstract: |
The work aims to construct a model of users' intention to use cultural heritage AR, so as to explore the main factors that influence users in using cultural heritage AR products. Based on the technology acceptance model and the flow theory, three user perception factors, namely presence, interactivity and aesthetic quality, were introduced as external variables through the qualitative research method of grounded theory to construct a theoretical model of users' intention to use cultural heritage AR and explore the mapping relationship between the relevant factors and users' using intention. A scale was designed and empirically tested based on the theoretical model. Aesthetic quality, presence and interactivity in cultural heritage AR were important indicators to measure the users' using intention. Moreover, users' perception of usefulness, ease of use and flow experience in cultural heritage AR positively affects their intention to use the system. The relevance degree of flow experience, aesthetic quality, perceived ease of use, perceived usefulness, interactivity, and presence affects users' intention to use cultural heritage AR in a descending order, which is the key to improve users' intention to use cultural heritage AR, and provides guidelines for research on design innovation in cultural heritage AR. |
Key words: cultural heritage augmented reality technology acceptance model flow experience using intention |