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Augmented Reality Mobile Application for Museum: A Technology Acceptance Study

机译:博物馆的增强现实移动应用程序:一项技术验收研究

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The tourism sector in Malaysia is reported for losing its global competitiveness when the nation missed its tourism targets recently. Mirrored at the state level, the tourism performance of Melaka, a heritage city inscribed by the UNESCO, is also experiencing similar downward trend. The museums, which play a pivotal role in showcasing the local culture and history, have seen decreasing number of visitors. Inspired by Tourism 4.0, many museums are now using digital technologies to enrich visitors’ experience, such as augmented reality (AR). This is because the tourists are now becoming more tech-savvy and expecting culture and heritage to be presented lively rather than exhibited in dusty glass boxes. In the “When History Comes Alive” Project, an AR mobile app was developed for the People’s Museum in Melaka. Although tourism studies have widely discussed the managerial implications of AR, user’s acceptance of AR in the tourism context is still in its infancy. Hence, this study aimed to examine the factors affecting museum visitors’ behavioural intention to use the AR mobile app. A survey was conducted among 120 museum visitors. The findings showed that playfulness expectancy, content relevance expectancy, performance expectancy, effort expectancy, and social influence positively affect the respondents’ behavioural intention to use the AR mobile app with a high explanatory power of 61.2%. Significant managerial and practical implications to the developers of AR mobile app, tourism businesses and policy makers are highlighted in this paper. The limitations of the study and suggestions for future studies are also addressed.
机译:据报道,马来西亚最近未能实现其旅游目标时,马来西亚的旅游业正在失去全球竞争力。在国家层面上,被联合国教科文组织列为世界遗产的马六甲的旅游业表现也经历了类似的下降趋势。这些博物馆在展示当地文化和历史方面起着举足轻重的作用,参观者的数量正在减少。受旅游业4.0的启发,许多博物馆现在都在使用数字技术来丰富游客的体验,例如增强现实(AR)。这是因为游客现在越来越精通技术,并希望文化和遗产能够生动活泼地展示,而不是在满是灰尘的玻璃盒子中展示。在“当历史活着时”项目中,为马六甲人民博物馆开发了一款AR移动应用。尽管旅游业研究已经广泛讨论了AR的管理意义,但用户在旅游环境中对AR的接受仍处于起步阶段。因此,本研究旨在探讨影响博物馆参观者使用AR移动应用程序的行为意图的因素。对120名博物馆参观者进行了调查。调查结果表明,娱乐性预期,内容相关性预期,性能预期,努力预期和社会影响积极地影响了受访者使用AR移动应用的行为意图,其解释力高达61.2%。本文重点介绍了对AR移动应用程序开发人员,旅游业务和政策制定者的重大管理和实践意义。研究的局限性和对未来研究的建议也得到了解决。

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