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A literature review on the usage of Technology Acceptance Model for analysing a virtual reality's cycling sport applications with enhanced realism fidelity

机译:有关使用技术接受模型分析具有增强的逼真度的虚拟现实的自行车运动应用程序的文献综述

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The usage of Virtual Reality (VR) technology in VR sport to train athletes is becoming more popular. Previous researches on VR sport shows promising results where the acceptance of VR technology among athletes are higher. It is also found that VR sport has created a positive improvement to athletes training performance. In many research related to VR sport, it is discovered that the acceptance of VR technology in sport is often validated through the use of Technology Acceptance Model (TAM). TAM has evolved where a new model called Unified Theory of Acceptance and Use of Technology (UTAUT) is introduced. One of the elements currently being evaluated is visual realism. Visual realism has elements that can be divided into two groups: basic and advance. Basic elements are visual, audio and interaction. Meanwhile advance elements are interactive platform, altitude-effect, temperature level, and wind-effect. These elements influence the fidelity of realism when athletes undergoes their VR training exercise to enhance athlete's performance. The aim of this paper is to identify the usage of TAM for validating users' acceptance towards VR-base exercise. In addition this paper also focuses on identifying the effective elements that influence athletes' acceptance on VR technology targeted to sport cycling.
机译:在VR运动中使用虚拟现实(VR)技术来训练运动员正变得越来越流行。先前对VR运动的研究显示了有希望的结果,其中运动员对VR技术的接受程度更高。还发现,VR运动对运动员的训练成绩产生了积极的改善。在许多与VR运动相关的研究中,发现VR技术在运动中的接受度通常通过使用技术接受模型(TAM)进行验证。 TAM不断发展,引入了一种称为接受和技术使用统一理论(UTAUT)的新模型。当前正在评估的元素之一是视觉真实感。视觉现实主义具有可以分为两类的元素:基本和高级。基本元素是视觉,音频和交互。同时,先进的要素是互动平台,海拔影响,温度水平和风影响。当运动员进行VR训练练习以增强运动员的表现时,这些因素会影响逼真的逼真度。本文的目的是确定使用TAM来验证用户对基于VR的练习的接受程度。此外,本文还着重于确定影响运动员接受针对运动自行车的VR技术的有效因素。

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