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논문 기본 정보

자료유형
학술저널
저자정보
Li Wei (Neijiang Normal University) Cheng, Shi Jing (Jeonbuk National University)
저널정보
한국전시산업융합연구원 한국과학예술융합학회 한국과학예술융합학회 Vol.41 No.3
발행연도
2023.6
수록면
341 - 352 (12page)
DOI
10.17548/ksaf.2023.06.30.341

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초록· 키워드

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Recently in the rapid development of science and technology has diversified the forms of digital technology applications in the field of cultural education, and numerous scholars have extensively discussed the application of digital technology in cultural products. In this study, by integrating the Technology Acceptance Model, the Information System Success Model, and the Use and Gratification Theory, a theoretical model of influential factors on the intention to use mixed reality products was constructed. The conclusions drawn from data analysis are as follows: information quality has a positive impact on perceived usefulness and perceived ease of use; system quality does not have a positive correlation with perceived usefulness and perceived ease of use; use satisfaction does not have a positive correlation with perceived usefulness and perceived ease of use; perceived usefulness and perceived ease of use both have a positive impact on usage attitude; perceived ease of use has a positive impact on usage attitude. Based on these findings, considerations and suggestions for the design of mixed reality software in art education are proposed.

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Abstract
Ⅰ. Introduction
Ⅱ. Review of relevant theories
Ⅲ. Theoretical model and hypotheses
Ⅳ. Conclusion and outlook
Reference

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