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NTIS 바로가기디지털융복합연구 = Journal of digital convergence, v.19 no.11, 2021년, pp.315 - 325
최부헌 (호원대학교 공연미디어학부)
This study conducted a questionnaire survey on 280 people who had experience of using mobile augmented reality-based online concerts. Using the SPSS 21.0 and AMOS 21.0 programs, the factors affecting the intention to reuse were investigated through statistical analysis(correlation analysis, path ana...
M. Yavuz, E. Corbacioglu, A. N. Basoglu, T. U. Daim, & A. Shayganc. (2021). Augmented Reality Technology Adoption: Case of a Mobile Application in Turkey. Technology in Society, 66, 101598. https://doi.org/10.1016/j.techsoc.2021.101598
J. Cabero-Almenara, J. M. Fernandez-Batanero, & J. Barroso-Osuna. (2019). Adoption of Augmented Reality Technology by University Students. Heliyon, 5, e01597. https://doi.org/10.1016/j.heliyon.2019.e01597
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J. Yoo. (2020). The Effects of Perceived Quality of Augmented Reality in Mobile Commerce: An Application of the Information System Success Model. Informatics, 7(2), 14. https://doi.org/10.3390/informatics7020014
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JoongAng Ilbo. (2020.08.25.). Fan Meeting and Concert in the Corner of the Room. The Era of Mobile Phone 'AR Enter' brought by Corona. https://news.joins.com/article/23856601
J. Mutterlein, R. E. Kunz, & D. Baier. (2019). Effects of Lead-usership on the Acceptance of Media Innovations: A Mobile Augmented Reality Case. Technological Forecasting & Social Change, 145, 113-124. https://doi.org/10.1016/j.techfore.2019.04.019
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J. Iqbal & M. S. Sidhu. (2019). A Taxonomic Overview and Pilot Study for Evaluation of Augmented Reality Based Posture Matching Technique using Technology Acceptance Model. 16th International Learning & Technology Conference, 345-351. https://doi.org/10.1016/j.procs.2019.12.117
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M. S. Kim. (2010). A Study on the IPTV Use Perception and Factors Influencing IPTV Adoption. Korean Journal of Communication & Information, 52, 177-202.
J. S. Sung. (2021). Effect of Flow in Convergence Dance Performance on Performace Attitude & Viewing Intention of Technology Acceptance Model. Doctoral Dissertation, Sejong University.
J. H. Suh & J. S. Lee. (2015). Consumer Acceptance of Digital Live Technology: Focusing on Presence and Flow. Journal of Arts Management and Policy, 35, 33-59.
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G. McLean & A. Wilson. (2019). Shopping in the Digital World: Examining Customer Engagement Through Augmented Reality Mobile Applications. Computers in Human Behavior, 101, 210-224. https://doi.org/10.1016/j.heliyon.2020.e04667
D. Wang, S. Park, & D. R. Fesenmaier. (2012). The Role of Smartphones in Mediating the Touristic Experience. Journal of Travel Research, 51(4), 371-387. DOI:10.1177/0047287511426341
J. W. Nam & T. Y. Park. (2014). A Study on Structural Relationship among Perceived Interactivity and User related Variables in Health Information Website. Journal of the Korean Society for Information Management, 31(4), 103-131.
G. Wu. (2000). The Role of Perceived Interactivity in Interactive AD Processing. Ph. D. Dissertation. The University of Texas at Austin. Austin, TX, USA.
H. J. Lee & D. H. Chung. (2012). Difference in Interactivity, Flow, Mood, Attitude, and Intention According to Smartphone Game Sensor. Korean Journal of Broadcasting and Telecommunication Studies, 26(1), 126-166.
D. S. Kwak, K. H. Yim, & J. H. Kwon. (2012). Study on the Influence of Mobile Application Interactivity on Flow and Purchase Intention. Journal of Digital Convergence, 10(10), 165-176.
T. Y. Park & J. W. Nam. (2017). The Effects of Perceived Interactivity on Information Acceptance in Mobile Health Information Service. Journal of the Korean Society for Information Management, 34(3), 151-177.
W. S. Cha. (2021). A Study on the Effects of Digital Signage Advertising Linked with Voice Recognition Mobile App: Using Interactivity and Extended Technology Acceptance Model. Advertising Research, 129, 67-91.
D. L. Hoffman & T. P. Novak. (1997). Measuring the Flow Experience among Web Users. Nashville, TN: Vanderbilt University.
S. B. Jung, D. Y. Won, & Y. M. Chung. (2015). A Study on the Intention to use of Flow Experience the Mobile Sports News: Applying the Technology Acceptance Model(TAM0 and Theory of Reasoned Action(TRA). Korean Journal of Sports Management, 20(6), 35-53.
J. R. Kim & T. S. Cho. (2018). A Study on a Golf Supplies Company O2O-based Service App and its Reutilization Using the Extended Technology Acceptance Model. Journal of Sport and Leisure Studies, 71, 107-124.
T. M. Kim & T. K. Kim. (2010). A Study on Development Direction of the Advertisement Which was applied Augmented Reality: Focused on Presence and Satisfaction. InfoDESIGN ISSUE24, 9(5), 59-69.
C. M. Heo. (2018). Structural Relationship among Presence, Enjoyment, Brand Attitude and Purchase Intention of Augmented Reality-Based Sports Brand Advertising. Journal of Digital Contents Society, 19(3), 461-470.
J. H. Kwon. (2014). A Study on the Effect of Mobile Shopping Application Characteristics on Customer Preference and Repurchase Intention. Doctoral Dissertation, Chungang University.
D. L. Hoffman & T. P. Novak. (2009). Flow Online: Lessons Learned and Future Prospects. Journal of Interactive Marketing, 23(1), 23-34. https://doi.org/10.1016/j.intmar.2008.10.003
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