Augmented Reality Technology Adoption: Case of a Mobile Application in Turkey
| dc.contributor.author | Yavuz, Merve | |
| dc.contributor.author | Çorbacıoğlu, Eda | |
| dc.contributor.author | Başoğlu, Ahmet Nuri | |
| dc.contributor.author | Daim, Tuğrul U. | |
| dc.contributor.author | Shaygan, Amir | |
| dc.date.accessioned | 2021-11-06T09:23:33Z | |
| dc.date.available | 2021-11-06T09:23:33Z | |
| dc.date.issued | 2021 | |
| dc.description.abstract | With the increasing use of smart devices, augmented reality (AR) technology has become widespread in mobile devices. As with user interaction technologies, there are factors affecting the use of applications in mobile augmented reality (MAR) applications. In this study, the factors affecting the use of mobile augmented reality in Turkey are investigated. Although AR and MAR are generally investigated during the research period, “Augment”, the application, was used in the survey and interview parts of the research study. The interview consists of three different parts in addition to a quantitative experimental study. More than hundred variables were obtained from articles and interviews which 22 of them were selected. The results showed that the two most important factors that influence usage of MAR applications are security and privacy. These two are followed by ease of learning, visual quality of the application 3D model, and ease of use in importance, respectively. It is recommended that designers and application developers consider these five variables when designing or developing a MAR application. © 2021 Elsevier Ltd | en_US |
| dc.identifier.doi | 10.1016/j.techsoc.2021.101598 | |
| dc.identifier.issn | 0160-791X | |
| dc.identifier.scopus | 2-s2.0-85105303040 | |
| dc.identifier.uri | http://doi.org/10.1016/j.techsoc.2021.101598 | |
| dc.identifier.uri | https://hdl.handle.net/11147/11213 | |
| dc.language.iso | en | en_US |
| dc.publisher | Elsevier | en_US |
| dc.relation.ispartof | Technology in Society | en_US |
| dc.rights | info:eu-repo/semantics/closedAccess | en_US |
| dc.subject | Augmented reality | en_US |
| dc.subject | Design factors | en_US |
| dc.subject | Mobile augmented reality applications | en_US |
| dc.subject | Turkey | en_US |
| dc.subject | User experience | en_US |
| dc.title | Augmented Reality Technology Adoption: Case of a Mobile Application in Turkey | en_US |
| dc.type | Article | en_US |
| dspace.entity.type | Publication | |
| gdc.author.institutional | Yavuz, Merve | |
| gdc.author.institutional | Başoğlu, Ahmet Nuri | |
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| gdc.bip.influenceclass | C4 | |
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| gdc.coar.access | metadata only access | |
| gdc.coar.type | text::journal::journal article | |
| gdc.collaboration.industrial | false | |
| gdc.description.department | İzmir Institute of Technology. Industrial Design | en_US |
| gdc.description.publicationcategory | Makale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı | en_US |
| gdc.description.scopusquality | Q1 | |
| gdc.description.volume | 66 | en_US |
| gdc.description.wosquality | Q1 | |
| gdc.identifier.openalex | W3157575603 | |
| gdc.identifier.wos | WOS:000713715100020 | |
| gdc.index.type | WoS | |
| gdc.index.type | Scopus | |
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| gdc.oaire.keywords | Computer Engineering | |
| gdc.oaire.popularity | 5.162453E-8 | |
| gdc.oaire.publicfunded | false | |
| gdc.oaire.sciencefields | 0502 economics and business | |
| gdc.oaire.sciencefields | 05 social sciences | |
| gdc.openalex.collaboration | International | |
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| gdc.openalex.normalizedpercentile | 0.98 | |
| gdc.openalex.toppercent | TOP 10% | |
| gdc.opencitations.count | 52 | |
| gdc.plumx.crossrefcites | 63 | |
| gdc.plumx.mendeley | 311 | |
| gdc.plumx.scopuscites | 76 | |
| gdc.scopus.citedcount | 75 | |
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