1 |
C. J. Lee. (2011). A Study on the Smart Phone User: Focused on Acceptance Factors and Usage Pattern. Master's Thesis, Sungkyunkwan University.
|
2 |
Y. M. Huang, Y. M. Huang, S. H. Huang & Y. T. Ling. (2012). A Ubiquitous English Vocabulary Learning System: Evidence of Active/Passive Attitudes vs. Usefulness/Ease of Use. Computers & Education, 58(1), 273-282. https://doi.org/10.1016/j.compedu.2011.08.008
DOI
|
3 |
K. H. Kim. (2010). Factors of Affecting the Intention to Use of the Mobile Service with Technology Acceptance Model. Journal of Knowledge Information Technology and Systems, 5(5), 23-29.
|
4 |
H. J. Lee, S. A. Cha, & H. N. Kwon. (2016). Study on the Effect of Augmented Reality Contents-Based Instruction for Adult Learners on Academic Achievement, Interest and Flow. The Journal of the Korea Contents Association, 16(1), 424-437. DOI : 10.5392/JKCA.2016.16.01.424
DOI
|
5 |
J. G. Kovoor, A. K. Gupta, & M. A. Gladman. (2021). Validity and Effectiveness of Augmented Reality in Surgical Education: A Systematic Review. Surgery, 170, 88-98. https://doi.org/10.1016/j.surg.2021.01.051
DOI
|
6 |
S. H. Nam & J. M. Lee. (2020). Augmented Reality in Education: A Meta-Analysis. The Journal of Educational Information and Media, 26(1), 129-156. DOI : 10.15833/KAFEIAM.26.1.129
DOI
|
7 |
D. P. Kaur, A. Mantri, & B. Horan. (2020). Enhancing Student Motivation with Use of Augmented Reality for interactive Learning in Engineering Education. Procedia Computer Science, 172, 881-885. https://doi.org/10.1016/j.procs.2020.05.127
DOI
|
8 |
A. Sharif, S. Afshan, & M. A. Qureshi. (2019). Acceptance of Learning Management System in University Students: An Integrating Framework of Modified UTAUT2 and TTF Theories. International Journal of Technology Enhanced Learning, 11(2), 201-229. DOI: 10.1504/IJTEL.2019.098810
DOI
|
9 |
J. Lu, C. Yu, C. Liu & J. Yao. (2003). Technology Acceptance Model for Wireless Internet. Internet Research: Electronic Networking Applications and Policy, 13(3), 206-222. https://doi.org/10.1108/10662240310478222
DOI
|
10 |
E. Holdack, K. Lurie-Stoyanov & H. F. Fromme. (2020). The Role of Perceived Enjoyment and Perceived Informativeness in Assessing the Acceptance of AR Wearables. Journal of Retailing and Consumer Services, 102259. https://doi.org/10.1016/j.jretconser.2020.102259
DOI
|
11 |
B. G. Gye. (2016). Possibility of Augmented Reality as an Educational Medium and Use Cases in the United States. Happy Education Journal, 12. https://happyedu.moe.go.kr/happy/bbs/selectHappyA rticle.do?bbsId=BBSMSTR_000000000216&nttId=6894
|
12 |
K. M. Faqih. (2020). The Influence of Perceived Usefulness, Social Influences, Internet Self-Efficacy and Compatibility on Users' Intention to Adopt e-Learning: Investigating the Moderating Effects of Culture. International E-Journal of Advances in Education, 5(15), 200-320.
|
13 |
P. A. Rauschnabel & Y. K. Ro. (2016). Augmented Reality Smart Glasses: An Investigation of Technology Acceptance Drivers. International Journal of Technology Marketing, 11(2), 123-148.
DOI
|
14 |
S. C. Chang & G. J. Hwang. (2018). Impacts of an Augmented Reality-based Flipped Learning Guiding Approach on Students' Scientific Project Performance and Perceptions. Computers & Education, 125, 226-239. https://doi.org/10.1016/j.compedu.2018.06.007
DOI
|
15 |
V. Venkatesh. (2000). Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model. Information Systems Research, 11(4), 342-365.
DOI
|
16 |
C. Watanabe. (2017). The Effects of 눈 on Mediating and Regulating the Purchase of K-POP Contents. Master's Thesis, Hongik University.
|
17 |
M. M. Marques & L. Pombo. (2020). Game-based Mobile Learning with Augmented Reality: Are Teachers Ready to Adopt It?. In Project and Design Literacy as Cornerstones of Smart Education (pp. 207-218), Sringer, Singapore.
|
18 |
V. Venkatesh & F. D. Davis. (2000). A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies. Management Science, 46(2), 186-204. DOI:10.1287/mnsc.46.2.186.11926
DOI
|
19 |
V. Venkatesh, M. G. Morris, G. B. Davis & F. D. Davis. (2003). User Acceptance of Information Technology: Toward a Unified View. MIS Quarterly, 27(3), 425-478. https://doi.org/10.2307/30036540
DOI
|
20 |
M. S. Choi. (2011). A Study on the Influence of Factors Such as Personal Innovativeness, Social Influence and User Interface on Smart Phone Acceptance: Based on an Expanded Technology Acceptance Model. Doctoral Dissertation, Ewha Womans University.
|
21 |
E. M. Rogers. (2003). Diffusion of Innovation, 4th ed. NY: Free Press.
|
22 |
S. Chandra & K. N. Kumar. (2018). Exploring Factors influencing Organizational Adoption of Augmented Reality in e-Commerce: Empirical Analysis Using Technology-Organization-Environment Model. Journal of Electronic Commerce Research, 19(3), 237-265.
|
23 |
B. M. Kuehn. (2018). Virtual and Augmented Reality Put a Twist on Medical Education. JAMA, 319, 756-758. DOI: 10.1001/jama.2017.20800
DOI
|
24 |
K. M. S. Faqih & Jaradat, M. R. M. (2021). Integrating TTF and UTAUT2 Theories to Investigate the Adoption of Augmented Reality Technology in Education: Perspective From a Developing Country. Technology in Society, 67, 101787. https://doi.org/10.1016/j.techsoc.2021.101787
DOI
|
25 |
F. D. Davis. (1989). Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology. MIS Quarterly, 13(3), 319-340. https://doi.org/10.2307/249008
DOI
|
26 |
Y. J. Min, J. K. Ahn & S. Y. Kim. (2020). Structural Relationship Analysis between the Intention to Use Educational Chatbots and Influential Factors based on Technology Acceptance Model. The Journal of Educational Information and Media, 26(4), 799-825.
|
27 |
J. C. Vega Garzon, M. L. Magrini, & E. Galembeck. (2017). Using Augmented Reality to Teach and Learn Biochemistry. Biochemistry Molecular Biology Education, 45, 417-420. DOI: 10.1002/bmb.21063
DOI
|
28 |
D. Roopa, R. Prabha, & G. A. Senthil. (2021). Revolutionizing Education System with Interactive Augmented Reality for Quality Education. Materials Today: Proceedings, 46, 3860-3863. https://doi.org/10.1016/j.procs.2018.07.220
DOI
|
29 |
A. Rese, D. Baier, A. Geyer-Schulz & S. Schreiber. (2017). How Augmented Reality Apps are Accepted by Consumers: A Comparative Analysis Using Scales and Opinions. Technological Forecasting and Social Change, 124, 306-319. https://doi.org/10.1016/j.techfore.2016.10.010
DOI
|
30 |
Y. I. Lee. (2019). A Study on Technology Acceptance Model(TAM) of Flipped Learning Teaching and Learning Methods for College Students. International Journal of Tourism and Hospitality Research, 33(12), 173-185. DOI : 10.21298/IJTHR.2019.12.33.12.173
DOI
|
31 |
J. Cabero-Almenara, J. M. Fernandez-Batanero, & J. Barroso-Osuna. (2019). Adoption of Augmented Reality Technology by University Students. Heliyon, 5, e01597.
DOI
|
32 |
P. A. Rauschnabel, A. Rossmann, & M.C. tom Dieck. (2017). An Adoption Framework for Mobile Augmented Reality Games: The Case of Pokemon Go. Computers in Human Behavior, 76, 276-286. https://doi.org/10.1016/j.chb.2017.07.030
DOI
|
33 |
M. Oyman, D. Bal & S. Ozer. (2022). Extending the Technology Acceptance Model to Explain How Perceived Augmented Reality Affects Consumers' Perceptions. Computers in Human Behavior, 128, 107127. https://doi.org/10.1016/j.chb.2021.107127
DOI
|
34 |
E. Pantano & R. Servidio. (2012). Modeling Innovative Points of Sales Through Virtual and Immersive Technologies. Journal of Retailing and Consumer Services, 19(3), 279-286. https://doi.org/10.1016/j.jretconser.2012.02.002
DOI
|
35 |
Y. R. Kim. (2016). A Study on Factors Affecting Consumer Intention to Augmented Reality(AR) App: Focusing on Technology Acceptance Model(TAM). Master's Thesis, Korea University.
|
36 |
B. H. Choi. (2021). A Study on Acceptance of Online Concerts Based on Mobile Augmented Reality: Focusing on the Extended Technology Acceptance Model. Journal of Digital Convergence, 19(11), 315-325. DOI : 10.14400/JDC.2021.19.11.315
DOI
|
37 |
J. W. An. (2019). Technology Acceptance and Influencing Factor of Anatomy Learning Using Augmented Reality: Usability Based on the Technology Acceptance Model. Journal of the Korea Convergence Society, 10(12), 487-494. DOI : 10.15207/JKCS.2019.10.12.487
DOI
|
38 |
B. Joseph & D. G. Armstrong. (2016). Potential Perils of Peri-Pokemon PeramBulation: The Dark Reality of Augmented Reality?. Oxford Medical Case Reports, 10, OMW080. DOI: 10.1093/omcr/omw080
DOI
|
39 |
X. Fan, Z. Chai, N. Deng, & X. Dong. (2020). Adoption of Augmented Reality in Online Retailing and Consumers' Product Attitude: A Cognitive Perspective. Journal of Retailing and Consumer Services, 53, 101986. https://doi.org/10.1016/j.jretconser.2019.101986
DOI
|