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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

dc.citedby7
dc.contributor.authorMahalil I.en_US
dc.contributor.authorYusof A.M.en_US
dc.contributor.authorIbrahim N.en_US
dc.contributor.authorid56582302800en_US
dc.contributor.authorid16246856300en_US
dc.contributor.authorid9337335600en_US
dc.date.accessioned2023-05-29T08:08:24Z
dc.date.available2023-05-29T08:08:24Z
dc.date.issued2020
dc.descriptionVirtual reality; Wind effects; Basic elements; Interactive platform; Literature reviews; Technology acceptance model; Temperature level; The unified theory of acceptance and use of technology(UTAUT); Training exercise; Users' acceptance; Sportsen_US
dc.description.abstractThe 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. � 2020 IEEE.en_US
dc.description.natureFinalen_US
dc.identifier.ArtNo9243571
dc.identifier.doi10.1109/ICIMU49871.2020.9243571
dc.identifier.epage242
dc.identifier.scopus2-s2.0-85097640755
dc.identifier.spage237
dc.identifier.urihttps://www.scopus.com/inward/record.uri?eid=2-s2.0-85097640755&doi=10.1109%2fICIMU49871.2020.9243571&partnerID=40&md5=c6b0e24a29d9e51dfa2f5bd954bb5e7f
dc.identifier.urihttps://irepository.uniten.edu.my/handle/123456789/25348
dc.publisherInstitute of Electrical and Electronics Engineers Inc.en_US
dc.sourceScopus
dc.sourcetitle2020 8th International Conference on Information Technology and Multimedia, ICIMU 2020
dc.titleA literature review on the usage of Technology Acceptance Model for analysing a virtual reality's cycling sport applications with enhanced realism fidelityen_US
dc.typeConference Paperen_US
dspace.entity.typePublication
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