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完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.advisor | 林怡秀(Yi-Hsiu Lin) | |
dc.contributor.advisor | 林怡秀(Yi-Hsiu Lin | shulin909@gmail.com | ), | |
dc.contributor.author | Sheng-Yuan Lee | en |
dc.contributor.author | 李昇原 | zh_TW |
dc.date.accessioned | 2023-03-19T22:12:37Z | - |
dc.date.copyright | 2022-09-26 | |
dc.date.issued | 2022 | |
dc.date.submitted | 2022-09-22 | |
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dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/84470 | - |
dc.description.abstract | 由於擴增實境 (Augmented Reality, AR) 已是被許多學者討論的熱門運動科技之一,加上近年來臺灣觀看運動賽事的需求上升,本研究將探討擴增實境於運動產業之應用,並深入研究對於運動觀賽者體驗球賽而言,影響其使用擴增實境意圖之相關因素。本研究採用延伸整合型科技接受模式UTAUT2為基礎,並新增視覺吸引力與個人創新特質兩構面,以過去學者發展健全之量表進行問卷調查法,透過自行剪輯的擴增實境影片讓問卷填答者知悉擴增實境對觀賽者之效用,以觀看過中華職棒的觀賽者為研究對象,讓其觀看完影片後再填答問卷。研究結果顯示:績效預期、付出預期、享樂動機、視覺吸引力與個人創新特質對於觀賽者使用擴增實境來體驗球賽之意圖具正向顯著之影響。 | zh_TW |
dc.description.abstract | Because Augmented Reality (AR) has been one of the popular topics and sport technology discussed by multiple academic researchers, plus an increase in demand for watching sports games in Taiwan in recent years, the applications of AR in sports industry will be discussed and the relevant factors that affect the intention of using AR to experience sport games on spectators will be explored in this study. This study use UTAUT2 as a theoretical basis, and added Visual Appeal as well as Personal Innovativeness as new constructs. This study adopts survey technique through making self-edited video, based on previous sound scales. The respondents will start to answer the questions after watching the AR introduction video that tell respondents what benefits AR can bring to spectators. The participants are those who have watched CPBL. The results show that Performance Expectancy, Effort Expectancy, Hedonic Motivation, Visual Appeal and Personal Innovativeness have the significant impact on the intention of using AR to experience sport games positively. | en |
dc.description.provenance | Made available in DSpace on 2023-03-19T22:12:37Z (GMT). No. of bitstreams: 1 U0001-2209202215341900.pdf: 2217338 bytes, checksum: a99733ea9cdfe848055d968acb6a5c98 (MD5) Previous issue date: 2022 | en |
dc.description.tableofcontents | 謝辭 i 摘要 ii Abstract iii 目錄 iv 圖目錄 vi 表目錄 vii 第壹章 緒論 1 第一節 研究背景與動機 1 第二節 研究目的 5 第三節 研究問題 6 第四節 研究範圍與限制 7 第五節 名詞解釋 8 第貳章 文獻探討 10 第一節 擴增實境與運動產業 10 第二節 整合型科技接受模型 18 第三節 延伸整合型科技接受模型 21 第四節 視覺吸引力與個人創新特質 26 第參章 研究方法 28 第一節 研究架構 28 第二節 研究假設 29 第三節 研究流程 30 第四節 研究工具 31 第五節 研究對象與研究實施 37 第六節 資料處理與分析 38 第肆章 研究結果 39 第一節 描述性統計 39 第二節 評鑑測量模型 43 第三節 評鑑結構模型 49 第四節 調節變數分析 55 第伍章 結論與建議 57 第一節 結論 57 第二節 建議 59 參考文獻 62 附錄 73 | |
dc.language.iso | zh-TW | |
dc.title | 中華職棒大聯盟觀賽者擴增實境使用意圖之模式驗證 | zh_TW |
dc.title | An Empirical Research on CPBL Spectators’ Usage Intention of Augmented Reality | en |
dc.type | Thesis | |
dc.date.schoolyear | 110-2 | |
dc.description.degree | 碩士 | |
dc.contributor.oralexamcommittee | 廖俊儒(Chun-Ju Liao),張家銘(Chia-Ming Chang) | |
dc.subject.keyword | 球迷,視覺吸引力,個人創新特質,運動科技,延伸整合科技接受模型, | zh_TW |
dc.subject.keyword | Sports fans,Visual Appeal,Personal Innovativeness,Sports Technology,UTAUT2, | en |
dc.relation.page | 80 | |
dc.identifier.doi | 10.6342/NTU202203828 | |
dc.rights.note | 同意授權(限校園內公開) | |
dc.date.accepted | 2022-09-26 | |
dc.contributor.author-college | 共同教育中心 | zh_TW |
dc.contributor.author-dept | 運動設施與健康管理碩士學位學程 | zh_TW |
dc.date.embargo-lift | 2022-09-26 | - |
顯示於系所單位: | 運動設施與健康管理碩士學位學程 |
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