From: Why people use augmented reality in heritage museums: a socio-technical perspective
Reference | Research topics | Theoretical foundation | Key findings |
---|---|---|---|
[50] | Introduced the concept of Second chance tourism (SCT) | Â | Define the application of mixed reality to special destinations as Second chance tourism The expansion of mixed reality applications in the context of cultural tourism allows this form of SCT to offer visitors the opportunity to go beyond the physical destination |
[5] | Relationship among MR functional elements, immersive experience and post-experience behaviors | Technological requirements theory Technology acceptance model (TAM) Technology readiness and acceptance model (TRAM) | Interaction has a positive impact on the traditional experience (items: heritage valorisation and educational) and thus on post-experience behaviors Interaction has a positive impact on 4.0 experience (items: entertainment, socialisation and escape) |
[17] | Cross-cultural differences in AR acceptance | Motivational theory Cross-cultural approach on IT acceptance | AR aesthetics has a positive impact on perceived usefulness, perceived ease of use, perceived enjoyment, and social influence Perceived usefulness, perceived ease of use, perceived enjoyment, and social influence have positive impact influences on AR behavior intentions |
[51] | Relationship among consumers’ beliefs about AR, AR satisfaction and behavior intentions | Post-acceptance model of information systems (IS) continuance Balance theory Theory of reasoned action (TRA) | Expectation confirmation has a positive impact on perceived advantage, aesthetic experience and perceived enjoyment Perceived advantage and aesthetic experience have positive influences on AR satisfaction AR satisfaction has a positive impact on attitudes toward a destination (cognitive and affective) |
[16] | Three factors that encourage visitors to use AR | Technology readiness and acceptance model Structural equation model | Technology readiness affects the model through two dimensions, Optimism and Innovativeness Personal factor (Technology Readiness), stimulus factor (Visual Appeal) and situational factor (Facilitating Conditions) have positive influences on AR technology perception |
[52] | Relationship among experience, offline museum visit intention and the four realms of the experience economy | Experience economy model Behaviorattitudinal theory | Absorptive (education and entertainment) experiences have positive influences on immersive (escapism and esthetic) experiences The four realms of the experience economy have positive influences on overall VR Museum experience |
[53] | Relationship between the type of information, immersive scenes and the evaluation of the visitor experience and their subsequent purchase intentions |  | Dynamic verbal cues have a positive main effect on visitors’ willingness to pay more High virtual presence significantly contribute to the main effect of dynamic verbal cues on visitors’ willingness to pay more |
[19] | Influencing factors on user satisfaction with AR applications and the behavior intention to recommend | Process theory | AR content quality, AR system quality and AR personalized service quality have positive influences on AR satisfaction and personal innovativeness has a significant moderating effect Intention to recommendation is significantly affected by AR satisfaction |