[-] Show simple item record

dc.contributor.advisorLaffey, James M. (James Michael), 1949-eng
dc.contributor.authorYoon, So-Yeon, 1970-eng
dc.date.issued2004eng
dc.date.submitted2004 Falleng
dc.descriptionThe entire dissertation/thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file (which also appears in the research.pdf); a non-technical general description, or public abstract, appears in the public.pdf file.eng
dc.descriptionTitle from title screen of research.pdf file viewed on (June 29, 2006)eng
dc.descriptionIncludes bibliographical references.eng
dc.descriptionVita.eng
dc.descriptionThesis (Ph. D.) University of Missouri-Columbia 2004.eng
dc.description.abstract[ACCESS RESTRICTED TO THE UNIVERSITY OF MISSOURI AT AUTHOR'S REQUEST.] Previous research has established that virtual reality (VR) technology provides users a unique user-system interaction. However, little research has been conducted to understand how VR technology contributes to system usability within specific contexts. The current research investigates how users perceive desktop VR differently from conventional 2D graphics and how system usability is affected by the user-system interaction process within a VR system. The impact of desktop VR on system usability was empirically examined from an integrated view of technology acceptance in information systems and human-computer interaction. This research tested a model of the user-system interaction process (perceived ease of use, perceived usefulness, and presence) and outcomes measured by system usability dimensions (satisfaction and decision confidence) for a VR system. Data were collected to compare the process and outcomes of using a VR system and a conventional 2D system to engage in a consumer survey. In addition, how user characteristics affect user-system interaction while using a VR system was examined. The results largely support the proposition that VR technology provides system usability with significantly higher perceived usefulness and presence than do the conventional 2D formats. The current work provides new knowledge about usability, sense of presence and technology acceptance in desktop VR and provides insights for future research with and predicted applications of desktop VR.eng
dc.identifier.merlinb55875774eng
dc.identifier.urihttps://hdl.handle.net/10355/5800
dc.identifier.urihttps://doi.org/10.32469/10355/5800eng
dc.languageEnglisheng
dc.publisherUniversity of Missouri--Columbiaeng
dc.relation.ispartofcommunityUniversity of Missouri--Columbia. Graduate School. Theses and Dissertationseng
dc.rightsAccess to files is limited to the campuses of the University of Missouri.eng
dc.subject.lcshVirtual realityeng
dc.subject.lcshHuman-computer interactioneng
dc.titleImpact of desktop virtual reality on system usability : a case study of online consumer survey using a VR integrated decision support systemeng
dc.typeThesiseng
thesis.degree.disciplineInformation science and learning technologies (MU)eng
thesis.degree.grantorUniversity of Missouri--Columbiaeng
thesis.degree.levelDoctoraleng
thesis.degree.namePh. D.eng


Files in this item

[PDF]
[PDF]
[PDF]

This item appears in the following Collection(s)

[-] Show simple item record