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1.
Mobile payment is receiving growing attention globally, from consumers to merchants, as an alternative to using cash, check, or credit cards. The potential of this technology is enormous. This study aims to identify the main determinants of mobile payment adoption and the intention to recommend this technology. We advance the body of knowledge on this subject by proposing an innovative research model that combines the strengths of two well-known theories; the extended unified theory of acceptance and use of technology (UTAUT2) with the innovation characteristics of the diffusion of innovations (DOI), with perceived security and intention to recommend the technology constructs. The research model was empirically tested using 301 responses from an online survey conducted in a European country, Portugal. Data was analyzed using the structured equation modeling (SEM). We found compatibility, perceived technology security, performance expectations, innovativeness, and social influence to have significant direct and indirect effects over the adoption of mobile payment and the intention to recommend this technology. The relevance of customer's intention to recommend mobile payment technology in social networks and other means of communication was also confirmed, supporting the recommendation to include it in social marketing campaigns and in future technology adoption studies. For researchers this study provides a basis for further refinement of individual models of acceptance. For practitioners, understanding the key constructs is crucial to design, refine, and implement mobile payment services, applications, and products that achieve high consumer acceptance, value, and high rates of positive recommendations in social networks.  相似文献   

2.
胡广华  黄平 《计算机应用研究》2009,26(11):4133-4135
ARToolKit采用OpenGL实用工具库(OpenGL utility toolkit)以保持平台无关性和可移植性,而OpenGL实用工具库缺乏对基本图形化用户界面的支持。为解决此问题,对ARToolKit中的ARgsub32.lib模块进行了修改,基于面向对象编程思想,采用C++语言设计了CTKGL、CARGL两个方便易用的层次化框架类,对Windows窗口环境中的OpenGL和增强现实(augmented reality)核心操作进行了有效的封装,并成功地实现了ARToolKit与微软基础类库(M  相似文献   

3.
    
Existing information systems (IS) research on platform control has largely focused on examining how input control (i.e., the mechanisms used to control platform access) affects complementors' intentions and behaviours after their decision to join a digital platform. Yet, our understanding of how input control is perceived before this decision and how such perceptions influence prospective complementors' intention to join a platform is still nascent. In this regard, our study views input control as a salient signal that shapes prospective complementors' expected benefits and costs (i.e., their performance and effort expectancy), and ultimately their decision to join a digital platform. Drawing on signalling theory and the antecedent-benefit-cost (ABC) framework, we conducted a randomized online experiment in the context of donation-based crowdfunding. The experiment results offer empirical support for this view by showing that input control has distinct and complex signalling effects for prospective complementors. In particular, our findings reveal curvilinear and competing signalling effects, with perceived input control increasing both performance expectancy (at a decreasing rate) and effort expectancy (at an increasing rate). Also, we find that performance expectancy linearly increases prospective complementors' intention to join a platform, whereas effort expectancy linearly decreases their intention to do so. These findings imply that the overall relationship between perceived input control and intention to join follows an inverted U-shape curve, which means that neither a low nor a high, but a moderate degree of perceived input control maximizes prospective complementors' intention to join. In sum, the results of our study provide novel and important insights into the signalling role that perceived input control plays in shaping prospective complementors' decision to join a digital platform.  相似文献   

4.
    
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5.
系统地分析了三维注册的几个关键步骤,重点分析了影响摄像机标定精度的原因并提出了相应的修正方法,考虑到增强现实动态系统对实时性要求很高,文中采用了基于标识的跟踪预测方法,以做到实时无缝融合。  相似文献   

6.
    
In this study, secondary school teachers’ acceptance of a digital learning environment (DLE) was investigated. Questionnaires were taken on three times (T1/T2/T3) during the same school year, with the Unified Theory of Acceptance and Use of Technology (UTAUT) as theoretical framework. Next to questionnaires, user-logs were collected during the entire school year. A total of 72 teachers completed a questionnaire on at least one occasion: 64 teachers responded at T1, 41 at T2, and 55 at T3. We first investigated which factors influence teachers’ acceptance of a DLE. The main predictors of DLE acceptance were performance expectancy and social influence by superiors to use the DLE. Effort expectancy and facilitating conditions were of minor importance. We then investigated how well the amount of final observed use could be predicted, and found that at T1 about one third, at T2 about one fourth and at T3 about half of the variance in observed use was predicted by attitude, behavioral intention and self-reported frequency of use. Our study showed that to maximize use of a DLE, its usefulness should be demonstrated, while school boards or principals should strongly encourage teachers to (start to) use the DLE.  相似文献   

7.
基于视觉的增强现实技术研究综述   总被引:1,自引:0,他引:1       下载免费PDF全文
增强现实技术是当前计算机视觉领域中的热点问题之一,本文系统综述了基于视觉的增强现实技术的研究现状.首先,对基于视觉的增强现实技术的研究现状进行了概述;其次,详细地阐述了该领域目前出现的新技术,包括三维注册技术、摄像机标定技术、跟踪技术、虚实光照的一致性以及AR 实空间建模技术,继而论述了该领域在研究中存在的问题,并对该领域中需要进一步解决的问题进行了讨论;最后,对增强现实技术的进一步研究进行了展望.  相似文献   

8.
针对传统AR博物馆中资源不能有效利用、共享和管理的问题,构建了基于云存储服务的AR博物馆系统。该系统采用FAST-SURF算法对特征点进行检测,通过计算机视觉和无线相结合的方式进行跟踪匹配,同时利用云存储服务技术对博物馆资源进行管理,最终实现虚实融合显示。实例测试表明,与传统AR博物馆相比,该系统能够有效管理博物馆资源,且检测速度快、定位精度较高、匹配性好,特别是在实时性和稳定性方面有明显的优势。结果表明,借助云存储服务技术对AR博物馆资源进行管理的系统方案是可行的,可以为博物馆的研究提供新的技术支持。  相似文献   

9.
随着用电信息采集系统的广泛覆盖,在给智能电网系统建设带来便利的同时,其运维和管理上存在的问题愈加突出。本文基于人工智能技术和增强现实(AR)技术设计并实现了用电信息采集系统智能运维设备。该设备基于AR眼镜,利用自带的相机采集运维现场图像并上传至云端进行检测与识别;得出诊断结果后以AR的形式将设备信息和故障排查流程叠加在真实对象上,引导工作人员排除故障。试验结果表明,该运维系统具有较高的识别率、较好的实时性,极大提高人员工作效率,在该领域具有广泛的应用前景。  相似文献   

10.
    
E-parliament has gone global but the national culture may affect the adoption behaviour of legislators and citizens to it. Technology adoption literature is limited on the influence of national culture on e-parliament adoption and use. The study assessed the factors of national culture and their influence on adoption of e-parliament by legislators and citizens in Nigeria. The study investigated the correlations between national culture and the attribute of the unified theory of acceptance and use of technology, performance expectancy in regard to e-parliament adoption. The methods of data collection included a survey questionnaire and in-depth interviews conducted on 346 federal legislators in Nigeria and 5 members of the public, respectively. The results showed that the dimensions of national culture such as masculinity, uncertainty avoidance and Confucian dynamics (‘face saving’) had moderate effects on the relationship between perceived usefulness, perceived ease of use and intention to adopt e-parliaments by legislators and members of the public in Nigeria. The other dimensions of culture and cultural contexts such as individualism, power distance, cultural diversity, multiculturality, power (in the context of culture), hermeneutics and dialogue had no significant effect on performance expectancy of e-parliament adoption in the context of Nigeria.  相似文献   

11.
利用Kinect相机结合增强现实技术和手势识别方法设计并实现了一个弓弦乐器虚拟演奏系统——以二胡为例.将Kinect获取的现实场景和虚拟乐器融合在一起绘制成增强现实场景.通过Kinect得到的深度数据和贝叶斯肤色模型将用户的左手分割出来,并再次绘制在增强图像上形成新的图像,从而解决虚拟演奏场景中的虚实遮挡问题.利用基于反向动力学和马尔可夫模型的三维虚拟手势拟合方法,对演奏过程中的左手手势进行识别,并结合右手的运动状态完成乐器的虚拟演奏.  相似文献   

12.
CD Review     
Castle Park: Public Art in Practice Derrick Price, Martin Rieser and Sue Swingler University of West of England ISBN 1–86043–060–0  相似文献   

13.
    
Abstract

In this article, we bring together the lenses of media studies, performance studies and social interaction offered in the other essays in this special issue and discuss their collective contribution towards a more nuanced understanding of MRx. We illustrate this capacity by a brief critical review of a recent MRx environment: Mégaphone. We suggest how the lenses can also contribute to a design vocabulary for future MRx experiences.  相似文献   

14.
    
ABSTRACT

End-user acceptance is considered as a significant factor influencing the success of enterprise information system (EIS) implementations and operations. This study conceptualizes three aspects of EIS user interfaces (UIs), namely information overload, control familiarity, and UI fit, and proposes a model to understand their effect on two major factors that are considered to influence the end-user acceptance of these systems: EIS end user’s performance expectancy and effort expectancy. We developed a theoretical model and multiitem scales for the proposed EIS UI characteristics and tested the model empirically with data from a survey performed with a sample 98 EIS end users. The results from our test provide evidence for the key role that EIS UI design plays in the end user’s performance and effort expectancy.  相似文献   

15.
为了实现增强现实系统中抓取动作的识别,针对传统方法实时性不强、容易产生误判的不足,提出了基于先验知识的虚拟抓取识别算法.通过对大量实验数据的分析,提取关键数据进行处理并完成决策树的构建,通过基于一种数据拟合的碰撞检测方法,真正实现了真实手对虚拟对象的抓取识别.实验结果表明:该算法识别率高、实时性好、交互自然真实,较好地...  相似文献   

16.
The purpose of this paper is to examine an integrated model of TAM and D&M to explore the effects of quality features, perceived ease of use, perceived usefulness on users’ intentions and satisfaction, alongside the mediating effect of usability towards use of e-learning in Iran. Based on the e-learning user data collected through a survey, structural equations modeling (SEM) and path analysis were employed to test the research model. The results revealed that “intention” and “user satisfaction” both had positive effects on actual use of e-learning. “System quality” and “information quality” were found to be the primary factors driving users’ intentions and satisfaction towards use of e-learning. At last, “perceived usefulness” mediated the relationship between ease of use and users’ intentions. The sample consisted of e-learning users of four public universities in Iran. Past studies have seldom examined an integrated model in the context of e-learning in developing countries. Moreover, this paper tries to provide a literature review of recent published studies in the field of e-learning.  相似文献   

17.
针对增强现实在移动设备应用中特征点匹配速度缓慢的情况,提出了一种特征点匹配优化算法.该算法基于移动设备自带的重力感应系统,用重力方向代替原有的描述符方向,以此来降低传统ORB(oriented FASTand rotated BRIEF)算法中特征点方向角计算的时间复杂度.在实际移动设备上的测试结果表明,改进后的算法同时提高了匹配速度和匹配准确率,具有较好的效果.  相似文献   

18.
基于ORB自然特征的AR实时系统实现   总被引:1,自引:2,他引:1  
针对当前基于自然特征的增强现实效率低,提出一种新的基于ORB自然特征的实时注册方法。提取视频帧与基准图像中的ORB特征点,使用汉明距离匹配,利用RANSAC算法筛选得到最佳匹配点对,确定摄像机的位姿。将三维虚拟物体叠加到真实场景中,达到虚实结合的效果。实验表明,在不同尺度角度、一定环境光变化、复杂背景和基准图像部分遮挡的情况下,该AR系统都具有良好的性能,跟踪定位准确度高,速度基本达到实时要求。  相似文献   

19.
    
We present a real‐time system that outputs a multi‐layer augmented video from a normal video stream. The input sequence is captured in a known environment: a panoramic image (the reference background) is provided before shooting. We use background tracking to register each input frame with this reference, and background subtraction to segment the foreground objects. Our background tracking method is a coarse‐to‐fine integration of three state‐of‐the‐art algorithms that we make resistant to occlusions. In particular, we introduce an algebraic technique to properly adapt the Jurie and Dhome (JD) tracker (the most robust of them). We report experimental results on real and synthetic data which validate our approach. We generate our augmented video sequences by compositing layers: a natural or synthetic background and several natural or synthetic foregrounds. Copyright © 2006 John Wiley & Sons, Ltd.  相似文献   

20.
    
We developed and fabricated the world's highest resolution (18 megapixel, 1443 ppi) OLED on glass display panel. The design uses a white OLED with color filter structure for high density pixelization and an n‐type LTPS backplane for faster response time than mobile phone displays. A custom high bandwidth driver IC was fabricated. We developed a foveated pixel pipeline appropriate for virtual reality and augmented reality applications, especially mobile systems.  相似文献   

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