What is it about?

Our study aims to understand the technological acceptance and use of virtual reality authoring tools. We examined four virtual reality authoring tools, namely NVIDIA Omniverse Create, Spatial, SimLab Composer and SimLab VR Viewer, then participants experimented the non-immersive SimLab Composer and the immersive SimLab VR Viewer in Quest 2 headsets, with their perceptions on acceptance and use collected with the UTAUT2 model. We found that the immersive authoring tool were perceived as easy to acquire and develop skills with, competitively priced, and capable of providing a fun user experience.

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Why is it important?

Our study described the advantages and limitations related to four authoring tools, and evaluated key factors relevant to their acceptance and use. The immersive authoring tool was perceived as easy and use and to develop skillful with, thereby this could contribute to mitigate the knowledge barrier that currently hinders the widespread use of immersive technologies.

Perspectives

Our finding aligns with the pursuit of Sustainable Development Goals, as the study demonstrated that just one hour of experimentation was sufficient for participants to acquire the necessary skills to utilize the immersive tool, although not for the non-immersive tool due to its greater complexity. Our outcomes contribute to fostering the technical and professional competencies envisioned by SDG 4.4.

Dr. Ingrid Winkler
Faculdade de Tecnologia SENAI CIMATEC

Read the Original

This page is a summary of: Virtual reality authoring tools acceptance and use: An exploratory study with the UTAUT2 model, November 2023, ACM (Association for Computing Machinery),
DOI: 10.1145/3625008.3625053.
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