Abstract
With the development of information technology and experience economy, virtual museums has become the digital development and extension of traditional museums. At the beginning of this year (2020), virtual museums have been rapidly popularized in the form of “cloud exhibition” in the epidemic situation, and have shown great market development potential. This study aims to analyze the factors influencing users' technology acceptance on virtual museums. 15 related factors have been defined through desktop research, among which the key elements and their internal association have been summarized through the method of DEMATEL. The results show that “Improving the quality of the tour”, “Having a multi-sensory experience” and “Accessing to rich information” are the key influencing factors, while “Positive media comment” and “Assurance of the brand” are the main influenced ones. In the internal mechanism of users’ technology acceptance of virtual museums, the perceived ease of use encompasses the main cause factors and has a strong impact on the dimensions of perceived pleasure, perceived usefulness and perceived safety. Based on the above findings, several suggestions have been proposed to help practitioners further enhance the use experience of virtual museums.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Sun, D.: A brief review of virtual museum theory and museum construction in Europe and America. Fine Arts. 06, 20–26 (2020). https://doi.org/10.13864/j.cnki.cn11-1311/j.005975
Liu, J., Jialing, L.: Finding opportunities in danger: response and optimization of digital cultural services in public museums under the new crown pneumonia epidemic. Hum. World. 07, 35–40 (2020). https://doi.org/10.16737/j.cnki.rwtx81281190.2020.07.007
Huang, K., Li, W.: From the analysis of limitations to targeted practice - Reflections on break-through the predicaments of theme exhibition in science and technology museum. J. Nat. Sci. Museum Res. 3(02), 47–54 (2018). https://doi.org/10.19628/j.cnki.jnsmr.2018.02.007
Merritt, E., Xie, Y.: U.S. Museum Trends Watch (2017). https://am-us.org/docs/default-source/center-for-the-future-of-museums/trendswatch-2017.pdfsfvrsn=2
Simon, N.: Where’s the mobile museums project for intact social groups (2010). http://museumtwo.blogspot.com/search?q=mobile+media+intact
John, H.: Falk: Identity and the Museum Visitor Experience, 1st edn. Routledge, New York (2009)
Asai, K., Sugimoto, Y., Billinghurst, M.: Exhibition of lunar surface navigation system facilitating collaboration between children and parents in science museum. In: Proceedings of the 9th ACM SIGGRAPH Conference on Virtual-Reality Continuum and its Applications in Industry, pp. 119–124. ACM, New York (2010). https://doi.org/10.1145/1900179.1900203
Davis, F.D.: Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quart. 13(3), 319–340 (1989)
Li, Y., Yin, B.: Research on influencing factors of corporate environmental behavior based on DEMATEL. J. Guangxi Cadres College Econ. Manage. 31(1), 26–33 (2019). https://doi.org/10.3969/j.issn.1008-8806.2019.01.005
Gao, F., Gao, X.: A review on foreign Information technology acceptance models. Res. Dev. Manage. 23(2), 95–105 (2011). https://doi.org/10.13581/j.cnki.rdm.2011.02.014.
Jung, Y., Perez-Mira, B., Wiley-Patton, S.: Consumer adoption of mobile TV: examining psychological flow and media content. Comput. Hum. Behav. 25(1), 123–129 (2009). https://doi.org/10.1016/j.chb.2008.07.011
Shin, D.H.: The evaluation of user experience of the virtual world in relation to extrinsic and intrinsic motivation. Int. J. Hum.-Comput. Interact. 25(6), 530–553 (2009). https://doi.org/10.1080/10447310902963951
Fang, X.: Research on the consuming behavior of IPTV audience. Huazhong Science and Technology University. Ph.D. dissertation (2008). https://kns.cnki.net/KCMS/detail/detail.aspx?dbname=CDFD0911&filename=2009141740.nh
Acknowledgments
We thank the course instructor, Chunrong Liu, who provided useful suggestions and ideas for the study. We are grateful to the subjects who participated in the questionnaire study and provided strong support for the conduct of this experiment.
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2021 Springer Nature Switzerland AG
About this paper
Cite this paper
Gong, W., Xiao, B. (2021). Research on Factors Influencing Users’ Technology Acceptance of Virtual Museums. In: Rauterberg, M. (eds) Culture and Computing. Interactive Cultural Heritage and Arts. HCII 2021. Lecture Notes in Computer Science(), vol 12794. Springer, Cham. https://doi.org/10.1007/978-3-030-77411-0_24
Download citation
DOI: https://doi.org/10.1007/978-3-030-77411-0_24
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-77410-3
Online ISBN: 978-3-030-77411-0
eBook Packages: Computer ScienceComputer Science (R0)