Path Analysis of the Roles of Age, Self-Efficacy, and TAM Constructs in the Acceptance of Performing Upper Limb Exercises Through Immersive Virtual Reality Games
INTERNATIONAL JOURNAL OF INDUSTRIAL ERGONOMICS(2022)
摘要
•Immersive virtual reality games were developed to support upper limb exercises.•The roles of age, self-efficacy, and TAM constructs in the acceptance of VR game-based upper limb exercises were tested.•Attitude, perceived usefulness, self-efficacy, and age were found to play significant roles in acceptance.
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关键词
Virtual reality,Upper limb exercise,age,Self-efficacy,Technology acceptance model
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