Digital banking is one of the latest applications that integrates all services of traditional banks via digitized technology. Its pivotal role in the development of banking industry has been recently recognized, especially in emerging countries such as Vietnam. This paper identified the determinants of Vietnamese consumers' behavioural intention to adopt or use digital banking . By using the Modified Unified Theory of Acceptance and Use of Technology (UTAUT2), the eight constructing factors have been selected to examine their influences on the Vietnamese customers' behaviour: performance expectancy (PE), effort expectancy (EE), social influences (SI), facilitating conditions (FC), hedonic motivation (HM), price value (PV), habit (HT), and trust (TR). The findings suggested that performance expectancy, effort expectancy, hedonic motivation, habit, and trust significantly and positively influence the behavioural intention of digital banking services. The intention of adoption services, together with habit and facilitating conditions are three significant factors capturing the usage intention under the context of Vietnam. The empirical results not only made a valuable contribution to the existing research on banking innovation, but also provided benefits to policymakers, bank supervisors, and bank managers concerning how to develop and improve the customers' recognition and intention to use new banking services.
Contribution/ Originality:This study is one of very few studies which have investigated the key factors influencing Vietnamese customers' behaviour in adopting and using digital banking services. The findings from UTAUT2 model showed that the usage intention was determined by the intention of adoption services, habit and facilitating conditions.
Immersive virtual reality (iVR) has gained considerable attention recently with increasing affordability and accessibility of the hardware. iVR applications for older adults present tremendous potential for diverse interventions and innovations. The iVR literature, however, provides a limited understanding of guiding design considerations and evaluations pertaining to user experience (UX). To address this gap, we present a state-of-the-art scoping review of literature on iVR applications developed for older adults over 65 years. We performed a search in ACM Digital Library, IEEE Xplore, Scopus, and PubMed (1 January 2010–15 December 2019) and found 36 out of 3874 papers met the inclusion criteria. We identified 10 distinct sets of design considerations that guided target users and physical configuration, hardware use, and software design. Most studies carried episodic UX where only 2 captured anticipated UX and 7 measured longitudinal experiences. We discuss the interplay between our findings and future directions to design effective, safe, and engaging iVR applications for older adults.
Wearable augmented reality (AR) offers new ways for supporting the interaction between autonomous vehicles (AVs) and pedestrians due to its ability to integrate timely and contextually relevant data into the user's field of view. This article presents novel wearable AR concepts that assist crossing pedestrians in multi-vehicle scenarios where several AVs frequent the road from both directions. Three concepts with different communication approaches for signaling responses from multiple AVs to a crossing request, as well as a conventional pedestrian push button, were simulated and tested within a virtual reality environment. The results showed that wearable AR is a promising way to reduce crossing pedestrians' cognitive load when the design offers both individual AV responses and a clear signal to cross. The willingness of pedestrians to adopt a wearable AR solution, however, is subject to different factors, including costs, data privacy, technical defects, liability risks, maintenance duties, and form factors. We further found that all participants favored sending a crossing request to AVs rather than waiting for the vehicles to detect their intentions—pointing to an important gap and opportunity in the current AV-pedestrian interaction literature.
Augmented reality (AR) has the potential to fundamentally change how people engage with increasingly interactive urban environments. However, many challenges exist in designing and evaluating these new urban AR experiences, such as technical constraints and safety concerns associated with outdoor AR. We contribute to this domain by assessing the use of virtual reality (VR) for simulating wearable urban AR experiences, allowing participants to interact with future AR interfaces in a realistic, safe and controlled setting. This paper describes two wearable urban AR applications (pedestrian navigation and autonomous mobility) simulated in VR. Based on a thematic analysis of interview data collected across the two studies, we find that the VR simulation successfully elicited feedback on the functional benefits of AR concepts and the potential impact of urban contextual factors, such as safety concerns, attentional capacity, and social considerations. At the same time, we highlight the limitations of this approach in terms of assessing the AR interface’s visual quality and providing exhaustive contextual information. The paper concludes with recommendations for simulating wearable urban AR experiences in VR.
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