This study explores the use of augmented reality smart glasses (ARSGs) by physicians and their adoption of these products in the Turkish medical industry. Google Glass was used as a demonstrative example for the introduction of ARSGs. We proposed an exploratory model based on the technology acceptance model by Davis. Exogenous factors in the model were defined by performing semi-structured in-depth interviews, along with the use of an expert panel in addition to the technology adoption literature. The framework was tested by means of a field study, data was collected via an Internet survey, and path analysis was used. The results indicate that there were a number of factors to be considered in order to understand ARSG adoption by physicians. Usefulness was influenced by ease of use, compatibility, ease of reminding, and speech recognition, while ease of use was affected by ease of learning, ease of medical education, external influence, and privacy. Privacy was the only negative factor that reduced the perceived ease of use, and was found to indirectly create a negative attitude. Compatibility emerged as the most significant external factor for usefulness. Developers of ARSGs should pay attention to healthcare-specific requirements for improved utilization and more extensive adoption of ARSGs in healthcare settings. In particular, they should focus on how to increase the compatibility of ARSGs. Further research needs to be conducted to explain the adoption intention of physicians.
ACKNOWLEDGEMENTSFirst of all, I would like to express my sincere gratitude to my supervisor Prof. Dr. A. Nuri BAŞOĞLU for his patience, guidance and help through this study.Thanks to jury members Prof Dr. Önder ERKARSLAN and Doç. Dr. Engin ÖZGÜL of dissertation committee for their constructive criticisms.I would like to thank my mother and my sister for supporting and caring in the every step of my study.Thanks to all participants of the research. Especially, thanks to Instr. Yankı GÖKTEPE, Dr. Sevda GÜLSES, Dr. Murat KARATEKE, and Dr. Sıtkı TIPLAMAZ due to their valuable assistance. iv ABSTRACT EXPLORING ADOPTION OF SMART GLASSES: APPLICATIONS IN MEDICAL INDUSTRYThis research is a study exploring the utilization of smart glasses by physicians and their adoption to these products in medical industry. Although different smart glasses were examined in the process by literature review, in whole work, M100 was used as a physical product. In this research study, three research methods were preferred. These are semi-structured in-depth interview, expert focus group work and experimental study. 95 constructs were extracted from literature review and interviews by physicians. 15 most significant constructs were selected by physicians in the expert focus group work. At the end, 75 physicians answered a survey related with 30constructs. These constructs include the most significant design inputs of smart glasses for the expert group. The survey included approximately 50 questions. According to survey, screen ergonomic was the most preferred design input of smart glasses for physicians. The other four significant design inputs are technical support, privacy, adjustability and ease of monitoring medical data in order. To sum up, this study states that designers of smart glasses should consider these five significant design factors at the first stage of smart glasses product development.
The study focuses on the digital and mixed interaction of Chinese traditional furniture in Chinese ancient painting, in which Chinese traditional furniture would be displayed in its ancient real using environment. The virtual character in the painting can interact and communicate with people with the help of MR, sensor and motion capture technology. A game process similar to removing the blind box will be developed to guide people to the fix and unfix process of folding table, fix up for tea tasting, painting, calligraphy and antique appreciation, from which people can know more about the different structure of different tables and even aesthetics, technology, craft and culture at that time. Different people would choose different tables with different shapes, structure, material and craft, which would add interest.
Design is an art and art is a design. Today, all industrial products are the result of a design process. Industrial design is a multidisciplinary field of study, which has a goal to create and produce new objects and it focuses on designing of products by using knowledge related with applied science as well as applied arts and various engineering disciplines. Academic programs related to industrial design focus on achieving the proper balance between practicality and aesthetic pleasure. Courses may include graphic and industrial design basics, manufacturing, modelling and visualization, environmental and human interaction in design. Computer aided design software are strongly emphasized. Students constantly observe, model and test their creations. They investigate the optimal ways to design virtually any type of products, including computer interfaces, appliances, furniture, transportation and recreational items. The developments of new interactive technologies have inevitably affected to education of design and art in recent years. VR is an interdisciplinary emerging high technology. VR interfaces, interaction techniques, and devices have been improved greatly in order to provide more natural and obvious modes of interaction and motivational elements and it is an integrated technology combining; 3D graphics, human-computer interaction, sensor, simulation, display, artificial intelligence and network parallel processing. This study presents notable VR systems have been developed for education and the methods of design, such as modelling and visualization.
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