# Current Perceptions of Virtual Reality Technology
## 1 Introduction
### Acceptance Models for Behaviour
Figure 2: The Virtual Reality Hardware Acceptance Model [78]. study, only perceived usefulness significantly predicted intentions to use VR. This suggests that there are variables such as one's background knowledge, hobbies, interests, and technological requirements that are key factors for predicting future behaviour, and that the important factors for the acceptance and adoption of VR will differ across different groups. Another research study [81] noted that many of the acceptance models also do not include subjective factors such as emotions, aesthetic appeal, and hedonic qualities; this is important as there is evidence that these factors influence people's intention to use the technology [82; 83; 84], and for the importance of enjoyment as a predictor of VR use [78]. VR in education was also explored [85]: the attitudes of university students and lecturers were gathered and analysed in relation to the TAM. The survey explored viewpoints on general knowledge of the equipment, VR's ease of use, and whether there was any desire to incorporate it into teaching. The study found that the TAM is a reliable method of explaining attitudes towards VR in this context. These results also show that there is a strong connection between the factors influencing the adoption of VR and those for mobile devices. This is especially salient when we also consider the case of augmented reality (AR). AR, and in particular head-mounted AR, contains many of the core features of VR, notably that it creates a convincing and responsive experience of interacting with virtual objects. AR differs from VR, however, in that it is a wearable technology that is used while interacting with and experiencing the physical environment. Studies of the drivers of and barriers to the adoption of AR have identified a number of key considerations. In one study, the most important factors influencing attitudes towards and intentions to use AR were its functional benefits, the user's attitudes towards the company providing the device, the user's technological innovativeness, and social norms [86]. In this case, social norms refer to the user's beliefs about other people's expectations that they would adopt the technology. The importance of the technology brand relates to the ubiquitous nature of AR and its ability to both gather and present personal and personalised data. In another study [87], this was identified in terms of the potential for the misuse of the technology, for example through pervasive and covert capture of audio and video, surveillance, data distribution, and involuntary exposure to advertisements. It is thus important to users that there is an appropriate degree of trust in how the data collected when using AR will be used and the extent to which the technology might be used to influence the user's own feelings and behaviours [88; 89]. Other important considerations in the adoption of AR smart glasses include usability factors such as the appearance, weight, and battery life of the headset [90], value for money, and possible exposure to risks such as invasion of privacy, injury, and theft [91]. With each new and updated model, more predictors are added and modified. This reflects the complexity of predicting behaviour and further highlights the need for user experience research such as the current study.