## 3 Model Construction and Research Assumptions
### Research Hypotheses  
Task-technology fit is influenced by task characteristics and technology, according to [PERSON] et al. [13]. Furthermore, [PERSON] et al. [22] reported that task-technology fit influences end-user adoption in a definite and noteworthy way. Based on the findings of earlier research, the following hypotheses, H1 through H3, were developed:  
**H1. **: _TEC has a positive effect on TTF._  
Figure 2: Research model of users’ willingness to use the cultural education meta-universe system. * _TAS has a positive effect on TTF._
* _TTF positively affects users' willingness to use the cultural education meta-universe system._  
According to research by [PERSON] et al. [41], [PERSON] [21], [PERSON] [42], and [PERSON] et al. [13], EE directly and significantly impacts end users' propensity to adopt e-learning. The direct and considerable influence of PE has been described by [PERSON] et al. [43] and [PERSON] et al. [44]. The study defines EE as an individual's perceived ease of use of a meta-universe system or the effort they put into using it. Users have a firm intention to use the system and are willing to utilize it for an extended amount of time when they believe it to be easy to use and that the learning process is straightforward. In this study, PE, or the person's subjective assessment of the system's value, refers to the person's opinion of how the metaconsmic system can enhance their traditional cultural cognition. Users' intention to use the app will be weakened if they believe it has no benefit. Still, if they think the system helps enhance their cognitive abilities, they will be more motivated to use it. Furthermore, users' perceptions of the technology's benefits are directly impacted by its ease of use. Therefore, effort expectancy is also a prior factor for PE. Consequently, the following theories are put forth:  
* _EE has a positive effect on the willingness of users of the cultural education meta-universe system to use it._
* _EE has a positive effect on PE._
* _PE has a positive effect on the willingness of users to use the cultural education meta-universe system._  
According to research by [PERSON] et al. [41; 43] and [PERSON] [21], SI significantly and directly influences the uptake of new technology. SI is described in the study as the degree to which an individual is influenced by the surrounding group and, as a result, is willing to use the meta-universe educational system. It is the degree to which individuals are influenced by the surrounding group when utilizing the system. Positive attitudes increase users' propensity to use the educational meta-universe system when those around them support, encourage, or suggest it. Furthermore, SIs have the power to positively reinforce users' opinions about how convenient the cultural education meta-universe system is. Based on this, the following hypotheses are proposed:  
* _SI has a positive effect on the willingness of users of the cultural education meta-universe system to use the system._
* _SI has a positive effect on FC._  
FC consists of the services and technical assistance that users need. When presented with obstacles to use, users are more likely to stick with a meta-universe system if they receive prompt assistance. This is because users' system use is typically dependent on service support. Considering this, the following hypothesis is proposed:  
* _FC has a positive effect on the willingness of users of the cultural education meta-universe system to use it._  
The ability of a user to react rapidly, switch roles, and alter relationships while utilizing a medium is referred to as interactivity (IN). According to [PERSON] et al. [45], interaction is the users' active participation in the shape and content of the mediated environment, which the computer medium controls in real time. According to [PERSON] et al. [46], interaction significantly brings users and cultural heritage closer together. [PERSON] et al. [47] found that interactivity is crucial in online learning, especially within virtual communities.