Author

Adam Wernoch

Date of Award

Spring 2023

Degree Name

Bachelor of Science (BS)

Advisor(s)

Robert Chiang

Abstract

This research studies the likelihood of data visualization creators to choose a virtual reality 3D application as a data visualization tool over 2D technologies such as computer applications like Microsoft Excel. In order to test this, the specific use case of creating graphs that could aid in making investment decisions will be deployed. The five variables that are the focus of this research have been developed from previous research that expands on The Unified Theory of Acceptance and Use of Technology. They are performance expectancy, effort expectancy, social influence, increased collaboration, and perceived clarity added. This paper begins with an introduction that details how virtual reality data visualization technology can be beneficial and why it is important to research technology acceptance. Then, the background section provides insight into how the development of smartphone technology and eventual mobile investing somewhat mirrors that of virtual reality and the newest 3D immersive investing technology. A literature review is conducted that details the development of core technology acceptance models and the expanding future research that led to the selection of the present research’s variables and research design. Undergraduate students (N = 23) worked through a series of steps to create a 3D graph within a closed beta for the D6 VR data visualization application. Then, within a post-experiment survey which offers a new scenario, students indicated how they felt about the experience and whether or not they would choose to use the VR tool. Overall positive feedback regarding the application was received, but only performance expectancy and increased collaboration returned a significant correlation as to whether or not a user would accept the technology over traditional 2D tools.

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