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ASSIGNMENT 2 FRONT SHEET

Qualification BTEC Level 5 HND Diploma in Business

Unit number and title Unit 11: Research Project

Submission date 28-8-2022 Date Received 1st submission

Re-submission Date Date Received 2nd submission

Student Name NGUYEN HUU UY VU Student ID GTD201764

Class GBD0906 Assessor name VO THI THANH THAO

Student declaration
I certify that the assignment submission is entirely my own work and I fully understand the consequences of plagiarism. I understand
that making a false declaration is a form of malpractice.

Student’s signature UYVU


Grading grid
P3 P4 P5 P6 P7 M2 M3 M4 D1 D2 D3

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Internal Verifier’s Comments:

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2
RESEARCH PROJECT
522
NAME: NGUYEN HUU UY VU
ID: GTD201764
CLASS: GBD0906
LECTURER: VO THI THANH THAO

3
Student Name: Nguyen Huu Uy Vu
Student ID: GTD201764
Class: GBD0906
Instructor: Vo Thi Thanh Thao

Tables of figure
Figure 1: Logo FPT........................................................................................................................................... 7
Figure 2: Research model (Budi & Dahesihsari, 2011) ................................................................................. 11
Figure 3: Demographic .................................................................................... Error! Bookmark not defined.
SURVEY ON
Figure 4: FACTORS
Perceived UsefulnessAFFECTING THE USE
........................................................................ Error! Bookmark not defined.
Figure 5: Perceived Ease Of Use ...................................................................... Error! Bookmark not defined.
Figure 6:OF VR .............................................................................................
Attitude IN FPT DANANG Error! Bookmark not defined.
Figure 7: Behavioral Intentions ....................................................................... Error! Bookmark not defined.

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Table of Contents
1. INTRODUCTION................................................................................................................................................ 7
1.1 Background of the topic ............................................................................................................................. 7
1.2 The objective of the topic ........................................................................................................................... 8
1.3 The research question of the topic ............................................................................................................ 8
1.4 Scope of the topic ....................................................................................................................................... 8
1.5 Significant of the study ............................................................................................................................... 8
2. Litterature Review ............................................................................................................................................ 9
2.1 Relationship between independent and dependent variables .................................................................. 9
Perceived Usefulness (PU) ............................................................................................................................ 9
Perceived Ease Of Use (PE) ......................................................................................................................... 10
Attitude (ATT) ............................................................................................................................................. 10
Behavioral Intention to use (BI) ................................................................................................................. 10
2.2 Research model and hypotheses ............................................................................................................. 11
Research model .......................................................................................................................................... 11
Research Hypothesis .................................................................................................................................. 11
3. Methodology .................................................................................................................................................. 12
3.1 Research method...................................................................................................................................... 12
Design survey.............................................................................................................................................. 14
Collecting Data............................................................................................................................................ 17
4. Analysis Result ................................................................................................................................................ 18
4.1 Sample data research ............................................................................................................................... 18
4.2 Descriptive Statistical Analysis ................................................................................................................. 19
4.3 Reliability Cronbach’s Alpha Scale ............................................................................................................ 21
4.4 Exploratory Factor Analysis ...................................................................................................................... 25
Discussion ........................................................................................................................................................... 32
Recommendation ............................................................................................................................................... 33
5. CONCLUSION .................................................................................................................................................. 34
REFERENCES........................................................................................................................................................ 35
APPENDIX............................................................................................................................................................ 37

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Tables of Figure
Figure 1: Logo FPT................................................................................................................................................. 7
Figure 2: Research model (Budi & Dahesihsari, 2011) ....................................................................................... 11
Figure 3: Regression Standardized Residual....................................................................................................... 31
Figure 4: Observed Cum Prob............................................................................................................................. 32
Figure 5: Regression Standardized Predicted Value........................................................................................... 32

Tables Of Table
Table 1: Demographic......................................................................................................................................... 14
Table 2: Perceived Usefulness ............................................................................................................................ 15
Table 3: Perceived Ease Of Use .......................................................................................................................... 15
Table 4: Attitude ................................................................................................................................................. 16
Table 5: Behavioral Intentions............................................................................................................................ 17
Table 6: Sample data .......................................................................................................................................... 18
Table 7: Employee's opinion of perceived usefulness ....................................................................................... 19
Table 8: Employee's opinion of perceived ease of use ...................................................................................... 20
Table 9: Employee's opinion of attitude ............................................................................................................ 20
Table 10: Employee's opinion of behavior intention ......................................................................................... 21
Table 11: Cronbach's alpha of Perceived Usefulness in the first time ............................................................... 21
Table 12: Cronbach's alpha of Perceived Usefulness in the second time .......................................................... 22
Table 13: Cronbach's alpha of Perceived Usefulness in the last time................................................................ 22
Table 14: Cronbach's alpha of Perceived Ease Of Use ....................................................................................... 23
Table 15: Cronbach's alpha of Attitude in the first time .................................................................................... 23
Table 16: Cronbach's alpha of Attitude in the last time ..................................................................................... 24
Table 17: Cronbach's alpha of Behavior Intention in the first time ................................................................... 25
Table 18: Cronbach's alpha of Behavior Intention in the last time .................................................................... 25
Table 19: KMO and Bartlett's Test of Independence factor ............................................................................... 26
Table 20: Total Variance Explained of Independence factor ............................................................................. 26
Table 21: Rotated Component Matrix of Independence factor ......................................................................... 27
Table 22: KMO and Bartlett's Test of Dependence factor ................................................................................. 27
Table 23: Total Variance Explained of Dependence factor ................................................................................ 28
Table 24: Component Matrix of Dependence factor ......................................................................................... 28
Table 25: Correlation .......................................................................................................................................... 29
Table 26: Model summary .................................................................................................................................. 30
Table 27: ANOVA Model ..................................................................................................................................... 30
Table 28: Coefficient........................................................................................................................................... 30

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1. INTRODUCTION
1.1 Background of the topic
FPT is a leader in consulting, offering, and implementing technology and telecommunications services and
solutions. It was a pioneer in the field of digital transformation. FPT supports clients' technology-driven
company development strategies and objectives in 27 nations and areas worldwide.
FPT assists its clients in overcoming obstacles and achieving peak performance in their journey toward digital
transformation thanks to its more than three decades of experience in the global implementation of
projects. FPT provides cutting-edge technological solutions and services to assist customers in operating pro-
actively and adaptably in all circumstances. These solutions are based on the most recent technologies of AI,
Big Data, Cloud, Automation, IoT, etc. (FPT, 2021)

Figure 1: Logo FPT


To be successful, they are focused on establishing the coziest and most enjoyable workplace in Vietnam,
where every FPT employee can offer their absolute best and be inspired, motivated, and creative in every
task job. FPT is currently considering the use of the VR (Virtual Reality) usage model in the working
environment as a potential step forward to achieve success in experience given Vietnam's technological
leadership position. VR is used to build virtual reality settings. The user is immersed in a three-dimensional
experience thanks to virtual reality. Users engage with 3D worlds instead of just seeing a screen in front of
them. (Bardi, 2022)

In work place, people can connect virtually and work together no matter how far apart they are. However,
unlike video conferencing, VR users experience the same space as one another, fostering more productive
teamwork. In real time, users can examine and alter data on a platform made possible by virtual reality.

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While some businesses decide to put up mixed-reality spaces for VR meetings and teamwork sessions,
others just choose to hand out VR headsets that can be utilized in-person or remotely. The technology is
simple to use and intuitive, making it possible for individuals all over the world to communicate and work
together. Currently, the efficient use of VR is crucial for aiding the growth of human resources, finances, and
a competitive advantage for enterprises, so I am concentrating on clearly and thoroughly exploring this
topic. (Thread, 2022)
The reason why I choose the topic
FPT Corporation is a business with the ability to advance technology, particularly when it comes to using it
for work. There are currently no research articles on this topic, which is valid and calls for data collection and
analysis to find various aspects affecting the use of VR at FPT. The elements influencing VR's influence on
FPT Corporation will be the subject of the specific investigation on this topic in this paper.
1.2 The objective of the topic
There will be three key research goals in the report:
• Systematize the business's justification for utilizing VR.
• Specify and examine the elements influencing the application of VR at FPT Joint Stock Company.
• Develop methods to build new technological platforms and improvement possibilities to help
businesses better understand the demands of people in the workplace. This will increase productivity
for the FPT group.
1.3 The research question of the topic
The report will be conducted to provide a solution to the following question based on the objectives of the
subject.
• What is the theoretical basis to study the factors affecting the use of VR in a corporation ?
• What are the key factors affecting FPT Corporation's VR ?
• What recommendations are relevant to improve using VR at FPT’s workplace ?
1.4 Scope of the topic
The scope of this study is constrained to concentrating on the fundamental components of the organization,
despite the fact that there are numerous elements that go into integrating VR in an enterprise such as
perceived usefulness, perceived ease of use, attitude to VR and behavioral intention to use VR. A month
was spent gathering the opinions of 153 employees at FPT Danang who had utilized or had knowledge about
VR for this study.
1.5 Significant of the study
This study will assist the firm in determining the elements that affect VR use in FPT Danang and will assist in
enhancing a crucial component of the working environment, primarily in terms of organizational efficiency.
All of these are significant objectives, as are comprehending the requirements for utilizing technology at
work and assisting employees in resolving issues with the organization to produce the best outcomes
possible. Additionally, the analysis makes use of a quantitative method to analyze the variables impacting
the use of virtual reality headsets in the business through employee questionnaires.
• Theoretical: The researcher will create a research model, add to the theoretical underpinnings from
which future studies may be drawn, and deliver fresh research to remedy the weaknesses of past
studies.

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• Practical: This study will compile the issues that need to be addressed, show how to fix them, and
offer suggestions on how to increase the influencing VR of the workers.

2. Litterature Review
2.1 Relationship between independent and dependent variables

Virtual Reality
Virtual reality workplace training is an immersive learning experience that immerses users into a virtual
environment for training purposes using 360-degree content. To allow the Trainee to interact with the
virtual environment, VR headsets, headphones, and controllers are used. Through the use of virtual reality,
users can experience professional scenarios that would otherwise be prohibitively expensive, risky, or
impossible to duplicate. Any type of working scenario can be experienced by employees or learners by just
donning a VR headset. Many industries throughout the world use it as a safe, effective, and highly affordable
training solution for enterprises. VR workplace training is currently being used in the healthcare,
construction, retail, logistics, aerospace, and transportation industries. (Immersion, 2022)

Factors affecting using VR

Consumer technology adoption rates have increased at never-before-seen rates in the past century. Thanks
to improved connectivity, rapid communication, and established infrastructure systems, new concepts and
goods are disseminated more quickly than ever before in the modern world. The adoption of augmented
and virtual reality (AR/VR) seems to have been a topic of discussion for a very long time. Consumers don't
yet seem persuaded to employ the technology beyond entertainment, despite recent technological
developments in the field that have shown new commercial use-cases. With the intention of guiding this
market toward widespread adoption, many firms have entered it. While others have failed, some have had
limited success. Why is it the case? Why are AR and VR being held back? Virtual and augmented reality might
be the wave of the future, but nobody appears to be considering the whole experience that surrounds them.
Experience includes not only the actual equipment but also the sensation people have when donning them.
In my opinion, the human component poses the greatest barrier to entrance, leaving technology
development concerns aside. It's challenging to combine cutting-edge technology with a positive user
experience, new habits, and world-class components. (Jabil, 2022)
It's important to develop regulations that are suitable for the adoption of technology, particularly VR, in the
workplace as long as age and/or gender inequalities among workers continue. As the Covid-19 pandemic has
affected the economy, this is crucial for businesses in particular (Nguyen, 2020).
This article's goal is to assess employee preferences by looking at 4 elements such as perceived usefulness,
perceived ease of use, attitude to VR and behavioral intention to use VR influencing how FPT Corporation's
virtual reality applications are used.
Perceived Usefulness (PU)
In the Technology Acceptance Model, perceived usefulness (PU) is one of the independent constructs (TAM).
It is "the extent to which a person believes that utilizing a specific method would increase his or her job
performance." (Davis, 1989) (Ho, Yu, & Lai, 2016). The second important factor in the technology acceptance

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model. Both attitudes toward using systems and behavioral intentions to use the system are directly
influenced by PU. Perceived ease of use has an impact on PU. (Bradley, 2009) According to Davis, PU can be
defined as "the extent to which one assumes that employing a particular technology would increase his or
her job performance." The extent to which people in the workplace believe that using VR will enhance their
daily operations was the definition of PU in our study. (Abdul, Malwade, Nursetyo, Sood, & Bhatia, 2019)

Perceived Ease Of Use (PE)


"The extent to which a person believes that using a certain system would be devoid of effort" is the
definition of perceived ease of use. (Davis, 1989). How simple it is to use a technological system's display and
access it is related to perceived ease. According to Davis' (1986) Technology Acceptance Paradigm (TAM)
model, one of the most important variables in a user's acceptance of a system is perceived ease-of-use.
According to Davis (1986), ease of use refers to how much a user believes they won't have to exert any
effort when utilizing a particular technology (Teo et al., 2011). In other words, people are more likely to use
a system if they perceive it to be user-friendly. The fundamental presumption of the TAM is that an
individual's acceptance of technology, which is in turn influenced by two cognitive elements, namely
perceived usefulness (PU) and perceived ease-of-use (PEOU), mediates their usage of it (Jones & Kauppi,
2018). TAM was used to try to find the fundamental factors that earlier studies had suggested. It details how
perceived utility, perceived ease of use, attitude toward computer use, and intention to use technology are
related to one another (Afrizal , Alden, Hafiez , & Eko , 2020)

Attitude (ATT)
According to Allport (1935), an attitude is a mental or neural state of readiness that has been developed
through experience and that directs or influences how a person reacts to all things and circumstances that
are relevant to it. An individual's thought or propensity to respond in a certain way as a result of both their
experience and temperament is a simpler definition of attitude. Usually, when we talk about a person's
views, we're trying to justify their actions. A complex amalgam of what we typically refer to as personality,
beliefs, values, behaviors, and motives make up attitudes. The way we see circumstances and how we
respond toward situations and objects are both defined by our attitudes. Attitudes comprise ideas, feelings,
and behaviors, as shown by the tricomponent model. The simplest definition of an attitude is a persistent
assessment of a person or thing, but it can also refer to other emotional responses to things and people. The
internal beliefs and thoughts we have about other people and things are also provided to us by our
attitudes. When we encounter someone or anything, our behavior is influenced by our attitudes. (Pickens,
2005)
In this research, ATT is the user’s evaluation of the desirability of employing a specific VR technology
(Fishbein & Ajzen, 1975; Ajzen, 1991).

Behavioral Intention to use (BI)


Behavioral intention is a term used to describe the motivational variables that affect a certain conduct. The
stronger the intention to carry out the behavior, the more probable it is that the behavior will be carried out.
Subjective norms - This is the idea that the majority of people either agree or disapprove of the action.
(LaMorte, 2019)
According to Fishbein and Ajzen (1975), behavior intentions are the likelihood or a gauge of how strongly
one intends to carry out a particular behavior. The fundamental indicator of a technology system's success is

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a strong BI to use it (Yi, Jackson, Park, & Probst, 2006; DeLone & McLean, 1992; Fishbein & Ajzen, 1975). A
strong BI to use it will indicate the individual's acceptance and use of the technology. (Phua, Wong, & Abu,
2012)

2.2 Research model and hypotheses


Research model

Figure 2: Research model (Budi & Dahesihsari, 2011)

The paper offers a model of four key components that are based on the literature review: The factors that
directly influence the adoption of VR in an organization are perceived usefulness, perceived simplicity of use,
attitude toward VR, and behavioral intention to use VR.

Research Hypothesis
The report presents five key assumptions based on the variables found to directly affect using VR in
company
Hypothesis 1: Perceived usefulness impacted to behavioral intention of using VR at workplace
Hypothesis 2: Perceived ease of use impacted to behavioral intention of using VR at workplace
Hypothesis 3: Attitude impacted to behavioral intention of using VR at workplace

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3. Methodology
The following methodologies are used in the research scope to explore how various factors affect the use of
VR at FPT Corporation:
3.1 Research method
Quantitative method: Quantitative methods place an emphasis on precise measurements and the statistical,
mathematical, or numerical analysis of data gathered through surveys, questionnaires, and polls, as well as
the manipulation of statistical data that has already been obtained using computing methods. Quantitative
research focuses on collecting numerical data and using it to understand a particular event or generalize it
across groups of individuals. (Bhandari, 2020).
Sampling method: Sampling is the process of choosing a portion of a statistical population from which to
draw information about the characteristics of the entire population. This is carried out in the survey
methodology, quality control, and statistical sectors. Statisticians put a lot of effort into making sure that the
samples they collect accurately reflect the populations they are studying (McCombes, 2019).
➢ Probability (random)
- Use Random sampling method

➢ Non-probability (non-random)
Secondary data: The phrase "secondary data" describes information that was obtained by a source other
than the primary user of the data. Common sources of secondary data for the social sciences include census
data, information gathered by government agencies, records kept by organizations, and information that
was originally obtained for different research objectives. Secondary data is a word used to describe
information that has already been obtained by another entity. polls, observations, tests, questionnaires, in-
person interviews, etc. Inherent models, hypotheses, and questions can all be developed from this text, in
addition to a literature study and potential models. Governmental publications, websites, books, journal
papers, and internal documents serve as the sources for this article (Wagh, 2022).
In this research, we use sources from websites, books, journal papers and internal documents.
Primary data: The data that were gathered from first-hand sources by the researcher themselves are known
as primary data. Data that have already been obtained by another party at a previous time are known as
secondary data, and they provide insight into how participants saw the problem under study (Wagh, 2022).
books, scholarly journal articles, government publications and websites, internal documents, and surveys
https://docs.google.com/forms/d/e/1FAIpQLSdjbOHS4aKsjBVywLyKHy4BUDUKp4uRB-HpdwP8-
wQU2IZCeA/viewform
Data analysis method: In this study, 153 employees who were involved in offering information about using
VR in FPT's workplace were participants. The researchers performed administered online surveys, and
delivered publications to diverse groups in order to get their data.

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In the research scope, some methods are used as follows:
- Mean
- Reliability Cronbach’s Alpha Scale
+ Cronbach’s alpha is a measure of internal consistency, that is, how closely related a set of items (questions)
are as a group for a factor need to measure
+ These items (questions) will likely have been developed based upon theoretical knowledge of the topic.
The model has as many factors as possible, at least as many times as possible.
+ A good factor scale:
• Cronbach’s alpha at least 0.6 (new research at least 0.5)
• Corrected Item (question) Total Correlation at least 0.3
• Cronbach’s Alpha if Item Deleted < Cronbach’s alpha of the main factor
- Exploratory Factors Analysis
+ Factor analysis can be used to find meaningful patterns within a large amount of data
+ It’s possible that we will find that a certain group of items (questions) seem to cluster together. The group
of items (questions) seems together to measure a factor to need to explore
+ A good result factor analysis
• Kaiser-Meyer-Olkin Measure of Sampling Adequacy (KMO) in [0.5-1]
• Value Sig of Bartlett’s Test ≤ α (1%, 5%, 10%)
• Value Initial Eigenvalues of every factor at least 1
• Rotation Sums of Squared Loadings factors at least 50%
• Max Value Loading of an Item (questions) in a factor of at least 0.5
Model testing
+ Null hypotheses H: R2=0 "Model does not exist". “The factors DOES NOT impact to Behavior Intention”
+ Null hypotheses H: R2#0 "Model does exist". “The factors impact to Behavior Intention”

• Descriptive statistics
The purpose of a descriptive statistic in this research is to summarize the data above. Descriptive
stats only make statements about the set of data from which they were calculated; they never go
beyond the data you have.
• Cronbach's Alpha
In this study, the tests and scales that have been created or adopted for research projects are
statistically shown to be appropriate by using Cronbach's alpha.
• Exploratory Factors Analysis (EFA)
In this study, exploratory factor analysis (EFA) was performed to investigate a measure's factor
structure and assess its internal reliability. When there is no speculation on the make-up of the
measure's underlying factor structure, EFA is advised.
• Correlation
Correlational analysis was used in this study to assess and describe the strength of the link between
variables. A correlation lists three qualities that characterize a relationship. the relationship's tenor—
whether it's positive or negative. The relationship's shape (linear or nonlinear)
• Regression

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The goal of the regression analysis in this study is to clarify how the independent variables PU
(Perceived Usefulness), PE (Perceived Ease Of Use), and ATT (Attitude) affect the dependent variable
BI (Behavior Intention)
Design survey

Section 1: Demographic
No Symbol Content References

1 AGE Age

2 GEN Gender
(Geng, Li , & Xue, 2022)

3 POS Position

4 MI Monthly Income

Table 1: Demographic

Section 2: Perceived Usefulness


No Symbol Content References

1 PU1 AR/VR applications are useful in organization

2 PU2 AR/VR applications enhance the quality of my result (Shen, Xu,


Sotiriadis, &
Wang, 2022)

3 PU3 AR/VR applications enable me to accomplish tasks more quickly

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4 PU4 Using AR/VR applications enhance my working effectiveness

(Abdul, Malwade,
5 PU5 VR improves engagement and motivates daily activities. Nursetyo, Sood, &
Bhatia, 2019)
Table 2: Perceived Usefulness

Section 3: Perceived Ease Of Use


No Symbol Content References

1 PE1 My interaction with AR/VR applications is clear and


understandable

(Shen, Xu, Sotiriadis, &


2 PE2 I find that the use of AR/VR applications is not Wang, 2022)
complicated/does not require a lot of mental effort

3 PE3 Learning to use/operate AR/VR applications would be easy


to me

4 PE4 It is easy for me to become skillful at using VR (Abdul, Malwade,


Nursetyo, Sood, &
Bhatia, 2019)

5 PE5 Overall, I find it easy to use VR

Table 3: Perceived Ease Of Use

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Section 5: Attitude
No Symbol Content References

1 ATT1 I like the idea of using AR/VR applications in my working


environment

2 ATT2 AR/VR applications make my day in company more


interesting
(Shen, Xu, Sotiriadis, &
Wang, 2022)

3 ATT3 I like using with AR/VR applications

4 ATT4 My general opinion regarding AR/VR applications is


positive

(Yang, Joon, & Yang,


5 ATT5 I’m worried about using Virtual Reality 2019)

Table 4: Attitude

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Section 6: Behavioral Intentions
No Symbol Content References

1 BI1 I intend to use AR/VR applications for my job in the future

2 BI2 I predict I would use AR/VR applications for my working (Shen, Xu, Sotiriadis, &
experiences Wang, 2022)

3
BI3 I plan to use AR/VR applications frequently

4 BI4 In the future, I intend to use the device for mental


relaxation (Abdul, Malwade,
Nursetyo, Sood, &
Bhatia, 2019)

5 BI5 In the future, VR will help keep my mind sharp and alert

Table 5: Behavioral Intentions


Collecting Data

The study report uses secondary data and primary data to create frameworks, factors affecting the adoption
of VR in the workplace, and survey questionnaires. With 25 major questions and 4 questions about
personality information, our surveys are based on primary data.
Visit the following page if you'd want additional information about the survey:
https://docs.google.com/forms/d/e/1FAIpQLSdjbOHS4aKsjBVywLyKHy4BUDUKp4uRB-HpdwP8-
wQU2IZCeA/viewform

17
4. Analysis Result
4.1 Sample data research
Variable Frequency Percentage (%) Cumulative
percent
Gender Male 86 56.2% 56.2%
Female 67 43.8% 100%
Age 20-30 78 51% 51%
30-40 54 35.3% 86.3%
Over 40 21 13.7% 100%
Position Administrative 31 20.3% 20.3%
Council
Directorate 34 22.2% 42.5%
Officer 88 57.5% 100%
Monthly Under 1000$ 99 64.7% 64.7%
Income Over 1000 $ 54 35.3% 100%
Total 153 100%
Table 6: Sample data
Based on the data from Table 6, we can see that the study size includes of 153 employees. In which, the
structure is divided into 4 parts by Gender, Age, Position and Monthly Income. First, the male gender
structure is 86 people (accounting for 56.2%) and the female gender structure is 67 people (accounting for
43.8%). This demonstrates that there aren't much differences in the number of FPT Da Nang employees who
participated in the survey based on their gender. demonstrates how workers, regardless of gender, are
constantly interested in new VR experiences as exciting things in the workplace. The usage of VR in the
workplace is an appropriate application for both men and women. The fact that there were more men than
women demonstrate that, due to issues with technology and understanding, virtual reality will appeal to
men more than women. Next is the Age structure, from 20 to 30 are 78 people (accounting for 51%), from
30 to 40 are 54 people (accounting for 35.3%), and more than 40 are 21 people (accounting for 13.7%). The
younger demographic will be the primary focus of FPT employees' use of VR (20-30). Younger workers will be
more interested in and adept at using VR than people of other ages because of their dynamism and rapid
technology absorption. Ages 30 to over 40 will find it harder to participate in VR, employing technology that
takes a lot of time to understand, so their experience will be significantly less. Older workers will therefore
be content with typical routine work using traditional devices like computers and phones rather than
implementing VR into the workplace. Next, each employee at FPT Da Nang has a clear view of their position
within the firm and their VR experience. There were 88 participants (equal to 57.5), including 31 members of
the group's board of directors and 34 department heads (22.2%). According to the research, office workers
are more likely to engage in surveys and are more numerous when they desire to have more exciting
experiences while simultaneously raising the standard of work at their places of employment. work harder
than the others. Based on the structure of Monthly Income, under 1000$ are 99 people (accounting for
64.7%), and over 1000$ are 54 individuals which are 35.3%. It is challenging for employees earning less than
$1000 per year to acquire and utilize VR outside of work, thus it is preferable to use it and spend the most of
your time enjoying it there. The number of high-income individuals signing up to engage in the VR

18
experience at FPT Danang will be lower because they can own and use VR on their own, as opposed to using
it in the workplace.
4.2 Descriptive Statistical Analysis
The focus of this study will be on the factors affecting the use of VR headsets in FPT Da Nang Corporation.
Therefore, descriptive statistics research will be performed to investigate employees' expectations regarding
VR usage\maintenance and the variables affecting it at the firm. The research also employs a ratio scale with
a scale of 5, where a score of less than 3 indicates dissatisfaction and a score of more than 3 suggests
contentment.

Statistics

Symbol Content Mean Mode


PU1 AR/VR applications are useful in organization 3.54 5
PU2 AR/VR applications enhance the quality of my result 3.46 4
PU3 AR/VR applications enable me to accomplish tasks more quickly 3.42 4
PU4 Using AR/VR applications enhance my working effectiveness 3.52 4
PU5 VR improves engagement and motivates daily activities. 3.66 4
Total 3.52 4.2
Table 7: Employee's opinion of perceived usefulness
Through the data from Table 7, we see that the employee's perception of perceived usefulness at the
company
is 3,52 and frequency mode is 4.2, showing that employees are satisfied with the perceived usefulness
of using VR in FPT Danang. Which, the element "VR improves engagement and motivates daily activities" is
clearly understood in the organization with the highest agreement level of 3.66, and the factor
"AR/VR applications enable me to accomplish tasks more quickly" received the lowest perceptions from
employees with a perceived level of 3.42. This makes sense given that VR consistently provides engaging
experiences, both at work and outside of it. While VR has great effects at work as well, using it will
encourage extracurricular activities that are more fun and energetic rather than finishing jobs that are
allocated to you by your bosses.

Statistics

Symbol Content Mean Mode


PE1 My interaction with AR/VR applications is clear and 3.14 2
understandable
PE2 I find that the use of AR/VR applications is not 2.95 2
complicated/does not require a lot of mental effort
PE3 Learning to use/operate AR/VR applications would be easy to 2.69 3
me
PE4 It is easy for me to become skillful at using VR 2.82 2

19
PE5 Overall, I find it easy to use VR 2.67 2
Total 2.854 2.2
Table 8: Employee's opinion of perceived ease of use
Based on Table 8, we find that the factors that represent “Perceived Ease Of Use” factors at the company are
2,854, and frequency mode is 2.2, indicating that workers find it difficult to access and use VR. Among them,
the item "My interaction with AR/VR applications is clear and understand" is the most satisfied employee
with the perception level of 3.14 and the factor "Overall, I find it easy to use VR" receives the level of
"Overall, I find it easy to use VR" Lowest impression from staff with
perception level 2.67. The perception of workers may show that it is not easy to feel using VR, as technology
is developing now, VR is still difficult to access and use competently. Initial interactions with VR will be
somewhat fun with the instructions, but in overall it is extremely difficult to use it.

Statistics

Symbol Content Mean Mode


ATT1 I like the idea of using AR/VR applications in my working 3.38 3
environment
ATT2 AR/VR applications make my day in company more interesting 3.48 3
ATT3 I like using with AR/VR applications 3.48 4
ATT4 My general opinion regarding AR/VR applications is positive 3.37 3
ATT5 I’m worried about using Virtual Reality 3.53 3
Total 3.448 3.2
Table 9: Employee's opinion of attitude
Based on Table 9, we find that the opinion about "Attitude" of using VR is 3.448 and the frequency mode is
3.2, which shows that the employees are really satisfied with this. Which, the element "I’m worried about
using Virtual Reality" is clearly understood in the organization with the highest agreement level of 3.53, and
the factor "My general opinion regarding AR/VR applications is positive" received the lowest perceptions
from employees with a perceived level of 3.37. This proves that, although the application has many good
benefits in the work environment, many people are still not ready to experience VR and are worried that it
will affect their daily work. On the contrary, a small number of people still generally have a good attitude
about the VR experience in the company and the things it brings.

Statistics

Symbol Content Mean Mode


BI1 I intend to use AR/VR applications for my job in the future 3.87 5

BI2 I predict I would use AR/VR applications for my working 3.54 4


experiences
BI3 I plan to use AR/VR applications frequently 3.48 4
BI4 In the future, I intend to use the device for mental relaxation 3.55 4
BI5 In the future, VR will help keep my mind sharp and alert 3.56 4

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Total 3.6 4.2
Table 10: Employee's opinion of behavior intention
Based on Table 10, we discover that the view of "Behavior Intention" of using VR is 3.6 and the frequency
mode is 4.2, demonstrating that the staff is genuinely pleased with this. Which, the element "I intend to use
AR/VR applications for my job in the future" is clearly understood in the organization with the highest
agreement level of 3.87, and the factor "I plan to use AR/VR applications frequently" received the lowest
perceptions from employees with a perceived level of 3.48. The majority of FPT Danang employees will
choose to utilize VR in the future due to its advantages and experiences, which is a strong indication of
consumer intentions for VR. Additionally, some of the group's employees still only plan to use virtual reality
technology, suggesting that they are not yet ready to use new applications at work, despite having positive
opinions about the devices about the business.

4.3 Reliability Cronbach’s Alpha Scale


Perceived Usefulness Factor

Item-Total Statistics
Corrected Item- Cronbach's Alpha
Total Correlation if Item Deleted
AR/VR applications are useful in organization .674 .778
AR/VR applications enhance the quality of my result .754 .751
AR/VR applications enable me to accomplish tasks more .708 .766
quickly
Using AR/VR applications enhance my working .620 .788
effectiveness
VR improves engagement and motivates daily activities. .396 .847
Cronbach’s Alpha .823
Table 11: Cronbach's alpha of Perceived Usefulness in the first time
For table 11, we will examine 5 component questions specifically: "AR/VR applications are useful in
organization", "AR/VR applications enhance the quality of my result", "AR/VR applications enable me to
accomplish tasks more quickly", "Using AR/VR applications enhance my working effectiveness", "VR
improves engagement and motivates daily activities." are qualified to measure the "perceived usefulness"
factor. Based on table 11, we can see Cronbach's alpha index is 0.823 greater than 0.6, it means that the
consistency of internal variables is high
Next, the first 4 items (question) have total correlation greater than 0.3, and all Cronbach's alpha if item
deleted less than Cronbach's alpha of the "Perceived Usefulness" factor (< 0.823). However, there is a special
case that shows that observed item 5 has Cronbach's Alpha coefficient if Item Deleted equal 0.847 greater
than the group's Cronbach's Alpha coefficient of 0.823. Therefore, if we remove component 5, Cronbach's
Alpha coefficients can also continue to rise. In conclusion, the first 4 items (question) in table 11 had a
significant influence on using VR in the workplace and qualified to measure the factor “Perceived
Usefulness”.

21
Item-Total Statistics
Corrected Item- Cronbach's Alpha
Total Correlation if Item Deleted
AR/VR applications are useful in organization .728 .803
AR/VR applications enhance the quality of my result .794 .764
AR/VR applications enable me to accomplish tasks more .740 .788
quickly
Using AR/VR applications enhance my working .541 .862
effectiveness
Cronbach’s Alpha .847
Table 12: Cronbach's alpha of Perceived Usefulness in the second time
In Table 12, we continue to examine 4 component questions namely is: "AR/VR applications are useful in
organization", "AR/VR applications enhance the quality of my result", "AR/VR applications enable me to
accomplish tasks more quickly", are qualified to measure the "perceived usefulness" factor. Based on table
14, we can see Cronbach's alpha index is .847 greater than 0.6, it means that the consistency of internal
variables is high.
Next, the first 4 items (question) have total correlation greater than 0.3, and all Cronbach's alpha if item
deleted less than Cronbach's alpha of the "Perceived Usefulness" factor (< 0.847). However, there is a special
case that shows that observed item 4 has Cronbach's Alpha coefficient if Item Deleted equal 0.862 greater
than the group's Cronbach's Alpha coefficient of 0.847. Therefore, if we remove component 4, Cronbach's
Alpha coefficients can also continue to rise. In conclusion, the first 3 items (question) in table 12 had a
significant influence on using VR in the workplace and qualified to measure the factor “Perceived
Usefulness”.

Item-Total Statistics
Corrected Item- Cronbach's Alpha
Total Correlation if Item Deleted
AR/VR applications are useful in organization .772 .812
AR/VR applications enhance the quality of my result .812 .753
AR/VR applications enable me to accomplish tasks more .698 .849
quickly
Cronbach’s Alpha .862
Table 13: Cronbach's alpha of Perceived Usefulness in the last time
In Table 13, we continue to examine 3 component questions namely is: "AR/VR applications are useful in
organization", "AR/VR applications enhance the quality of my result", "AR/VR applications enable me to
accomplish tasks more quickly" are qualified to measure the “Perceived Usefulness" factor. Based on table
13, we can see Cronbach’s alpha is 0.862 greater than 0.6, it means that the consistency of internal variables
is high. In addition, all 3 items (question) have total correlation greater than 0.3 and their Cronbach's alpha if
item deleted less than Cronbach's alpha of the "Perceived Usefulness" factor (< 0.862). Therefore, 3
remaining items (question) had a significant influence on using VR in the workplace and they are qualified to
measure the factor “Perceived Usefulness”.

22
Perceived Ease Of Use Factor

Item-Total Statistics
Corrected Item- Cronbach's Alpha
Total Correlation if Item Deleted
My interaction with AR/VR applications is clear and .607 .828
understandable
I find that the use of AR/VR applications is not .741 .789
complicated/does not require a lot of mental effort
Learning to use/operate AR/VR applications would be .677 .807
easy to me
It is easy for me to become skillful at using VR .678 .807
Overall, I find it easy to use VR .572 .835
Cronbach’s Alpha .845
Table 14: Cronbach's alpha of Perceived Ease Of Use
In Table 14, we examine 5 component questions namely: "My interaction with AR/VR applications is clear
and understandable", "I find that the use of AR/VR applications is not complicated/does not require a lot of
mental effort", "Learning to use/operate AR/VR applications would be easy to me", "It is easy for me to
become skillful at using VR", "Overall, I find it easy to use VR" are qualified to measure the “Perceived Ease
Of Use" factor. Based on table 14, we can see Cronbach’s alpha is 0.845 greater than 0.6, which means that
the consistency of internal variables is high. In addition, all corrected item (question) total correlation
greater than 0.3, and all Cronbach’s alpha if item deleted less than Cronbach’s alpha of the "Perceived Ease
Of Use" factor (< 0.845). Therefore, 5 items (question) that have a significant influence on using VR in the
workplace and qualified to measure the factor “Perceived Ease Of Use”.

Attitude

Item-Total Statistics
Corrected Item- Cronbach's Alpha
Total Correlation if Item Deleted
I like the idea of using AR/VR applications in my working .499 .738
environment
AR/VR applications make my day in company more .681 .673
interesting
I like using with AR/VR applications .586 .707
My general opinion regarding AR/VR applications is .600 .700
positive
I’m worried about using Virtual Reality .339 .788
Cronbach’s Alpha .766
Table 15: Cronbach's alpha of Attitude in the first time

23
For table 15, we will examine 5 component questions specifically: "I like the idea of using AR/VR applications
in my working environment", "AR/VR applications make my day in company more interesting",
"I like using with AR/VR applications", "My general opinion regarding AR/VR applications is positive",
"I’m worried about using Virtual Reality" are qualified to measure the "Attitude" factor. Based on table 15,
we can see Cronbach's alpha index is 0.766 greater than 0.6, it means that the consistency of internal
variables is high.
Next, the first 4 items (question) have total correlation greater than 0.3, and all Cronbach's alpha if item
deleted less than Cronbach's alpha of the "Attitude" factor (< 0.766). However, there is a special
case that shows that observed item 5 has Cronbach's Alpha coefficient if Item Deleted equal 0.788 greater
than the group's Cronbach's Alpha coefficient of 0.766. Therefore, if we remove component 5, Cronbach's
Alpha coefficients can also continue to rise. In conclusion, the first 4 items (question) in table 15 had a
significant influence on using VR in the workplace and qualified to measure the factor “Attitude”.
Item-Total Statistics
Corrected Item- Cronbach's Alpha
Total Correlation if Item Deleted
I like the idea of using AR/VR applications in my working .587 .742
environment
AR/VR applications make my day in company more .680 .694
interesting
I like using with AR/VR applications .562 .752
My general opinion regarding AR/VR applications is .562 .752
positive
Cronbach’s Alpha .788
Table 16: Cronbach's alpha of Attitude in the last time
In Table 16, we continue to examine 4 component questions namely is: "I like the idea of using AR/VR
applications in my working environment", "AR/VR applications make my day in company more interesting",
"I like using with AR/VR applications", "My general opinion regarding AR/VR applications is positive" are
qualified to measure the "Attitude" factor. Based on table 18, we can see Cronbach’s alpha is 0.788 greater
than 0.6, it means that the consistency of internal variables is high. In addition, all 4 items (question) have
total correlation greater than 0.3 and their Cronbach's alpha if item deleted less than Cronbach's alpha of
the "Attitude" factor (< 0.788). Therefore, 4 remaining items (question) had a significant influence on using
VR in the workplace and they are qualified to measure the factor “Attitude”.

Behavior Intention

Item-Total Statistics
Corrected Item- Cronbach's Alpha
Total Correlation if Item Deleted
I intend to use AR/VR applications for my job in the future .462 .727
I predict I would use AR/VR applications for my working .606 .677
experiences
I plan to use AR/VR applications frequently .587 .683
In the future, I intend to use the device for mental .576 .686

24
relaxation
In the future, VR will help keep my mind sharp and alert .392 .759
Cronbach’s Alpha .751
Table 17: Cronbach's alpha of Behavior Intention in the first time
For table 17, we will examine 5 component questions specifically: "I intend to use AR/VR applications for my
job in the future ", " I predict I would use AR/VR applications for my working experiences", "I plan to use
AR/VR applications frequently ", "In the future, I intend to use the device for mental relaxation", "In the
future, VR will help keep my mind sharp and alert" are qualified to measure the "Behavior Intention" factor.
Based on table 17, we can see Cronbach's alpha index is 0.751 greater than 0.6, it means that the
consistency of internal variables is high.
Next, the first 4 items (question) have total correlation greater than 0.3, and all Cronbach's alpha if item
deleted less than Cronbach's alpha of the "Behavior Intention" factor (< 0.751). However, there is a special
case that shows that observed item 5 has Cronbach's Alpha coefficient if Item Deleted equal 0.759 greater
than the group's Cronbach's Alpha coefficient of 0.751. Therefore, if we remove component 5, Cronbach's
Alpha coefficients can also continue to rise. In conclusion, the first 4 items (question) in table 17 had a
significant influence on using VR in the workplace and qualified to measure the factor “Behavior Intention”.

Item-Total Statistics
Corrected Item- Cronbach's Alpha
Total Correlation if Item Deleted
I intend to use AR/VR applications for my job in the future .508 .734
I predict I would use AR/VR applications for my working .658 .649
experiences
I plan to use AR/VR applications frequently .580 .690
In the future, I intend to use the device for mental .495 .734
relaxation
Cronbach’s Alpha .759
Table 18: Cronbach's alpha of Behavior Intention in the last time
In Table 18, we continue to examine 4 component questions namely is: "I intend to use AR/VR applications
for my job in the future ", " I predict I would use AR/VR applications for my working experiences", "I plan to
use AR/VR applications frequently ", "In the future, I intend to use the device for mental relaxation” are
qualified to measure the "Behavior Intention" factor. Based on table 18, we can see Cronbach’s alpha is
0.759 greater than 0.6, it means that the consistency of internal variables is high. In addition, all 4 items
(question) have total correlation greater than 0.3 and their Cronbach's alpha if item deleted less than
Cronbach's alpha of the "Behavior Intention" factor (< 0.759). Therefore, 4 remaining items (question) had a
significant influence on using VR in the workplace and they are qualified to measure the factor “Behavior
Intention”.

4.4 Exploratory Factor Analysis


Independence factor

25
KMO and Bartlett's Test
Kaiser-Meyer-Olkin Measure of Sampling Adequacy. .794
Bartlett's Test of Sphericity Approx. Chi-Square 774.459
df 66
Sig. .000
Table 19: KMO and Bartlett's Test of Independence factor
With the results from Table 19, we can see that the Kaiser-Meyer-Olkin Measure of Sampling Adequacy
(KMO) is 0.794 in [0.5-1]. Followed by Value sig of Bartlett's Test of Sphericity is 0.000 smaller than 5%, It
means the variables was adequate to proceed with EFA testing and the factorability of the correlation matrix
is assumed (F. Hair Jr, et al., 2014).

Total Variance Explained

Component Initial Eigenvalues Extraction Sums of Squared Rotation Sums of Squared


Loadings Loadings

Total % of Cumulative Total % of Cumulative Total % of Cumulative


Variance % Variance % Variance %
1 3.504 29.201 29.201 3.504 29.201 29.201 3.113 25.939 25.939
2 3.177 26.479 55.679 3.177 26.479 55.679 2.875 23.961 49.900
3 1.135 9.461 65.141 1.135 9.461 65.141 1.829 15.241 65.141

Extraction Method: Principal Component Analysis.

Table 20: Total Variance Explained of Independence factor

Based on the results in Table 20, all value initial eigenvalues of a factor are greater than 1, and the Extraction
sums of squared loadings factor are 65.141% greater than 50%. Therefore, we can conclude that more than
65% of the variation of factors is explained by the research model (F. Hair Jr, et al., 2014).

Rotated Component Matrixa


Component
1 2 3
I find that the use of AR/VR applications is not .837
complicated/does not require a lot of mental
effort
Learning to use/operate AR/VR applications .800
would be easy to me
It is easy for me to become skillful at using VR .794

26
Overall, I find it easy to use VR .746
My interaction with AR/VR applications is clear .735
and understandable
AR/VR applications enable me to accomplish .861
tasks more quickly
AR/VR applications enhance the quality of my .835
result
AR/VR applications are useful in organization .813
Using AR/VR applications enhance my working .738
effectiveness
I like using with AR/VR applications .757
I’m worried about using Virtual Reality .741
My general opinion regarding AR/VR .715
applications is positive
Extraction Method: Principal Component
Analysis.
Rotation Method: Varimax with Kaiser
Normalization.
a Rotation converged in 5 iterations.
Table 21: Rotated Component Matrix of Independence factor

Based on the results in Table 21, we can see that the Max Value Loading of all Item (question) in factors is
greater than 0.50 (F. Hair Jr, et al., 2014). Therefore, we have three components. The first factor includes
five questions: “I find that the use of AR/VR applications is not complicated/does not require a lot of mental
effort”, “Learning to use/operate AR/VR applications would be easy to me”, “It is easy for me to become
skillful at using VR”, “Overall, I find it easy to use VR”, “My interaction with AR/VR applications is clear and
understandable”. The second factor consists of four questions: " AR/VR applications enable me to
accomplish tasks more quickly”, “AR/VR applications enhance the quality of my result”, “AR/VR applications
are useful in organization”, “Using AR/VR applications enhance my working effectiveness”. And the last
factor includes three questions: " I like using with AR/VR applications ", “I’m worried about using Virtual
Reality” and " My general opinion regarding AR/VR applications is positive ". Therefore, we can conclude
that factors ensure convergent values and differentiate in EFA analysis (F. Hair Jr, et al., 2014).

Dependence factor

KMO and Bartlett's Test


Kaiser-Meyer-Olkin Measure of Sampling Adequacy. .762
Bartlett's Test of Sphericity Approx. Chi-Square 187.714
df 10
Sig. .000
Table 22: KMO and Bartlett's Test of Dependence factor
Based on Table 22, we can see Kaiser-Meyer-Olkin Measure of Sampling Adequacy (KMO) is 0.762 in [0.5-1].
And the value sig of Bartlett’s test is 0.000 smaller 5%

27
Total Variance Explained
Component Initial Eigenvalues Extraction Sums of Squared Rotation Sums of Squared
Loadings Loadings
Total % of Cumulative Total % of Cumulative Total % of Cumulative
Variance % Variance % Variance %
1 2.575 51.499 51.499 2.575 51.499 51.499 1.525 51.499 51.499
2 .937 18.743 70.242 .937 18.743 70.242 1.317 26.339 56.841
3 .580 11.604 81.846 .580 11.604 81.846 1.250 25.006 81.846
Extraction Method: Principal Component Analysis.
Table 23: Total Variance Explained of Dependence factor
Based on table 23, Value initial eigenvalues of a factor is 2.575 greater than 1, and Rotation sums of Squared
loadings factor is 51.499% higher than 50%.

Component Matrixa
Component
1
BI2 .793
BI3 .774
BI4 .748
BI1 .674
BI5 .578
Extraction Method: Principal Component Analysis.

A 1 components extracted.
Table 24: Component Matrix of Dependence factor

Based on the results in Table 24, we can see that the Max Value Loading of all items (question) in a factor is
greater than 0.5. So, the using VR factor has four questions is: “I predict I would use AR/VR applications for
my working experiences”, “I plan to use AR/VR applications frequently", “In the future, I intend to use the
device for mental relaxation”, “I intend to use AR/VR applications for my job in the future”, and “In the
future, VR will help keep my mind sharp and alert”. Therefore, we can conclude that factors ensure
convergent values and differentiate in EFA analysis (F. Hair Jr, et al., 2014).

28
Correlation

Correlations
PU PE ATT BI
Pearson 1 -.147 .540** .508**
PU Correlation
Sig. (2-tailed) .070 .000 .000
N 153 153 153 153
Pearson -.147 1 .160* -.106
PE Correlation
Sig. (2-tailed) .070 .048 .193
N 153 153 153 153
Pearson .540** .160* 1 .296**
ATT Correlation
Sig. (2-tailed) .000 .048 .000
N 153 153 153 153
Pearson .508** -.106 .296** 1
BI Correlation
Sig. (2-tailed) .000 .193 .000
N 153 153 153 153
** Correlation is significant at the 0.01 level (2-tailed).
* Correlation is significant at the 0.05 level (2-tailed).
Table 25: Correlation
The dependent variable BI and the independent variables PU and ATT have a Sig Pearson correlation that is
less than 0.05. Because of this, the independent variables BI and these independent variables have a linear
connection. The association between PU and BI is the largest, with an r-value of 0.508, while the correlation
between ATT and BI is the smallest, with an r-value of 0.296.
There is no linear link between BI and PE, as indicated by a Sig Pearson correlation of BI and PE larger than
0.05. If multiple linear regression analysis is used, the variable PE will be eliminated.
→ Hypothesis between PE and BI does not exist=> PE has no effect on BI
- PU and ATT is not correlate to PE (Sig > 0.05%).
- The Pearson correlation coefficient is quite high (Pearson Correlation > 0.4%) and indicates that PU and ATT
are associated (Sig 0.5%). As a result, multicollinearity is quite likely to happen. We'll keep using the
Regression technique to demonstrate and implement this claim.

Regression

Model Summary
Model R R Square Adjusted R Std. Error of the Durbin-Watson
Square Estimate
1 .510a .260 .245 .71100 2.045
a Predictors: (Constant), ATT, PE, PU

29
b Dependent Variable: BI
Table 26: Model summary
With an adjusted R2 value of 0.245, it can be seen that the regression's independent variable only accounts
for 24.5% of the change in the dependent variable, with the remaining 75.5% coming from random error and
other factors. In the range of 1 to 3, the Durbin-Watson coefficient is 2.045, indicating the absence of first
order series autocorrelation.

ANOVA
Model Sum of df Mean Square F Sig.
Squares
1 Regression 26.516 3 8.839 17.485 .000b
Residual 75.323 149 .506
Total 101.839 152

a Dependent Variable: BI
b Predictors: (Constant), ATT, PE, PU
Table 27: ANOVA Model
As a result, the multiple linear regression model is applicable and fits the data set because Sig F-test is equal
to 0.00 < 0.05

Coefficientsa
Model Unstandardized Standardized t Sig. Collinearity
Coefficients Coefficients Statistics
B Std. Beta Tolerance VIF
Error
1 (Constant) 2.066 .319 6.478 .000
PU .415 .076 .477 5.469 .000 .653 1.532
ATT .050 .095 .046 .525 .600 .650 1.538
a Dependent Variable: BI
Table 28: Coefficient
The independent variable PU's sig test t regression coefficient is less than 0.05, indicating that it significantly
contributes to the explanation of the dependent variable. Since the PE and ATT variables are more than 0.05,
they are rejected and left out of the model.
There is no multicollinearity because the VIF coefficients of the independent variables are all smaller than 2.
The variable PU's regression coefficient is higher than 0. As a result, the dependent variable is impacted by
the independent variables included in the regression analysis.
=> The factor that has the biggest effect on how FPT employees use VR in the workplace is perceived
usefulness.
BI=2.066+0.415PU+e => The impact of PU on BI is fairly significant, as seen by the calculation above. Every
time PU rises by 1, BI rises by 0.415.

30
Figure 3: Regression Standardized Residual

The residual distribution is roughly standard because the mean, which is close to zero at 3.90E-15, and the
standard deviation, which is close to one at 0.990, respectively. We can therefore draw the following
conclusion: The residuals' normal distribution assumption is upheld.

31
Figure 4: Observed Cum Prob
The assumption of the residuals' normal distribution is not broken because the percentiles in the distribution
are concentrated along a diagonal.

Figure 5: Regression Standardized Predicted Value

32
The premise of a linear relationship is not violated since the distributed normalized residuals are centered
around the zero line.

Discussion
The purpose of this study was to examine the variables influencing the acceptability of AR/VR apps. The
findings supported the higher perception of perceived usefulness. The study's results are examined and
evaluated against the following body of prior research. According to H1, there is strong evidence that
perceived usefulness and student attitudes are related (path coefficient >0 = 0.477). This result backs with
the assertions made by Singh and Lee (2009), Escobar-Rodriguez and Monge-Lozano (2012), Wojciechowski
and Cellary (2013), and Ali et al. (2016) that PU influences the user's behavioral intents and attitudes. This
research suggests that employees are more willing to adopt AR/VR technologies in the workplace if they
believe they will improve the quality and effectiveness of their work. In comparison to PU, BI is more reliant
on pleasure, according to research by Wojciechowski and Cellary (2013). It is anticipated that people will
have more positive attitudes about AR/VR apps if they are more fun or motivated by pleasure. This finding
supports other research that found people had a positive outlook when they think that AR/VR delivers
greater amusement and enjoyment than traditional application models (Wojciechowski & Cellary, 2013; Ali
et al., 2016). This result emphasizes the significance of enjoyment, playfulness, and fun as factors influencing
the use of AR/VR apps in the workplace. These apps must be amusing, entertaining, and fun—what that's
young people demand. As a result, to increase student adoption of AR/VR applications, developers should
take these elements into account. In conclusion, students' toward (intention to use) AR/VR applications for
the purpose of working in the workplace are directly influenced by perceived usefulness.
The results for H2 are not significant (path coefficient = - 0.043), despite the fact that ease of use favorably
influences students' perceptions. The attitudes of students don't appear to be impacted by this issue.
Although Singh and Lee (2009) found the same thing, other studies' findings differ from this one (Ali et al.,
2016). The familiarity of Gen Z (or Centennials) personnel may be one reason. The majority of these young
individuals are quite accustomed to digital technology and utilize them frequently. This factor is not thought
to affect attitudes toward or intentions to utilize AR/VR applications because they feel they have the
knowledge and skills to use them. The last hypothesis, H3, posits that students' opinions toward using the
workplace as an educational tool not positively influence their behavioral intention to utilize AR/VR. The
outcome isn’t noteworthy. According to the TAM theory, there is solid evidence supporting this claim that
employees' perceptions toward AR/VR don’t have a significant impact on their actual usage. Additionally,
this result is in line with research from Ali et al. and Escobar-Rodriguez and Monge-Lozano (2012). (Shen, Xu,
& Sotiriadis, 2021)

Recommendation
It is thought that the research has made two contributions. The creation of an expandable TAM framework
for the adoption and use of digital technology for commercial purposes is the first theoretical contribution.
The study backs up the TAM model's validity and broadens our understanding of how to integrate smart
technologies into FPT Corporation's workplace. By enhancing the applicability of TAM theory and facilitating
a better understanding of perceptions and behavioral intentions, it advances our understanding of students'
views of paradigm shift. then, for pupils to act in a way that will make use of this knowledge in the

33
workplace. The second practical aspect is to outline important concerns for commuters as well as designers
and developers of AR/VR technologies with relation to their successful deployment in the workplace. The
implementation of AR/VR technology must be completely compatible with a thoughtful strategy and
methodology. The creation of tools and activities that are suited for users' perceptions should be a top
priority for technology developers as well as designers and developers of AR/VR applications. Businesses and
other corporations must integrate AR/VR into their work strategies as well as embrace the necessary best
practices. The key is to employ the proper forms at the proper times, in the proper ways, and in the proper
contexts. This problem is strongly tied to the question of digital competence in the context of the workplace,
where businesses should invest more resources in increasing employee and employee digital competence.
Users and developers alike find value in and enjoyment from well-designed, interactive, and entertaining
AR/VR apps. If correctly developed and used, full utilization improves the effective and efficient delivery of
services to employees. These research studies should aim to pinpoint areas in need of improvement and
issues that need to be resolved. The method of research adopted has additional limitations. It is expected
that experimental research methodologies will help to ascertain the amount and nature of the influence of
digital technology, their application, and use at work, and will help to better understand the true impact of
digital tools/applications in the workplace. The extent to which cognitive-based studies can explain the
impact is thus constrained. Future research projects can solve this issue by adopting an experimental
strategy. Another intriguing direction is to consider how the suggested study paradigm might be improved
by include elements as censoring variables, such as user personality traits and technological efficacy.
Comparative investigation of the impact and efficacy of various digital technology platforms used for
commercial objectives, looking at both the individual impact and the aggregate effect, could be another
research direction. mixtures of many types. Finally, researchers can do comparative studies using a varied
sample, such as corporate personnel.

5. CONCLUSION
In the current world, novel strategies, concepts, and applications are crucial. As a result, the present trend
offers chances for businesses and organizations like FPT Danang to think about how to take advantage of
and utilize the potential of AR and VR. It is essential to offer pleasurable, productive, and entertaining work
environments. Additional research suggests that these apps can significantly impact the working
environment and increase productivity. This essay makes the case that the most important thing is to
thoroughly access, examine, and oversee the implementation of these digital applications. Corporations
require a thorough understanding of employee views to accomplish this strategic goal. By concentrating on
the elements influencing the acceptance and application of AR/VR technology in the working environment in
Da Nang, and using the extended TAM model as a theoretical foundation, this study investigates the
perception of employees at FPT Da Nang company. When FPT employees desire to use AR or VR applications
in the workplace, the utility is allegedly what makes a difference in their behavior.
The research offers several theories to examine the primary influences on the use of virtual reality (VR)
applications. The working environment at FPT Corporation is thus illustrated, along with the importance and
influence of relevant aspects affecting employee performance and motivation. The majority of the
information for the report will come from an online poll conducted using the Google Form survey panel.

34
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reality-adoption.html> [Accessed 7 August 2022].

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Harlow: British Library Cataloguing-in-Publication Data.

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APPENDIX
SURVEY ON FACTORS AFFECTING THE USE OF VR IN FPT DANANG
Welcome!
The goal of this study is to comprehend the variables that affect how virtual reality (VR) software is used at
work. It takes about 10 minutes to complete the 25 questions in this survey. 153 FPT Da Nang employees
who have previous VR experience will receive questionnaires that have been produced and disseminated. A
Google Form will be created and used to collect the survey responses online. The survey was started on
August 5, 2022, and it will be completed by August 9, 2022.
Participants check boxes 1 through 5 for each demographic question (corresponding to disagree to
completely agree with the statement given).
Please provide the best response you can.
Your information will be kept private and used just for research.
I appreciate your participation!

I. Content

1 5

Completely disagree Completely agree

No Criteria Opinion
The use of VR shows that awareness is very useful (PU)

1 AR/VR applications are useful in organization 1 2 3 4 5

2 AR/VR applications enhance the quality of my result 1 2 3 4 5

3 AR/VR applications enable me to accomplish tasks more 1 2 3 4 5


quickly

37
4 Using AR/VR applications enhance my working 1 2 3 4 5
effectiveness

5 VR improves engagement and motivates daily activities 1 2 3 4 5

Utilizing simple VR perception (PE)

1 My interaction with AR/VR applications is clear and 1 2 3 4 5


understandable

2 I find that the use of AR/VR applications is not 1 2 3 4 5


complicated/does not require a lot of mental effort

3 Learning to use/operate AR/VR applications would be easy 1 2 3 4 5


to me

4
It is easy for me to become skillful at using VR 1 2 3 4 5

5 Overall, I find it easy to use VR 1 2 3 4 5

Attitudes about the impact of VR (ATT)

1 I like the idea of using AR/VR applications in my working 1 2 3 4 5


environment

2 AR/VR applications make my day in company more 1 2 3 4 5


interesting

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3 I like using with AR/VR applications 1 2 3 4 5

4 My general opinion regarding AR/VR applications is 1 2 3 4 5


positive

5 My general opinion regarding AR/VR applications is 1 2 3 4 5


positive

VR's influence on behavioral intention (BI)

1 I intend to use AR/VR applications for my job in the future 1 2 3 4 5

2 I predict I would use AR/VR applications for my working 1 2 3 4 5


experiences

3 I plan to use AR/VR applications frequently 1 2 3 4 5

4 In the future, I intend to use the device for mental 1 2 3 4 5


relaxation

5 In the future, VR will help keep my mind sharp and alert 1 2 3 4 5

PART II: RESPONDENT’S INFORMATION

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Please answer the following questions related to your personal information:

Question 1: Name……………………………………………………………………….

Question 2: Gender: 1. Male: 2. Female:

Question 3: Age: 1. 20-30: 2. 30-40: 3. Over 40:

Question 4: Position: 1. Administrative Council 2. Directorate: 3. Officer:

Question 5: Monthly income: 1. Under 1000$: 2. Over 1000$:

Thank you for taking the time to complete this survey!


Da Nang, date …….. month ……..year ……..

Respondent’s signature Interviewer’s signature

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