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Association of Big Five Personality Traits and Emotional

Intelligence with Augmented Reality


1. Introduction and gap area
Augmented Reality (AR) is defined as a “medium in which digital information is overlaid on the
physical world that is in both spatial and temporal registration with the physical world and that is
interactive in time” (Craig, 2013). Augmented Reality is a technology that creates an
environment which superimposes a computer generated image over a user’s view of real world
thus providing a composite view. It is actually a complement of virtual reality whereas, in virtual
reality the whole environment is computer generated. The benefits of this technology flow across
various fields such as marketing, military, education, entertainment and many other sectors.
Likewise, AR has been studied and applied in various contexts, such as tourism (Jung, Chung
and Leue, 2015), museums (tom Dieck and Jung, 2018), retailing (Spreer and Kallweit, 2014;
Rese et al., 2017) and others (Javornik, 2016a, 2016b; Stockinger, 2016).

Personality is described as the individual’s responses to particular situations (Ercis and Deniz,
2008). Personality is that pattern of characteristic thoughts, feelings, and behaviors that
distinguishes one person from another and that persists over time and situations (Phares, 1997).
Personality is a consistent, stable and conventional relationship of individual with his internal
and external environments and is interrelated with all of the personal characteristics (Erkuş and
Tabak, 2009). Personality as an exogenous variable is hypothesized to lead to beliefs related to
the behavior (Devaraj, Easley and Crant, 2008). There is some evidence on how personal
differences may influence the technology acceptance of individuals (Shih and Fan, 2013).
(Glassberg, 2000) documented that optimum stimulation level, as a personal characteristics,
significantly positively influenced both perceived usefulness and perceived ease of use.

One of the mostly influential and generally accepted personality theories is the Big-Five
personality theory which includes five basic traits: Agreeableness (A), Conscientiousness (C),
Extraversion (E), Neuroticism (N), and Openness (O), to form human personality. From the
point of view of behavior, agreeableness reflects the individual behavioral characteristics, such
as conducting help, cooperation and sympathy for others. Conscientiousness includes elements
of self-discipline, organization and thoroughness of planning, as well as the need for
achievement. Extraversion is directly related to social skills, talkative ability and personal charm.
Neuroticism reflects the degree of emotional stability, and has a close link to mental health
(depression and anxiety). Openness reflects the richness of the individual imagination, aesthetic
feelings, degree of dedication, and curiosity about new things (Bai, Hao, Li, Yuan, Gao, Zhu,
2013).
Emotional Intelligence, according to Daniel Goleman, “is the ability to sense, understand, value
and effectively apply the power of emotions as a source of human energy, information, trust,
creativity and influence”. Emotional intelligence refers to the ability to perceive, control, and
evaluate emotions. Emotional Intelligence (EI) must somehow combine two of the three states of
mind cognition and affect, or intelligence and emotion (Kannaiah, Shanthi, 2015). Emotional
Intelligence is a set of qualities and competencies that captures a broad collection of individual
skills and dispositions, usually referred to as soft skills or inter and intra-personal skills, that are
outside the traditional areas of specific knowledge, general intelligence, and technical or
professional skills. Emotions are an intrinsic part of our biological makeup, and every morning
they march into the office with us and influence our behavior (Gupta, 2014).

Augmented reality and marketing

AR is not closed off from reality, but melds the real and virtual worlds together (Javornik,
2016a; Scholz and Smith, 2016). So far, research in the marketing field focused on the
acceptance of the AR technology (Huang & Liao, 2015; Kang, 2014; Olsson & Salo, 2011; Rese,
Schreiber, & Baier, 2014), the perception of AR ads (Sung & Cho, 2012; Yaoyuneyong et al.,
2016), guidance for the design of the AR experience (Javornik et al., 2017; Scholz & Smith,
2016), the anticipated consumer responses to media characteristics of AR (Javornik, 2016), post-
use evaluations of individuals (Kim & Forsythe, 2008), and the influence on purchase intention
for apparel shopping (Schwartz, 2011). Augmented reality is quickly becoming one of the hottest
trends in the marketing and advertising industries, recognized as an innovative and creative way
of connecting with customers and increasing engagement. The technology has significantly
grown in popularity over the last few years, and the AR market is expected to continue in this
trend. Based on the study by Schwartz (2011), AR has the potential to provide online shoppers
with a more direct and engaging product experience, and thus can lead to a decrease in returns
and increase in conversions. Furthermore, it has the capability to attract the attention of
consumers in advertising (Javornik et al., 2017). Ana Javornik classified the support of
augmented reality in the field of prevalent market functions into three basic types. The first one
is the promotion or advertisement of the product through augmented content, gamification, 4D
projection and also through interactive stores. The second classification includes product
management which is done through personalized augmentation and simulation (virtual try on);
interactive stores and augmented content also help in this function. The last one includes
customer services which are through technical assistance through AR apps and wearable
technology.

Technology acceptance research

Since the advent of computer technologies, researchers have been studying the dynamics and the
influential factors on individual’s acceptance of information technologies. Although various
theories and approaches have been suggested in the field of information systems to address this
issue, the Technology Acceptance Model (TAM) has received the highest level of attention and
application among the researchers (Davis, 1989; King and He, 2006). TAM is a simple,
parsimonious and powerful model to explain the use of a new technology (King and He, 2006).
TAM is rooted in behavioral research about attitude and behavior formation (e.g., Theory of
Reasoned Action) and psychology research about behavior regulation and change (e.g., Social
Cognitive Theory) (Davis, 1989; Davis, Bagozzi and Warshaw, 1989). TAM proposes that the
individuals’ behavioral intention to adopt/use a new technology is determined both by perceived
ease of use, defined as ‘the degree to which a person believes that using a particular system
would be free of effort” (Davis, Bagozzi and Warshaw, 1989), and perceived usefulness, defined
as “the degree to which a person thinks that using a particular system would enhance his or her
job performance” (Davis, Bagozzi and Warshaw, 1989). Furthermore, many studies indicate that
perceived usefulness partially mediates the relationship between perceived ease of use and
behavioural intention. TAM and its extensions have been valued for their application flexibility
in different contexts. In particular, these models allow researchers to include variables that are
only relevant in specific contexts. Therefore, in this paper, researcher used TAM model in
framework.
Personality traits and high perceived ease of use of AR

In order to address the first objective, it is open to question whether personality traits of
individuals are related with AR. In this aspect, some studies like (Preece, Rogers and Sharp,
2002) reports that designing interactive technologies with consumers’ needs and personal
characteristics in mind results in effective use of these technologies and excellent adoption
experiences. Study of (Kim et al., 2016) showed that there were differences in the duration of
when the participants were looking at the VH during the interaction according to their
extraversion-introversion traits.

H1. (a) High neuroticism, (b) high extroversion, (c) high openness, (d) high agreeableness, and
(e) high conscientiousness will be associated with high perceived ease of use of AR.

Personality traits and high perceived usefulness of AR

TAM is the most influential and widely used model for technology acceptance. Perceived
Usefulness is defined as "the degree to which a person believes that using a particular system
would be free from effort" (Davis, 1989). As TAM is increasingly used in various fields, its
interaction with personal traits of individuals is less. For example, a limited number of
researchers used the five factor model of personality in studies concerning technology
acceptance like AR. Some researchers argued that people with a higher degree of extraversion,
openness and agreeableness would have a higher degree of technology acceptance (Keeton,
2008). People who are open to change are assumed to be willing to try new and different things.
Similarly, extravert individuals are more open to adopt innovation to gain social status. Devraj,
Easley and Crant found that agreeableness is positively associated with PU; neuroticism is
negatively associated with perceived usefulness and conscientiousness moderates the
relationship between PU (Devaraj, Easley and Crant, 2008). Openness is found to be
significantly positively related to personal innovativeness in information systems (Nov and Ye,
2008). Individuals who have low levels of extroversion and high levels of neuroticism had a
higher propensity to use social services (chatting, seeking people etc.) on the internet. To sum
up, extant literature provides us some evidence on the effect of personality traits on individuals’
attitudes and intentions to accept and use new technology. Personality factors may influence
users’ beliefs and attitudes about the perceived usefulness of a new technology and to subjective
norms (Özbek et al., 2014).

H2. (a) High neuroticism, (b) high extroversion, (c) high openness, (d) high agreeableness, and
(e) high conscientiousness will be associated with high perceived usefulness of ARAR.

EI with (a) perceived ease of use of AR and (b) perceived usefulness of ARAR.

Emotion-Enabled Augmented Reality applications has the emotion layer is integrated into them
using a Software Development Kit (SDK) and Cloud-based Application Program Interface
(API). It is used to develop emotional awareness by measuring the emotional and facial
expressions of the surrounding individuals and cross referencing it with the
available emotion database. These programs analyze the subtle facial expressions to identify
human emotions. Companies like Affectiva are already having working products like “Emotion
SDK and API”. Emotion recognition will give rapid feedback on how the person in view is
feeling and this will the help the person to make decisions by taking into consideration of the
emotional factor. This process is more likely to help individuals to grow their emotional
intelligence to reduce social barriers and increase empathy. Ruiz-Ariza et al analysed the effect
of 8 weeks of Pokmon GO on cognitive performance (memory, selective attention,
concentration, mathematical calculation and linguistic reasoning) and emotional intelligence
(well-being, self-control, emotionality and sociability) in Spanish adolescents between 12 and 15
years(Ruiz-Ariza et al., 2018) .

H3. EI will be associated with (a) perceived ease of use of AR and (b) perceived usefulness of
ARAR.

Computer Self-Efficacy with (a) high perceived ease of use of AR, & (b) high perceived
usefulness of ARAR

(Yusoff et al., 2009) notes that many studies have been conducted to reveal the relationship
between computer self-efficacy and technology acceptance as a psychological quality. Thus,
computer self-efficacy is a determinant of acceptance of technology and Perceived Ease of Use.
Advances in computer technology and the diffusion of personal computers, productivity
software, multimedia, and network resources heralded the development and implementation of
new and innovative teaching strategies (Hong, Thong and Tam, 2006). Acquiring this
knowledge, as explained by the authors, requires computer self-efficacy which is a significant
factor relating to achieving information and computing literacy skills which can lead to the ease
of use of educational technology. Therefore, computer self-efficacy can be defined as confidence
demonstrated by individuals in making the right choice of action necessary to meet specific
requirement in situation that will lead to maximum benefit from the use of computer resources
(Yusoff et al., 2009). (Kurbanoglu, Akkoyunlu and Umay, 2006) hold that accomplishment is
not only based on the acquisition of expertise, it also requires the assurance to use these skills
well.

(Davis, 1989) argued that perceived ease of use is the extent to which an individual considers
that making use of a specific system would be effortless and hassle free; in other words, ease of
use means freedom from complexity and trouble. Thus, an application that is perceived to be
easier to use is generally accepted and utilized by more people. (Zhu, Lin and Hsu, 2012) add
that Perceived Ease of Use signifies the degree to which an individual accepts that using certain
technology would be effortless and hassle free. The system characteristics can help the ease of
use of technology and system usage can equally lead to the acquisition of Information Literacy
skill. (Barranis, 2011) enumerates certain factors that may influence the ease of use of modern
resources such as characteristics of information resources, the job experience, technical
equipment and support, etc. The following are the factors to consider when evaluating Perceived
Ease of Use: computer self-efficacy, perception of external control, internet selfefficacy,
computer anxiety, information anxiety, perceived enjoyment and objective, usability and
behavioural intention to use.

Access to information offers the possibility for improved human competence. (Lombardi, 2007)
observed that the acquisition of capacity to access authentic information is prevented by users’
reluctance to accept and use available strategies and techniques to access the information.
Perceived usefulness, according to (Davis, 1989), is the extent to which a person believes that
utilising a particular method or technique would enhance his or her job performance or routine
responsibility. This perception, he explains, is anchored on the consideration that the capacity
acquired will strengthen performance. Furthermore, (Davis, 1989) believes that people are
naturally reinforced for better performance by raises, promotions, bonuses, and other rewards.
The TAM undoubtedly presents value to many researchers because it has effectively
demonstrated how such value can improve users' job performance. Perceived Usefulness has
proven to be a very important factor for technology adoption in most recent studies (e.g. (Yeh
and Teng, 2012)).

H4. Computer Self-Efficacy will be associated with (a) high perceived ease of use of AR, & (b)
high perceived usefulness of ARAR.

Subjective norms with (a) perceived ease of use of AR and (b) high perceived usefulness of
ARAR

Subjective norms considers an individual’s perception of their significant others concerning if


they would want them to perform a specific behaviour or not (Fielding, McDonald and Louis,
2008). (López-Nicolás, Molina-Castillo and Bouwman, 2008) indicate that existing social norms
can have an important impact on an individual’s behavioural intentions. Social norms, also
referred to as subjective norms, stem from various cultural or religious differences that exist
within society (Yang and Jolly, 2009). In modern times, social norms are formed through
influences on social media, as well as the opinions of family members, peers and friends. These
social norms shape an individual’s belief that certain actions are deemed acceptable, while others
may be unacceptable (Teo et al., 2012). As such, the study of subjective norms and its impact on
a person’s behavioural intentions has become important to researchers wanting to understand an
individual’s decision-making process (Fielding, McDonald and Louis, 2008). Limited research
exists that explains the influence of subjective norms on the adoption of mobile games.
(Synodinos, Price and Bevan-Dye, 2017)determined the influence of flow, subjective norms and
attitude on Generation Y students’ behavioural intention to adopt augmented reality mobile
games in South Africa.

H5. Subjective norms will be associated with (a) perceived ease of use of AR and (b) high
perceived usefulness of ARAR.

High perceived ease of use of AR and high perceived usefulness of ARAR

Perceived ease of use reflects complexity, which is the degree to which an innovative technology
is perceived as difficult to understand and use (Wu and Wang, 2005). According to Davis et al.
(1992) shows that Perceived ease of use implicates that the user does not need to exhaust too
many cognitive resources for using a technology. In this case, perceived ease of use does not
affect behavior directly but influences it indirectly through perceived usefulness. Perceived ease
of use is indirect in influencing intentions to use a given technology (Carvalho et al., 2012).

High perceived ease of use of AR and high perceived usefulness of ARAR and Attitude
towards AR

Daugherty et al. (2017) revealed the AR print ad was preferred, yielding higher perceptions of
informativeness, novelty, and effectiveness among consumers. investigated the user experiences
of AR advertisement, using experiments examining the perspective of a new ad type, AR ad.
Similarly, the study of Ross and Harisson (2016) investigated the consumers’ perceptions of
AR’s usefulness and ease of use; their attitudes regarding AR; and their behavioral intentions
towards AR enabled apparel.Sung & Cho (2012), who identified that informativeness and
interactivity have a significant effect on shaping the attitude of customers towards a product and
brand

H6. (a)High perceived ease of use of AR and (b) high perceived usefulness of ARAR will be
associated with Attitude towards AR.

Perceived ease of use of AR and high perceived usefulness of ARAR will be associated with
Attitude towards AR

H7. (a) Perceived usefulness of ARAR and (b) Attitude towards AR will be associated with
Intention to use AR

Perceived usefulness of ARAR and Attitude towards AR will be associated with Intention
to use AR

First, perceived usefulness, a powerful construct in the technology acceptance literature (King
and He, 2006) is proposed to influence the adoption intention. According to (Wu et al., 2011),
the TAM has been the predominant theory to examine technology acceptance since its
development by Davis in 1986. The TAM incorporates users’ attitudes and beliefs into the
intention to adopt new technologies. (Ha and Stoel, 2009) and (Wojciechowski and Cellary,
2013) confirmed the significance of enjoyment for the intention to use new technologies.One of
the main factors in the original TAM model that has been known for its influence on adoption
behaviour is perceived ease of use of the technology. The TAM scholars have widely studied the
role of perceived ease of use as a determinant to adoption and use. Reviewing these studies
shows that there is a general consensus in the scientific community that perceived ease of use has
either a direct or indirect effect on consumers’ behavioural intention to use new technologies in
various contexts. This finding has also been supported in technology acceptance studies in the
context of wearable technologies (Lee, 2009). Therefore, we propose that perceived ease of use
is also positively related to adoption intention in the context of Augmented Reality Smart
Glasses.

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7 Appendix

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