Metaverse technology has various uses in communication, education, entertainment, and other aspects of life. Consequently, it necessitates using some interactive mobile applications to enter the virtual world and gain real-time, face-to-face experiences, particularly among students. This research focused on the factors accelerating metaverse technology acceptance particularly, Metaverse Experience Browser application acceptance among the students under the factors proposed by the unified theory of acceptance and use of technology (UTAUT) model. Notably, lack of studies in metaverse browsers and their prevalence during the post pandemic era, indicates a strong literature gap. The researchers gathered data from n = 384 higher education students from the two cities in the United Arab Emirates and applied Structural Equation modelling (SEM) for data analysis. Results revealed that Performance Expectancy (p < 0.003) and Social Influence (p = 0.000) were significant factors affecting the Behavioral Intention of the students to consider Metaverse Experience Browser as an interactive mobile application. On the other hand, behavioural Intention significantly affects (p = 0.000) Effort Expectancy, which shows how fewer efforts and greater accessibility are associated with one’s behavioural Intention. Besides, the effect of Behavioral Intention (p = 0.000) on Metaverse Experience Browser acceptance also remained validated. Finally, Effort Expectancy (p = 0.000) also indicated its significant effect on the Metaverse Experience Browser. These results indicated that the factors proposed by UTAUT have greater applicability on the Metaverse Experience Browser as they showed their relevance to its acceptance. The present study concludes that the acceptance of Metaverse Experience Browser as an interactive mobile application is a level ahead in improving students’ experiences. Thus, the Metaverse Experience Browser is considered a modified way of creating, sharing, participating, and enjoying the virtual world, indicating its greater usage among students for different purposes, including education and learning.
Infectious diseases often occur, especially as diseases such as COVID-19 have claimed many lives in the years between 2019–2021. That’s why it’s called COVID-19, considering that this infectious disease outbreak started in 2019, and its consequences and effects are devastating. Like other countries’ governments, the Indonesian government always announces the latest data on this infectious disease, such as death rates and recoveries. Infectious diseases are transmitted directly through disease carriers to humans through infections such as fungi, bacteria, viruses and parasites. In this research, we offer a contagious illness monitoring application to help the public and government know the zone’s status so that people are more alert when travelling between regions. This application was created based on Web Application Programming Interface (API) data and configured on the Google Map API to determine a person’s or user’s coordinates in a particular zone. We made it using the prototype method to help users understand this application well. This research is part of the Automatic Identification System (AIS) research, where the use of mobile technology is an example of implementation options that can be made to implement this system.
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