Analysis of the Audience Needs for VR Image Design Elements in the Virtual Reality Museum by KANO Model

展示 沉浸式(数学) 虚拟现实 主题(计算) 多媒体 计算机科学 人机交互 视觉艺术 万维网 艺术 数学 纯数学
作者
Yu Liu,Myeong Sam Kim
出处
期刊:Design research [Korea Institute of Design Research Society]
卷期号:4 (4): 87-96
标识
DOI:10.46248/kidrs.2019.4.87
摘要

가상현실(VR) 기술은 몰입과 상호작용 등의 특성을 통해 광범하게 적용된다. 특히 박물관은 전통전시 방식에서 상호작용이 부족하므로 VR기술 활용에 중요한 장이 되고 있다. 그런데 선행연구들은 디지털화된 전시 방식과 상호작용을 위한 기술적 측면에 집중되어 VR 박물관의 VR영상 디자인을 위한 관객의 요구를 반영한 디자인 요소에 관한 연구는 미흡한 실정이다. 그러므로 본고는 문헌연구에 의한 질적 연구로 VR영상과 가상현실 박물관에 대하여 파악하여 큐레이터와 관객의 관계를 통해 VR 영상디자인을 위한 관객의 요구를 구체화하였다. 실증적인 연구를 위하여 가상현실에서 몰입감과 상호작용과 상상력을 통하여 가상현실 박물관의 VR영상 디자인 요소를 10가지로 추출하였다. F1은VR상호작용 체험, F2는주제 소개용 애니메이션, F3은가상 전시물, F4는가상 가이드, F5는가상 루트, F6은 전시물 소개, F7은정보 확장, F8은상호작용 게임 , F9은전시물 복원, F10은상호작용 학습으로 정리하여 관객들의 요구를 측정하였다. 이를 위해 Kano모형을 활용하여 설문지를 만들었고 연속분석법과 Better-worse으로 10가지 요소의 중요도를 측정하여 순위를 확정하므로서 가상현실 박물관의 VR 영상디자인 요소를 제시하였다. 실험 결과는 F3> F6≈ F9> F1> F5> F4> F7> F8> F2> F10이었다. 본 연구의 결과를 통해 가상현실 박물관의 VR 영상 콘텐츠 디자인 기획을 위한 근거를 마련하였다.Virtual reality(VR) technology is widely applied through features such as immersion and interaction. In particular, museums are becoming an important venue for the utilization of VR technology because of lack of interaction in traditional exhibition. However, prior studies have focused on the technical aspects of digital exhibition and interaction, and the research on design elements reflecting the audience s demand for VR image design of the VR Museum is insufficient. Therefore, this paper is about qualitative research based on the literature research to understand VR image and virtual reality museum, and to materialize the audience s demand for VR image design through the relationship between curator and audience. For the empirical research, the VR image design elements of the virtual reality museum were extracted into 10 types through immersion, interaction, and imagination. F1 is the VR interaction experience, F2 is the theme introduction animation, F3 is the virtual exhibition, F4 is the virtual guide, F5 is the virtual route, F6 is the exhibition introduction, F7 is the information expansion, F8 is the interactive game, F9 is the restoration of the exhibition, F10 The audience s needs were measured by summarizing them as hidden interaction learning. For this purpose, a questionnaire was created using the Kano model, and the VR image design of the Virtual Reality Museum was presented by determining the ranking by measuring the importance of the 10 elements by continuous analysis and Better-worse. Experimental results were: F3> F6> F9> F1> F5> F4> F7> F8> F2> F10. Through the results of this study, the basic theory for VR design of VR museum was presented.

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