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논문 기본 정보

자료유형
학술저널
저자정보
이도원 (위스콘신대학교 매디슨) 임해원 (연세대) 한유진 (연세대) 황지현 (충북대)
저널정보
대한건축학회 대한건축학회논문집 大韓建築學會論文集 第40卷 第3號(通卷 第425號)
발행연도
2024.3
수록면
13 - 22 (10page)

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초록· 키워드

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The Metaverse Model House(MMH) emerges as a marketing strategy in the Korean housing market post-COVID-19. Still in its early stages, MMH sparks ongoing studies. Recognizing that model houses drive actual purchases, it is necessary to approach MMH in order to derive a positive and satisfactory user experience. This study aims to investigate the user experience in MMH in the context of sensorial, interactive and informative experience, especially focusing on differences in groups. We conducted a survey of 83 users after experiencing MMH on a tablet PC. T-test and one-way ANOVA were conducted to identify statistically significant differences by demographic characteristics. Results revealed age-related distinctions in sensorial, interactive, and informative experience. Users in their 30s expressed negativity, citing a lack of presence and insufficient information. On the other hand, users in their 20s found enjoyment through avatar movement, while those in their 40s faced discomfort due to slow information acquisition. Users in their 50s experienced difficulties in understanding the operation methods and encountered operational errors. Therefore, based on these results, improvement directions for MMH were proposed.

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Abstract
1. 서론
2. 문헌고찰
3. 연구 방법
4. 연구 결과
5. 결론
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