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논문 기본 정보

자료유형
학술저널
저자정보
Minglu Wang (SangMyung University) Jong-Yoon Lee (SangMyung University) Shanshan Liu (Nanyang Institute of Technology)
저널정보
한국콘텐츠학회(IJOC) International JOURNAL OF CONTENTS International JOURNAL OF CONTENTS Vol.18 No.1
발행연도
2022.3
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1 - 16 (16page)

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초록· 키워드

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With the advent of the 5G, networks and information and communication technologies have been continuously developed. In the fields of art galleries, virtual reality (VR) exhibitions that can be visited online have emerged, innovating the way of human-computer interaction and creating new artistic experiences for users. This study explores the three-dimensionality, clarity, and innovative interactions that users experience when viewing a VR exhibit, which affects the exhibit"s presence. Besides, in terms of research method, the research sets spatial participation and immersion as dependent variables, with three-dimensionality (high versus low), clarity (high versus low), and innovation (high versus low) in a 2x2x2 design as the base, and explores their interaction effects. The results show that three-dimensionality and innovative interactions affect spatial participation. First of all, in groups with high innovation and low three-dimensionality, spatial participation presents a higher positive factor. Secondly, with regard to immersion, three-dimensionality, clarity and innovation present a tripartite interaction. Groups with low three-dimensionality and high clarity have a higher positive effect on immersion when the level of innovation is low. When the degree of innovation is high, the positive effect on immersion is higher in groups with high three-dimensionality and low clarity. The above results show that in the production of VR exhibitions, it is necessary to increase the three-dimensionality and clarity of exhibited image contents, while taking into account the user"s perception and innovativeness. On the other hand, this study puts forward suggestions for the design, content and future development of VR exhibitions, which has important reference significance for the improvement and innovation of future VR exhibitions.

목차

Abstract
1. Introduction
2. Theoretical background and literature review
3. Materials and Methods
4. Results
5. Discussion and Conclusions
References

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