인문학
사회과학
자연과학
공학
의약학
농수해양학
예술체육학
복합학
지원사업
학술연구/단체지원/교육 등 연구자 활동을 지속하도록 DBpia가 지원하고 있어요.
커뮤니티
연구자들이 자신의 연구와 전문성을 널리 알리고, 새로운 협력의 기회를 만들 수 있는 네트워킹 공간이에요.
학술대회자료
Full-text
오류 신고하기해당 페이지 내 제목·저자·목차·페이지정보가 잘못된 경우 알려주세요!
초록·키워드
The demand of virtual exhibition has developed according to pandemic situation. In comparison to the physical environment, the virtual environment has several advantages in regard to accessibility. The virtual environment has no constraints for space-time and accommodation. Users can experience virtual exhibition at any time and any where by means of internet and appreciate the details due to no crowdedness. Thus far, most virtual exhibitions have used panorama VR which requires the condition of a real exhibition space to create. However, an alternative way to embody virtual exhibitions without requiring a real space is 3D VR. The study aims to identify space components that help to improve the realism in 3D VR exhibition space which, according to previous studies, identify the space components as scale, proportion, texture, light, furniture and openings of space. Four graduate students of Interior Architecture Design were recruited to participate in the study. The participants experienced a 3D VR exhibition which has a walking around function and participated in a Focus Group Interview The results of the group discussion interview were analyzed based on the information on space components collected. The empirical study results indicate scale, proportion and light of space are the factors needed to be improved for users to experience effective realism in virtual environment.
인공지능 문자 인식 모델을 통해 추출된 텍스트로, 일부 오타나 오류가 포함될 수 있으나 지속적으로 개선 중입니다.
오류를 발견하셨다면 해당 부분을 드래그한 후 ' 를 통해 신고해주세요.
오류를 발견하셨다면 해당 부분을 드래그한 후 ' 를 통해 신고해주세요.