예술 작품 기반 VR 애플리케이션의 사용자 경험 실증 분석: 사례 연구

An Empirical Analysis on the UX in VR Application of Artworks: A Case Study on <Mona Lisa: Beyond the Glass>

초록

This study empirically investigated the user’s experience with <Mona Lisa: Beyond the glass> based on the Technology Acceptance Model. According to the frequency analysis results, the usability for learning was evaluated relatively higher than that for appreciation from the perspective of perceived usefulness and the technical factors such as graphics and modeling raised the issue for the quality improvement. According to the results of the correlation analysis, the usability for learning correlated with the degree of satisfaction. In addition, all detailed factors of perceived ease of use positively influenced on the degree of satisfaction and the impact of the environmental factor on the degree of satisfaction was greatest. The degree of satisfaction with the VR application significantly correlated with the degree of immersion and behavioral intention to the VR application. Therefore, this study proved the suitability for the Technology Acceptance Model as a tool for evaluating a VR application.

키워드

VR application; Technical Acceptance Model; TAM; User experience; UX; Perceived Usefulness; PU; Perceived Ease of Use; PEOU; VR 애플리케이션; 기술수용모델; 사용자 경험; 인지된 유용성; 인지된 이용용이성
제목
예술 작품 기반 VR 애플리케이션의 사용자 경험 실증 분석: 사례 연구
제목 (타언어)
An Empirical Analysis on the UX in VR Application of Artworks: A Case Study on <Mona Lisa: Beyond the Glass>
저자
강지수; 노한나; 이보아
DOI
10.9708/jksci.2021.26.05.031
발행일
2021-05
저널명
한국컴퓨터정보학회논문지
권
26
호
5
페이지
31 ~ 38