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융합형 전시에서의 행위 유도성 표현을 위한 증강현실 앱에 관한 연구

A Study on Augmented Reality App for Affordance in Convergence Exhibition

초록/요약

The exhibition environment of museums that incorporate ICT technology is changing. However, there is a regret that technologies such as augmented reality cannot be maintained for a long time. In order to improve these problems. we proposed an element of expression based on affordance as learning content that helps understand exhibition themes. For this study, four museums were selected according to the augmented reality implementation method, and the affordance provided by each museum was analyzed. The expression elements of affordance were classified cognitively, physically, sensibly, and functionally, and based on this, an augmented reality app was developed for the Gyeonggi Children's Museum and the usability evaluation was conducted targeting 12 related persons including the children's advisory group. As a result of the previous case analysis, it was confirmed that cognitive/functional factors were used in common, and there were differences in expression factors for children and adults. The conclusion is as follows: First, the workflow for affordance should be accompanied from the planning stage. Second, it is necessary to clarify the scope of the exhibition area and the scope of technology development that can be implemented. Third, the goal of education must not be lost. Fourth, the meaning of the exhibition should not be undermined by the augmented reality experience. Fifth, the augmented reality experience must not break the flow of emotional stimulation and understanding of the audience. Based on these results, it is necessary to derive various models that can minimize the side effects of digital technology and maximize the positive effects through continuous research.

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