가상공간에서 인지적 어포던스 요소가 사용자의 몰입감에 미치는 영향
The Effect of Cognitive Affordance Elements on the User's Immersion in Virtual Space
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(연구배경 및 목적) 가상현실(VR)과 증강현실(AR) 기술의 발전은 다양한 산업에서 혁신을 이끌고 있으며, 특히 몰입형 콘텐츠의 발전에 중점을 두고 있다. 몰입감은 가상공간에서 사용자가 현실감을 느끼고 외부 세계와 단절되는 상태로, 교육, 의료, 게임 등 여러 분야에서 중요한 역할을 한다. 이를 높이기 위해 시청각적 요소와 인지적 어포던스가 중요한데, 인지적 어포던스는 사용자가 가상 환경에서 직관적으로 상호작용을할 수 있도록 돕는 설계 요소이다. 본 연구는 인지적 어포던스가 사용자 몰입감에 미치는 영향을 탐구하여, 가상공간 디자인의 이론적 기반을 강화하고 다양한 산업에서의 실무적 적용 가능성을 높이는 것을 목적으로 한다. (연구 방법) 첫째, 선행 연구를 통해 가상공간의 인지적 어포던스와 사용자 몰입감의 정의 및 연관성을 분석하였다. 둘째, 이론적 고찰과 선행 논문을 바탕으로 설문 문항을 작성하고 신뢰성과 타당성을 검증하기 위해 VR/AR/3D 그래픽 분야의 5년 이상 경력을 가진 전문가들로 구성된 포커스 그룹 인터뷰(FGI)를 실시하였다. 셋째, 가상공간에 대한 이해가 높은 20~40대 남녀 32명을 대상으로 설문조사를 진행했습니다. 참가자들은 인지적 어포던스가 높은 '폴리나토르 공원'과 낮은 '베오그라드 국립박물관 VR 전시'를 체험한 후 설문에 응답하였다. 수집된 데이터는 SPSS를 사용해 분석되었으며, 이를 통해 가상공간에서 인지적 어포던스 요소가 사용자 몰입감에 미치는 영향을 실증적으로 검토하였다. (결과) 본 연구는 가상공간에서 인지적 어포던스가 사용자 몰입감에 미치는 영향을 분석하기 위해 지각성, 사용용이성, 정보성, 몰입성의 네 가지 요소를 중심으로 설문 문항을 작성하여 실증적으로 고찰하였다. 독립 T검정 결과, 폴리나토르 공원을 체험한 A 그룹과 베오그라드 국립 박물관 VR 전시를 체험한 B 그룹 간의 사용자 몰입감 평균에 통계적으로 유의미한 차이가 있음을 확인했다(p < 0.05). 따라서, A 그룹이 체험한 콘텐츠가 B 그룹보다 사용자 몰입감을 더 효과적으로 증진시켰으며, 귀무가설(H₀)은 기각되고 대립가설(H₁)이 채택되었다. (결론) 종합적으로, 가상공간에서 몰입감을 향상하기 위해서는 실제와 같은 그래픽만으로는 한계가 있으며, 인지적 어포던스 요소들이 조화를 이룰 때 사용자 몰입도가 더 높아진다는 결론을 도출하였다. 표본 수의 제한으로 결과를 일반화하는 데 한계가 있지만, 이 연구는 가상공간 콘텐츠 설계에 유용한 가이드라인을 제공하며, 향후 VR 콘텐츠 제작에 실질적인 참고 자료로 활용될 수 있을 것으로 기대한다.
Abstract
(Background and Purpose) Advancements in Virtual Reality (VR) and Augmented Reality (AR) technologies have driven innovation across various industries, particularly in the development of immersive content. Immersion is the state in which users feel a sense of reality and detachment from the external world within a virtual space. It plays a crucial role in fields, such as education, healthcare, and gaming. Audiovisual and cognitive affordances are essential to enhance immersion. Cognitive affordances are design elements that enable users to interact intuitively with virtual environments. This study explores the impact of cognitive affordances on user immersion to strengthen the theoretical foundation of virtual environment design and increase its practical applicability across various industries. (Method) Previous studies were reviewed to analyze the definitions of and relationship between cognitive affordances in virtual environments and user immersion. Based on theoretical considerations and prior research, survey questions were developed, and their reliability and validity were verified through a focus group interview (FGI) with experts with over five years of experience in VR/AR/3D graphics. Subsequently, a survey was conducted with 32 men and women aged 20–40 years with a high understanding of virtual environments. The participants experienced both Pollinator Park, which had high cognitive affordances, and the Belgrade National Museum VR Exhibition, which had low cognitive affordances, and responded to the survey. The collected data were analyzed using SPSS; the impact of cognitive affordances on user immersion in virtual environments was empirically examined. (Results) This study empirically examined the impact of cognitive affordances on user immersion in virtual environments by developing survey questions based on four key factors, namely perception, usability, informativeness, and immersiveness. The results of the independent t-test revealed a statistically significant difference in the average user immersion between Group A, which experienced the Pollinator Park, and Group B, which experienced the Belgrade National Museum VR Exhibition (p < 0.05). The content experienced by Group A more effectively enhanced user immersion compared to that of Group B, leading to the rejection of the null hypothesis (H₀) and the establishment of the alternative hypothesis (H₁). (Conclusions) Enhancing immersion in virtual environments cannot be achieved solely through realistic graphics. Rather, a higher level of user immersion is attained when cognitive affordance elements are well integrated. Although the sample size limits the generalizability of the results, this study provides useful guidelines for designing virtual environment content and is expected to serve as a practical reference for future VR content development.
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