박물관 디지털 전시공간에서 현장감과 인지체험에 영향을 미치는 요인에 관한 연구
A Study on Factors Affecting the Sense of Realism and Cognitive Experience in Museum Digital Exhibition Space
0
조회
0
다운로드
3
인용
0
참고문헌
키워드
초록
(연구배경 및 목적) 과학 기술의 발전에도 불구하고, 기존의 박물관 전시 공간에는 흥미를 유발하는 다양한 전시 수단이 부족하다. 이로 인해 관람객이 전시장 공간에서 온전히 몰입하면서 사실감과 현장감을 체감하기가 어렵다. 이런 배경에서 박물관 전시 공간에 VR, AR, 실시간 빅데이터 등을 활용한 전시 형태로 전달 효과를 높이는 것이 필요하다. 본 연구는 박물관에서 디지털 전시 공간의 현장감을 극대화하기 위하여 인지 체험에 영향을 미치는 요인을 추출하고 분석하며, 박물관 디지털 전시 공간 디자인을 위한 제안 및 전략을 제시하는게 목적이다. (연구방법) 첫째, 선행연구를 통해 박물관 디지털 전시 공간의 개념과 영향 요인을 도출하고 현장감과 인지 체험의 개념과 요인들을 정의한다. 둘째, 선행연구에서 도출된 특성 및 현장감 극대화를 위한 인지체험의 특성 및 요인들을 통해 독립변수 및 매개변수와 종속변수를 선정하여 연구모형을 제안한다. 셋째, 연구가설을 제시하고, 24개 문항의 설문지를 통해 데이터를 수집하고, SPSS 26.0과 AMOS 26.0을 이용하여 측정항목의 신뢰도, 유효성, 요인 및 상관관계를 분석한다. 또한 가설 결과를 검증하며, 마지막으로 박물관 디지털 전시 공간에서 현장감과 인지 체험에 영향을 미치는 요인을 추출한다, 그리고 박물관 디지털 전시 공간에 대한 디자인 전략을 제시한다. (결과) 가설검증 결과을 보면 우선 박물관 디지털 전시 공간 4가지 영향 요인(지각된 흥미, 지각된 사용 용이성, 상호작용, 미학적 특징) 중 3가지 영향요인(지각된 흥미, 지각된 사용 용이성, 상호작용)이 현장감과 인지 체험 극대화에 유의한 양의 영향을 미치는 것으로 나타났으나, 미학적 특징은 현장감과 인지 체험 극대화에 유의한 양의 영향을 미치지 않았으며, 특히 현장감은 인지 체험에도 유의한 양의 영향을 미치는 것으로 나타났다. 다음으로 현장감의 매개효과 검증에서는 박물관 디지털 전시 공간 영향 요인(지각된 흥미, 지각된 사용 용이성, 상호작용)에서 인지 체험의 관계에서 일부 매개효과가 존재하였으나 미학적 특징과 인지 체험의 관계에서는 매개효과가 존재하지 않았다. (결론) 검증을 거쳐 박물관의 디지털 전시공간 영향 요인에서 지각된 흥미, 지각된 사용 용이성, 상호작용을 현장감과 인지 체험을 현저히 향상 시킬 수 있다. 지각된 흥미, 지각된 사용 용이성, 상호작용을 현장감에 작용할 뿐만 아니라 인지 체험에 유의한 긍정적인 영향을 미칠 수 있다. 전반적으로 지각된 흥미는 인지체험에 직접적인 영향을 미치는 것이 가장 뚜렷하며, 향후 박물관 디지털 전시 공간에서는 지각된 흥미, 지각된 사용 용이성, 상호작용 세 가지 영향 요인에 주목해야 하며, 이 세 가지 영향 요인을 운용하여 전시 공간에서의 효율과 재미를 높여야 한다.
Abstract
(Background and Purpose) Despite the advancement of science and technology, existing museum exhibition spaces lack various exhibition methods that arouse interest, making it difficult for visitors to fully immerse themselves in the exhibition hall space and experience a sense of realism and presence. Against this background, it is necessary to increase the effectiveness of delivery in the form of exhibitions using VR, AR, and real-time big data in museum exhibition spaces. Accordingly, this study seeks to extract and analyze factors affecting cognitive experience in order to maximize the sense of realism of digital exhibition spaces in museums and present suggestions and strategies for designing museum digital exhibition spaces. (Method) First, through prior research, the concepts and characteristics of museum digital exhibition space, sense of realism, and cognitive experience are derived. Second, based on the derived characteristics and factors, independent variables, mediating variables, and dependent variables are selected, and a research model and hypothesis are proposed. Third, data is collected through a questionnaire survey, then analyzed, and hypotheses are verified using SPSS 26.0 and AMOS 26.0. Finally, extract factors that affect the sense of realism and cognitive experience and present a design strategy for the museum's digital exhibition space. (Results) First, among the four influencing factors of museum digital exhibition spaces (perceived interest, perceived ease of use, interaction, and aesthetic features), three influencing factors (perceived interest, perceived ease of use, and interactivity) maximize the sense of realism and cognitive experience. It was found to have a significant positive effect. Second, aesthetic features did not have a significant positive effect on maximizing the sense of realism and cognitive experience, but on the other hand, the sense of realism was found to have a significant positive effect on the cognitive experience. Third, in the analysis of the mediating effect of sense of realism, there was some mediating effect between the influence factors (perceived interest, perceived ease of use, interaction) and the relationship between cognitive experience, but no mediating effect was found in the relationship between aesthetic features and cognitive experience. (Conclusions) Through this study, it was found that perceived interest, perceived ease of use, and interactivity, which are influential factors in museum digital exhibition space, can significantly improve the sense of realism and cognitive experience. In particular, perceived interest, perceived ease of use, and interactivity are not only directly related to the sense of realism, but can also have a significant positive impact on cognitive experience. In future museum digital exhibitions, it is necessary to pay attention to the three influencing factors of perceived interest, perceived ease of use, and interaction and operate them effectively to increase efficiency and fun in the exhibition space.
참고문헌 (40)
- Alter, A. L., "Oppenheimer D. M. Uniting the tribes of fluency to form a metacognitive nation", Personality and Social Psychology Review, 13(3), pp.219~235 (2009)
- Bai, Heting, "Research on the influencing factors of tourists' willingness to accept virtual reality technology-taking the Forbidden City VR experience museum as an example", Forestry and Ecological Science, 36(04), pp.451~459 (2021)
- Cao, Yuru, "Analysis and implementation of dummy variable regression in SPSS", Statistics & Decision, 34(10), pp.66~69 (2018)
- Chen Miao, "A Comparative Study on Aesthetic Interest of Digital Museums and Artistic Conception Aesthetics of Traditional Chinese Painting", PACKAGING ENGINEERING, 44(8), pp.325~330 (2023)
- Csikszentmihalyi, M., "Beyond Boredom and Anxiety" (1975), Bass
- Davis, F. D., "Perceived usefulness, perceived ease of use,and user acceptance of information technology", MIS Quarterly, 13(3), pp.319~340 (1989)
- Flavell, J. H., "Metacognition and cognitive monitoring : A new area ofcognitive-developmental inquiry", American Psychologist, 34(10), pp.906~911 (1979)
- Fu, Yi, "Research on the Application of Digital Media Art in Exhibition Space Design", Environmental Art, 2021(08), pp.116~119 (2021)
- Giannini,T, "Museums and Digital Culture. Springer Series on Cultural Computing" (2019)
- Greifeneder, R., "When do people rely on affective and cognitive feelings in judgment? A review", Personality and Social Psychology Review, 15(2), pp.107~141 (2011)
- Guan, lei, "A Study of Sustained Use in Higher Education Libraries-A Perspective on Library User Satisfaction Modeling and TAM Modeling", Library, 2020(03), pp.96~104 (2020)
- Guo, Wenxin, "A study on the willingness of museum visitors to use multimedia technology and the influencing factors", Science Education and Museum, 9(2), pp.28~37 (2023)
- HEIJDEN, H., "User Acceptance of Hedonic Information Systems", MIS Quarterly, 28(4), pp.695~704 (2004)
- Huang, Xiaoting, "Changing and reconstructing the logic of tourism decision-making in the digital economy", Tourism Tribune, 37(04), pp.8~9 (2022)
- Huang, Xin, "The Interactive Design of Exhibition in Modern Museum", Zhuangshi, 2011(4), pp.104~105 (2011)
- Huang, Yanan, "An Experimental Study on the Relationship Between Travel Modes and Sense of Presence in Digital Museum", ZHUANGSHI, 2023(06), pp.127~129 (2023)
- Jiang, Zhiqiao, "Research on application requirements for the transformation of physical museums into virtual exhibition spaces—Taking the"Digital Dunhuang"cultural exhibition space design plan as an example", Technology Innovation and Application, 12(20), pp.21~24 (2022)
- Kim, T., "Telepresence via television : two dimensions of telepresence may have different connections to memory and persuasion", Journal of Computer-Mediated Communication, 3(2), pp.10~15 (1997)
- LI, Honglin, "Innovation Development and Win : Ap proaching National Museum Cultural Products", Chinese Museum, 2012(4), pp.24~28 (2012)
- Li, Na, "A study on factors influencing users' willingness to use in cultural heritage AR", Packaging Engineering, 2023(2), pp.87~122 (2023)
- Lin, Lei, "A brief discussion on the design application of digital media technology in museums", Shoes Technology and Design, 2(13), pp.156~158 (2022)
- Lv, Ping, "Interaction design of virtual museum based on VR technology", PACKAGING ENGINEERING, 38(24), pp.137~141 (2017)
- Pan, Haiying, "Analysis oftourism beauty appreciation based on living aesthetics : From sightseeing to leisure", Tourism Tribune, 31(6), pp.73~81 (2016)
- Shan, Jixian, "Analyzing the academic and interesting nature of museum displays and exhibitions", Southeast Culture, 2013(02), pp.6~13 (2013)
- Short, J., "The social psychology of telecommunications" (1976), Wiley
- Sylaiou, S., "Exploring the Relationship Between Presence and Enjoyment in a Virtual Museum", International Journal of Human-Computer Studies, 68(5), pp.243~253 (2010)
- Tao, Rui, "Rationality and pleasure : an empirical study on the driving factors of consumers' live streaming bandwagon buying behavior", Business & Economy, 2022(08), pp.64~67 (2022)
- Wang, Kaihong, "Thoughts on the application of digitalization in the display space of intangible cultural heritage", DAZHONGWENYI, 2022(09), pp.59~62 (2022)
- Xiang, Longyuan, "A Test of the Linguistic Functions of the Museum Environment", Chinese Museum, 2002(02), pp.28~32 (2002)
- Xiao Ying, "Aesthetic analysis ofnature-based tourism : Silence and return", Guizhou Social Sciences, 2010(3), pp.9~11 (2013)
- Yan, Di, "Analysis on the application and development of interactive design in museum exhibition space in the digital era", DAZHONGWENYI, 2020(08), pp.117~118 (2020)
- Yang, Simiao, "Research on digital construction in museum display design", Designs, 2023(8), pp.114~117 (2023)
- Ye, Jing, "Research on willingness to use virtual fitting based on technology acceptance model", Journal of Silk, 58(03), pp.58~64 (2021)
- Yu, Na, "User Experience Research Model and Method for Museum Exhibition Design", Environmental Art, 2021(04), pp.84~87 (2021)
- Zhang, P., "Flow in computer-mediated environments : promises and challenges", Communications of the Association for Information Systems, 15(4), pp.82~101 (2005)
- Zhang, Xufang, "Research on Digital Interactive Experience in Museum Display Design", West Leather, 43(10), pp.83~84 (2021)
- Zhao Hongxia, "A study of online interaction and sense of presence and consumer trust in B2C online shopping", Management Review, 27(02), pp.43~54 (2015)
- Zhao, Jihai, "A Study on the Factors Affecting Brand Satisfaction and Loyalty in Offline Brand Space", Journal of the Korean Institute of Spatial Design, 18(7), pp.529~539 (2023)
- Zhou, Kun, "Aesthetic Evaluation of Interface Design Based on Deep Learning", PACKAGING ENGINEERING, 41(12), pp.207~215 (2020)
- Zhu, Zhenyu, "Research on the application of modern digital display technology in museum exhibition design", Shoes Technology and Design, 3(15), pp.141~143 (2023)
