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XR ±â¼ú ±â¹Ý üÇè ÄÜÅÙÃ÷ÀÇ À¯Çü ¹× Ư¼º ¿¬±¸ - ±¹¸³¹Ú¹°°üÀÇ ´ëÇ¥ »ç·Ê¸¦ Áß½ÉÀ¸·Î - / A Study on the Types and Characteristics of XR Technology-Based Experience Content - Focusing on Representative Cases in National Museums - |
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Çѱ¹°ø°£µðÀÚÀÎÇÐȸ ³í¹®Áý, Vol.19 No.04 (2024-06) |
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½ÃÀÛÆäÀÌÁö(599) ÃÑÆäÀÌÁö(8) |
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XR±â¼ú; üÇèÄÜÅÙÃ÷; üÇèÀ¯Çü; üÇèƯ¼º; ±¹¸³¹Ú¹°°ü ; XR Technology; Immersive Content; Experience Elements; Experience Environment; National Museum |
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(Background and Purpose) Based on national policies promoting immersive content?initiated by the "Strategy for Vitalizing the Immersive Content Industry to Lead the 5G Era" in 2019?immersive content such as virtual reality (VR) and augmented reality (AR) has been applied across various fields, revitalizing the market. Owing to the promotion of the production and implementation of immersive content in the cultural and tourism sectors, it expanded from 22 public museums and art galleries centered around national museums. Consequently, museum immersive content has extended the roles and scope of traditional cultural facilities into new realms, providing visitors with unique experiences to enhance their understanding and knowledge acquisition of historical and cultural subjects. This necessitates research on experiential elements and environments to improve visitor experiences, promote educational functions of museums, and guide the development direction of immersive content. This study aims to classify the experiential types of representative immersive content exhibited in national museums and identify their characteristics to propose content planning and development strategies for cultural facilities. (Method) This study selects immersive content from domestic national museums that actively promote such exhibitions as of March 2024 as the research subject. The analysis categorizes representative experiential types manifested in immersive content into playful, educational, and artistic experiences, focusing on the characteristics of each experiential type. (Results) The case analysis results are as follows: First, the playful experience type utilizes the extended reality (XR) technology with historical and educational content, featuring entertaining content, active experiences, and mediums connecting reality and virtuality. It aims to enhance the understanding and interest in cultural heritage through game or play-based playful content. Second, the educational experience type features multi-sensory experiences, realistic expressions of cultural heritage, and the utilization of various immersive media based on the XR technology. This provides educational information by enabling virtual experiences of a cultural heritage that is difficult to observe or touch in reality. Third, the artistic experience type offers attractive visuals, storytelling, and immersion through large screens. This provides an artistic appreciation of cultural heritage through new XR technology-based creations using cultural heritage as a subject. (Conclusions) The experiential environment created by immersive content positions visitors as active participants rather than passive observers, subjectively evaluating the value gained from the experience. Therefore, museum immersive content requires customized content planning tailored to the characteristics of each experiential type, enhancing visitor participation and immersion through XR technology, and an experience-centered exhibition environment focused on visitor experience value. Additionally, continuous upgrade with new content development and technological advancements should aim to provide visitors with richer and more satisfying experiences. |