VR컨텐츠 활성화 전략으로서 프레즌스에 관한 연구 - Safeline 사례를 중심으로 -

A Study on Presence as a VR Content Activation Strategy - Focused on Safeline cases -

초록

In the era of the Fourth Industrial Revolution, where the fusion of media can be achieved and the boundaries between reality and virtual space are crumbled down, VR(Virtual Reality) provides an environment where you can directly experience what the existing media has indirectly provided by being combined in various fields. The purpose of this study is to study industrial safety education cases that maintain an inefficient educational environment with risk and high cost in situations, which on-site training is needed, by applying a presence effect that users can feel vividness and the sense of reality in media and virtual environment to VR content as an activation strategy of VR content. It made it available to understand each concept through the theoretical review, derived audiovisual-type morphological presence factors and hypothetical presence factors about the situation as a presence factor of VR education content, and analyzed the preference of presence factors by each case type by applying the derived factors to 'Safeline' cases of safety education VR content. As a result of the analysis, there was a difference in preferred presence factors according to the nature of the type, which enabled it to identify the need for VR content taking into account the characteristics of the field or expertise. In a rapidly changing media environment, VR technology and content need to be constantly researched as a new generation of communication tools, and moreover a research on methods that can be used in the long term rather than as a temporary measure should be continued.

키워드

Virtual Reality; safety education; Presence; 가상현실(VR); 안전교육; 프레즌스
제목
VR컨텐츠 활성화 전략으로서 프레즌스에 관한 연구 - Safeline 사례를 중심으로 -
제목 (타언어)
A Study on Presence as a VR Content Activation Strategy - Focused on Safeline cases -
저자
민슬기; 김성훈
DOI
10.25111/jcd.2018.62.05
발행일
2018-01
저널명
커뮤니케이션디자인학연구
권
62
페이지
59 ~ 70