³í¹®¸í |
¸ÞŸ¹ö½º ¸ðµ¨ÇϿ콺ÀÇ »ç¿ëÀÚ °æÇè Â÷ÀÌ ºÐ¼® / Exploring Differences in User Experience of Metaverse Model House |
ÀúÀÚ¸í |
À̵µ¿ø ; ÀÓÇØ¿ø ; ÇÑÀ¯Áø ; ȲÁöÇö |
¼ö·Ï»çÇ× |
´ëÇÑ°ÇÃàÇÐȸ³í¹®Áý, Vol.40 No.3 (2024-03) |
ÆäÀÌÁö |
½ÃÀÛÆäÀÌÁö(13) ÃÑÆäÀÌÁö(10) |
ÁÖÁ¦¾î |
ÇÁ·ÓÅ×Å©; ¸ÞŸ¹ö½º ¸ðµ¨ÇϿ콺; »ç¿ëÀÚ °æÇè; »ç¿ëÀÚ °æÇè Â÷ÀÌ ; Proptech; Metaverse Model House(MMH); User Experience; User Experience Differences |
¿ä¾à1 |
ÇÁ·ÓÅ×Å©ÀÇ ¹ßÀü°ú COVID-19·Î Çѱ¹ ÁÖÅýÃÀåÀº ±Þ°ÝÇÑ º¯È¸¦ ¸ÂÀÌÇÏ¿´°í ºñ´ë¸é ¸¶ÄÉÆà Àü·«À¸·Î ¸ÞŸ¹ö½º ¸ðµ¨ÇϿ콺°¡ µîÀåÇÏ¿´´Ù. ÷´Ü±â¼úÀ» µµÀÔÇÒ ¶§ ±â¼úÀÇ ±¸Çöº¸´Ù »õ·Î¿î ±â¼úÀ» ÅëÇØ ÀÇ¹Ì ÀÖ´Â °æÇèÀ» âÃâÇÏ´Â °ÍÀÌ Áß¿äÇÏ°í, ¸ðµ¨ÇϿ콺´Â ½ÇÁ¦ ÁÖÅà ±¸¸Å·Î À̾îÁö±â ¶§¹®¿¡ ±àÁ¤ÀûÀÌ°í ¸¸Á·½º·¯¿î »ç¿ëÀÚ °æÇèÀ» µµÃâÇϱâ À§Çؼ´Â »ç¿ëÀÚ °æÇè Ãø¸é¿¡¼ Á¢±ÙÇÒ ÇÊ¿ä°¡ ÀÖ´Ù. µû¶ó¼ º» ¿¬±¸´Â ¸ÞŸ¹ö½º ¸ðµ¨ÇϿ콺ÀÇ »ç¿ëÀÚ °æÇèÀ» °¨°¢Àû, Á¶ÀÛÀû, Ž»öÀû °æÇèÀÇ Â÷¿ø¿¡¼ »ìÆ캸´Â °ÍÀ» ¸ñÇ¥·Î Çϸç, ƯÈ÷ °æÇèÀÇ Â÷ÀÌ¿¡ ÁÖ¸ñÇÏ¿© ½ÇÁõ ¿¬±¸¸¦ ÁøÇàÇÏ¿´´Ù. À̸¦ À§ÇØ 83¸íÀÇ Âü°¡ÀÚµéÀ» ´ë»óÀ¸·Î ÅÂºí¸´PC·Î ¸ÞŸ¹ö½º ¸ðµ¨ÇϿ콺¸¦ °æÇèÇÑ ÈÄ ¼³¹®Á¶»ç¸¦ ÁøÇàÇÏ¿´°í, ¿¬±¸´ë»óÀÚ ÀϹÝÀû Ư¼º¿¡ µû¸¥ »ç¿ëÀÚ °æÇè Â÷À̸¦ È®ÀÎÇϱâ À§ÇØ T-test¿Í ÀÏ¿øºÐ»êºÐ¼®(one-way ANOVA)À» ½Ç½ÃÇÏ¿´´Ù. ±× °á°ú ¿¬·Éº° »ç¿ëÀÚ °æÇèÀÇ Â÷ÀÌ°¡ À¯ÀǹÌÇÏ°Ô ³ªÅ¸³µ´Ù. 30´ë´Â ¸ÞŸ¹ö½º ¸ðµ¨ÇϿ콺°¡ Çö½Ç°ú À¯»ç¼ºÀÌ ºÎÁ·ÇÏ°í ÃæºÐÇÑ Á¤º¸¸¦ Á¦°øÇÏÁö ¾Ê´Â´Ù´Â Á¡¿¡¼ ºÎÁ¤ÀûÀÎ °æÇèÀ» Çß´Ù. ¹Ý¸é 20´ë´Â ¾Æ¹ÙŸÀÇ À̵¿À¸·Î Áñ°Å¿î °æÇèÀ», 40´ë´Â Á¤º¸ ȹµæÀÌ ½Å¼ÓÇÏÁö ¸øÇØ ºÒÆíÇÑ °æÇèÀ»,??50´ë´Â Á¶ÀÛ¹æ¹ýÀ» ÀÌÇØÇÏÁö ¸øÇÏ°í ºó¹øÇÑ Á¶ÀÛ ¿À·ù¸¦ °æÇèÇÏ¿´´Ù. µû¶ó¼ ÀÌ·¯ÇÑ °á°ú¸¦ ¹ÙÅÁÀ¸·Î ¸ÞŸ¹ö½º ¸ðµ¨ÇϿ콺ÀÇ °³¼± ¹æÇâÀ» Á¦¾ÈÇÏ¿´´Ù. |
¿ä¾à2 |
The Metaverse Model House(MMH) emerges as a marketing strategy in the Korean housing market post-COVID-19. Still in its early stages, MMH sparks ongoing studies. Recognizing that model houses drive actual purchases, it is necessary to approach MMH in order to derive a positive and satisfactory user experience. This study aims to investigate the user experience in MMH in the context of sensorial, interactive and informative experience, especially focusing on differences in groups. We conducted a survey of 83 users after experiencing MMH on a tablet PC. T-test and one-way ANOVA were conducted to identify statistically significant differences by demographic characteristics. Results revealed age-related distinctions in sensorial, interactive, and informative experience. Users in their 30s expressed negativity, citing a lack of presence and insufficient information. On the other hand, users in their 20s found enjoyment through avatar movement, while those in their 40s faced discomfort due to slow information acquisition. Users in their 50s experienced difficulties in understanding the operation methods and encountered operational errors. Therefore, based on these results, improvement directions for MMH were proposed. |