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DOI :     Journal Korea Society of Visual Design Forum , Vol.67, No.0, 39 ~ 49, 2020
Title
VR Heuristic Evaluation for Improving the Virtual Exhibition Interfaces - focused on Oculus Go -
정승진 Seung Jin Chung , 홍슬기 Suelgi Hong , 김소연 Soyeon Kim
abstract
Background Virtual exhibitions are providing artistic experiences within the virtual environment. However, the low usability can hinder the visitor’s immersive experience. Therefore, this study aims to clarify VR heuristics for interface usability of virtual exhibitions and to analysis the existing VR exhibitions with further discussion and suggestions. Methods This study focused on the immersive VR exhibitions provided by the Oculus Go store. Among total forty-seven applications including free and paid, twelve applications were selected meeting minimum requirements, and five applications were chosen for case study, which showed higher interaction, communication and immersion level than average. For the assessment, VR heuristic evaluation referring to the previous study by Sutcliffe & Gault (2004) was redefined and applied. Result The applications with higher usability, which are Art Plunge, Our Dinosaur Era and The Kremer Collection VR Museum, were initially planned by 3D rendering, whereas other two applications with lower usability, which are We are Nature and MOCA: Kerry James Marshall, were created through image scanning based on existing real exhibitions. In addition, multi-modal interfaces and visual cues for affordance were critical factors in usability. Conclusion The suggestions of the study are as follows: 1) the consideration of user-centred spatial design and perspective 2) interface design to reduce the frequency of trigger manipulation 3) the provision of the map view and the delivery of synesthesia information suitable for virtual reality. In designing immersive virtual exhibitions, the reproduction of the physical space is necessary; however, providing the natural flow to focus its exhibition contents is the first priority.
Key Words
VR전시, VR사용성, 휴리스틱, VR museum, VR usability, Heuristics
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