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A Study on Utilization Plan for Affordance Theory-based Virtual Reality Contents

Affiliations

  • Department of Virtual and Augmented Reality, Namseoul University, Korea, Republic of
  • Department of Visual Information Design, Namseoul University, Korea, Republic of
  • Department of IACF, Namseoul University, Korea, Republic of

Abstract


Background/Objectives: Virtual reality content is changing into a form of pursuing experience and convenience as it gradually emphasizes user interaction, and user-centric designs and interfaces like UI/UX are performing important roles in creating a new communication and interaction. Thus, when designing content for a virtual environment, a design environment that allows users to focus within the virtual space, toward the cognitive factor, must be created by means of user comprehension and experience. Methods/Statistical Analysis: Current virtual reality content requires adaptive learning in terms of new device control, with various devices and interaction functions. Hence, studies, in accordance with the cognitive process from virtual reality, are necessary in order to achieve an effective experience based on virtual reality content, because user needs in regards to comprehension and convenience toward new environments are being generated. The present study analyzes virtual reality contents based on cognitive affordance theory through information and behavior detected by visual perception in order to achieve efficiency for convenient environments, utility, and user participation expansion, which is achieved by restricting contents to those only of the CAVE system type. Findings: The sub-elements of cognitive affordance theory are divided into perception, function, and behavior, and the data analyzing the correlation in accordance with each type of virtual reality content establishes a theory for an efficient virtual reality content usage plan, presenting a utilization model. Research on contents based on cognitive affordance has been positively affected by content understanding and focus, affected from the perception factor out of each cognitive affordance element. Application/Improvements: Such results show that more convenient environments for users will be built and content satisfaction will be increased, and may be presented as an efficient utilization plan for virtual reality content development.

Keywords

Action, Contents, Cognitive Affordance, Function, Perception, Virtual Reality.

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