DOI QR코드

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A Comparative Study by Age in Evaluating Web-based 3D Model House

Ha, Jimin;Park, Soobeen

  • 투고 : 2013.09.10
  • 심사 : 2013.12.05
  • 발행 : 2013.12.30

초록

This study aims to explore age-related differences with the assessment tools in the web-based 3D virtual model house and to propose the 3D model house criteria which everyone can use easily. The participants came from three age groups, ranging from their 20s to their over 40. Presence, Usability and Space perception and cognition in the experiment for navigating and evaluating the web-based 3D model house were measured and compared through one-way ANOVA and two-way ANOVA. The results and conclusions are as follows. (1) The younger the participants were, the more positive they evaluated the experiment on Presence. However, 20s needed higher presence than other two groups. (2) 30s and over 40 groups evaluated that the 3D virtual model house was more efficient than an actual model house on Usability. When the participants were younger, the values of 'expressivity' factor were higher. (3) The younger the participants were, the more positive they perceived the virtual environment (VE) on Space perception and cognition scale. There were no significant differences in the selection of dwelling size and the floor plan type. There were no significant differences of interaction effects between age and online gaming experience on Presence and Usability. The results of the current study demonstrate that there are differences among age groups and older groups have difficulty navigating and assessing in a VE. Although older groups take longer to adapt in the VE, they regard the 3D model house as an effective tool for purchase of house.

키워드

Web-based 3D Virtual Model House;Presence;Usability;Spatial Perception and Cognition

참고문헌

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피인용 문헌

  1. Academic methods for usability evaluation of serious games: a systematic review vol.76, pp.4, 2017, https://doi.org/10.5659/AIKAR.2013.15.4.175

과제정보

연구 과제 주관 기관 : National Research Foundation of Korea(NRF)