ชื่อผลงานทางวิชาการ
New interactive interface design for STEM museums: a case study in VR immersive technology
ชื่อนักวิจัย
หมวดหมู่ผลงาน
ประเภทผลงาน
บทคัดย่อ
Novel
technologies are used to develop new museum exhibits, aiming to attract
visitors’ attention. However, using new technology is not always successful,
perhaps because the design of a new exhibit was inappropriate, or users were
unfamiliar with interacting with a new device. As a result, choosing
alternative technology to create a unique interactive display is critical. The
results of using technology best practices enable the designer to help reduce
failures.
This
research uses virtual reality (VR) immersive technology as a case study to
explore how to design a new interactive exhibit in science, technology,
engineering and mathematics (STEM) museums. VR has seen increased use in
Thailand museums, but people are unfamiliar with it, and few use it daily. It
had problems with health concerns such as motion sickness, and the virtual
reality head-mounted display (VR HMD) restricts social interaction, which is
essential for museum visitors. This research focuses on improving how VR is
deployed in STEM museums by proposing a framework for designing a new VR
exhibit that supports social interaction. The research question is, how do we
create a new interactive display using VR immersive technology while supporting
visitor social interaction? The investigation uses mixed methods to construct
the proposed framework, including a theoretical review, museum observational
study, and experimental study. The in-the-wild study and workshop were
conducted to evaluate the proposed framework.
The
suggested framework provides guidelines for designing a new VR exhibit. The
component of a framework has two main parts. The first part is considering factors for checking whether VR technology suit for
creating a new exhibit. The second part is essential components for designing a
new VR exhibit includes Content Design, Action Design, Social Interaction
Design, System Design, and Safety and Health.
Various
kinds of studies were conducted to answer the research question. First, a
museum observational study led to an understanding of the characteristics of
interactive exhibits in STEM museums, the patterns of social interaction, the
range of immersive technology that museums use and the practice of using VR
technology in STEM museums. Next, the alternative design for an interactive
exhibit study investigates the effect on the user experience of tangible,
gesture and VR technologies. It determines the factors that make the user
experience different and suggests six aspects to consider when choosing
technology.
Third,
social interaction design in VR for museum study explores methods to connect
players; single player, symmetric connection (VR HMD and VR HMD) and asymmetric
connection (VR HMD and PC), to provide social interaction while playing the VR
exhibit and investigates social features and social mechanics for visitors to
communicate and exchange knowledge. It found that the symmetric connection
provides better social interaction than others. However, the asymmetric link is
also a way for visitors to exchange knowledge. The study recommends using mixed
symmetric and asymmetric connections when deploying VR exhibits in a museum.
This was confirmed by the in-the-wild research and validated the framework that
indicated it helped staff manage the VR exhibit and provided a co-presence and
co-player experience. Fourth, the content design of a display in the virtual
environment study examines the effect of design content between 2D and 3D on
visitors' learning and memory. It showed that content design with 2D and 3D did
not influence visitors to gain knowledge and remember the exhibit’s story.
However, the 3D view offers more immersion and emotion than the 2D view. The
research proposes using 3D when designing content to evoke a player’s emotion;
designing content for a VR exhibit should deliver experience rather than
text-based learning. Furthermore, the feedback on the qualitative results of
each study provided insight into the design user experience.
Evaluation
of the proposed framework is the last part of this research. A study in the
wild was conducted to validate the proposed framework in museums. Two VR
exhibits were adjusted with features that matched the proposed framework’s
suggested components and were deployed in the museum to gather visitors'
feedback. It received positive feedback from the visitors, and visitors
approved of using VR technology in the museum. The results of user feedback
from a workshop to evaluate the helpfulness of the framework showed that the
framework's components are appropriate, and the framework is practical when
designing a new VR exhibit, particularly for people unfamiliar with VR
technology. In addition, the proposed framework of this research may be applied
to study emerging technology to create a novel exhibit.
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