This study investigates strategies for leveraging immersive technologies to bridge the communication gap between interior design experts and clients. Current challenges in conveying complex design concepts can hinder unambiguous communication.
In-depth interviews were conducted with five experts specializing in immersive content for interior spaces and six interior designers actively using these technologies. Thematic analysis using open coding and SWOT-PEST analyses was employed to identify opportunities and challenges associated with immersive technology utilization.
Results highlight the potential of virtual simulations for enhancing client understanding and facilitating effective communication. Furthermore, the study identifies the need for: (1) Unambiguous communication that is achieved through the use of virtual simulations to aid comprehension of complex concepts. (2) the development of online/offline learning environments that integrate ICT and AI; (3) supportive government policies to foster industry growth in both public and private sectors; (4) advancements in device portability, affordability and user experience; (5) a mid-to long-term industry roadmap and the creation of a differentiated ecosystem within the interior design industry and (6) the establishment of a professional training system through collaboration between industry, academia and research institutions.
This research contributes to the field by analyzing the current landscape of immersive technologies in interior design, exploring future directions and outlining strategies that can facilitate industry growth and enhance communication between designers and clients.
1. Introduction
In recent years, the rapid acceleration of digital transformation has resulted in fundamental changes across various industries, society, and daily life. Driven by the advancement of innovative technologies such as AI (artificial intelligence), the IoT (Internet of Things), big data, and cloud computing, traditional offline-centric operational methods are being transformed into an integrated and sophisticated data-driven system (Januszewski & Żółtowski, 2023). This change is not only restructuring the economic framework but also redefining individual interactions, work methods, and service experiences.
Along with this technological transformation, the COVID-19 pandemic further accelerated the adoption of digital tools, bringing significant changes to the way people interact and work. Social distancing measures implemented to contain the pandemic limited face-to-face contact, leading to the widespread adoption of non-face-to-face communication methods and the establishment of an online-centered lifestyle. In line with this trend, the traditionally offline-based social structure rapidly shifted toward online and non-contact systems, serving as a catalyst for the expansion of digital transformation across all industries (Nguyen et al., 2020; Feldmann et al., 2020).
As industries adapted to this new paradigm, offline-oriented work sectors have begun building infrastructure for the online environment. As a result, there has been a rapid increase in the use of online commerce, virtual platforms for maintaining social connections, and digital communication tools. Among these, the immersive technologies industry, capable of enhancing economic activities and improving daily life, engaging all five senses, and doing so irrespective of location, is anticipated to elevate human quality of life in the future (Khan, Ali, Khan, & Al-Antari, 2024).
As the Metaverse was selected as one of the main keywords at the CES(Consumer Electronics Show), a global IT/home appliance fair held in Las Vegas from January 5 to 8, 2023, it is expected that immersive As the Metaverse was selected as one of the main keywords at the CES(Consumer Electronics Show), a global IT/home appliance fair held in Las Vegas from January 5 to 8, 2023, it is expected that immersive technologies based on the digital twin will become a major trend in the field of information and communication technology (Hatami et al., 2024). Furthermore, “Research and Markets,” a global market research firm, has predicted an average annual growth of 42.9% from 2021 to 2030, forecasting a value of USD 1.27 trillion in 2030 (Stra, 2021). According to the DSCC (Display Supply Chain Consultants) market research institute, the global market for immersive technologies devices is projected to grow by 59% annually from 2022, resulting in a market worth USD 9.29 billion in 2027, further bolstering the growth of the immersive technologies industry (Kim, 2022).
In this era of the Fourth Industrial Revolution, where the convergence of technologies such as AI and IoT is pivotal, the development of immersive technologies that offer innovative experiences by blending the real and virtual worlds has increased awareness of digital environments and brought significant changes in interactive methods.
As the application of immersive technologies expands across various industries, the interior design field is also beginning to explore their potential to address long-standing communication challenges.
In this context, immersive technologies highlight the role in facilitating seamless communication with non-experts in the field of interior design. Non-professional consumers often face challenges in comprehending design drawings, the selection of finishing materials, and the intended spatial design. Consequently, this difficulty results in frequent issues such as dissatisfied clients, deviations from the contract details in construction, and the failure to address defects (Prabhakaran, Mahamadu, & Mahdjoubi, 2022; Serova & Shilova, 2024).
According to the 2022 Korea Consumer Agency report, the total number of applications for interior design consumer damage relief from 2018 to 2021 is 1,752, and 568 cases were received in 2021, an increase of 37.9% from 412 in 2020. The most common type of damage was non-performance of defect repairs at 429 cases (24.5%), followed by defects in material quality, finishing, and construction at 249 cases (14.2%) (Choi & Na, 2022).
The fundamental cause of these problems can be attributed to the information asymmetry between experts and non-experts, making unambiguous communication challenging. Additionally, the absence of design manuals and strategic methodologies compounds these issues (Izani Abidin, Alkhalidi, & Razak, 2020; Akkers, Borgers, & Dane, 2025). Therefore, to achieve high-quality communication between interior designers and their clients, it's essential to enhance inefficient work methods and processes through the use of immersive technologies, which provide realism, rich expression, and engaging experiences (Zhuang, 2021; Wu, Liu, Chen, Li, & Wang, 2025). However, while immersive technologies offer promising solutions for enhancing communication and user engagement, several practical challenges hinder their widespread adoption. Issues such as device accessibility, affordability, comfort, and content availability must be addressed to fully realize the potential of immersive experiences in the field of interior design.
This study acknowledges both the opportunities and limitations of immersive technologies and aims to explore how these technologies can be effectively employed to overcome communication barriers and enhance processes in the field of interior design, particularly in the context of the rapid digital transformation of society. To this end, we explore how immersive technologies, such as VR (virtual reality), AR (augmented reality), and MR (mixed reality), can bridge the information gap between experts and non-experts in the field of interior design. Our goal is to enhance communication quality and improve the efficiency and accuracy of the design and construction processes. In addition, through SWOT-PEST analysis, we systematically analyze the strategic value and limitations of immersive technologies in the digitalization process of the interior design industry, and suggest utilization strategies and policy directions for sustainable industrial development and enhanced user experience.
This study aims to systematically explore the research questions by dividing them into three stages: (1) communication enhancement, (2) process innovation, and (3) industrial strategy and activation measures. The contents are outlined as follows.
Enhancing Communication - How can immersive technologies address information asymmetry and communication challenges between experts and non-experts in the field of interior design?
Process Innovation -How can immersive technologies enhance efficiency and accuracy in the design and construction processes of interior design?
Industrial Strategy and Activation Plan - How can we assess the strategic value and limitations of realistic technologies in accelerating the digital transformation of the interior design industry? Additionally, what type of industrial activation plan can be developed based on this analysis?
2. Research method and scope.
This study conducted a literature review of the Korean design research on the Future of VR Augmented Reality (Lee et al., 2018), to find out the theoretical considerations of realistic virtual content. In addition, in-depth interviews were conducted to consider immersive technologies utilization strategies, and strategic directions are sought through SWOT-PEST analyses. The specific research methods and scope are as follows.
First, a literature review was conducted to identify theoretical considerations surrounding realistic virtual content. In particular, Korean academic studies were reviewed using the RISS (Research Information Sharing Service) platform, focusing on the keywords “virtual reality,” “augmented reality,” and “immersive content.” The review period was set between 2018 and 2025, reflecting trends identified through Google Trends and the sharp increase in interest in non-face-to-face communication following the COVID-19 pandemic. From an initial pool of 128 KCI-registered (Korea Citation Index) papers, 30 studies related to the arts and design were further examined, with final selections made based on relevance to keywords, abstracts, and research topics.
Second, industrial data were collected by reviewing four key reports on immersive technology markets published between 2020 and 2023. Notably, a 2023 industry report by the Korea Institute of Industrial Marketing titled “2023 Metaverse–Virtual/Mixed Reality Market Trends and Promising Technology Development and Corporate Status” was included to explore future directions of the content industry.
Third, in-depth interviews were conducted with five immersive technology experts in the interior space sector and six professional interior designers with over five years of field experience. The interview data were analyzed through open coding, followed by a SWOT analysis to identify the industry's strengths, weaknesses, opportunities, and threats. Additionally, a PEST analysis was carried out to examine the broader political, economic, social, and technological context. These combined methods aim to provide strategic insights and practical implications for the future utilization of immersive technologies in interior design and beyond.
3. Literature review
This literature review examines academic research published in Korea, specifically addressing the domestic context of the development and application of immersive content. This approach aims to illustrate how immersive technologies have evolved within Korea's distinctive cultural, technological, and communication landscapes.
To establish a more comprehensive analytical foundation, this study draws on two primary sources of data: first, a review of prior research on immersive technologies conducted in Korea between 2020 and 2025; and second, in-depth interviews with experts in the field. Utilizing this combined data, the study aims to explore the direction, necessity, and strategic approaches for the application of immersive technologies not only in interior design but also across various industries. Furthermore, the existing literature can be broadly categorized into five application areas: exhibition space design, interior design, education, cultural heritage, and performance content, as summarized in Table 1 below.
Advanced research on immersive technologies in Korea
| Division | Researcher(year) | Research title | Summary of research | Key word |
|---|---|---|---|---|
| Exhibition space design | Kim and Oh (2022) | A Study on the Preference of Realistic Content in Exhibition Space | To determine preferences for realistic content in exhibition spaces, we classified groups into those in their 20s to 30s and 40s to 50s and conducted a cross-analysis study through a survey | Museums, Exhibitions, Realistic content, Preferences, Surveys |
| Kang (2021) | A Case Study of Realistic Content in Exhibition Space Design | Select exhibition spaces for rallies and cultural facilities planned and operated by the state and local governments in the last 10 years and investigate and analyze the current status of realistic content through examples | Exhibition space design, ICT, Realistic content, Exhibition planning, Cultural infrastructure | |
| Oh and Lee (2021) | A Study on Realistic Contents of Virtual Exhibition Online and Offline at the National Museum of Korea | From the perspective of the user experience of realistic museum content, an analysis of spatial cases from 22 online and offline locations was conducted to establish a classification system for the experience of viewing exhibitions and to find virtual exhibition technology and implementation methods | Museum virtual exhibition, Realistic Content, Experience Space | |
| Interior design | Lee and Lee (2023) | Comparative analysis and utilization plans of realistic content (AR/VR/MR) in the field of interior design | A study on the necessity, utilization plan, and implications of realistic content in the interior design process through the concept and trend of realistic content, technology, and domestic and foreign cases using content | Realistic content, Interior design processes, Augmented/Virtual/Mixed reality interactions |
| Lee (2020) | A Study on Space Design Cases Using VR Technology | Research into virtual reality programs needed for interior design and suggest ways to utilize virtual reality in architecture and interior design through domestic and international space design cases | Virtual reality, Fourth industry, Space design, Interior design | |
| Education | Choi (2024) | Design and Implementing of Korean Culture Experiential Learning Using Immersive Content (VR) | Immersive content focuses on enhancing learners' cultural understanding and engagement, thereby providing ways to encourage proactive participation, improve learning effectiveness, and promote cross-cultural understanding | Immersive Content, Korean Cultural Heritage, Korean Culture Education |
| Lee et al. (2023) | A study on ways to vitalize the operation of realistic content to improve the educational abilities of students with disabilities | It suggests that experiential classrooms, which utilize immersive content, can enhance the educational capabilities of students with disabilities. Additionally, it proposes specific measures for their effective implementation | Immersive contents, Experienctial classroom, Disabled students, Special Education, EdTech | |
| Heritage | Kim (2025) | Art History in the Digital Age: The Current State and Achievements of Digital Heritage Research | We propose a plan to enhance public communication and promote the globalization of Korean art by integrating digital technology, moving beyond traditional art history methodologies | Digital Heritage, Digital Restoration, Cultural Heritage Preservation, Immersive Content, Virtual Reality/Augmented Reality |
| Wi et al. (2024) | A study of the development direction of immersive contents of maritime cultural heritage - Focusing on the analysis of Sinan shipwreck immersive contents cases using the Sinan shipwreck | By analyzing an immersive content case related to the 14th-century Chinese Yuan Dynasty trading vessel, the Shinan Ship, we propose a developmental trajectory for maritime cultural heritage content. We emphasize the importance of diversity and creativity while suggesting new directions for future content development | Sinan Shipwreck, Maritime Cultural Heritage, Digital Heritage, Immersive Contents, New Technology Convergence Contents | |
| Performance | Jeong (2022) | A Study on the Diversification of K-pop Non-face-to-face Performance Contents | Analyze the diversification of K-pop non-face-to-face performances and immersive content, and propose innovative formats and developmental directions informed by technological advancements | K-pop, Performance contents, Non-face-to-face, high-flex performances, media expansion |
| Division | Researcher(year) | Research title | Summary of research | Key word |
|---|---|---|---|---|
| Exhibition space design | A Study on the Preference of Realistic Content in Exhibition Space | To determine preferences for realistic content in exhibition spaces, we classified groups into those in their 20s to 30s and 40s to 50s and conducted a cross-analysis study through a survey | Museums, Exhibitions, Realistic content, Preferences, Surveys | |
| A Case Study of Realistic Content in Exhibition Space Design | Select exhibition spaces for rallies and cultural facilities planned and operated by the state and local governments in the last 10 years and investigate and analyze the current status of realistic content through examples | Exhibition space design, ICT, Realistic content, Exhibition planning, Cultural infrastructure | ||
| A Study on Realistic Contents of Virtual Exhibition Online and Offline at the National Museum of Korea | From the perspective of the user experience of realistic museum content, an analysis of spatial cases from 22 online and offline locations was conducted to establish a classification system for the experience of viewing exhibitions and to find virtual exhibition technology and implementation methods | Museum virtual exhibition, Realistic Content, Experience Space | ||
| Interior design | Comparative analysis and utilization plans of realistic content (AR/VR/MR) in the field of interior design | A study on the necessity, utilization plan, and implications of realistic content in the interior design process through the concept and trend of realistic content, technology, and domestic and foreign cases using content | Realistic content, Interior design processes, Augmented/Virtual/Mixed reality interactions | |
| A Study on Space Design Cases Using VR Technology | Research into virtual reality programs needed for interior design and suggest ways to utilize virtual reality in architecture and interior design through domestic and international space design cases | Virtual reality, Fourth industry, Space design, Interior design | ||
| Education | Design and Implementing of Korean Culture Experiential Learning Using Immersive Content (VR) | Immersive content focuses on enhancing learners' cultural understanding and engagement, thereby providing ways to encourage proactive participation, improve learning effectiveness, and promote cross-cultural understanding | Immersive Content, Korean Cultural Heritage, Korean Culture Education | |
| A study on ways to vitalize the operation of realistic content to improve the educational abilities of students with disabilities | It suggests that experiential classrooms, which utilize immersive content, can enhance the educational capabilities of students with disabilities. Additionally, it proposes specific measures for their effective implementation | Immersive contents, Experienctial classroom, Disabled students, Special Education, EdTech | ||
| Heritage | Art History in the Digital Age: The Current State and Achievements of Digital Heritage Research | We propose a plan to enhance public communication and promote the globalization of Korean art by integrating digital technology, moving beyond traditional art history methodologies | Digital Heritage, Digital Restoration, Cultural Heritage Preservation, Immersive Content, Virtual Reality/Augmented Reality | |
| A study of the development direction of immersive contents of maritime cultural heritage - Focusing on the analysis of Sinan shipwreck immersive contents cases using the Sinan shipwreck | By analyzing an immersive content case related to the 14th-century Chinese Yuan Dynasty trading vessel, the Shinan Ship, we propose a developmental trajectory for maritime cultural heritage content. We emphasize the importance of diversity and creativity while suggesting new directions for future content development | Sinan Shipwreck, Maritime Cultural Heritage, Digital Heritage, Immersive Contents, New Technology Convergence Contents | ||
| Performance | A Study on the Diversification of K-pop Non-face-to-face Performance Contents | Analyze the diversification of K-pop non-face-to-face performances and immersive content, and propose innovative formats and developmental directions informed by technological advancements | K-pop, Performance contents, Non-face-to-face, high-flex performances, media expansion |
In the field of exhibition design, Kim and Oh (2022) highlighted that customization based on real-time data enhances visitor immersion and participation. Kang (2021) emphasized that the integration of ICT (information and communication technology) with immersive content promotes interactive engagement and improves the communicative value of exhibitions. Similarly, Oh and Lee (2021) proposed the use of virtual exhibition environments to provide intuitive and engaging user experiences, underscoring the growing significance of digital exhibitions.
In the field of interior design, Lee and Lee (2023) analyzed the application of AR, VR, and MR technologies, emphasizing innovations in design through digital twin technology that enhance both functionality and aesthetics. Lee (2020) illustrated how VR can be employed to optimize interior spaces, demonstrating that immersive technology can significantly improve user satisfaction and participatory design outcomes.
Within education, Choi (2024) developed a VR-based Korean cultural experience program, revealing its effectiveness in promoting cultural understanding through experiential learning. Lee, Lim, Yang, and Shin (2023) found that immersive content enhances learning motivation and outcomes, especially for students with disabilities, supporting its value in inclusive education contexts.
In the realm of cultural heritage, Kim (2025) argued for digital heritage as a means to preserve and globalize Korean art, while Wi, Ahn, and Choi (2024) proposed immersive content strategies for marine heritage, such as the Shinan Ship, using convergent technologies to increase accessibility and engagement.
Lastly, in the realm of performance content, Jeong (2022) examined K-pop's non-face-to-face performance formats, suggesting that immersive content enhances fan interaction and facilitates more personalized performance experiences.
Immersive content is an emerging technology that provides engaging and interactive experiences, and its significance is rapidly increasing across various fields, including exhibitions, education, cultural heritage, and performances. Advanced technologies such as virtual reality (VR), augmented reality (AR), and mixed reality (MR) enable personalized and participatory experiences, greatly enhancing cultural understanding and audience engagement. The convergence of these technologies is shaping new content formats in each sector, indicating a crucial trajectory for future content development. As digitalization and innovation continue to improve user experiences, these advancements will establish a vital foundation for expanding the industrial relevance and cultural value of immersive content.
4. Theoretical consideration of immersive technologies
4.1 Immersive technologies concept
The Korea Ministry of Culture, Sports and Tourism defines immersive technologies as a word that combines ICT and information technology that maximizes the five senses of humans and provides users with a realistic sense of reality and experience through the characteristics of telepresence that feels immersive, lively, and real (Jung, 2017). In addition, the Ministry of Science and ICT defines it as a next-generation content that provides an experience similar to the real world in the virtual world using technologies such as VR, AR, and MR. As such, the current definition of immersive technologies in Korea shows some differences between the ministries of the government that use immersive content.
Milgram and Kishino (1994) proposed a continuum model for understanding the relationship between reality and virtuality. This model, illustrated in Figure 1, depicts four stages along a spectrum. Virtuality exists between the two extremes: the RE(real environment) and VR. All experiences within this spectrum are considered MR. The term “augmented” refers to the layering of different media. When virtual objects are overlaid onto the real environment, this is called AR. Conversely, environments with a greater emphasis on virtual elements compared to the real world are called AV.
The diagram shows a continuum from a “R E (Real Environment)” to a “V R (Virtual Reality),” with two intermediate stages. A double-headed arrow below the main diagram is labeled “Reality-Virtuality (RV) Continuum.” The continuum is divided into four main sections, with dashed vertical lines marking the boundaries: R E (Real Environment): It is labeled with “100 percent Real” at the top and “0 percent Virtual” at the bottom. The section is colored pink. A R (Augmented Reality): The pink area transitions into a blue area. A V (Augmented Virtuality): The blue area continues. V R (Virtual Reality): It is labeled with “0 percent Real” at the top and “100 percent Virtual” at the bottom. This section is entirely blue. The labels at the top and bottom of the diagram indicate that as one moves from left to right along the continuum, the percentage of “Real” decreases from 100 percent to 0 percent, while the percentage of “Virtual” increases from 0 percent to 100 percent.Reality-virtuality continuum. Courtesy of Milgram and Kishino (1994)
The diagram shows a continuum from a “R E (Real Environment)” to a “V R (Virtual Reality),” with two intermediate stages. A double-headed arrow below the main diagram is labeled “Reality-Virtuality (RV) Continuum.” The continuum is divided into four main sections, with dashed vertical lines marking the boundaries: R E (Real Environment): It is labeled with “100 percent Real” at the top and “0 percent Virtual” at the bottom. The section is colored pink. A R (Augmented Reality): The pink area transitions into a blue area. A V (Augmented Virtuality): The blue area continues. V R (Virtual Reality): It is labeled with “0 percent Real” at the top and “100 percent Virtual” at the bottom. This section is entirely blue. The labels at the top and bottom of the diagram indicate that as one moves from left to right along the continuum, the percentage of “Real” decreases from 100 percent to 0 percent, while the percentage of “Virtual” increases from 0 percent to 100 percent.Reality-virtuality continuum. Courtesy of Milgram and Kishino (1994)
4.2 Immersive technologies characteristics
Immersive technologies aims to make users feel immersed and vivid in a specific environment, and experience a sense of being as if they were actually there. This is the core goal pursued by virtual reality, and is one of the biggest characteristics of virtual reality, a characteristic called telepresence (Kang, 2017).
Telepresence, the objective of immersive technologies, refers to experience of feeling present, or a sense of reality, as if the user is actually in a specific space through a communication medium. can be described as a means of indirectly perceiving the environment (Jonathan, 1992). This concept was categorized into six elements by Matthew Lombard, a professor at Temple University in the United States, and Theresa Ditton, a mass communication expert. The details are presented in Table 2 below. The successful realization of immersive technologies hinges on the seamless integration of these telepresence components. In particular, the convergence of virtual reality-based communication interfaces with physical space design is essential to enhancing the user experience. Looking ahead, the development of immersive technologies is expected to focus increasingly on the synergy between interface tools and spatial design, highlighting the importance of interdisciplinary collaboration in achieving truly immersive environments.
Elements and concepts of telepresence
| Element | Concept |
|---|---|
| Social richness | The degree of friendliness or interpersonal emotional engagement felt during interactions through digital technology and media |
| Reality | The term refers to the extent to which an object, space, person, or other subject can be realistically represented through the use of all sensory elements, including movement, color, sound, and background |
| Transportation | The user's psychological and physical senses are immersed in the virtual world, creating an experience that feels as though they are truly in another location |
| Immersion | It creates a sense of being fully enveloped in a virtual environment through media, effectively blocking out external stimuli and experiencing both perceptual and psychological immersion |
| Social actor within medium | The perception of experiencing a genuine human presence or social interaction with characters or figures in the media, as if one is directly communicating with them |
| Medium as social actor | When a medium interacts with a user as an actor, the user perceives the virtual entity as if it were real and experiences a profound sense of presence |
| Element | Concept |
|---|---|
| Social richness | The degree of friendliness or interpersonal emotional engagement felt during interactions through digital technology and media |
| Reality | The term refers to the extent to which an object, space, person, or other subject can be realistically represented through the use of all sensory elements, including movement, color, sound, and background |
| Transportation | The user's psychological and physical senses are immersed in the virtual world, creating an experience that feels as though they are truly in another location |
| Immersion | It creates a sense of being fully enveloped in a virtual environment through media, effectively blocking out external stimuli and experiencing both perceptual and psychological immersion |
| Social actor within medium | The perception of experiencing a genuine human presence or social interaction with characters or figures in the media, as if one is directly communicating with them |
| Medium as social actor | When a medium interacts with a user as an actor, the user perceives the virtual entity as if it were real and experiences a profound sense of presence |
4.3 Immersive technologies utilization areas
Immersive technologies initially emerged primarily in the entertainment and gaming sectors; however, they are now being utilized across various fields, as illustrated in Table 3 below. In various service sectors, including advertising, distribution, tourism, and healthcare, this technology is being utilized to create more innovative customer services and experiences.
Classification of fields utilizing immersive technologies
| Application domain | Specific application | Areas key effects |
|---|---|---|
| Service | Advertising, distribution, tourism, and healthcare | Innovative design of customer service and experiences |
| Education and simulation | Virtual learning offers realistic environments and job training programs | Improving Learner Comprehension and Supporting High-Risk Occupational Safety Training |
| Communication and collaboration | Online Meetings and Consultations | Improved Communication and Collaboration |
| Industry | The fields of automobile manufacturing, real estate, construction, and product design | Reduced product development costs while facilitating space simulation and design review |
| User experience design | Data Analysis and Personalized Content Design | Enhanced user engagement and increased competitiveness through personalized content delivery |
| Application domain | Specific application | Areas key effects |
|---|---|---|
| Service | Advertising, distribution, tourism, and healthcare | Innovative design of customer service and experiences |
| Education and simulation | Virtual learning offers realistic environments and job training programs | Improving Learner Comprehension and Supporting High-Risk Occupational Safety Training |
| Communication and collaboration | Online Meetings and Consultations | Improved Communication and Collaboration |
| Industry | The fields of automobile manufacturing, real estate, construction, and product design | Reduced product development costs while facilitating space simulation and design review |
| User experience design | Data Analysis and Personalized Content Design | Enhanced user engagement and increased competitiveness through personalized content delivery |
In the fields of education and simulation, immersive technologies provide interactive learning environments that enhance learner comprehension while offering safe and effective platforms for high-risk job training. They are also increasingly utilized as tools for communication and collaboration, improving efficiency in remote meetings, virtual consultations, and related activities. In industries such as automotive, real estate, and construction, these technologies contribute to reducing product development costs, enabling spatial simulations, and facilitating more effective design reviews (Chun, Han, & Jang, 2017). Moreover, immersive technologies support advanced data analysis and personalized user experience design, thereby strengthening corporate competitiveness through innovative user engagement strategies and customized content delivery.
4.4 Immersive technologies components.
Since 2013, the Korea Ministry of Science, ICT and Future Planning (MSIP) has been fostering a virtuous cycle structure that integrates content, platform, network, and device systems—shifting from a hardware-oriented, operator-led model to a more comprehensive ecosystem aimed at expanding the immersive technologies market (Cha, 2017). As illustrated in Table 4 below, content developed by creators is uploaded to platforms and delivered to users, forming a seamless flow within the ecosystem. In the context of interior design, the interaction among these four components—content, platform, network, and device—is believed to enhance design decision-making by facilitating clear communication between designers and clients, ensuring design validity, and enabling accurate review and feedback.
Immersive technologies components
| Division | Content | Producer |
|---|---|---|
| Contents | Data and information that can be distributed and processed through digital production methods | Disney, Netflix, Google, YouTube, Comcast etc |
| Platform | A central role in connecting users by sharing and distributing various contents | Apple, Amazon, Nexon, Meta, Google, Naver, Tencent, MS, Kakao, etc |
| Network | A communication network that overcomes geographical barriers and shares information through physical communication channels such as modems or LANs | SKT, KT, NTT, AT&T, KPT, etc |
| Device | Hardware devices of electronic and mechanical devices to implement content | Apple, Goertek, SONY, bHaptics, Magic Leap, Meta etc |
| Division | Content | Producer |
|---|---|---|
| Contents | Data and information that can be distributed and processed through digital production methods | Disney, Netflix, Google, YouTube, Comcast etc |
| Platform | A central role in connecting users by sharing and distributing various contents | Apple, Amazon, Nexon, Meta, Google, Naver, Tencent, MS, Kakao, etc |
| Network | A communication network that overcomes geographical barriers and shares information through physical communication channels such as modems or LANs | SKT, KT, NTT, AT&T, KPT, etc |
| Device | Hardware devices of electronic and mechanical devices to implement content | Apple, Goertek, SONY, bHaptics, Magic Leap, Meta etc |
5. Examples of immersive technologies use in the interior design field
5.1 Overseas utilization
Trimble applies MR technology to implementation design and construction site operations. Utilizing Microsoft's HoloLens 2 and the MR-enabled safety helmet Trimble XR10, the system allows users to visualize and interact with 3D data in real time through a touch-screen interface. This advanced integration of AR enhances precision and efficiency in on-site design processes.
Matterport, on the other hand, leverages both VR and AR technologies in its basic design applications. Equipped with a 3D camera featuring a 134-megapixel resolution and a 360-degree viewing angle, the system captures indoor and outdoor spaces, converts them into immersive content, and uploads the data to the cloud-based AR platform Matterport Pro2 (Brittany, 2017). As the platform is compatible with smartphones and tablets, it enables real-time simulation of spatial structures, interior design processes, finishing materials, and appliance placements, thereby offering a personalized construction experience to clients.
5.2 Domestic Korean utilization
T. raum produces virtual reality content and applies it to planning and basic design. The real-time rendering-based platform “qoobo” collects images such as interior, furniture, and lighting, converts them into 3D digital, and provides virtual space services through 3D modeling and visualization. This leads in the interior virtual space industry as it can solve the previous 2–3 days of consultation time, such as finishing materials and furniture placement, on the spot through 3D virtual space service and even purchases products from companies (Lee & Lee, 2023). Hanssem, a Korean furniture and interior design brand, offers the “Home Planner 2.0” platform, which leverages virtual reality for planning and basic design. To help customers understand and make purchase decisions, 80,000 apartment drawings nationwide and 1,000 drawings designed by reflecting actual apartment designs are converted into 3D data and provided as smart phones and tablets. Shinsegae Casa, a living and lifestyle company, offers approximately 90,000 real apartment drawings through its platform “VR 3D Interior”, enabling online design, direct transactions, and consultations (Lee, 2021). The use of 3D rendering to implement various design concepts provides an immersive experience and diversifies the interaction points with customers.
While foreign countries apply MR to various immersive contents such as design, construction progress, and matching with design drawings, it can be seen that Korea is limited to VR technology. In other words, it shows that the design process, such as real estate promotion, finish materials and furniture changes, and marketing, is highly efficient, but it is still insufficient to be applied directly to the construction site.
6. In-depth interview research method
6.1 Research questions
In this study, we aim to explore strategies for utilizing immersive technologies in the field of interior design. Major Korean companies such as LX Hausys, T. Raum, Urban Base, and Hanssem, which are actively engaged in interior-related businesses, continue to invest in immersive technologies due to their strong potential as tools for both business development and marketing. Despite this, uncertainties remain regarding how currently active content experts and interior designers perceive the industry's trends, challenges, and practical applications, as well as the strategies they are formulating for future revitalization and problem-solving. To address these questions, this study collects multifaceted data through in-depth interviews with domain experts. Through this approach, we aim to identify institutional limitations and necessary areas of improvement, and to suggest strategic research directions for the future. These findings are expected to provide a foundational framework for the advancement of immersive technologies in interior design, particularly at a time when their adoption is still in the early stages. As summarized in Table 5, the research questions are broadly divided into two categories: the conceptual understanding of immersive technologies and practical utilization strategies in interior design. We examine how experts perceive potential value in this field and what strategic directions they are currently pursuing.
In-depth interview questions
| Division | No. | Research questions |
|---|---|---|
| Immersive technology concept | 01 | What do you think about the Immersive technology industry? (advantages/disadvantages, skills, social roles, etc.) |
| 02 | What impact do you think it will have on the future of Immersive technology and the industry and society as a whole? | |
| 03 | What do you think about the current platforms, content, device types, and use of Immersive technology? | |
| Utilization plan in the field of interior Design | 01 | Why is it necessary to introduce Immersive technology in the interior design field? |
| 02 | How will the interior design field change through the use of Immersive technology? | |
| 03 | What is the impact of Immersive technology on interior design customers (non-experts)? | |
| 04 | What do you perceive is necessary to activate Immersive technology in the interior design field? (Politics, technology, economy, society, etc.) |
| Division | No. | Research questions |
|---|---|---|
| Immersive technology concept | 01 | What do you think about the Immersive technology industry? (advantages/disadvantages, skills, social roles, etc.) |
| 02 | What impact do you think it will have on the future of Immersive technology and the industry and society as a whole? | |
| 03 | What do you think about the current platforms, content, device types, and use of Immersive technology? | |
| Utilization plan in the field of interior Design | 01 | Why is it necessary to introduce Immersive technology in the interior design field? |
| 02 | How will the interior design field change through the use of Immersive technology? | |
| 03 | What is the impact of Immersive technology on interior design customers (non-experts)? | |
| 04 | What do you perceive is necessary to activate Immersive technology in the interior design field? (Politics, technology, economy, society, etc.) |
To this end, expert interviews were transcribed and analyzed using open coding to extract key qualitative and strategic keywords. Furthermore, a combination of SWOT and PEST analysis was applied to evaluate both internal and external environments, enabling a structured understanding of the current state and future direction of immersive technology implementation in interior design.
6.2 Research methods
6.2.1 Select in-depth interviewees
Currently, there remains a noticeable lack of research data and academic literature specifically addressing the application of immersive technologies within the field of interior design. To address this gap, this study aims to generate insights from multiple perspectives by incorporating the professional knowledge, personal experiences, and opinions of practitioners actively engaged in the field. A total of eleven participants were selected, including five experts specializing in immersive technologies applied to interior spaces and six interior designers with practical field experience. As outlined in Table 6, the immersive technologies experts were chosen based on their substantial expertise and familiarity with interior spatial production environments, having collaborated with various companies for over seven years. Likewise, the interior designers were selected for their minimum of five years of professional experience, allowing for the collection of nuanced and practice-based insights regarding the integration of immersive technologies in daily design workflows. To ensure participant confidentiality, all individuals were anonymized and labeled alphabetically from A to K.
In-depth interviewee
| Division | Specialization | Age | Education | Work experience (Years) | Responsibility | Position | Gender |
|---|---|---|---|---|---|---|---|
| A | Interior space Immersive technology | 40s | B.A. | 9 | Planning, Marketing | CMO/CFO | Female |
| B | 30s | B.S. | 8 | Development, Planning | Senior Manager | Male | |
| C | 40s | B.A. | 13 | VR Design | General Manager | Male | |
| D | 40s | B.S. | 12 | Development Director, System Building | COO/CTO | Male | |
| E | 40s | Ph.D. completion | 9 | Decision-making Authority, General responsibility | CEO | Male | |
| F | Interior design | 30s | M.A. | 8 | Design, Construction | Manager | Female |
| G | 40s | B.A. | 13 | Design, Construction | General Manager | Male | |
| H | 40s | B.A. | 12 | Design, Construction | CEO | Male | |
| I | 30s | B.A. | 6 | 3D Design | Assistant Manger | Male | |
| J | 30s | B.A. | 7 | Design | Assistant Manger | Female | |
| K | 30s | B.A. | 7 | Design | Assistant Manger | Female |
| Division | Specialization | Age | Education | Work experience (Years) | Position | Gender | |
|---|---|---|---|---|---|---|---|
| A | Interior space | 40s | B.A. | 9 | Planning, Marketing | CMO/CFO | Female |
| B | 30s | B.S. | 8 | Development, Planning | Senior Manager | Male | |
| C | 40s | B.A. | 13 | VR Design | General Manager | Male | |
| D | 40s | B.S. | 12 | Development Director, System Building | COO/CTO | Male | |
| E | 40s | Ph.D. completion | 9 | Decision-making Authority, General responsibility | CEO | Male | |
| F | Interior design | 30s | M.A. | 8 | Design, Construction | Manager | Female |
| G | 40s | B.A. | 13 | Design, Construction | General Manager | Male | |
| H | 40s | B.A. | 12 | Design, Construction | CEO | Male | |
| I | 30s | B.A. | 6 | 3D Design | Assistant Manger | Male | |
| J | 30s | B.A. | 7 | Design | Assistant Manger | Female | |
| K | 30s | B.A. | 7 | Design | Assistant Manger | Female |
6.2.2 In-depth interview process
In order to obtain subjective information and insights on specific topics and research issues, we conducted in-depth interviews with the study participants as part of our qualitative research methodology (see Figure 2).
The photographs show a group of people sitting at a long, white table in an office. The faces of the individuals are obscured with gray circles. The left photograph shows two individuals seated across from each other. One person, wearing a white shirt, is looking down at a tablet device on the table. The person across from them, wearing a dark shirt, is also looking at a tablet. A smartphone is visible on the table between them. Several screens are mounted on the wall in the background. The right photograph shows two individuals seated around a corner of the same table. One person, wearing a white shirt, is using a tablet. Another person, in a gray shirt, is also holding and looking down at a tablet or phone. Screens are visible on the wall behind them.In-depth interview site. The authors
The photographs show a group of people sitting at a long, white table in an office. The faces of the individuals are obscured with gray circles. The left photograph shows two individuals seated across from each other. One person, wearing a white shirt, is looking down at a tablet device on the table. The person across from them, wearing a dark shirt, is also looking at a tablet. A smartphone is visible on the table between them. Several screens are mounted on the wall in the background. The right photograph shows two individuals seated around a corner of the same table. One person, wearing a white shirt, is using a tablet. Another person, in a gray shirt, is also holding and looking down at a tablet or phone. Screens are visible on the wall behind them.In-depth interview site. The authors
In order to proceed smoothly with the interview process, we divided it into six stages as shown in Figure 3 below. Prior to the interview, 11 research participants signed a consent form for participation and recording of the interview and were informed of the purpose of the study. The interviews were conducted individually over a five-day period, from April 15 to April 19, 2024. Each session lasted approximately 35 minutes and was recorded for transcription and subsequent analysis. Upon the conclusion of the study, all related materials—including field notes, audio recordings, and other interview data—will be permanently deleted to ensure participant confidentiality and data privacy.
The process is arranged in two rows of three boxes, connected by arrows. First Row: Box 1: Selection of a Research Problem: It lists three steps: 1. Specification of the research problem and direction. 2. “Review of the Suitability of research participants(total of 11 people)” including “5 experts in realistic interior space content” and “6 interior designers.” 3. Gathered necessary information about the participants‘ environmental context. A rightward arrow points from box 1 to box 2. Box 2: Preparation for Interview: It lists two steps with a table: 1. After completing the interview consent form, forwarding it to the 11 research participants. 2. Write interview questions. A table shows: “Forwarding Files” (Interview consent form and questionnaire), “Forwarding Method” (E-mail), and “Forwarding Date” (April 10, 2024). A rightward arrow points from box 2 to box 3. Box 3: In-depth Interview Research: A table provides details for two groups: Interview Method: “One-on-one in-depth interview” for both groups. Research Participants: “5 experts in immersive” and “6 interior designers” Date: “April 15, 2024” and “April 15-19, 2024.” Time Required: “About 37 minutes” and “About 30 minutes.” Location: “Visit to interior space immersive technology company” and “Coffee Shop.” Second Row: A large arrow points down from box 3 to box 4. Box 4: Summary of In-depth Interview Contents: It lists three steps: 1. Check materials such as documents (records) and audio recordings. 2. Convert the interview recordings into transcripts and conduct analysis. 3. Derivation of key words through open coding. A leftward arrow points from box 4 to box 5. Box 5: Cross-Checking: It lists one step with a table: 1. The interview contents were organized and forwarded to the research participants (11 people) and cross-checked to ensure that the topics, questions, and answers were appropriate, and that the analysis had been sufficiently conducted.“ A table shows: ”Forwarding Files“ (Summary of interview contents), ”Forwarding Method“ (E-mail), and ”Forwarding Date“ (April 15-18, 2024). A leftward arrow points from box 5 to box 6. Box 6: Summary of the Final In-depth Interview Contents: It lists three steps: 1. Check the interview contents and cross-check contents. 2. Categorical indicators. 3. Qualitative and quantitative keyword derivation, as well as SWOT-PEST analysis.In-depth interview process with research participants. Figure by authors
The process is arranged in two rows of three boxes, connected by arrows. First Row: Box 1: Selection of a Research Problem: It lists three steps: 1. Specification of the research problem and direction. 2. “Review of the Suitability of research participants(total of 11 people)” including “5 experts in realistic interior space content” and “6 interior designers.” 3. Gathered necessary information about the participants‘ environmental context. A rightward arrow points from box 1 to box 2. Box 2: Preparation for Interview: It lists two steps with a table: 1. After completing the interview consent form, forwarding it to the 11 research participants. 2. Write interview questions. A table shows: “Forwarding Files” (Interview consent form and questionnaire), “Forwarding Method” (E-mail), and “Forwarding Date” (April 10, 2024). A rightward arrow points from box 2 to box 3. Box 3: In-depth Interview Research: A table provides details for two groups: Interview Method: “One-on-one in-depth interview” for both groups. Research Participants: “5 experts in immersive” and “6 interior designers” Date: “April 15, 2024” and “April 15-19, 2024.” Time Required: “About 37 minutes” and “About 30 minutes.” Location: “Visit to interior space immersive technology company” and “Coffee Shop.” Second Row: A large arrow points down from box 3 to box 4. Box 4: Summary of In-depth Interview Contents: It lists three steps: 1. Check materials such as documents (records) and audio recordings. 2. Convert the interview recordings into transcripts and conduct analysis. 3. Derivation of key words through open coding. A leftward arrow points from box 4 to box 5. Box 5: Cross-Checking: It lists one step with a table: 1. The interview contents were organized and forwarded to the research participants (11 people) and cross-checked to ensure that the topics, questions, and answers were appropriate, and that the analysis had been sufficiently conducted.“ A table shows: ”Forwarding Files“ (Summary of interview contents), ”Forwarding Method“ (E-mail), and ”Forwarding Date“ (April 15-18, 2024). A leftward arrow points from box 5 to box 6. Box 6: Summary of the Final In-depth Interview Contents: It lists three steps: 1. Check the interview contents and cross-check contents. 2. Categorical indicators. 3. Qualitative and quantitative keyword derivation, as well as SWOT-PEST analysis.In-depth interview process with research participants. Figure by authors
6.3 SWOT and PEST analysis
6.3.1 SWOT analysis
SWOT analysis is a part of a broader situation analysis and is used universally to establish specific policies or management strategies. As shown in Table 7 below, systematically analyze the strengths, weaknesses, opportunities, and threats of the internal and external environmental factors of a company or organization (Choi & Shin, 2022).
SWOT component concept
| Division | Definition |
|---|---|
| Strengths | It refers to the internal strengths or advantages of a company or organization |
| Weaknesses | Refers to internal vulnerabilities and areas that require improvement within an organization or company |
| Opportunities | It refers to a positive opportunity that an organization or company can take advantage of among external environmental factors |
| Threats | Among external environmental factors, it refers to factors that may have an adverse effect on organizations and companies |
| Division | Definition |
|---|---|
| Strengths | It refers to the internal strengths or advantages of a company or organization |
| Weaknesses | Refers to internal vulnerabilities and areas that require improvement within an organization or company |
| Opportunities | It refers to a positive opportunity that an organization or company can take advantage of among external environmental factors |
| Threats | Among external environmental factors, it refers to factors that may have an adverse effect on organizations and companies |
6.3.2 PEST analysis
PEST, a macro environmental analysis, is classified into Political, Economic, Social, and Technological as shown in Table 8 below. This defines the macro environmental factors used to identify the environment among strategic management components (Sammut-Bonnici & Galea, 2014).
PEST component concept
| Division | Definition |
|---|---|
| Political | Promote or sanction at the government level and analyze the impact on national infrastructure construction |
| Economic | Analyzing the impact on the growth rate of the economy and companies through economic understanding from a long-term and short-term perspective |
| Social | Analyzing social and cultural norms and expectations |
| Technological | Analysis of factors affecting technological progress and performance, such as technological cost, innovation, and quality |
| Division | Definition |
|---|---|
| Political | Promote or sanction at the government level and analyze the impact on national infrastructure construction |
| Economic | Analyzing the impact on the growth rate of the economy and companies through economic understanding from a long-term and short-term perspective |
| Social | Analyzing social and cultural norms and expectations |
| Technological | Analysis of factors affecting technological progress and performance, such as technological cost, innovation, and quality |
7. Table 8: PEST component concept analysis of expert in-depth interview research results
7.1 Immersive technologies concept opinion
Opinions on the immersive technologies industry: It is superior to other technologies in the use of information delivery, education, and interactive content, and has the advantage of realistic expression and experience, making it the most progressive information delivery method in the current trend. However, despite its positive perception, people feel that it becomes a burden in terms of inconvenience and cost when actually applying it to work. Therefore, if technologies such as various platforms and devices for consumers and more easily accessible methods are developed and become popular, industrial value will rise (see Table 9).
Impact of immersive technologies on society as a whole: It is superior to other technologies in the use of information delivery, education, and interactive content, and has the advantage of realistic expression and experience, making it the most progressive information delivery method in the current trend. However, despite its positive perception, people feel that it becomes a burden in terms of inconvenience and cost when actually applying it to work. Therefore, if technologies such as various platforms and devices for consumers and more easily accessible methods are developed and become popular, industrial value will rise (see Table 10).
Opinions on the four components of immersive technologies content: The development and use of software and devices are not yet visible in real life. In other words, if a virtual space is created using software, one must personally experience it using a device, but people avoid wearing the equipment due to uncomfortable fit, heaviness, and dizziness. Content development is currently being developed little by little in the fields of safety, education, real estate, and interior design. However, content is still limited and immersive technologies platforms are also limited, and system construction and deployment of professional personnel are insufficient. It is expected that it will take time for experts with a certain level of specialized knowledge to be selected for professional education by universities and educational institutions to enter society (see Table 11).
Opinions on the immersive technologies industry
| Division | Content |
|---|---|
| Question | 01. What do you think about the immersive technology industry? (advantages/disadvantages, skills, social roles, etc.) |
| Opinion | “How people use immersive technology and the scope and purpose of use have not yet been established throughout the industry, so although it is technically good, it is still insufficient and difficult to connect to work flow” (Research Participant, A) |
| “It becomes easier to persuade people because the feeling of realism makes them accept what they see in front of them without any resistance” (Research Participant, B) | |
| “It is attractive that users can seek and obtain various experiences and information regardless of location or time” (Research Participant, H) |
| Division | Content |
|---|---|
| Question | 01. What do you think about the immersive technology industry? (advantages/disadvantages, skills, social roles, etc.) |
| Opinion | “How people use immersive technology and the scope and purpose of use have not yet been established throughout the industry, so although it is technically good, it is still insufficient and difficult to connect to work flow” (Research Participant, A) |
| “It becomes easier to persuade people because the feeling of realism makes them accept what they see in front of them without any resistance” (Research Participant, B) | |
| “It is attractive that users can seek and obtain various experiences and information regardless of location or time” (Research Participant, H) |
Opinions on the impact on society as a whole
| Division | Content |
|---|---|
| Question | 02. What impact do you think it will have on the future of immersive technology and the industry and society as a whole? |
| Opinion | “Creating a virtual space on an Internet platform will save incidental costs and make it more accessible to people, as there is no such space in the real world. Consequently, it can be utilized as a place for advertising or promotional marketing” (Research Participant, B) |
| “Wearing the device allows users to experience risk factors that occur in the field, such as falls and fires, in 3D. This enhances immersion and eliminates insensitivity to safety at the work site” (Research Participant, E) | |
| “It appears that it will be used in general areas such as food, clothing, shelter, and cultural contents” (Research Participant, H) |
| Division | Content |
|---|---|
| Question | 02. What impact do you think it will have on the future of immersive technology and the industry and society as a whole? |
| Opinion | “Creating a virtual space on an Internet platform will save incidental costs and make it more accessible to people, as there is no such space in the real world. Consequently, it can be utilized as a place for advertising or promotional marketing” (Research Participant, B) |
| “Wearing the device allows users to experience risk factors that occur in the field, such as falls and fires, in 3D. This enhances immersion and eliminates insensitivity to safety at the work site” (Research Participant, E) | |
| “It appears that it will be used in general areas such as food, clothing, shelter, and cultural contents” (Research Participant, H) |
Opinions on the four components of immersive technologies content
| Division | Content |
|---|---|
| Question | 03. What do you think about the current platforms, content, device types, and use of immersive technology? |
| Opinion | “Immersive technology has not yet been legislated and established, and its core role, which plays an essential role in the industrial field and must be used in business to ensure successful operation, is still lacking” (Research Participant, D) |
| “Overseas, various industries such as high-risk groups, medical fields, and education fields are becoming active, but domestically, there is still a tendency to use content to provide support to highly profitable fields” (Research Participant, F) | |
| “Existing platforms often provide access to information through SNS, but so far most of them are centered on cultural experiences (videos, albums, etc.), so I think there is a need to develop a diverse range of content” (Research Participant, H) |
| Division | Content |
|---|---|
| Question | 03. What do you think about the current platforms, content, device types, and use of immersive technology? |
| Opinion | “Immersive technology has not yet been legislated and established, and its core role, which plays an essential role in the industrial field and must be used in business to ensure successful operation, is still lacking” (Research Participant, D) |
| “Overseas, various industries such as high-risk groups, medical fields, and education fields are becoming active, but domestically, there is still a tendency to use content to provide support to highly profitable fields” (Research Participant, F) | |
| “Existing platforms often provide access to information through SNS, but so far most of them are centered on cultural experiences (videos, albums, etc.), so I think there is a need to develop a diverse range of content” (Research Participant, H) |
7.2 Measures to utilize immersive technologies in the interior design field
Necessity in the field of interior design: It is easy for the person in charge to understand before on-site construction, and by changing the finishing material pattern in real time, you can save efficiency, avoid trial and error, and save working time. In addition, most companies in the interior design field are operated on a small scale, so CS (Customer Satisfaction) and communication are not refined and manualized, which always leads to misunderstandings with customers and ultimately leads to complaints. Therefore, the lack of communication, lack of service mind, etc. will definitely be filled by introducing immersive technologies (see Table 12).
Changes in the field of interior design: By saving time, more work will be done and contracts will be concluded, and if the design has been modified several times in the past, the number of modifications can be adjusted in the future and work errors can be reduced. In addition, the contract process, which was conducted only through dialogue, is disappearing and consumers prefer sophisticated communication, which is expected to increase trust. However, it is still limited to implementing standardized designs, so it is believed that in the future, technology that can implement non-standard designs will need to be developed before the industry can become widespread (see Table 13).
Impact on interior design customers (non-experts): Immersive technologies serves as a medium between experts and customers. Before visiting an expert, customers can first learn about the design and product, and once data is available, more rational consultation can be conducted with the expert and recommendations can be made for areas that are lacking. And by first knowing the estimate through simulation and consulting with experts, disadvantages are minimized and a reasonable contract is concluded. However, by only showing products that have entered into a business agreement (MOU) with an interior design company, consumers have a narrower range of product choices (see Table 14).
Utilization plan in the field of interior design: Because large costs are required to produce Immersive technologies content, it is not easy to introduce it without support from government ministries and private companies. Since it is an expensive service and expensive content, if large corporations use it, the content industry will revitalize quickly. As much of the infrastructure has not yet been established, infrastructure construction is needed first, followed by professional training and support (see Table 15).
Opinions on the necessity in the field of interior design
| Division | Content |
|---|---|
| Question | 01. Why is it necessary to introduce immersive technology in the interior design field? |
| Opinion | “It is possible to shorten the time of a series of processes such as drawing, rendering, and modification. “You can reduce your work hours, and the less time you spend, the less burden you will have” (Research Participant, B) |
| “Applying simulation technology will be a great help in improving work efficiency, building trust with customers, and concluding contracts” (Research Participant, D) | |
| “The ability to understand is so different from the perspective of the general public or people working in industry, so we can clearly understand this spatially. And the increased understanding has the advantage of being able to increase the speed of purchasing decisions for certain products a little more quickly” (Research participant, E) |
| Division | Content |
|---|---|
| Question | 01. Why is it necessary to introduce immersive technology in the interior design field? |
| Opinion | “It is possible to shorten the time of a series of processes such as drawing, rendering, and modification. “You can reduce your work hours, and the less time you spend, the less burden you will have” (Research Participant, B) |
| “Applying simulation technology will be a great help in improving work efficiency, building trust with customers, and concluding contracts” (Research Participant, D) | |
| “The ability to understand is so different from the perspective of the general public or people working in industry, so we can clearly understand this spatially. And the increased understanding has the advantage of being able to increase the speed of purchasing decisions for certain products a little more quickly” (Research participant, E) |
Opinions on changes in the interior design field
| Division | Content |
|---|---|
| Question | 02. How will the interior design field change through the use of immersive technology? |
| Opinion | “Due to the development of programs and apps that anyone can use, there may be no need for experts and a situation may arise where ordinary people may take the jobs of experts” (Research Participant, D) |
| “Usability and accessibility are easy in standardized designs, but they are limited in areas that are atypical and require constant modification, so it seems difficult to actually apply them to interior design” (Research Participant, G) | |
| “In a role limited to one area of interior design, you will be able to expand your scope of work and collaborate with designers in various fields such as branding, products, graphics, and video” (Research participant, H) |
| Division | Content |
|---|---|
| Question | 02. How will the interior design field change through the use of immersive technology? |
| Opinion | “Due to the development of programs and apps that anyone can use, there may be no need for experts and a situation may arise where ordinary people may take the jobs of experts” (Research Participant, D) |
| “Usability and accessibility are easy in standardized designs, but they are limited in areas that are atypical and require constant modification, so it seems difficult to actually apply them to interior design” (Research Participant, G) | |
| “In a role limited to one area of interior design, you will be able to expand your scope of work and collaborate with designers in various fields such as branding, products, graphics, and video” (Research participant, H) |
Comments on impact on customers (non-experts)
| Division | Content |
|---|---|
| Question | 03. What is the impact of immersive technology on interior design customers (non-experts)? |
| Opinion | “Consumers say they are making smarter choices, but they may not be wise. Consumers have no choice but to choose from the information presented to them, so their options may be limited” (Research Participant, A) |
| “Non-experts can become designers themselves by designing in real time and making suggestions to interior design companies” (Research Participant, B) | |
| “As 3D virtual realization becomes easier, the design value that arises may be perceived as low by consumers” (Research Participant, I) |
| Division | Content |
|---|---|
| Question | 03. What is the impact of immersive technology on interior design customers (non-experts)? |
| Opinion | “Consumers say they are making smarter choices, but they may not be wise. Consumers have no choice but to choose from the information presented to them, so their options may be limited” (Research Participant, A) |
| “Non-experts can become designers themselves by designing in real time and making suggestions to interior design companies” (Research Participant, B) | |
| “As 3D virtual realization becomes easier, the design value that arises may be perceived as low by consumers” (Research Participant, I) |
Opinions on ways to revitalize the interior design field
| Division | Content |
|---|---|
| Question | 04. What do you perceive is necessary to activate immersive technology in the interior design field? (Politics, technology, economy, society, etc.) |
| Opinion | “Even if the government changes, continuous support and investment from the government is needed, and the interaction between politics, economy, and society is important to revitalize the industry” (Research Participant, C) |
| “The biggest obstacle to fostering the industry is regulatory issues. If relevant laws, systems, and policies are established, we will continue to develop” (Research Participant, E) | |
| “We need platform development based on a high level of quality, cost-effectiveness (cost, time, etc.), and technology that can express users individuality in a variety of ways” (Research Participant, H) |
| Division | Content |
|---|---|
| Question | 04. What do you perceive is necessary to activate immersive technology in the interior design field? (Politics, technology, economy, society, etc.) |
| Opinion | “Even if the government changes, continuous support and investment from the government is needed, and the interaction between politics, economy, and society is important to revitalize the industry” (Research Participant, C) |
| “The biggest obstacle to fostering the industry is regulatory issues. If relevant laws, systems, and policies are established, we will continue to develop” (Research Participant, E) | |
| “We need platform development based on a high level of quality, cost-effectiveness (cost, time, etc.), and technology that can express users individuality in a variety of ways” (Research Participant, H) |
7.3 In-depth interview key word analysis
The results of deriving key words from the interviews of 11 research participants through open coding are shown in Table 16 below. A total of 284 key words were derived, including 133 key words from questions about the concept of immersive technologies and 151 key words from questions about ways to utilize them in the interior design field.
Number of key words in in-depth interview
| Division | No. | Research questions | Number of key words | |
|---|---|---|---|---|
| Immersive technology concept | 01 | What do you think about the immersive technology industry? (advantages/disadvantages, skills, social roles, etc.) | 50 | 133 |
| 02 | What impact do you think it will have on the future of immersive technology and the industry and society as a whole? | 40 | ||
| 03 | What do you think about the current platforms, content, device types, and use of immersive technology? | 43 | ||
| Utilization plan in the field of Interior Design | 01 | Why is it necessary to introduce immersive technology in the interior design field? | 43 | 151 |
| 02 | How will the interior design field change through the use of immersive technology? | 33 | ||
| 03 | What is the impact of immersive technology on interior design customers (non-experts)? | 37 | ||
| 04 | What do you perceive is necessary to activate immersive technology in the interior design field? (Politics, technology, economy, society, etc.) | 38 | ||
| Division | No. | Research questions | Number of key words | |
|---|---|---|---|---|
| Immersive technology concept | 01 | What do you think about the immersive technology industry? (advantages/disadvantages, skills, social roles, etc.) | 50 | 133 |
| 02 | What impact do you think it will have on the future of immersive technology and the industry and society as a whole? | 40 | ||
| 03 | What do you think about the current platforms, content, device types, and use of immersive technology? | 43 | ||
| Utilization plan in the field of Interior Design | 01 | Why is it necessary to introduce immersive technology in the interior design field? | 43 | 151 |
| 02 | How will the interior design field change through the use of immersive technology? | 33 | ||
| 03 | What is the impact of immersive technology on interior design customers (non-experts)? | 37 | ||
| 04 | What do you perceive is necessary to activate immersive technology in the interior design field? (Politics, technology, economy, society, etc.) | 38 | ||
Table 17 below summarizes key words based on the various opinions of each research participant. This allows you to find out various opinions, awareness, business connection, and areas for improvement regarding current Immersive Technologies.
Classification of keywords based on in-depth interviews
| Division Immersive technology concept | Question content 01. What do you think about the immersive technology industry? (Advantages/disadvantages, skills, social roles, etc.) |
|---|---|
A interview
| F interview
|
B interview
| |
G interview
| |
C interview
| |
H interview
| |
D interview
| |
I interview
| |
J interview
| |
E interview
| |
K interview
|
| Division | Question content |
|---|---|
| A interview Method of communication Real-time simulation Scope and purpose not established Insufficient work flow connection | F interview Identify on-site problems and reduce accident rates High efficiency in educational terms Easy for experiential learning Burdensome device costs Market expandability is endless |
| B interview Consumers want due diligence Improved persuasiveness | |
| G interview Increased utilization of content in various industries Used in education and risk groups Education methods using content in industry are skeptical Educational method incorporating 4th industrial technology Convergence of information and communication technology and 5G technology Social systems, policies, and support are needed Core technologies of the future | |
| C interview Major industries of the 4th industrial revolution Check the compatibility of materials Insufficient use of immersive technology Cost of using content Unnecessary for business purposes Support for nurturing professional talent Shortage of skilled manpower | |
| H interview Essential elements of a new culture Easily obtain various experiences and information Can be used for abuse Loss of individuality of content and produce similar results | |
| D interview Need for industrial development Inconvenience when applying it to work Cost burden of using the platform Rapid rise in education and architecture fields Need for development of various platforms and devices Universalization is important Improved inconvenience in wearing the device Lack of industrial skills Time is needed to revitalize the industry | |
| I interview Can be used in various industrial fields such as education and architecture | |
| J interview The industry is still in the development stage Included as a core industry among the 4th industrial revolution | |
| E interview Industry introduction stage Convenience in developing various devices Differences in content quality Importance of computer specifications Information can be compressed digitally Strengths include realistic expression and experience Progressive information delivery method | |
| K interview Suitable for cost reduction and indirect experiential education |
| Division Immersive technology concept | Question content 02. What impact do you think it will have on the future of immersive technology and the industry and society as a whole? |
|---|---|
A interview
| E interview
|
B interview
| F interview
|
G interview
| |
C interview
| |
H interview
| |
D interview
| |
I interview
| |
J interview
| |
K interview
|
| Division | Question content |
|---|---|
| A interview Future industry Convenient to obtain information Increased utility value Lack of need in business and government Rapid industrial development | E interview Reproduce liveliness Resolving safety insensitivity at work sites Use in the medical field Reduce problem recognition time Used for sophisticated and effective solutions |
| B interview Maximize advertising effectiveness Save incidental costs Easy accessibility Increased ability of highly skilled workers Creation of various occupations | F interview Increased value of information delivery services Improve expectations, trust and trust among consumers |
| G interview Need for professional education to foster experts Replaced with a working environment using 3D technology The proportion of experts with skills and knowledge is large | |
| C interview Reduction of existing publishing market Digital conversion of document information Changes in markets and occupations Development of various digital programs Industrial structure, programs, and technological changes | |
| H interview Used for food, clothing, shelter, and cultural contents Competition between providers on content quality and convenience Content elements become stimulating and flashy | |
| D interview Need for accessibility due to development of various Hardware and technical limitations How content is created and implemented is important Marketing problems arise Usability unknown Focus on user needs Need to address cost issues Sustainable future industry | |
| I interview There is no distinction between actual space and immersive technology | |
| J interview Importance of universalization | |
| K interview The virtual world creates a new ecosystem |
| Division Immersive technology concept | Question content 03. What do you think about the current platforms, content, device types, and use of immersive technology ? |
|---|---|
A interview
| F interview
|
B interview
| G interview
|
C interview
| H interview
|
D interview
| I interview
|
| J interview - Difficult to encounter in real life - The types of devices are also insufficient | |
E interview
| |
K interview
|
| Division | Question content |
|---|---|
| A interview Need to improve computer performance Device types and performance improvements Combination of technology and devices Platform, content, and device integration is important | F interview Lack of platform support Lack of support from government and private companies High-risk industries require active support |
| B interview Focus on computer specifications Hardware cost compromise required Compensating for device inconveniences Lack of content for smell and touch Requirement for technology that provides a sense of reality | G interview Development and utilization are invisible phenomena Insufficient device development Needs support and investment Limited and limited content Insufficient system construction and deployment of professional personnel |
| C interview Diversity of platforms and devices Delivering essential information to customers A platform that allows for a comfortable experience is needed Compatibility between devices Importance of creating diverse platforms | H interview Eliminate unnecessary time Unique design and improved sensuous expression High quality and cost competitiveness are essential Need to think about simplifying and popularizing devices |
| D interview Lack of platforms, content, and devices Resistance to wearing the device Insufficient establishment of industry legislation Considered an additional service rather than a core element of work Continued research is needed for generalization | I interview Limited platform Production of various contents Increased commercial and recreational use value A plan to universalize the device is needed |
| J interview | |
| E interview Development of various devices Check and modify on-site progress in real time Digitally facilitates recycling and reprocessing Improved trust with customers | |
| K interview Lack of content and device types Revitalization of gaming and entertainment sectors |
| Division Utilization plan in the field of interior design | Question content 01. Why is it necessary to introduce immersive technology in the interior design field? |
|---|---|
A interview
| F interview
|
B interview
| G interview
|
C interview
| |
H interview
| |
D interview
| I interview
|
J interview
| |
E interview
| |
K interview
|
| Division | Question content |
|---|---|
| A interview Necessity of manualization Minimize complaints Improved communication Customer service satisfaction | F interview Easy to understand on-site construction personnel A sense of difference with reality occurs Maximize efficiency by changing finishing materials in real time Save work time |
| B interview Reduce work time Progress of work burden Process changes A lot of work possible in less time Role as a medium to convey information | G interview Directly arrange furniture, change finishes, and check the sense of space Easy to select products Minimize trial and error in design and construction Minimize resources through construction period and quantity calculation Shorten design and revision time Smooth communication |
| C interview Insufficient content market formation Increased presentation and communication efficiency Reduce time and error rate Effective information delivery Design progress can be checked in real time Role as a medium to convey information | |
| H interview Eliminate unnecessary time Unique design and improved sensuous expression High quality and cost competitiveness are essential Need to think about simplifying and popularizing devices | |
| D interview Easy to understand spatial structure and construction process Direct design and quotation calculation possible Counter-proposal to experts as a design plan Improve work efficiency Helps build trust and close contracts with customers | I interview Results can be checked in advance Minimize problems and error rates |
| J interview Immersive experiences build trust and improve client satisfaction Time and cost efficiency Communicate ideas effectively to stakeholders and collaborators | |
| E interview Increased understanding in a short period of time Increase purchasing decision speed and efficiency Implementation of digital sample book using devices | |
| K interview Smooth communication Increased work efficiency |
| Division Utilization plan in the field of interior design | Question content 02. How will the interior design field change through the use of immersive technology? |
|---|---|
A interview
| G interview
|
B interview
| H interview
|
C interview
| |
D interview
| |
I interview
| |
E interview
| |
J interview
| |
F interview
| K interview
|
| Division | Question content |
|---|---|
| A interview Increased reliability Meeting consumer needs Preference for sophisticated communication methods | G interview Combines various fields Collaborate with designers in other fields Expanding the scope of independent work |
| B interview Save time High probability of contract conclusion Reduce work error rate Easy to select finishing materials and calculate estimates | H interview Lack of awareness regarding content usage and changes Insufficient to apply in practice Suitable for standardized and standardized systems There are limitations in implementing various types of designs Use is uncertain due to high platform usage fees Opportunity costs incurred due to engineers, time, and design modifications Content development that can implement various designs is necessary |
| C interview Identify and resolve risks and problems | |
| D interview Programs and apps that anyone can use are released Reduced need for experts Changes in occupational groups | |
| I interview Expansion of occupations using 3D technology Differentiation between companies providing content technology and general companies | |
| E interview Real-time design modification and change possible Save time Reduce existing design processes Easy to persuade consumers | |
| J interview Various space expressions and implementations | |
| F interview Changes in work Improvement of work efficiency Maximize the synergy of space design with content | K interview Reduce work time Possible to create better space design |
| Division Utilization plan in the field of interior design | Question content 03. What is the impact of immersive technology on interior design customers (non-experts)? |
|---|---|
A interview
| F interview
|
B interview
| |
C interview
| G interview
|
D interview
| H interview
|
I interview
| |
E interview
| |
J interview
| |
K interview
|
| Division | Question content |
|---|---|
| A interview Limited scope of consumer choice Dominance Consumer deception Easy control from the supplier's perspective Not a wise choice for consumers | F interview Various design proposals can be reviewed quickly Easy modification and supplementation work Reduce design process steps Construction budget can be estimated Increased understanding and confirmation of feedback within a short period of time Direct design possible Minimize disadvantages and proceed with reasonable contract conclusion |
| B interview Non-experts can design their own Design counter-proposal possible by non-experts | |
| C interview Provide accurate information Acceleration of decision-making and strategic decisions Effective search and review Determine and identify a suitable design | G interview Easy to select design and finishing materials Easy communication with experts Increased satisfaction and trust Increased probability of concluding a contract |
| D interview Minimize error rate Reduce the time of the design process Increased understanding Smooth communication | H interview The gap between consumers and experts is narrowing Easy to use, blurring the roles of consumers and experts |
| I interview As 3D implementation becomes easier, the design value decreases High cost burden of virtual space production | |
| E interview Possible to proceed non-face-to-face Providing reasonable consultation with experts Customers can learn about designs and products Approximate completion estimate and construction possible Complementing problems and preventing defects during the planning process | |
| J interview Provides a variety of experiences free from realistic problems | |
| K interview Easy to intuitively understand space and finishing materials |
| Division Utilization plan in the field of interior design | Question content 04. What do you perceive is necessary to activate immersive technology in the interior design field? (Politics, technology, economy, society, etc.) |
|---|---|
A interview
| F interview
|
B interview
| |
G interview
| |
C interview
| |
H interview
| |
D interview
| |
I interview
| |
E interview
| |
J interview
| |
K interview
|
| Division | Question content |
|---|---|
| A interview Government and local government support required Collaboration with companies is the driving force of self-reliance The use of large corporations is related to industrial revitalization | F interview Need to alleviate high device prices Lack of government support There is a need to legislate copyright Emergence of new occupations Need to supplement technical aspects An industry absolutely necessary for education and safety prevention |
| B interview Data indicators on contract completion Device price needs to be adjusted downward | |
| G interview Insufficient infrastructure construction Programs and support for the workforce are needed Need for government support and investment Establishment of relevant legal systems and policies | |
| C interview Continued support and investment from the government is needed Interaction between politics, economy, and society is important Need to overcome sense of reality Improve digital content technology | |
| H interview High level of quality Technology that can express the user's personality in various ways Platform with cost-effectiveness Programs and education needed to cultivate talent are needed | |
| D interview Need for diversity in content Government support and investment by private companies Technology and device development Develop interactive content with physical devices | |
| I interview Required attention from related laws and society Government support and business progress from large corporations | |
| E interview Policy and economic support are needed Insufficient activation of the content market Easing regulatory issues Requires social interest and development time The subsidy application process is complicated Limited areas in which subsidies can be provided | |
| J interview Requires technically transferable content | |
| K interview Development of various devices and reasonable prices Presentation of measures for accessibility |
7.4 In-depth interview keyword code number classification
It was divided into immersive technologies concepts and utilization plans in the interior design field. The 284 keywords derived previously were classified into quantitative keywords and qualitative keywords, and a code number was assigned to each keyword to aid understanding. Therefore, as shown in Table 18 below, a total of 63 codes were listed, with 28 codes for the concept of immersive technologies and 35 codes for utilization in the interior design field, which is used as an important measure in SWOT-PEST analysis.
Key word classification analysis according to code number
| Classification code | Quantitative keyword | Qualitative keyword |
|---|---|---|
| Immersive Technology concept | ||
| Question 01. What do you think about the immersive technology industry? (advantages/disadvantages, skills, social roles, etc.) | ||
| 1–01 | Immersive content |
|
| 1–02 | Technology |
|
| 1–03 | Consumer |
|
| 1–04 | Industrial development |
|
| 1–05 | Device development |
|
| 1–06 | Real-time simulation |
|
| 1–07 | Education method |
|
| 1–08 | Lack of skilled manpower |
|
| 1–09 | Cost reduction |
|
| 1–10 | Workflow |
|
| Question 02. What impact do you think it will have on the future of immersive technology and the industry and society as a whole? | ||
| 1–11 | Emotional connection |
|
| 1–12 | Consumer |
|
| 1–13 | Society |
|
| 1–14 | Industrial field |
|
| 1–15 | Easy accessibility |
|
| 1–16 | Increase utility value |
|
| 1–17 | Creating a new ecosystem |
|
| 1–18 | Expert importance |
|
| Question 03. What do you think about the current platforms, content, device types, and use of immersive technology? | ||
| 1–19 | Platform |
|
| 1–20 | Contents |
|
| 1–21 | Device |
|
| 1–22 | Providing a comfortable experience platform |
|
| 1–23 | Lack of platform support |
|
| 1–24 | Development of various contents |
|
| 1–25 | Device and performance improvements |
|
| 1–26 | Integrate platforms, content, and equipment |
|
| 1–27 | Active support is needed |
|
| 1–28 | Lack of platform, content, and equipment |
|
| Utilization plan in the field of interior design | ||
| Question 01. Why is it necessary to introduce immersive technology in the interior design field? | ||
| 2–01 | Improve communication |
|
| 2–02 | Improve work efficiency |
|
| 2–03 | Improved high-quality design |
|
| 2–04 | Building trust and contracts with customers |
|
| 2–05 | Customer service satisfaction |
|
| 2–06 | The importance of manualization |
|
| 2–07 | Efficient construction process |
|
| Question 02. How will the interior design field change through the use of immersive technology? | ||
| 2–08 | Satisfying consumer needs |
|
| 2–09 | Maximize the synergy of interior design |
|
| 2–10 | Improve work efficiency |
|
| 2–11 | Sophisticated communication method |
|
| 2–12 | Increasing reliability |
|
| 2–13 | Combines various fields |
|
| 2–14 | Reduce work error rates |
|
| 2–15 | Real-time design modifications and changes |
|
| Question 03. What is the impact of immersive technology on interior design customers (non-experts)? | ||
| 2–16 | Effective search and review |
|
| 2–17 | Consumer choice |
|
| 2–18 | Non-professional design |
|
| 2–19 | Minimize the error rate |
|
| 2–20 | Accelerate decision-making |
|
| 2–21 | Suppliers control consumers |
|
| 2–22 | Possible to reverse design |
|
| 2–23 | Increase satisfaction and trust |
|
| Question 04. What do you perceive is necessary to activate immersive technology in the interior design field? (Politics, technology, economy, society, etc.) | ||
| 2–24 | Government |
|
| 2–25 | Society |
|
| 2–26 | Government |
|
| 2–27 | Subsidy support |
|
| 2–28 | Establishing relevant legal systems and policies |
|
| 2–29 | Specialized Personnel Training |
|
| 2–30 | Industry revitalization |
|
| 2–31 | Technology |
|
| 2–32 | A platform accompanied by cost-effectiveness |
|
| 2–33 | Device price reduction |
|
| 2–34 | Content diversity |
|
| 2–35 | Economy |
|
| Classification code | Quantitative keyword | Qualitative keyword |
|---|---|---|
| Immersive Technology concept | ||
| Question | ||
| 1–01 | Immersive content | The strength of realistic expression and immersive experience |
| 1–02 | Technology | The ability to digitally compress information |
| 1–03 | Consumer | Easily obtaining various experiences and information Essential Elements of a New Culture |
| 1–04 | Industrial development | Key Technologies in the Fourth Industrial Revolution |
| 1–05 | Device development | Need to improve the inconvenience of wearing devices |
| 1–06 | Real-time simulation | Identify field problems and reduce accident rates Progressive Information Delivery Methods |
| 1–07 | Education method | Educational Efficiency |
| 1–08 | Lack of skilled manpower | Professional curriculum required |
| 1–09 | Cost reduction | Generalization |
| 1–10 | Workflow | Lack of connection to workflow |
| Question | ||
| 1–11 | Emotional connection | Integration between various media forms such as movies, TV shows, video games, etc. |
| 1–12 | Consumer | Enhance consumer expectations, beliefs, and trust |
| 1–13 | Society | Create a variety of occupations |
| 1–14 | Industrial field | Addressing Workplace Safety Insensitivity Maximize advertising effectiveness |
| 1–15 | Easy accessibility | Generalization |
| 1–16 | Increase utility value | Reduce problem recognition time Acquiring Convenient Information |
| 1–17 | Creating a new ecosystem | Utilize food, clothing, and shelter Transforming content elements into engaging and vibrant experiences |
| 1–18 | Expert importance | Increase the capabilities of high-level employees A large proportion of experts possess skills and knowledge |
| Question | ||
| 1–19 | Platform | Considered as an additional service rather than a core element in business |
| 1–20 | Contents | Need to improve computer performance |
| 1–21 | Device | Combining Technology and Devices |
| 1–22 | Providing a comfortable experience platform | Consumer convenience and time savings |
| 1–23 | Lack of platform support | Lack of system establishment and professional manpower deployment |
| 1–24 | Development of various contents | Increasing commercial and entertainment value |
| 1–25 | Device and performance improvements | Hardware cost trade-off required The inconvenience of wearing the device needs to be improved |
| 1–26 | Integrate platforms, content, and equipment | Easy to recycle and reprocess digitally On-site progress can be checked and corrected in real time |
| 1–27 | Active support is needed | Active support is needed for hazardous industries |
| 1–28 | Lack of platform, content, and equipment | Platform and device-specific constraints and limitations |
| Utilization plan in the field of interior design | ||
| Question | ||
| 2–01 | Improve communication | Communicate information effectively Increased presentation and communication efficiency |
| 2–02 | Improve work efficiency | Reduction of working hours and minimization of workload |
| 2–03 | Improved high-quality design | Improved design with individuality and sensuous expression Real-time design progress check |
| 2–04 | Building trust and contracts with customers | Assist in closing contracts with customers |
| 2–05 | Customer service satisfaction | The effect of increasing understanding in a short time |
| 2–06 | The importance of manualization | Implementation of a digital sample book using a manual |
| 2–07 | Efficient construction process | Minimize resource usage through construction time and volume calculation Easy-to-understand space structure and construction process |
| Question | ||
| 2–08 | Satisfying consumer needs | Prefer a sophisticated communication style |
| 2–09 | Maximize the synergy of interior design | Expansion of independent business scope |
| 2–10 | Improve work efficiency | Save time and money Expansion of occupations in 3D technology |
| 2–11 | Sophisticated communication method | Released programs and apps that anyone can use |
| 2–12 | Increasing reliability | Contract with a high probability |
| 2–13 | Combines various fields | Collaborate with designers from other fields |
| 2–14 | Reduce work error rates | Easy to identify risk factors and problems and solve them |
| 2–15 | Real-time design modifications and changes | Streamline the conventional design process Easy selection of finishes and quotations |
| Question | ||
| 2–16 | Effective search and review | Easy design and choice of finishes Design and product learning available |
| 2–17 | Consumer choice | Limiting consumer choice Non-face-to-face progress is possible |
| 2–18 | Non-professional design | Enabling direct design |
| 2–19 | Minimize the error rate | Approximate completion time and construction budget can be estimated |
| 2–20 | Accelerate decision-making | Contract with a high probability Strategic decision |
| 2–21 | Suppliers control consumers | Depending on the supplier's intention, the consumer chooses |
| 2–22 | Possible to reverse design | Reduced gap between consumers and professionals The ease of use blurs the roles of consumers and experts |
| 2–23 | Increase satisfaction and trust | Minimize disadvantages and conduct reasonable contracts |
| Question | ||
| 2–24 | Government | Requires continuous support and investment from the government |
| 2–25 | Society | Vitalization of programs and education is necessary for talent development Building infrastructure |
| 2–26 | Government | Technology and infrastructure investment Establish content development guidelines and standard |
| 2–27 | Subsidy support | Streamlining the grant application process Expanding the range of eligible subsidy areas |
| 2–28 | Establishing relevant legal systems and policies | The Necessity of legislation on copyright |
| 2–29 | Specialized Personnel Training | Human resources program and support Skilled workforce |
| 2–30 | Industry revitalization | Collaboration with companies is the driving force for self-sufficiency Utilization by large companies is related to industrial revitalization |
| 2–31 | Technology | Technology that can express the user's personality in various ways |
| 2–32 | A platform accompanied by cost-effectiveness | Maintain a high level of quality and performance Enhance consumer trust through reviews and ratings |
| 2–33 | Device price reduction | The high price of the device necessitates a downward adjustment |
| 2–34 | Content diversity | Develop content that interacts with physical devices Advance your digital content skills |
| 2–35 | Economy | Facilitating Collaboration and Partnerships Consumer education and awareness are critical |
7.5 SWOT-PEST analysis
The SWOT analysis was classified into strengths, weaknesses, opportunities, and threats. Each keyword was analyzed, as shown in Figure 4-(a) below. After analyzing the in-depth interviews, it was discovered that immersive technologies offer significant advantages in interior design and work. In particular, it greatly contributes to increasing understanding of products by providing customers with new experiences and facilitating unambiguous communication.
The figure contains three sections labeled (a), (b), and (c). Section (a): SWOT factors: There are three columns: Division, SWOT factors, and Keyword code number analysis. In the “Division” column, two boxes are shown: “Internal Factors” (in red) and “External Factors” (in red). Internal Factors are divided into “Strength” and “Weaknesses” under the SWOT factors column. “Strength” (dark purple) is further divided into “Consumer” and “Work,” with corresponding “Keyword code number analysis” boxes. For “Consumer,” the keywords are as follows: 1-03, 1-07, 1-12, 1-16, 2-08, 2-16, 2-20, and 2-23. For “Work,” the keywords are as follows: 1-10, 2-01, 2-02, 2-03, 2-04, 2-05, 2-06, 2-07. 2-07, 2-09, 2-10. 2-11. 2-12, 2-13, 2-14, 2-15, 2-19. “Weaknesses” (light purple) has a corresponding “Keyword code number analysis” box. There is only one keyword, 2-17. External Factors are divided into “Opportunities” and “Threats” under the SWOT factors column. “Opportunities” (dark blue) has a corresponding “Keyword code number analysis” box. There is only one keyword, 1-17. “Threats” (light blue) has a corresponding “Keyword code number analysis” box. The keywords are as follows: 2-18, 2-21, and 2-22. Section (b): PEST factors. There are two columns: PEST factors and Keyword code number analysis. In the “PEST factors” column, there are four categories: “Politic,” “Economic,” “Social,” and “Technological.” Each category has a corresponding “Keyword code number analysis” box. “Technological” is further subdivided into “Device,” “Platform,” “Contents,” and “Technology Integration,” each with its own “Keyword code number analysis” box. For “Public,” the keywords are: 1-27, 2-24, 2-27, 2-28. For “Economic,” the keywords are: 1-04, 1-11, 1-14, 1-18, 2-26, 2-30, and 2-35. For “Social,” the keywords are: 1-08, 1-13, 2-35, 2-29. For “Device,” the keywords are: 1-02, 1-05, 1-06, 1-21, 1-25, 2-31. For “Platform,” the keywords are: 1-19, 1-22, 1-23. For “Contents,” the keywords are: 1-01, 1-20, 1-24, 2-34. For “Technology integration,” the keywords are: 1-15, 1-26, 1-28, 2-32. Section (c): SWOT and PEST factor analysis by keyword code count. This is a horizontal bar chart. The vertical axis lists the factors: Strengths, Weaknesses, Opportunities, Threats, Political, Economic, Social, and Technological. The horizontal axis is labeled “Number of keyword codes” and ranges from 0 to 24 in increments of 1 unit. Bars represent the count for each factor. Strengths has a long purple bar extending to 24. “Weaknesses,” “Opportunities,” and “Threats” have shorter purple bars with counts of 1, 1, and 3, respectively. “Political,” “Economic,” and “Social” have teal bars with counts of 4, 7, and 4, respectively. “Technological” has a long teal bar extending to 17. Labels at the top show “Total SWOT 29” and “Total PEST 32.”SWOT-PEST analysis on the use of immersive technologies in the interior design field. Figure by authors
The figure contains three sections labeled (a), (b), and (c). Section (a): SWOT factors: There are three columns: Division, SWOT factors, and Keyword code number analysis. In the “Division” column, two boxes are shown: “Internal Factors” (in red) and “External Factors” (in red). Internal Factors are divided into “Strength” and “Weaknesses” under the SWOT factors column. “Strength” (dark purple) is further divided into “Consumer” and “Work,” with corresponding “Keyword code number analysis” boxes. For “Consumer,” the keywords are as follows: 1-03, 1-07, 1-12, 1-16, 2-08, 2-16, 2-20, and 2-23. For “Work,” the keywords are as follows: 1-10, 2-01, 2-02, 2-03, 2-04, 2-05, 2-06, 2-07. 2-07, 2-09, 2-10. 2-11. 2-12, 2-13, 2-14, 2-15, 2-19. “Weaknesses” (light purple) has a corresponding “Keyword code number analysis” box. There is only one keyword, 2-17. External Factors are divided into “Opportunities” and “Threats” under the SWOT factors column. “Opportunities” (dark blue) has a corresponding “Keyword code number analysis” box. There is only one keyword, 1-17. “Threats” (light blue) has a corresponding “Keyword code number analysis” box. The keywords are as follows: 2-18, 2-21, and 2-22. Section (b): PEST factors. There are two columns: PEST factors and Keyword code number analysis. In the “PEST factors” column, there are four categories: “Politic,” “Economic,” “Social,” and “Technological.” Each category has a corresponding “Keyword code number analysis” box. “Technological” is further subdivided into “Device,” “Platform,” “Contents,” and “Technology Integration,” each with its own “Keyword code number analysis” box. For “Public,” the keywords are: 1-27, 2-24, 2-27, 2-28. For “Economic,” the keywords are: 1-04, 1-11, 1-14, 1-18, 2-26, 2-30, and 2-35. For “Social,” the keywords are: 1-08, 1-13, 2-35, 2-29. For “Device,” the keywords are: 1-02, 1-05, 1-06, 1-21, 1-25, 2-31. For “Platform,” the keywords are: 1-19, 1-22, 1-23. For “Contents,” the keywords are: 1-01, 1-20, 1-24, 2-34. For “Technology integration,” the keywords are: 1-15, 1-26, 1-28, 2-32. Section (c): SWOT and PEST factor analysis by keyword code count. This is a horizontal bar chart. The vertical axis lists the factors: Strengths, Weaknesses, Opportunities, Threats, Political, Economic, Social, and Technological. The horizontal axis is labeled “Number of keyword codes” and ranges from 0 to 24 in increments of 1 unit. Bars represent the count for each factor. Strengths has a long purple bar extending to 24. “Weaknesses,” “Opportunities,” and “Threats” have shorter purple bars with counts of 1, 1, and 3, respectively. “Political,” “Economic,” and “Social” have teal bars with counts of 4, 7, and 4, respectively. “Technological” has a long teal bar extending to 17. Labels at the top show “Total SWOT 29” and “Total PEST 32.”SWOT-PEST analysis on the use of immersive technologies in the interior design field. Figure by authors
To understand market growth and contraction, business direction, and positioning, a PEST analysis framework is utilized to provide insights into industry prospects. As seen in Figure 4-(b), there were various opinions on the economic factors, indicating a significant growth outlook for the immersive technologies market. In Figure 4-(c), strengths and technological factors are emphasized as key elements. The strengths include the ability of immersive technologies to enhance customer understanding and significantly improve design efficiency in tasks such as visualization and real-time simulation. technological factors play a crucial role in enhancing precision and accessibility, driven by the rapid advancement of immersive technologies. Notably, the quality of both devices and content is consistently improving, thanks to significant investments and ongoing research and development by global technological companies.
This trend demonstrates that immersive technologies serves as a major catalyst for innovation across various industries, thereby accelerating economic growth. The emphasis on these strengths and technological factors plays a crucial role in enhancing collaboration between customers and designers, bridging the digital divide across various fields, and increasing social value (see Figure 4).
7.6 Discussion
As a result of analyzing and considering the in-depth interview contents using the SWOT-PEST analysis method, we found a connection between the two analysis frameworks, as illustrated in Figure 5 below. It is believed that this will play an important role in establishing and implementing immersive technologies utilization, necessity, and strategies in the field of interior design. The analysis results are summarized as follows.
The diagram is divided into two main sections, SWOT on the left and PEST on the right, and shows the relationships between them. Left Section (SWOT): A vertical hierarchy shows “Internal Factors” (in red) leading to an “S” for Strengths and a “W” for Weaknesses. “External Factors” (in red) lead to an “O” for Opportunities and a “T” for Threats. Each of these SWOT categories has corresponding boxes with keyword code numbers. S (Strengths): It is divided into “Consumer” and “Work,” with multiple code boxes. Consumer has the following codes: 1-03, 1-07, 1-12, 1-16, 2-08, 2-16, 2-20, and 2-23. Work has the following codes: 1-10, 2-01, 2-02, 2-03, 2-04, 2-05, 2-06, 2-07. 2-07, 2-09, 2-10. 2-11. 2-12, 2-13, 2-14, 2-15, 2-19. W (Weaknesses): It has one code box: 2-17. O (Opportunities): It has one code box: 1-17. T (Threats): It has three code boxes. 2-18, 2-21, and 2-22. Right Section (PEST): A vertical hierarchy shows “P” for Political, “E” for Economic, “S” for Social, and “T” for Technological. Each PEST category has corresponding boxes with keyword code numbers. P (Political): It has the following codes: 1-27, 2-24, 2-27, and 2-28. E (Economic): It has the following codes: 1-04, 1-11, 1-14, 1-18, 2-26, 2-30, and 2-35. S (Social): It has the following codes: 1-08, 1-13, 2-35, 2-29. T (Technological): Is subdivided into “Device,” “Content,” “Platform,” and “Integration,” each with its own code boxes. “Device” has the following codes: 1-02, 1-05, 1-06, 1-21, 1-25, 2-31. “Platform” has the following codes: 1-19, 1-22, 1-23. “Contents” has the following codes: 1-01, 1-20, 1-24, 2-34. “Technology integration” has the following codes: 1-15, 1-26, 1-28, 2-32. Center Section (Relationships): A series of thin lines connects the SWOT categories on the left to the PEST categories on the right. These lines illustrate the cross-analysis between the two frameworks. A small gray circle marks the start and end of each connecting line. Lines extend from “S,” “W,” “O,” and “T” to “P,” “E,” “S,” and “T,” indicating a matrix of relationships between the SWOT and PEST factors.Comprehensive SWOT-PEST Analysis of immersive technologies for interior design applications. Figure by authors
The diagram is divided into two main sections, SWOT on the left and PEST on the right, and shows the relationships between them. Left Section (SWOT): A vertical hierarchy shows “Internal Factors” (in red) leading to an “S” for Strengths and a “W” for Weaknesses. “External Factors” (in red) lead to an “O” for Opportunities and a “T” for Threats. Each of these SWOT categories has corresponding boxes with keyword code numbers. S (Strengths): It is divided into “Consumer” and “Work,” with multiple code boxes. Consumer has the following codes: 1-03, 1-07, 1-12, 1-16, 2-08, 2-16, 2-20, and 2-23. Work has the following codes: 1-10, 2-01, 2-02, 2-03, 2-04, 2-05, 2-06, 2-07. 2-07, 2-09, 2-10. 2-11. 2-12, 2-13, 2-14, 2-15, 2-19. W (Weaknesses): It has one code box: 2-17. O (Opportunities): It has one code box: 1-17. T (Threats): It has three code boxes. 2-18, 2-21, and 2-22. Right Section (PEST): A vertical hierarchy shows “P” for Political, “E” for Economic, “S” for Social, and “T” for Technological. Each PEST category has corresponding boxes with keyword code numbers. P (Political): It has the following codes: 1-27, 2-24, 2-27, and 2-28. E (Economic): It has the following codes: 1-04, 1-11, 1-14, 1-18, 2-26, 2-30, and 2-35. S (Social): It has the following codes: 1-08, 1-13, 2-35, 2-29. T (Technological): Is subdivided into “Device,” “Content,” “Platform,” and “Integration,” each with its own code boxes. “Device” has the following codes: 1-02, 1-05, 1-06, 1-21, 1-25, 2-31. “Platform” has the following codes: 1-19, 1-22, 1-23. “Contents” has the following codes: 1-01, 1-20, 1-24, 2-34. “Technology integration” has the following codes: 1-15, 1-26, 1-28, 2-32. Center Section (Relationships): A series of thin lines connects the SWOT categories on the left to the PEST categories on the right. These lines illustrate the cross-analysis between the two frameworks. A small gray circle marks the start and end of each connecting line. Lines extend from “S,” “W,” “O,” and “T” to “P,” “E,” “S,” and “T,” indicating a matrix of relationships between the SWOT and PEST factors.Comprehensive SWOT-PEST Analysis of immersive technologies for interior design applications. Figure by authors
The application of immersive technologies presents multifaceted benefits across consumer and business contexts. For consumers, improved search capabilities, enhanced communication, and expedited decision-making processes contribute to increased trust, satisfaction, and perceived utility. From a business perspective, immersive technologies facilitate time and cost efficiencies, improve project predictability (e.g. budgeting and scheduling), reduce error rates, and enhance overall productivity. These strengths reflect the interplay of economic, social, and technological factors identified in the PEST framework. Nonetheless, the industry faces critical challenges, including the limited diversity of content and devices, a shortage of specialized training programs, and a lack of skilled professionals—issues that warrant urgent attention.
In the field of education and training, immersive technologies prove particularly effective for novice designers. Simulation-based visualization aids in conceptual understanding and practical execution, thereby accelerating skill acquisition. Furthermore, immersive systems support safety education by enabling the identification and management of high-risk scenarios through hazard recognition and risk factor analysis.
Despite their advantages, immersive technologies may also introduce consumer limitations. The predominance of supplier-driven content can constrain consumer choice, fostering a dynamic in which consumers are passive recipients rather than active participants. This market imbalance could yield adverse societal consequences, emphasizing the need for user-centered content development. Moreover, the boundary between designers and consumers is anticipated to blur. With the widespread availability of design-related content via social media and digital platforms, consumers are increasingly involved in design processes, potentially reshaping traditional professional roles.
While the advantages of immersive technologies currently outweigh their risks, the uncertain trajectory of the industry necessitates ongoing evaluation and strategic foresight. Proactive identification and mitigation of emerging threats will be essential to ensuring the sustainable integration of immersive technologies into everyday life.
8. Conclusion and future research directions
This study investigates the utilization and strategic approaches of immersive technologies within the field of interior design. Through a literature review, it examines the concept of immersive technologies and analyzes current industry trends and future prospects. In addition, by conducting in-depth interviews with experts actively involved in the immersive technologies market, this research applies open coding alongside SWOT and PEST analysis to identify strategies for activating immersive technologies in practical design contexts.
First, the findings highlight that immersive technologies can play a pivotal role in addressing the problem of information asymmetry between experts and non-experts. Virtual simulation-based experiences significantly enhance users' understanding of complex concepts and design elements, facilitating greater engagement and reciprocal feedback. To maximize this potential, it is essential to provide users with clear tutorials and guidance, which can serve as the foundation for collaborative communication and learning.
Second, the scope of immersive content technologies is steadily expanding across diverse industries such as construction, education, and medicine. For instance, the integration of virtual reality devices in educational settings is becoming more prevalent, while in industrial sectors, virtual pre-training is emerging as an effective blended learning method that combines both online and offline instruction. However, for these applications to be widely adopted and sustained, there must be strong institutional support and a robust technological infrastructure—particularly one that incorporates ICT, AI, IoT, and 5G technologies.
Third, to activate and expand the immersive content industry, both governmental and private sector support are vital in offsetting the high production costs associated with high-quality content creation. Institutional frameworks, including intellectual property protection, improved subsidy procedures, and regulatory reform, are necessary to provide a solid foundation for industrial growth. In particular, consistent policy support—irrespective of economic or political shifts—is crucial for the long-term success of this emerging sector. As many immersive content developers are startups, fostering a cooperative and self-sustaining ecosystem will be essential.
Fourth, parallel to technological development, user-centered enhancements must also be prioritized. Challenges related to HMDs (head-mounted displays)—such as weight, comfort, portability, and affordability—must be addressed. Simultaneously, improvements in graphic performance, low-latency spatial tracking, and multisensory feedback technologies (e.g. tactile and olfactory interaction) are necessary to enhance user immersion. Integrating sensory stimulation beyond visual and auditory channels could significantly elevate immersive experiences.
Fifth, for sustained growth, the industry must implement a clear mid- to long-term roadmap that reflects evolving technology trends, market needs, policy directions, and annual R&D targets. Initial phases should be led by large corporations and research institutions, followed by collaborations with SMEs in the commercialization phase to facilitate distribution and market expansion. This phased approach will help clarify stakeholder responsibilities and ensure the development of a viable innovation ecosystem.
Lastly, the cultivation of skilled professionals is critical to industry advancement. Given the current shortage of experts capable of creating real-time 3D content and managing commercialization processes, it is imperative to establish a comprehensive talent development system that connects educational institutions with industry demands.
South Korea is demonstrating leadership by actively integrating immersive technologies into its cultural and entertainment sectors, leveraging its robust infrastructure—including ultra-fast internet, 5G networks, high-resolution displays, and a thriving gaming industry. This technological foundation supports the creation of novel user experiences such as VR concerts and virtual fan meetings, which are expected to drive global innovation in immersive content delivery.
Looking ahead, future research should more specifically investigate the developmental trajectory and sector-specific application of immersive technologies in interior design. The evolution from visually centered systems to fully multisensory experiences—encompassing vision, hearing, and touch—will require focused studies on the convergence of sensor-based interaction and low-latency spatial tracking systems.
Furthermore, optimizing user experience necessitates the scientific analysis of both physiological and psychological responses, including immersion, fatigue, and motion sickness. It is also essential to develop inclusive design standards that consider diverse user demographics. In addition, the creation of AI-powered adaptive content systems that dynamically respond to user feedback in real time presents a promising pathway toward personalized interaction. To ensure broad applicability, future research should also focus on constructing industry-specific application frameworks in sectors such as construction, healthcare, defense, and cultural heritage. These should be complemented by technical and economic feasibility studies. Additionally, it is vital to assess and address the ethical implications of immersive technologies—including data privacy, digital accessibility, and psychological well-being—through the development of comprehensive policy guidelines.
Finally, fostering an open innovation ecosystem that includes collaboration among large corporations, startups, research institutes, and government entities will be crucial. The formulation of a strategic roadmap for mid-to long-term technology diffusion and industrial development should be considered a priority to support the sustainable growth of the immersive technologies sector.

