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 |
Sharing content requires targeting cookies to be enabled. Please update your cookie preferences to use this feature.