Table 1

Advanced research on immersive technologies in Korea

DivisionResearcher(year)Research titleSummary of researchKey word
Exhibition space designKim and Oh (2022) A Study on the Preference of Realistic Content in Exhibition SpaceTo 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 surveyMuseums, Exhibitions, Realistic content, Preferences, Surveys
Kang (2021) A Case Study of Realistic Content in Exhibition Space DesignSelect 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 examplesExhibition 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 KoreaFrom 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 methodsMuseum virtual exhibition, Realistic Content, Experience Space
Interior designLee and Lee (2023) Comparative analysis and utilization plans of realistic content (AR/VR/MR) in the field of interior designA 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 contentRealistic content, Interior design processes, Augmented/Virtual/Mixed reality interactions
Lee (2020) A Study on Space Design Cases Using VR TechnologyResearch 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 casesVirtual reality, Fourth industry, Space design, Interior design
EducationChoi (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 understandingImmersive 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 disabilitiesIt 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 implementationImmersive contents, Experienctial classroom, Disabled students, Special Education, EdTech
HeritageKim (2025) Art History in the Digital Age: The Current State and Achievements of Digital Heritage ResearchWe propose a plan to enhance public communication and promote the globalization of Korean art by integrating digital technology, moving beyond traditional art history methodologiesDigital 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 shipwreckBy 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 developmentSinan Shipwreck, Maritime Cultural Heritage, Digital Heritage, Immersive Contents, New Technology Convergence Contents
PerformanceJeong (2022) A Study on the Diversification of K-pop Non-face-to-face Performance ContentsAnalyze the diversification of K-pop non-face-to-face performances and immersive content, and propose innovative formats and developmental directions informed by technological advancementsK-pop, Performance contents, Non-face-to-face, high-flex performances, media expansion
Source(s): The authors

or Create an Account

Close Modal
Close Modal