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 |
|---|---|---|
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
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