流动的线条:考虑到虚拟博物馆中的 FoMO 和流动性的视觉引导新建议

Q1 Arts and Humanities Archives of Design Research Pub Date : 2024-02-29 DOI:10.15187/adr.2024.02.37.1.209
Daeshik Choi, Jaewan Park
{"title":"流动的线条:考虑到虚拟博物馆中的 FoMO 和流动性的视觉引导新建议","authors":"Daeshik Choi, Jaewan Park","doi":"10.15187/adr.2024.02.37.1.209","DOIUrl":null,"url":null,"abstract":"Background In traditional art museums, designers use various visual guidance strategies to direct visitors, optimizing their experiences in alignment with the artist ’ s vision and exhibition ’ s design. These strategies include exhibit placement, graphic design, and lighting. However, as virtual exhibitions grow in popularity, there ’ s a notable lack of studies on visual guidance within virtual museums. Methods In our study, 31 participants(17 males and 14 females) engaged with a virtual art museum through a display monitor, responding to various visual guidance stimuli, including fixed lines, fixed arrows, pointing arrows, and flying butterflies. These stimuli fell into two categories: World-referenced stimuli, which were centered on the user ’ s environment, and Screen-referenced stimuli, designed around the user ’ s display screen. Upon exploring the virtual museum, participants then completed a questionnaire probing their experiences of fear of missing out(FoMO), their reactions to the visual guidance(Visual Guidance Questionnaire, or VGQ), and their sense of flow or engagement with the exhibit. To analyze the gathered data, we employed the RM MANOVA, allowing us to empirically evaluate these constructs. Results In a comparative analysis of comparative analysis of methods to visual guidance in a virtual art museum, we found that: 1)The distinction between world-referenced methods of visual guidance, centered on the user ’ s perspective, and screen-referenced methods did not show a significant correlation with VGQ, FoMO, or Flow. 2)A comparison of the four methods of visual guidance showed significant differences in VGQ, FoMO, and Flow. For FoMO, participants felt less guided by a ‘ fixed line ’ compared to a ‘ pointing arrow ’ and ‘ butterfly ’ (F= 8.31). For Flow, the score was higher when using the ‘ fixed line ’ than the ‘ pointing arrow ’ and ‘ butterfly ’ (F= 5.38). Lastly, the VGQ results showed that using the ‘ fixed line ’ received significantly higher scores compared to the ‘ pointing arrow ’ and ‘ butterfly ’ , and the ‘ fixed arrow ’ also received a significantly high score(F= 18.8). These results indicated that the way visual guidance in a virtual art museum affects the user ’ s experience in the museum, preventing them from becoming lost and allowing them to immerse themselves in the artwork. Moreover, the ‘ fixed line ’ method of guiding attention was found to be the most positive for experiencing the virtual art museum. Conclusions Based on the experimental results, our study proposes a new ‘ flowing line ’ visual guidance method for path guidance in virtual art museums. The ‘ flowing line ’ offers intuitive understanding of navigation without requiring users to interpret graphics or text, unlike traditional signage or maps used in virtual art galleries. It also represents the sequence of the exhibition through the flow of gradients, enabling sequential navigation and compensating for the shortcomings of the ‘ fixed line on the floor ’ . Furthermore, The ‘ flowing line ’ is less forceful than the arrows traditionally used in visual guidance, and seamlessly integrates into the art museum without disrupting the appreciation of artwork. These findings provide foundational data that can be utilized in future virtual art museum planning, suggesting ways to enhance user ’ s art experiences by implementing efficient path guidance through visual guidance.","PeriodicalId":52137,"journal":{"name":"Archives of Design Research","volume":"7 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-02-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Flowing Line: A New Proposal of Visual Guidance Considering FoMO and Flow in Virtual Museums\",\"authors\":\"Daeshik Choi, Jaewan Park\",\"doi\":\"10.15187/adr.2024.02.37.1.209\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Background In traditional art museums, designers use various visual guidance strategies to direct visitors, optimizing their experiences in alignment with the artist ’ s vision and exhibition ’ s design. These strategies include exhibit placement, graphic design, and lighting. However, as virtual exhibitions grow in popularity, there ’ s a notable lack of studies on visual guidance within virtual museums. Methods In our study, 31 participants(17 males and 14 females) engaged with a virtual art museum through a display monitor, responding to various visual guidance stimuli, including fixed lines, fixed arrows, pointing arrows, and flying butterflies. These stimuli fell into two categories: World-referenced stimuli, which were centered on the user ’ s environment, and Screen-referenced stimuli, designed around the user ’ s display screen. Upon exploring the virtual museum, participants then completed a questionnaire probing their experiences of fear of missing out(FoMO), their reactions to the visual guidance(Visual Guidance Questionnaire, or VGQ), and their sense of flow or engagement with the exhibit. To analyze the gathered data, we employed the RM MANOVA, allowing us to empirically evaluate these constructs. Results In a comparative analysis of comparative analysis of methods to visual guidance in a virtual art museum, we found that: 1)The distinction between world-referenced methods of visual guidance, centered on the user ’ s perspective, and screen-referenced methods did not show a significant correlation with VGQ, FoMO, or Flow. 2)A comparison of the four methods of visual guidance showed significant differences in VGQ, FoMO, and Flow. For FoMO, participants felt less guided by a ‘ fixed line ’ compared to a ‘ pointing arrow ’ and ‘ butterfly ’ (F= 8.31). For Flow, the score was higher when using the ‘ fixed line ’ than the ‘ pointing arrow ’ and ‘ butterfly ’ (F= 5.38). Lastly, the VGQ results showed that using the ‘ fixed line ’ received significantly higher scores compared to the ‘ pointing arrow ’ and ‘ butterfly ’ , and the ‘ fixed arrow ’ also received a significantly high score(F= 18.8). These results indicated that the way visual guidance in a virtual art museum affects the user ’ s experience in the museum, preventing them from becoming lost and allowing them to immerse themselves in the artwork. Moreover, the ‘ fixed line ’ method of guiding attention was found to be the most positive for experiencing the virtual art museum. Conclusions Based on the experimental results, our study proposes a new ‘ flowing line ’ visual guidance method for path guidance in virtual art museums. The ‘ flowing line ’ offers intuitive understanding of navigation without requiring users to interpret graphics or text, unlike traditional signage or maps used in virtual art galleries. It also represents the sequence of the exhibition through the flow of gradients, enabling sequential navigation and compensating for the shortcomings of the ‘ fixed line on the floor ’ . Furthermore, The ‘ flowing line ’ is less forceful than the arrows traditionally used in visual guidance, and seamlessly integrates into the art museum without disrupting the appreciation of artwork. These findings provide foundational data that can be utilized in future virtual art museum planning, suggesting ways to enhance user ’ s art experiences by implementing efficient path guidance through visual guidance.\",\"PeriodicalId\":52137,\"journal\":{\"name\":\"Archives of Design Research\",\"volume\":\"7 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2024-02-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Archives of Design Research\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.15187/adr.2024.02.37.1.209\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"Arts and Humanities\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Archives of Design Research","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.15187/adr.2024.02.37.1.209","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"Arts and Humanities","Score":null,"Total":0}
引用次数: 0

摘要

背景 在传统的艺术博物馆中,设计师使用各种视觉引导策略来引导参观者,优化他们的体验,使之与艺术家的构想和展览设计保持一致。这些策略包括展品摆放、平面设计和照明。然而,随着虚拟展览的日益普及,有关虚拟博物馆内视觉引导的研究却明显不足。研究方法 在我们的研究中,31 名参与者(17 名男性和 14 名女性)通过显示器与虚拟艺术博物馆互动,对各种视觉引导刺激做出反应,包括固定线条、固定箭头、指向箭头和飞舞的蝴蝶。这些刺激分为两类:世界参照刺激以用户的环境为中心,屏幕参照刺激以用户的显示屏为中心。在探索虚拟博物馆之后,参与者填写了一份问卷,调查他们对错过的恐惧(FoMO)、他们对视觉引导的反应(视觉引导问卷,或 VGQ)以及他们对展品的流动感或参与感。为了对收集到的数据进行分析,我们采用了RM MANOVA,以便对这些建构进行实证评估。结果 通过对虚拟艺术博物馆视觉引导方法的比较分析,我们发现1)以用户视角为中心的世界参照视觉引导方法与屏幕参照方法之间的区别与 VGQ、FoMO 或 Flow 没有显著相关性。2)对四种视觉引导方法的比较显示,VGQ、FoMO 和 Flow 存在显著差异。就 FoMO 而言,与 "指向箭头 "和 "蝴蝶 "相比,"固定线 "对参与者的引导作用较小(F= 8.31)。在 "流 "方面,使用 "固定线 "时的得分高于使用 "指向箭头 "和 "蝴蝶 "时的得分(F= 5.38)。最后,VGQ 结果显示,与 "指向箭头 "和 "蝴蝶 "相比,使用 "固定线 "的得分明显更高,而且 "固定箭头 "的得分也明显更高(F= 18.8)。这些结果表明,虚拟艺术博物馆中的视觉引导方式会影响用户在博物馆中的体验,防止他们迷失方向,让他们沉浸在艺术品中。此外,"固定线 "引导注意力的方法对体验虚拟艺术博物馆最为积极。结论 根据实验结果,我们的研究提出了一种新的 "流动线 "视觉引导方法,用于虚拟艺术博物馆中的路径引导。与虚拟美术馆中使用的传统标识或地图不同,"流动线 "提供了直观的导航理解,无需用户解释图形或文本。它还通过渐变的流动来表示展览的顺序,实现了顺序导航,弥补了 "地面固定线 "的不足。此外,"流动的线条 "与传统视觉引导中使用的箭头相比,力度较小,可以无缝融入美术馆,不会影响艺术品的欣赏。这些发现为未来虚拟艺术博物馆的规划提供了基础数据,提出了通过视觉引导实现高效路径引导以增强用户艺术体验的方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Flowing Line: A New Proposal of Visual Guidance Considering FoMO and Flow in Virtual Museums
Background In traditional art museums, designers use various visual guidance strategies to direct visitors, optimizing their experiences in alignment with the artist ’ s vision and exhibition ’ s design. These strategies include exhibit placement, graphic design, and lighting. However, as virtual exhibitions grow in popularity, there ’ s a notable lack of studies on visual guidance within virtual museums. Methods In our study, 31 participants(17 males and 14 females) engaged with a virtual art museum through a display monitor, responding to various visual guidance stimuli, including fixed lines, fixed arrows, pointing arrows, and flying butterflies. These stimuli fell into two categories: World-referenced stimuli, which were centered on the user ’ s environment, and Screen-referenced stimuli, designed around the user ’ s display screen. Upon exploring the virtual museum, participants then completed a questionnaire probing their experiences of fear of missing out(FoMO), their reactions to the visual guidance(Visual Guidance Questionnaire, or VGQ), and their sense of flow or engagement with the exhibit. To analyze the gathered data, we employed the RM MANOVA, allowing us to empirically evaluate these constructs. Results In a comparative analysis of comparative analysis of methods to visual guidance in a virtual art museum, we found that: 1)The distinction between world-referenced methods of visual guidance, centered on the user ’ s perspective, and screen-referenced methods did not show a significant correlation with VGQ, FoMO, or Flow. 2)A comparison of the four methods of visual guidance showed significant differences in VGQ, FoMO, and Flow. For FoMO, participants felt less guided by a ‘ fixed line ’ compared to a ‘ pointing arrow ’ and ‘ butterfly ’ (F= 8.31). For Flow, the score was higher when using the ‘ fixed line ’ than the ‘ pointing arrow ’ and ‘ butterfly ’ (F= 5.38). Lastly, the VGQ results showed that using the ‘ fixed line ’ received significantly higher scores compared to the ‘ pointing arrow ’ and ‘ butterfly ’ , and the ‘ fixed arrow ’ also received a significantly high score(F= 18.8). These results indicated that the way visual guidance in a virtual art museum affects the user ’ s experience in the museum, preventing them from becoming lost and allowing them to immerse themselves in the artwork. Moreover, the ‘ fixed line ’ method of guiding attention was found to be the most positive for experiencing the virtual art museum. Conclusions Based on the experimental results, our study proposes a new ‘ flowing line ’ visual guidance method for path guidance in virtual art museums. The ‘ flowing line ’ offers intuitive understanding of navigation without requiring users to interpret graphics or text, unlike traditional signage or maps used in virtual art galleries. It also represents the sequence of the exhibition through the flow of gradients, enabling sequential navigation and compensating for the shortcomings of the ‘ fixed line on the floor ’ . Furthermore, The ‘ flowing line ’ is less forceful than the arrows traditionally used in visual guidance, and seamlessly integrates into the art museum without disrupting the appreciation of artwork. These findings provide foundational data that can be utilized in future virtual art museum planning, suggesting ways to enhance user ’ s art experiences by implementing efficient path guidance through visual guidance.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
Archives of Design Research
Archives of Design Research Arts and Humanities-Visual Arts and Performing Arts
CiteScore
0.60
自引率
0.00%
发文量
52
期刊介绍: Archives of Design Research (ADR) is an international journal publishing original research in the field of design, including industrial design, visual communication design, interaction design, space design, and service design. It also invites research outcomes from design-related interdisciplinary fields such as the humanities, arts, technology, society and business. It is an open-access journal, publishing four issues per year. Currently papers are published in both English and Korean with an English abstract. ADR aims to build a strong foundation of knowledge in design through the introduction of basic, applied and clinical research. ADR serves as a venue and platform to archive and transfer fundamental design theories, methods, tools and cases. Research areas covered in the journal include: -Design Theory and its Methodology -Design Philosophy, Ethics, Values, and Issues -Design Education -Design Management and Strategy -Sustainability, Culture, History, and Societal Design -Human Behaviors, Perception, and Emotion -Semantics, Aesthetics and Experience in Design -Interaction and Interface Design -Design Tools and New Media -Universal Design/Inclusive Design -Design Creativity -Design Projects and Case Studies
期刊最新文献
Analysis of Design Friction for Mobile Service UI based on the Sensitivity of Personal Information Types Elements and Systematization of ‘Reading Picture’ in Textless Picture Books through Semiotics The Effect of Advertising Types in Mobile Marketing Design on Consumer Advertisement Acceptability and Purchase Intention The Design of an AI Care Robot Based on Intimacy for the Emotional Stability of the Elderly Reconstructing the Content and Context of the KBS Special Feature “The World Is in an Era of Design Revolution”(1983)
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1