Developing Aesthetic Immersive Experience (AIX) Model using Fuzzy Delphi Method for Virtual Reality Historical Event
DOI:
https://doi.org/10.37934/picl.4.1.1839Keywords:
Virtual Reality, historical event, immersive experience, aesthetic, Fuzzy DelphiAbstract
The user experience model is an indispensable tool for assessing the quality of immersive virtual reality (VR) technology. The design of the experience-based products involved creative approaches viewing from aesthetic perspectives. Thus, it indicates the need to develop a unifying aesthetic immersive experience (AIX) model with an expert's consent through the Fuzzy Delphi Method (FDM) to appraise the new experience. The model focuses on aesthetic experience and immersive experience constructs and elements; cognitive, perception, and emotional as scrutinised in the literature review. Hence, this paper aims to explain the development of the initial AIX model using FDM for VR historical events. The method implementation commenced with developing a survey of AIX elements using a seven-point linguistic scale, selecting experts, and determining linguistic variables based on the triangular fuzzy number, fuzzy scale level, defuzzification process, ranking, and formulation. The defuzzification value of each item consisting of the required threshold (d) value < 0.2 and percentage > 70% of expert consent to determine consensus on the survey items, as the alpha-cut (α-cut) value of ≥ 0.5 to select the AX and IX elements in the model. The d value for the accepted elements ranges between 0.109 and 0.191, and the α-cut value is shown between 0.627 and 0.873. After the defuzzification stage, the formulation instigates, which requires merging, combining, withdrawing, and renaming constructs and elements to denote the AIX model contextually. Thus, a consensus has been reached, with twelve constructs with respective twenty-five elements, which were then formulated into three constructs and sixteen elements to form the initial AIX model to develop virtual reality historical events. The findings create a new intervening input in creative fields and immersive experience design for virtual exploration in enhancing art and history education.
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