The Impact of Virtual Reality (VR) Applications in Ming-style Furniture Designs
Keywords:
Virtual Reality, Ming style furniture, User satisfaction, Design method, Feedback mechanism, Experience levelAbstract
The research investigates how VR applications can radically change Ming-style furniture design. It explores the complex factors that control how satisfied a person is with furniture designed through VR. The purpose of this study is to understand the complex effects of VR technologies on the creative process and consumer instincts through the DoE research methodology, as well as the experience level. Utilizing VR applications in the design of Ming-style furniture sparks important inquiries concerning the effectiveness, practicality, and attraction of virtual design surroundings. To enhancing the processes and effects of designing, it is essential to appreciate how design method, acquaintance level, furniture captiousness, and the mechanism of additional viewpoint that influences the satisfaction of designers, so as to fully utilize the VR technology. 385 individuals who used Ming-style furniture in Suzhou completed a survey over the Internet, which contributed significant insights into VR-mediated design experiences. By determining satisfaction perception, collecting data via Likert scales, and then using SPSS, core-region data is processed, which resulted in examining the correlation of multi-regression among the variables. The results show that there is a strong connection between Virtual Reality Implementation and User satisfaction of Ming style. This investigation emphasizes the great importance of high-quality ways to receive feedback and users who are experienced in how they make users happy while using virtual and real-world ways to communicate means of doing or reaching something and how skillful they are at creating visual images in the mind of Ming-style furniture design. By clarifying the numerous forces that underline what users see, feel, and learn from a product line, this work makes more likely the discovery and spread of counter-intuitive products for everyone.
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This is an open Access Article published by Research Center of Computing & Biomedical Informatics (RCBI), Lahore, Pakistan under CCBY 4.0 International License