Abstract

The benefits of virtual reality have definitely expanded beyond the gaming industry to a variety of other businesses. From virtual conferences to virtual exhibitions, the MICE (Meetings, Incentives, Conferences, and Exhibitions) industry has several applications for virtual reality. Researchers and experts should pay more attention to the virtual reality applications in this market segment. This study's objectives were to 1) create a virtual reality experience for Thailand's Ministry of Digital Economy and Society to serve as an international exhibition showcase by incorporating virtual activities, 2) evaluate the efficiency of the virtual reality experience based on the activities and audience engagement, and 3) investigate the virtual reality experience's audience satisfaction. This virtual immersive experience is the outcome of using Tilt Brush to build a virtual spatial playground centered on three topics: the rural broadband internet project, the cybersecurity act 2019 & the personal data protection act 2019, and awareness of fake news. The virtual reality experience was on show at Digital Thailand Big bang 2019, which was held at BITEC International Exhibition in Bangkok, Thailand from October 28 to October 31, 2019. The investigation utilized mixed-method research, consisting of a quantitative technique based on observation and a qualitative technique based on questionnaires. A convenience sample of 126 cases was obtained from viewers aged seven and up who participated in the virtual reality experience. The virtual experience required the audience to engage in four sorts of physical activity: looking, walking, performing a specific physical action, and locating an object. Observation forms, questionnaires, and examinations were utilized to collect data. The findings indicate that the virtual reality experience, while entertaining the audience, encourages learning through physical activities. These activities contribute to audience engagement and, ultimately, comprehension of the subject. The majority of the audience was able to accurately answer test questions, indicating that not only did they engage the presentation through active participation, but they also retained its content. This project is a case study of how virtual reality can be used to increase audience participation during an exhibition.

Full Text
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