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주민참여형 가로공간설계에서 가상현실(VR)의 활용

Using Virtual Reality in Design of Street Space by Citizen Participation

  • 이슬비 (청주대학교 도시계획학과) ;
  • 어상진 (청주대학교 도시부동산지적학과) ;
  • 류경무 (청주대학교 도시계획부동산학과) ;
  • 김영환 (청주대학교 도시계획부동산학과)
  • Lee, Seul-Bee (Division of Urban Planning, Cheongju University) ;
  • Eo, Sang-Jin (Division of Urban Real Estate Information, Cheongju University) ;
  • Ryu, Kyung-Moo (Division of Urban Planning and Real Estate, Cheongju University) ;
  • Kim, Young-Hwan (Division of Urban Planning and Real Estate, Cheongju University)
  • 투고 : 2017.12.11
  • 심사 : 2018.02.02
  • 발행 : 2018.02.28

초록

최근 들어 다양한 분야에서 4차 산업을 접목하기 위해 노력중이다. 주민참여 역시 정책결정이나 의사결정과정에서 중요해져왔다. 이에 따라 본 연구는 도시계획 및 설계분야에서 4차 산업을 접목하여 주민참여를 끌어 낼 수 있는 방안을 모색하고자 한다. 연구방법은 가로공간설계(안)을 가상현실(Virtual Reality, VR)로 구현해 청주시민과 거주민을 대상으로 설계(안) 선호도 및 VR 기기 이용 만족도를 조사하였다. 이에 따른 주된 연구결과는 주민 참여 유도 측면에서 충분한 성과를 거둘 수 있다는 점이다. VR 체험 전 후 응답자의 견해가 상이하게 나타났는데, VR 체험 후 설계안에 대한 이해도, 참여도, 흥미도가 매우 향상되었다. 그러나 연구진행과정에서 PC-VR 기기의 조건을 만족시키는 장소를 섭외하는데 있어 많은 어려움을 겪었다. 스마트폰과 VR 기기를 연결하여 사용이 가능하나 자유로운 이동과 그래픽의 질이 저하된다는 단점이 있다. 또한 VR 기기가 아직 대중화되어 있지 않아 간단한 인터페이스 조작에도 어려움이 있었다. 이에 따른 VR 기기의 기술 개발을 통해 대중화 및 상용화, 법적 근거 마련이 필요할 것으로 보인다.

Recently, many people have attempted to combine the 4th industry in various fields. Citizen participation has also become more important in the policy making and decision making process. Therefore, this study examined ways to encourage citizen participation by integrating the 4th industry in the field of urban planning and design. The research method was to design street space using virtual reality, and to examine the preference of design and the satisfaction of using a virtual reality device for Cheongju citizens and residents. The main result is that the use of VR in the design process of street space can achieve a sufficient outcome in terms of inducing resident participation. The opinions of the respondents before and after the VR experience were different from each other. After the VR experience, understanding, participation and interest in design were improved. On the other hand, during the course of the study, there are many difficulties in obtaining a place that satisfied the conditions of the PC-VR equipment. Although it can be used by connecting a smart phone and a VR device, the constraint of free movement and degradation of the graphic quality are inevitable. In addition, it is difficult to operate simple interfaces because VR devices are not yet popularized. Accordingly, it will be necessary to popularize and commercialize VR equipment and establish a legal basis.

키워드

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