TY - JOUR KW - Demand modelling KW - Digital display KW - Digital presentation KW - Functional demands KW - Hierarchy of need KW - Intangible cultural heritages KW - Interactive behavior KW - Interactive experience KW - KANO model KW - User demands KW - Virtual environments KW - Virtual reality AU - Chunhui Liu AB - Under the guidance of the theory related to the KANO demand model, this paper constructs the user demand hierarchy of the digital display of intangible cultural heritage and carries out the division of functional demand item categories through classification experiments. A questionnaire survey was set up to evaluate the satisfaction of the virtual reality technology of intangible cultural heritage crafts, and 30 participants interactive behaviors were coded so as to analyze the data results and explore the relationship between digital display and interactive behaviors. The findings indicate that both social and gamified interaction are charismatic needs of users when it comes to the digital display of NRM. In the practical case of virtual technology combined with non-heritage skills, the satisfaction level of design, content, and other aspects exceeded 60\%. Non-heritage digital displays have 115 more interactive behaviors than traditional display methods. The interactive experience of participants can be enhanced and their needs can be satisfied by the digital display of NRLs. BT - Applied Mathematics and Nonlinear Sciences DO - 10.2478/amns-2024-3333 M1 - 1 N1 - Type: Article N2 - Under the guidance of the theory related to the KANO demand model, this paper constructs the user demand hierarchy of the digital display of intangible cultural heritage and carries out the division of functional demand item categories through classification experiments. A questionnaire survey was set up to evaluate the satisfaction of the virtual reality technology of intangible cultural heritage crafts, and 30 participants interactive behaviors were coded so as to analyze the data results and explore the relationship between digital display and interactive behaviors. The findings indicate that both social and gamified interaction are charismatic needs of users when it comes to the digital display of NRM. In the practical case of virtual technology combined with non-heritage skills, the satisfaction level of design, content, and other aspects exceeded 60\%. Non-heritage digital displays have 115 more interactive behaviors than traditional display methods. The interactive experience of participants can be enhanced and their needs can be satisfied by the digital display of NRLs. PY - 2024 T2 - Applied Mathematics and Nonlinear Sciences TI - A Study on the Relationship between Digital Presentation of Intangible Cultural Heritage in Libraries and Visitors Interactive Experience UR - https://www.scopus.com/inward/record.uri?eid=2-s2.0-85208499519&doi=10.2478%2famns-2024-3333&partnerID=40&md5=a4b87a32282ca25ba9db47434d8647a0 VL - 9 ER -