DOI QR코드

DOI QR Code

온라인 콘서트 시청자의 공동 체험을 위한 가상 환경 디자인 연구 -시청자의 몰입감과 향후 사용 의향을 중심으로-

A study on the design of a virtual environment for the joint experience of online concert viewers -Focused on viewers' immersion and platform's loyalty-

  • 갈욱 (연세대학교 생활디자인학과) ;
  • 박수진 (연세대학교 생활디자인학과) ;
  • 이상원 (연세대학교 생활디자인학과)
  • XU, GE (Yonsei Unv. Dept. of Human Environment and Design) ;
  • Park, Sujin (Yonsei Unv. Dept. of Human Environment and Design) ;
  • Lee, Sangwon (Yonsei Unv. Dept. of Human Environment and Design)
  • 투고 : 2021.07.10
  • 심사 : 2021.12.26
  • 발행 : 2022.02.20

초록

COVID-19로 인해 비대면 문화 공연인 온라인 콘서트로 관람객에게 새로운 온라인 문화를 제공하고자 하는 노력이 다방면으로 점차 높아지고 있다. 그러나 현 시점의 온라인 콘서트는 오프라인 콘서트 중 다른 사람과의 상호작용을 온전히 살리지 못한다는 단점이 있다. 때문에 온라인 콘서트의 시청자에게 오프라인 콘서트와 같은 공통 경험을 제공하고자 한다. 본 연구는 관람객이 온라인 콘서트와 영화를 단독 및 그룹으로 시청하는 것으로 진행하였다. 연구 결과로 그룹으로 온라인 콘서트를 보는 것이 몰입감이 높아짐을 확인할 수 있었다. 향후 가상의 공동 시청 환경의 디자인 가이드로 활용될 수 있음을 확인하였다.

COVID-19 provided visitors with new online concerts that gradually increased in many ways. The disadvantage of current online concerts is that cannot make full use of the interaction with others. We hope to provide online concert audiences with the same experience as offline. This study was conducted under the condition that the audience watched online concerts and movies individually or group. Experimental results confirm that watching online concerts collectively will increase the sense of immersion. It can be used as a design guide for the virtual public viewing environment in the future.

키워드

참고문헌

  1. F. Vandenberg, M. Berghman& J. Schaap, " The 'lonely raver': music livestreams during COVID-19 as a hotline to collective consciousness?", European Societies, 23(sup1), pp. S141-S152, 2021. https://doi.org/10.1080/14616696.2020.1818271
  2. K. E. Onderdijk, D. Swarbrick, B. Van Kerrebroeck, M. Mantei, J. K. Vuoskoski, P. J. Maes& M. Leman, "Livestream experiments: the role of COVID-19, agency, presence, and social context in facilitating social connectedness", Frontiers in psychology, Vol. 12, 2021.
  3. S. Y. Kim, "4. Hologram Stars Greet Live Audiences", In K-pop Live, Stanford University Press, pp. 129-160, 2020.
  4. A. Leavitt, T. Knight, A. Yoshiba, P. W. Galbraith& J. G. Karlin, "Producing Hatsune Miku: Concerts, commercialization, and the politics of peer production", Media convergence in Japan, pp. 200-229, 2016.
  5. F. Holt, "The economy of live music in the digital age", European Journal of Cultural Studies, Vol. 13, No. 2, pp. 243-261, 2010. https://doi.org/10.1177/1367549409352277
  6. K. Nowak, "Defining and differentiating copresence, social presence and presence as transportation", In Presence 2001 Conference, Philadelphia, PA , pp. 1-23, 2001.
  7. B. Burroughs, "Facebook and FarmVille: A digital ritual analysis of social gaming", Games and Culture, Vol. 9, No. 3, pp. 151-166, 2014. https://doi.org/10.1177/1555412014535663
  8. M. Weed, "The pub as a virtual football fandom venue: An alternative to 'being there'?", Soccer & Society, Vol. 8, No.2-3, pp. 399-414, 2017. https://doi.org/10.1080/14660970701224665
  9. B. Hogan, "The presentation of self in the age of social media: Distinguishing performances and exhibitions online", Bulletin of Science, Technology & Society, Vol. 30, No. 6, pp. 377-386, 2010. https://doi.org/10.1177/0270467610385893
  10. Z. Guo, J. D'ambra, T. Turner, H. Zhang, "Improving the effectiveness of virtual teams: A comparison of video-conferencing and face-to-face communication in China", IEEE Transactions on Professional Communication, Vol. 52, No. 1, pp. 1-16, 2009. https://doi.org/10.1109/TPC.2008.2012284
  11. M. S. Park, "음악공연의 관람가치, 만족도 및 재관람의도 간의 관계", 한국콘텐츠학회논문지, Vol. 14, No. 7, pp. 115-124, 2014. https://doi.org/10.5392/JKCA.2014.14.07.115
  12. A. Lieberman& J. Schroeder, "Two social lives: How differences between online and offline interaction influence social outcomes", Current Opinion in Psychology, Vol, 31, pp. 16-21, 2020. https://doi.org/10.1016/j.copsyc.2019.06.022
  13. I. Huttu-Hiltunen, "Evolution of Animated Characters in League of Legends World Championship Opening Ceremonies: which technologies are used to impress the audience, and how does the use of technology evolve between 2017 to 2019". 2020.
  14. A. Khan, S. Sepasgozar, T. Liu, & R. Yu. (2021). "Integration of BIM and immersive technologies for AEC: a scientometric-SWOT analysis and critical content review", Buildings, Vol. 11, No. 3, pp. 126, 2021. https://doi.org/10.3390/buildings11030126
  15. M. S. Rahmi, N. Rahmat& A. Saleha, "Posthuman in japanese popular culture: Virtual idol Hatsune Miku", In AICLL: Annual International Conference on Language and Literature, Vol. 1, No. 1, pp. 81-86, 2018.
  16. R. Zaborowski, "Fans negotiating perFormer personas:'melt'by ryo Feat. Hatsune miku", Suomen Antropologi: Journal of the Finnish Anthropological Society, Vol. 43, No. 2, pp. 104-108, 2019. https://doi.org/10.30676/jfas.v43i2.77708
  17. J. E. Driskell, P. H. Radtke, E. Salas, "Virtual teams: Effects of technological mediation on team performance", Group Dynamics: Theory, Research, and Practice , Vol. 7, No. 4, pp. 297, 2003. https://doi.org/10.1037/1089-2699.7.4.297
  18. V. Diwanji, A. Reed, A. Ferchaud, J. Seibert, V. Weinbrecht & N. Sellers, "Don't just watch, join in: Exploring information behavior and Co-presence on Twitch", Computers in Human Behavior, 105, 2020.
  19. Y. Setyanto, S. Winduwati, L.S.S. Utami, "Early Adolescent Behavior on Media Toward Idol Figure (Parasoial Study Preliminary Youth As An Effect of New Media)", International Journal of Communication and Media Studies, Vol. 7, 2017.
  20. S. Cham, A. Algashami, M. Aldhayan, J. McAlaney, K. T. Phalp, M. B. Almourad& R. Ali, "Digital addiction: Negative life experiences and potential for technology-assisted solutions", 2019.
  21. R. Collins, "The program of interaction ritual theory", Interaction Ritual Chains. Princeton, New Jersey: Princeton University Press, 3-32, 2014.
  22. E. S. H. Tan, "Entertainment is emotion: The functional architecture of the entertainment experience", Media psychology, Vol. 11, No. 1, pp. 28-51, 2018. https://doi.org/10.1080/15213260701853161
  23. K. White, J. J. Argo& J. Sengupta, "Dissociative versus associative responses to social identity threat: The role of consumer self-construal", Journal of Consumer Research, Vol. 39, No. 4, pp. 704-719, 2012. https://doi.org/10.1086/664977
  24. M. Lombard& T. Ditton, "At the heart of it all: The concept of presence", Journal of computer-mediated communication, Vol. 3 No. 2, 1997.
  25. C. S. Oh, J. N. Bailenson& G. F. Welch, "A systematic review of social presence: Definition, antecedents, and implications", Frontiers in Robotics and AI, Vol. 5, pp. 114, 2018. https://doi.org/10.3389/frobt.2018.00114
  26. E. Goffman, "Behavior in public places", New York: The Free Press.1963.
  27. R. Schroeder, "Co-presence and interaction in virtual environments: An overview of the range of issues", In Presence 2002: Fifth international workshop, pp. 274-295, 2002.
  28. J. N. Bailenson, A. C. Beall& J. Blascovich, "Gaze and task performance in shared virtual environments", The journal of visualization and computer animation, Vol. 13, No. 5, pp. 313-320, 2002. https://doi.org/10.1002/vis.297
  29. K. Swinth& J. Blascovich, "Perceiving and responding to others: Human-human and human-computer social interaction in collaborative virtual environments", In Proceedings of the 5th Annual International Workshop on PRESENCE, Vol. 392, 2002.
  30. C. Wang, H. Dong, W. Hu, Y. Liu& D. Zhu, "Semiconducting π-conjugated systems in field-effect transistors: a material odyssey of organic electronics", Chemical reviews, Vol. 112, No. 4, pp. 2208-2267, 2012. https://doi.org/10.1021/cr100380z
  31. B. G. Witmer& M. J. Singer, "Measuring presence in virtual environments: A presence questionnaire", Presence, Vol. 7, No. 3, pp. 225-240, 1998. https://doi.org/10.1162/105474698565686
  32. J. H. Turner, "A theory of social interaction", Stanford University Press, 1988.
  33. T. W. Leigh, C. Peters& J. Shelton, "The consumer quest for authenticity: The multiplicity of meanings within the MG subculture of consumption", Journal of the Academy of Marketing Science, Vol. 34, No. 4, pp. 481-493, 2016. https://doi.org/10.1177/0092070306288403
  34. Y. J. Joo, K. Y. Lim& E. K. Kim, "Online university students' satisfaction and persistence: Examining perceived level of presence, usefulness and ease of use as predictors in a structural model", Computers & education, Vol. 57. No. 2, pp. 1654-1664, 2011. https://doi.org/10.1016/j.compedu.2011.02.008
  35. J. Fang, Z. Zhao, C. Wen& R. Wang, "Design and performance attributes driving mobile travel application engagement", International Journal of Information Management, Vol. 37, No. 4, pp. 269-283, 2017. https://doi.org/10.1016/j.ijinfomgt.2017.03.003
  36. S. Song, "Research on Public Art Parameterization of Interactive Installation Based on Sensor and Virtual Reality", Mobile Information Systems, 2021.