DOI QR코드

DOI QR Code

A study on the Interaction of Immersive Contents Focusing on the National Museum of Korea Immersive Digital Gallery and Arte Museum Jeju

실감콘텐츠의 인터랙션 연구 -국립중앙박물관 디지털실감영상관과 아르떼뮤지엄제주를 중심으로-

  • 안혜령 (한양대학교 문화콘텐츠학과) ;
  • 김치호 (한양대학교 문화콘텐츠학과)
  • Received : 2022.02.08
  • Accepted : 2022.04.20
  • Published : 2022.04.28

Abstract

The purpose of this study is to derive interaction types that appear variously in immersive contents through John Dewey's empirical theory, and to explore how the derived types are delivered in real cases. For this reason, two cases of the National Museum of Korea 'Immersive Digital Gallery' and 'Arte Museum Jeju' were analyzed through interaction types derived from the empirical theory. The interaction types derived based on the experience theory are the elements of 'multi-sensory', 'simultaneous experience' and 'sensory expansion'. In both cases, these types appear connected rather than grafted one by one in common. In one direction, 'multi-sensory' leads to 'sensory expansion', and in two directions, 'simultaneous experience' leads to 'sensory expansion'. As such, the core types of communication between technology and humans are not delivered one by one, but a cycle of interaction is formed in multiple ways. Therefore, it can be seen that the interaction type of immersive contents is expanded step by step by fusion of various senses and experiences in various fields, rather than a 1:1 partial delivery method. Based on this, it will be necessary to study how types are expanded and how viewers are affected when interaction is implemented in immersive contents in the future.

본 연구는 실감콘텐츠에서 다양하게 나타나는 인터랙션 유형을 존 듀이의 경험이론을 통해 도출하고, 도출된 유형이 실제 사례에서는 어떤 방식으로 전달되는지 탐구하는데 목적이 있다. 이를 위해 국립중앙박물관 '디지털 실감 영상관'과 '아르떼미술관제주'의 두 사례를 경험이론에서 도출된 인터랙션 유형을 통해 분석하였다. 경험이론을 바탕으로 도출한 인터랙션 유형은 '다중감각'과 '동시체험' 그리고 '감각확장' 이다. 이 유형들이 두 사례에서 공통적으로 하나씩 접목되어 나타나기보다는 연결되어 나타났다. 단방향에서는 '다중감각'에서 '감각확장'으로 이어지고 양방향에서는 '동시체험'에서 '감각확장'으로 연결되었다. 이처럼 기술과 인간이 소통하는 핵심 유형은 한 가지씩만 전달되는 것이 아니라 다중적인 방법으로 인터랙션 순환 고리가 형성되었다. 따라서 실감콘텐츠의 인터랙션 유형은 1:1의 부분적인 전달 방식이 아닌 다방면에서 다양한 감각과 체험이 융합되어 단계적으로 확장된다고 볼 수 있다. 이를 바탕으로 향후 실감콘텐츠에서 인터랙션이 구현되었을 때 유형들은 어떻게 확장되고 관람객들에게 어떤 영향을 주는지의 연구가 필요할 것이다.

Keywords

References

  1. Y. S. Jo. (2015). 'ICT EXPERT INTERVIEW Immersive Contents', Telecommunications Technology Association. 2015 TTA journal no.162 P.8
  2. D. S. So. (2021.8.30.). Post internet era, 'Immersive Contents' rises. Magazine Hankyung https://magazine.hankyung.com/money/article/202108117180c
  3. H. D. Lee & Y. S. Jung. (2020.05.19.). A museum experience that 'Immersive' with Immersive Contents. Ministry of Culture, Sports and Tourism Press Release. https://www.mcst.go.kr/kor/s_notice/press/pressView.jsp?pSeq=18016
  4. K. Y. Choi. (2019.10.7.). Strategies to revitalize the immersive content industry to lead 5G('19-'23). Joint ministries. http://kvra.kr/vr-%EB%A6%AC%ED%8F%AC%ED%8A%B8/5g-%EC%8B%9C%EB%8C%80-%EC%84%A0%EB%8F%84%EB%A5%BC-%EC%9C%84%ED%95%9C-%EC%8B%A4%EA%B0%90%EC%BD%98%ED%85%90%EC%B8%A0%EC%82%B0%EC%97%85-%ED%99%9C%EC%84%B1%ED%99%94-%EC%A0%84%EB%9E%B51923/
  5. S. W. Cho. (2019.08.20.). Understanding Interaction - Basics of Interaction, Communication. Digital Insight https://ditoday.com/interaction-%EC%9D%B4%ED%95%B4%ED%95%98%EA%B8%B0-%EC%83%81%ED%98%B8%EC%9E%91%EC%9A%A9%EC%9D%98-%EA%B8%B0%EB%B3%B8-%EC%86%8C%ED%86%B5/
  6. S. W. Cho. (2019.04.19.) Understanding the UI - What is an Interface. Digital Insight https://ditoday.com/ui-%EC%9D%B4%ED%95%B4%ED%95%98%EA%B8%B0-%EC%9D%B8%ED%84%B0%ED%8E%98%EC%9D%B4%EC%8A%A4%EB%9E%80-%EB%AC%B4%EC%97%87%EC%9D%B8%EA%B0%80/
  7. K. H. Won. (2013.11.12.). An interactive world that communicates and empathizes with each other. LG CNS. https://blog.lgcns.com/348
  8. N. D. Kim and 9 others. (2021). Trend Korea 2022. Miraebook Publishing. p355
  9. J. W. Kim.(2012). Human Computer Interaction Introduction. Gyeonggi-do : ahngraphics. pp18-19
  10. J. W. Kim.(2012). Human Computer Interaction Introduction. Gyeonggi-do : ahngraphics. p23
  11. H. Y. Yoo. (2015). A Study on the Interaction Type and Characteristics of New Media Arts, Journal of Digital Design 15(2), pp489-498 https://doi.org/10.17280/jdd.2015.15.2.046
  12. Dewey John.(1958). Experience and Nature. Dover Publications
  13. Dewey John.(2003). Art As Experience. Seoul : Chaeksesang Publishing.
  14. C. S Koh. (2015). A study on participation, communication and contemplation in media art, PhD thesis. Chung-ang University. Seoul.
  15. J. R. Lee & T. J. Kwon & S. A. Nam. (2019). A Case Study on the Use of New Media Arts in the Fourth Industry. kics.2019.44.6.1223 1,223-1,231 DOI : 10.7840
  16. S. A. Mok & J. K. Paik. (2013). Interactive Media Art Approaching Communication through the Nonverbal Communication. The Korea Contents Societ. 13(12). 585-594
  17. J. E. Oh & C. G. Lee. (2021). A Study on Realistic Contents of Virtual Exhibition Online and Offline at the National Museum of Korea. Korea Design Research Association. Vol.6 No.3 55-70
  18. J. S. Kang. (2017). A Case Study on Application of Realistic Content to Space Design. Journal of Digital Convergence. Vol.15 No.6 369-376 https://doi.org/10.14400/JDC.2017.15.6.369
  19. S. K. Yoon & T. K. Kim. (2003). A Study on the Interaction and Completion of Experience Design based on the John Dewey's Theory,Design Convergence Study. Vol.2 No.2 3-12
  20. NATIONAL MUSEUM OF KOREA homepage. https://www.museum.go.kr
  21. ARTE MUSEUM JEJU homepage. https://artemuseum.com/JEJU