Browse > Article
http://dx.doi.org/10.5392/JKCA.2021.21.05.654

Impact of the Fit of Immersive Technology and Media Art Type on User Commitment and Revisit Intention  

Choi, Ji-Ae (동국대학교 연극영화학과)
Yoo, Kun-Woo (경희대학교 경영대학)
Kwon, Ohbyung (경희대학교 경영대학)
Publication Information
Abstract
This study examined the perceived fit between the characteristics of immersive technology and the type of media art affects commitment, satisfaction, and revisit intention. The results showed that the quality of projection mapping and the reputation of original art had a positive effect on the perceived fit whereas the accessibility of original art had a negative effect on the perceived fit. In addition, the reputation of original art and the perception of fit increased the commitment of the media art exhibition, which positively affected the satisfaction and revisit intention. This study provides theoretical and practical implications regarding the effect of immersive technology and media art type of digital media art.
Keywords
Immersive Technology; Media Art Type; Commitment; Satisfaction; Revisit Intention;
Citations & Related Records
Times Cited By KSCI : 1  (Citation Analysis)
연도 인용수 순위
1 J. H. Kang, J. C. Jang, and C. Jeong, "Understanding museum visitor satisfaction and revisit intentions through mobile guide system: Moderating role of age in museum mobile guide adoption," Asia Pacific Journal of Tourism Research, Vol.23, No.2, 95-108, 2018.   DOI
2 M. Mori, "The uncanny valley: The original essay by Masahiro Mori," IEEE Robots &, 2017.
3 마샬 맥루한, 박정규 역, 미디어의 이해, 커뮤니케이션북스, 1999.
4 D. L. Quadri-Felitti and A. M. Fiore, "Destination loyalty: Effects of wine tourists' experiences, memories, and satisfaction on intentions," Tourism and Hospitality Research, Vol.13, No.1, pp.47-62, 2013.   DOI
5 N. Mavrogeorgi, S. Koutsoutos, A. Yannopoulos, T. Varvarigou, and G. Kambourakis, "Vivid educational experience with virtual reality," In 2009 Fourth International Multi-Conference on Computing in the Global Information Technology, IEEE, pp.196-201, 2009.
6 M. C. Johnson-Glenberg, "Immersive VR and education: Embodied design principles that include gesture and hand controls," Frontiers in Robotics and AI, Vol.5, pp.1-19, 2018.   DOI
7 S. Hosany and M. Witham, "Dimensions of cruisers' experiences, satisfaction, and intention to recommend," Journal of Travel Research, Vol.49, No.3, pp.351-364, 2010.   DOI
8 J. F. Hair, R. E. Anderson, B. J. Babin, and W. C. Black, Multivariate data analysis: A global perspective(7th ed.) Upper Saddle, NJ: Prentice-Hall, 2010.
9 H. Han and S. S. Hyun, "Key factors maximizing art museum visitors' satisfaction, commitment, and post-purchase intentions," Asia Pacific Journal of Tourism Research, Vol.22, No.8, pp.834-849, 2017.   DOI
10 S. Huang and C. H. Hsu, "Effects of travel motivation, past experience, perceived constraint, and attitude on revisit intention," Journal of Travel Research, Vol.48, No.1, pp.29-44, 2009.   DOI
11 정계은, "기독교뮤지컬의 선택속성이 관람만족과 관람 후 행동의도에 미치는 영향," 한국콘텐츠학회논문지, 제18권, 제12호, pp. 676-681, 2018.   DOI
12 최영신, 현은정, "예술가 명성 (fame) 형성 요인에 관한 연구: 국내 공예작가의 사례를 중심으로," 문화경제연구, 제21권, 제2호, pp.141-173, 2018.
13 D. I. Asiati, H. Umar, and T. Sitinjak, "The effects of service quality, image and trust on satisfaction and its impact on syari¡¯ah bank customer loyalty in palembang," Business and Economic Research, Vol.9, No.1, pp.295-316, 2019.   DOI
14 S. Um, K. Chon, and Y. H. Ro, "Antecedents of revisit intention," Annals of Tourism Research, Vol.33, No.4, pp.1141-1158, 2006.   DOI
15 A. C. Cakici, Y. Akgunduz, and O. Yildirim, "The impact of perceived price justice and satisfaction on loyalty: The mediating effect of revisit intention," Tourism Review, Vol.74, No.3, pp.443-462, 2019.   DOI
16 I. K. W. Lai, "Hotel image and reputation on building customer loyalty: An empirical study in Macau," Journal of Hospitality and Tourism Management, Vol.38, pp.111-121, 2019.   DOI
17 S. J. McMillan and J. S. Hwang, "Measures of perceived interactivity: An exploration of the role of direction of communication, user control, and time in shaping perceptions of interactivity," Journal of Advertising, Vol.31, No.3, pp.29-42, 2002.   DOI
18 진윤선, 권오병, "로봇의 범주, 역할 및 사용자 특성이 Uncanny Valley의 형태에 미치는 영향에 대한 실증 연구," 한국통신학회논문지, 제44권, 제3호, pp.540-553, 2019.
19 마이클 벨처, 신자은, 박윤옥 옮김, 박물관 전시의 기획과 디자인, 예경, 2013.
20 I. M. Klopping and E. McKinney, "Extending the technology acceptance model and the task-technology fit model to consumer e-commerce," Information Technology, Learning & Performance Journal, Vol.22, No.1, pp.35-48, 2004.
21 N. S. Herrera and R. P. McMahan, Development of a simple and low-cost olfactory display for immersive media experiences, In Proceedings of the 2nd ACM international workshop on immersive media experiences, pp.1-6, 2014.
22 전혜현, "뉴 미디어 아트에서의 매개된 몰입에 관한 연구," 미학, 제74권, pp.85-112, 2013.
23 S. An, J. Suh, and T. Eck, "Examining structural relationships among service quality, perceived value, satisfaction and revisit intention for airbnb guests," International Journal of Tourism Sciences, Vol.19, No.3, pp.145-165, 2019.   DOI
24 윤희선, 김기범, 정진헌, "디지털 기술을 활용한 반응형 뉴미디어 아트 연구," 디지털융복합연구, 제18권, 제9호, pp.337-342, 2020.   DOI
25 M. B. Stronger, "The Immersive Cultural Museum Experience - Creating Context and Story with New Media Thechnology," The International Journal of the Inclusive Museum, Vol.3, No.3, pp.211-228, 2011.
26 배은석, 송희영, "몰입형 전시로서 '빛의 채석장(Carriere de lumiere)'에 대한 연구:< 클림트와 비엔나> 를 중심으로," 인문콘텐츠, 제43권, pp.203-227, 2016.
27 M. Foster, New Media Philosophy, Minminsa, 1994
28 이재령, 권태정, 남상안, "4차 산업에서의 뉴미디어아트 활용사례 연구," 한국통신학회논문지, 제44권, 제6호, pp.1223-1231, 2019.
29 배은석, "아날로그에서 디지털로, 전시의 두 가지 양상에 대한 연구: 반 고흐 전시를 중심으로," 글로벌문화콘텐츠, 제25호, pp.81-98, 2016.
30 정동암, 미디어 아트 디지털의 유혹, 커뮤니케이션북스, 2007.
31 김일권, 서용덕, "뉴미디어아트 (LED) 의 인터액티비티에 관한 연구," 기초조형학연구, 제12권, 제3호, pp.117-130, 2011.
32 최유진, 이준표, 김호동, "사용자 인터페이스 상호작용성을 활용한 실시간 반응형 미디어 아트 작품 구현," 한국컴퓨터정보학회 학술발표논문집, 제24권, 제2호, pp.43-44, 2016.
33 김영은, 이지용, 남상훈, "태권도 시각화 미디어아트," 한국컴퓨터그래픽스학회 학술대회, pp.88-89, 2019.
34 N. Ranasinghe, K. Y. Lee, G. Suthokumar, and E. Y. L. Do, The sensation of taste in the future of immersive media, In Proceedings of the 2nd ACM international workshop on immersive media experiences, pp.7-12, 2014.
35 A. Perkis, C. Timmerer, S. Barakovic, J. B. Husic, S. Bech, S. Bosse, and A. D. P. Saibanti, "QUALINET White Paper on Definitions of Immersive Media Experience (IMEx)," Vol.2, 2020.
36 M. L. Ryan, Narrative as virtual reality, Immersion and Interactivity in Literature, 2001.
37 장정호, 건물의 유래와 역사를 기반으로 한 스토리텔링: 프로젝션 맵핑, 국민대학교 테크노디자인전문대학원, 석사학위논문, 2011.
38 H. E. Kedar, "Fake news in media art: fake news as a media art practice vs. fake news in politics," Postdigital Science and Education, Vol.2, No.1, pp.132-146, 2020.   DOI
39 X. Wu, H. Zhou, and D. Wu, "Commitment, satisfaction, and customer loyalty: A theoretical explanation of the satisfaction trap," The Service Industries Journal, Vol.32, No.11, pp.1759-1774, 2012.   DOI
40 M. L. Ryan, "Narrative as virtual reality 2: Revisiting immersion and interactivity in literature and electronic media Vol. 2," JHU Press, 2015.
41 하유이, 김이경, "패션 산업에서의 체험 마케팅을 위한 프로젝션 맵핑 기술의 활용," 한국패션디자인학회지, 제13권, 제2호, pp.1-14, 2013.
42 노선, 이재중, 박진완, "라이브 프로젝션 매핑 공연을 위한 실시간 VJing 시스템 구현," 한국콘텐츠학회논문지, 제13권, 제6호, pp.55-66, 2013.   DOI
43 M. Reyneke, "Should new online stores invest in social presence elements? The effect of social presence on initial trust formation," Journal of Retailing and Consumer Services, vol.21, No.4, pp.482-491, 2014.   DOI
44 F. B. Osang, "Open Educational Resources (OERs) Development in Nigeria: Determining Task Technology Fit (TTF) Impact on Faculty Usage, Satisfaction and Performance," International Journal of Human and Technology Interaction, Vol.3, No.2, pp.35-46, 2019.
45 D. Goodhue and R. Thompson, "Task technology fit and individual performance," MIS Quarterly, Vol.19, No.2, pp.213-236, 1995.   DOI
46 D. Cyr, M. Head, and A. Ivanov, "Perceived interactivity leading to e-loyalty: Development of a model for cognitive-affective user responses," International Journal of Human-computer Studies, Vol.67, No.10, pp.850-869, 2009.   DOI
47 윤지원, "< 백-아베 비디오 신디사이저>의 오디오 비주얼아트적 고찰," 멀티미디어학회논문지, 제23권, 제4호, pp.615-624, 2020.
48 이도경, "객체 기반의 오디오 시스템을 활용한 컴퓨터음악 제작과 공간음향-작품<물을 향하여 (Towards the water)>(2019)를 중심으로," 한국예술연구, 제29호, pp.91-106, 2020.   DOI
49 M. Mehmetoglu and M. Engen, "Pine and Gilmore's concept of experience economy and its dimensions: An empirical examination in tourism," Journal of Quality Assurance in Hospitality & Tourism, Vol.12, No.4, pp.237-255, 2011.   DOI
50 C. C. Ho, K. F. MacDorman, "Measuring the uncanny valley effect," International Journal of Social Robotics, Vol.9, No.1, pp.129-139, 2017.   DOI