• Title/Summary/Keyword: 관람경험

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A Study on Differences of Aesthetic Experience in the Exhibition of Artworks and the Remediated Exhibition of Artworks: A Comparative Study between and (예술작품의 원작으로 구성된 전시와 원작을 재매개한 디지털 전시의 미적 경험에 대한 상이성 연구: <모네,빛을 그리다전(展)>와 <풍경으로 보는 인상주의전(展)>의 비교연구)

  • Rhee, Boa;Choi, Sumin;Hong, Yong Seok
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.153-164
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    • 2017
  • This research concurrently conducts literature review and quantitative research methodology in order to compare aesthetic experience of and . From the perspective of viewing attitudes, two types of perception equally coexist in both exhibitions: convergent perception is predominant over distracted perception in IL while distracted perception is higher than convergent perception in MIE. However, the influence of convergent perception on the degree of satisfaction and immersion is proved only in MIE. In terms of roles of viewer, there is a tendency to weigh on passive role in both exhibitions. In particular, it is worth noting that the role is relatively high in MIE. The role of viewer do not correlate with on the degree of satisfaction and immersion, as well as modes of perception. The elements of aesthetic experience are highly rated and the use of previous knowledge acts as a positive influence on the role of viewers in IL. Through this study, we witness the fact that visitors who are familiar with traditional artworks depend upon both modes of perception as well as passive role of viewer in the digital exhibition. In conclusion, remediation through digital technology has blurred the boundary of the dichotomy of a viewing attitude and a role of viewer depending on exhibit media, consequently MIE bears both natures of traditional artworks and digital media.

A Study on the Effect of Selection Attributes of Contemporary Dance Performance on Audience's Attitude and Tickets Purchase Intention (현대무용공연 선택속성이 관람태도와 티켓구매의도에 미치는 영향에 관한 연구)

  • Lee, Jong-Yoon;Kim, Doyun;Ryu, Seungwan
    • The Journal of the Korea Contents Association
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    • v.20 no.10
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    • pp.109-118
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    • 2020
  • In this study, the selection attributes of contemporary dance audience were constructed based on prior study and the selection attributes of contemporary dance performance were identified through EFA(Exploratory Factor Analysis). Therefore, Six attributes were derived: physical evidence, tickets, people, information, product, and reputation. Based on these attributes, the selected attributes were identified through 'ETPB(Extended Theory of Planned Behavior)' to see if they affect ticket purchase behavior. In result, Among the selection attributes of contemporary dance performances, three attributes of reputation, people and product influenced the audience's attitude, while only product and human attributes influenced the purchase intention of tickets. Among the variables of ETPB to enhance the ability to purchase intention of tickets, audience attitude, perceive behavior control, and prior knowledge have had a positive effect on purchase intention of tickets, except for subjective norm. Therefore, it is meaningful that this study presented and verified empirically the attributes of select centered on visitors, which can improve the intention of purchasing tickets for contemporary dance performances.

A Case of NFC-based Exhibition Support System for Analyzing Visitors' POB (Point of Behaviors) (근접 무선 통신 기반 박람회 지원 시스템 구축 및 관람객 행동 데이터 분석 사례)

  • Choi, Myoung Hee;Jun, Jungho;Kang, Heegoo;Lee, Kyoung Jun
    • Information Systems Review
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    • v.15 no.2
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    • pp.111-127
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    • 2013
  • This research introduces a case of NFC (Near Field Communication)-based exhibition support system for analyzing visitors' POB (Point of Behavior) data gathered from the system. The application of NFC technology to an exhibition space allows visitors new experiences of exposition and exhibitors to collect and analyze data about behaviors of visitors. The NFC-based exhibition support system is applied to the 'Korea Travel Expo 2013.' The visitors' behaviors are analyzed based on collected NFC tag touch data and association rules among booths are extracted. Furthermore, the tag touch data are integrated with the survey data for catching the demographics-based implications.

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Relationships Among Worth to Watch, Satisfaction and Desire of Respectating of Music Performance (음악공연의 관람가치, 만족도 및 재관람의도 간의 관계)

  • Park, Myeong-Sook
    • The Journal of the Korea Contents Association
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    • v.14 no.7
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    • pp.115-124
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    • 2014
  • In order to satisfy consumers' various desires for music performance, as it is important how to form sympathy with consumers, it is significant for music performance planners to find out which values the audiences think important when it comes to music performance art. The purpose of this study is to examine a relationship among worth to watch, performance satisfaction and desire of respectating that the audience recognizes. A questionnaire survey was carried out on 182 participants who have gone to musical performances. As a result of the study, 'educational value', 'economical value', 'emotional value' and 'social value' of spectating music performance had positive effects on both 'watching satisfaction' and 'desire of respectating', and especially when it comes to spectating satisfaction, emotional value and economical value were the significant effects, and for desire of respectating, economical value and social value were significant. Also, it was found that spectating satisfaction had a positive relationship with a desire of respectating. As implications according to the result of the study, firstly, it is necessary for music performance planner or performing artist to inspire emotional value of audience in order to increase spectating satisfaction of the audience, and performances needs to be planned considering economical values. Secondly, in order to improve desire of respectating, it is important to analyze which elements can increase economical and social values of the audience.

A Study on Instagrammable Features and Viewing Experiences: Focusing on the Exhibition of

  • You, Ga-Ram;Rhee, Bo-A
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.12
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    • pp.101-110
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    • 2022
  • This study sheds light on the Instagrammable features and viewing experiences of . A research model and hypotheses are formulated using variables including Experience Quality (EQ), Perceived Value (PV), Attitude toward AWA (ATAWA) and Behavioral Intention toward AWA (BITAWA). Although AWA has strong the Instagrammable features in terms of PV, it provides aesthetic or healing experience rather than a pleasure. PV has a significant correlation with DOS and DOI, but it does not influence on BITAWA. In addition, DOS has a positive impact on the increase in DOI, length of viewing time and intention to upload and share photos on Instagram.

What It Means to Be Performing Arts Audiences: Exploring Communicative Experiences (커뮤니케이션 과정으로서의 공연 관람 경험의 탐색 - 예매부터 경험의 공유까지 -)

  • Yang, Soeun;Ko, Yena;Lee, Joongseek;Kim, Eun-mee
    • Korean Association of Arts Management
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    • no.56
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    • pp.145-188
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    • 2020
  • This study starts from an experience-oriented perspective that raises the need to examine the individual's cultural consumption experience with qualitative approach. In particular, this study aims to analyze in-depth the journey of the performance experience by connecting with offline-based social relationships as well as online-based informative and communicative behaviors. For this, in-depth interviews were conducted with 15 teams (30 people) by setting up two people as research units, and self-recorded data using the mobile application were collected. Results showed that social media and online communication play an important role before and after the performance in amplifying the performance experience and the consumer's taste developments. This study also found that relational aspects of the performance experience by identifying the significance of the partners and the existence of the cultural taste leader. For each result, there was a difference among audience proficiency: enthusiastic, interested, and indifferent audiences. Based on these results, we suggest that the performance experience should not be limited to the performance itself, but should be understood in a comprehensive manner before and after the performance, and that the consumption of the performance takes place in a social relationship, not in an individual's own experience only.

Potentials and Challenges of the Usability of Art Museum Mobile Applications (미술관 모바일 애플리케이션의 사용성에 대한 잠재력과 문제점)

  • Rhee, Boa
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.4
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    • pp.103-110
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    • 2015
  • The biggest challenge of managing mobile interpretative device is that visitors do not have the mobile experience. Thus, in the research of the mobile application of the Leeum (Samsung Museum of Art), a short orientation session as a treatment was provided to survey participants to make them use of a mobile experience. The orientation solved the problem of hesitancy of using smartphone in other researches, it was simultaneously the uniqueness of the methodology. Based on the research data, their satisfaction with visiting experience and with using the application appeared to be relatively high. A half of participants used the application for 10 minutes which is accounted for 20-30% of the total viewing time. Participants (80.3%) engaged in each exhibit with the application in less than 30 sec.-1 minute. Comparing with the average time of engagement (10-30 sec.) for each exhibit without using mobile applications, it is possible to conclude that the mobile application notably contributed to make participants engage with exhibits longer.

Impact of Online Banner Type on Willingness to Watch Movie (온라인배너타입이 영화관람의향에 미치는 영향 -애니메이션, 공포, SF액션 장르의 영화를 대상으로-)

  • Kim, Hyo-Jin;Ko, Jeong-Min
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.137-148
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    • 2016
  • The purpose of this study is to examine viewers' intentions to watch movies after viewing online banner advertisements of movies, and verify the mediation effect of flow and association to research how the interactivity of movie banner advertisements influences viewers. For the study, trailer and advergame banners for three genres of movies were made, and an online survey was conducted with 146 adults. As a result, based on 5 hypothesis tests, the study enables us to conclude that the interactivity of the advergame banners results in a higher viewer intention of watching movies compared to trailer banners by inducing a flow experience among banner users not an association experience.

A Study on the Determinants of Visiting Art-museum and Behavioral Intention of Art-museum Visitors (미술관 관람객의 방문결정요인과 행동의도에 관한 연구)

  • Na, Sun-hoo;Yeo, Young-suk
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.3
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    • pp.131-137
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    • 2019
  • The purpose of this study is to draw the factors that makes the visitors decide to visit the art-museum and verifying the influence of visit determinants on recommendation intention and revisit intention. Visitors to Gwangju Museum of Art and Gwangju Biennale in Gwang-ju city were chosen for this study. Data were collected for 30 days from September 15 to October 14, 2018. A total of 350 visitors were attended in this research and finally 315 samples were used for the empirical analysis. The result of this study showed that 4 determinant factors(Escape from the ordinary, self-development, novelty, culture experience) of visiting art-museum were identified which all influences on behavioral intention(recommendation intention, revisit intention). Particularly, 'novelity' is the major factor influences on recommendation intention followed by 'escape from the ordinary' factor. Moreover, 'escape from the ordinary' factor influences the most on revisit intention among all determinants of visiting art-museum.

Study on Determinants of Intention to Watch Movie Applying the Theory of Planned Behavior: Focused on Role of Presentation Format of Movie Poster (계획행동 이론을 적용한 영화관람 의도의 결정요인에 관한 연구: 영화포스터 표현형식의 조절역할을 중심으로)

  • Jo, Sung geun;Kim, Jong Geun
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.6
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    • pp.177-186
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    • 2015
  • This study is related to determination of the intention to watch a movie, which is affected by various emotional, environmental, and behavioral factors. In case of personal factors, personal taste formed on the basis of previously experienced movie related information affects selection of movies, while environmental factors are affected mostly by residental community experience, cognitive attitude, subjective norms, as well as the view of values. In this study, the determinants on decision to watch movie have been analyzed applying the theory of planned behavior. Taking into consideration that the determination, based on either personal factors or environmental factors, of consuming movie products stars from reasonable information collecting and that movie poster has been the primary source of information on movie products since the inception of the movie industry, this study analyzed tastes of movie watchers and many variables of movie poster format on determination of intention to watch movie. The results from this empirical study indicate that movie poster is effective means of low cost marketing inducing movie watching in terms of consuming minimum time and space with high speed of delivery while satisfying primary interest on the movie product. It is suggested movie posters should be prepared to make appeal to each generation of target consumers and be put on the market as a product of artistic work.

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