DOI QR코드

DOI QR Code

A Study on Meta-Reality Experience at a Gallery through the Interactivity of New Media Art

뉴미디어 아트의 상호 작용성을 통한 미술관에서의 메타현실 체험 연구

  • Kim, Tae-Eun (Dept. of Theater & Performance Meida, Dong Yang Univ)
  • 김태은 (동양대학교 공연영상학부)
  • Received : 2018.05.02
  • Accepted : 2018.07.11
  • Published : 2018.08.31

Abstract

In recent years, new media art is developing to play its roles as a means of remediation to overturn, reuse, and alter the old technologies rather than technology-dependent art to accept new technologies and use them as artistic tools. Here, the concept of new should mean looking at the old technologies in an indirect way and finding new meanings in them rather than presenting new technologies. The starting point of this study was the concept of spatialization in which the concept of new media art would externalize games from inside to outside the screen in gamification-applied spaces. Participatory new media art adds a platform for viewer's participation and utilizes the entire space of the exhibition hall instead of allowing for simple viewing at the exhibition hall. The study focused on the changes and phenomena in the process of games belonging to the artistic space through the interactivity of gamification. Here, the premise was that gamification meant the "spatialization of games." The study examined several cases of games being altered in the spatialization process to figure out interactivity for viewers and developmental directions for interface design at a gallery.

최근의 뉴미디어 아트는 새로운 기술만을 수용하여 예술도구로 사용하는 기술종속적인 예술이기보다 기존의 기술들을 전복시키고 재활용하며 변형시키는 재매개의 역할로써 발전해 나아가고 있다. 여기에서 새로움(New)의 개념은 새롭게 탄생된 기술만을 의미하는 것이 아니라 기존의 기술을 우회적으로 바라보고 거기에서 새로운 의미를 찾는 것으로 보아야 한다. 본 연구에서는 이러한 뉴미디어 아트의 개념이 어떻게 게이미피케이션이 적용된 공간에서 게임을 화면 안에서 바깥으로 외형화 시키는지에 대한 공간화에 대한 개념을 그 출발로 삼았다. 참여형 뉴미디어 아트는 전시장에서 작품을 단순히 관람하는 것이 아니라 관람객의 참여하는 플랫폼을 부차적으로 추가시켜 전시장 공간 전체를 활용하는 것을 의미한다. 이번 연구에서 게이미피케이션의 상호작용성은 게임이 예술화된 공간 안에 속하게 되면서 발생하게 되는 변화 과정과 현상들에 주목하였다. 여기에서 게이미피케이션은 곧 '게임의 공간화' 과정을 의미한다고 보는 입장이라는 점을 전제로 한다. 미술관에서 관객들을 대상으로 한 상호작용성과 인터페이스 디자인의 발전 방향을 살펴보는데 있어 게임의 공간화의 과정에서 변형되어가는 여러 가지 사례들을 중심으로 연구하였다.

Keywords

References

  1. Green, C. S., & Bavelier, D. "Action video game modifies visual selective attention," Nature, 423(6939), p.534, 2003. DOI: http://doi.org/10.1038/nature01647
  2. Bazilevs, Y., Calo, V. M., Hughes, T. J., & Zhang, Y. "Isogeometric fluid-structure interaction: theory, algorithms, and computations,". Computational mechanics, 43(1), pp. 3-37, 2008. DOI: http://doi.org/10.1007/s00466-008-0315-x
  3. Arcangel, C. Super Mario Clouds. Cory Arcangel's Official Portfolio, Retrieved Januray, 11, 2013.
  4. Bourriaud, N., Pleasance, S., Woods, F., & Copeland, M. Relational aesthetics (p. 44). Dijon: Les presses du reel. p190-199, 2002.
  5. Bishop, C. "Antagonism and relational aesthetics,". October, pp. 51-79, 2004. DOI: http://doi.org/10.1162/0162287042379810
  6. Moon, H.N, Cho, H.I, & Han,Y.M. "Mixed Reality(MR) Technology Trends and Development Prospect," The Journal of the Convergence on Culture Technology (JCCT), 3(3), pp. 21-25, 2017.
  7. Pantile, D., Frasca, R., Mazzeo, A., Ventrella, M., & Verreschi, G. "New Technologies and Tools for Immersive and Engaging Visitor Experiences in Museums: The Evolution of the Visit-Actor in Next-Generation Storytelling, through Augmented and Virtual Reality, and Immersive 3D Projections," In Signal-Image Technology & Internet-Based Systems (SITIS), 2016 12th International Conference on (pp. 463-467). IEEE, 2016.
  8. Bista, S. K., Nepal, S., Colineau, N., & Paris, C. "Using gamification in an online community,". CollaborateCom, 2012, pp. 611-618, 2012.
  9. https://www.sfmoma.org/exhibition/artgamelab/
  10. Graham, M., Zook, M., & Boulton, A. "Augmented reality in urban places: contested content and the duplicity of code," Transactions of the Institute of British Geographers, 38(3), pp. 464-479, 2013. DOI:http://doi.org/10.1111/j.1475-5661.2012.00539.x
  11. https://www.tate.org.uk/context-comment/apps/race-against-time
  12. http://www.whatscookin.com/#C%7C873%7C1001
  13. Kidd, J. "Museums in the new mediascape: Transmedia, participation," ethics. Routledge. p.16, 2016.
  14. http://www.bmwguggenheimlab.org/urbanology-online
  15. http://hideandseek.net/projects/a-game-ofcrowns/
  16. http://hideandseek.net/projects/the-building-is/
  17. McGonigal, Jane, "Alternative Reality Gaming: Life Imitates ARG", Powerpoint presentation, 2004
  18. Romualdo, S. O. F. I. A. "Play, Games and Gamification in Contemporary Art Museums," (Doctoral dissertation, Master''s thesis). University of Porto). p79, 2013.
  19. Nicholson, S. "A recipe for meaningful gamification. In Gamification in education and business," pp. 1-20. Springer, Cham, 2015.
  20. Carolei, P., & Schlemmer, E. "Alternate Reality Game in Museum: a process to construct experiences and narratives in hybrid context,". IEEE-Educational Technology & Society. 2015.
  21. Bonsignore, E. M., Hansen, D. L., Toups, Z. O., Nacke, L. E., Salter, A., & Lutters, W. "Mixed reality games. In Proceedings of the ACM 2012 conference on computer supported cooperative work companion," pp. 7-8. ACM, 2012.
  22. Bonsignore, E., Moulder, V., Neustaedter, C., Hansen, D., Kraus, K., & Druin, A. "Design tactics for authentic interactive fiction: insights from alternate reality game designers," In Proceedings of the 32nd annual ACM conference on Human factors in computing systems, pp. 947-950. ACM, 2014.
  23. Hollerer, T., Feiner, S., Terauchi, T., Rashid, G., & Hallaway, D. "Exploring MARS: developing indoor and outdoor user interfaces to a mobile augmented reality system," Computers & Graphics, 23(6), pp. 779-785, 1999. DOI:http://doi.org/10.1016/S0097-8493(99)00103-X