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뉴미디어아트의 경험요소가 이용동기에 미치는 영향에 관한 연구

The Effect of the Experience Factors of New Media Art on the Motivation

  • 윤여선 (성균관대학교 미술학과, 예술학협동과정) ;
  • 안병훈 (캐롤라인대학교 경영학과)
  • Yoon, Yeosun (Department of Fine Art, Studies of Art, Sungkyunkwan University) ;
  • Ahn, Byeonghoon (Department of Business Administration, Caroline University)
  • 투고 : 2022.03.14
  • 심사 : 2022.04.20
  • 발행 : 2022.04.28

초록

디지털 패러다임으로 인한 다양한 매체와 기술의 발달은 문화예술산업과 더불어 시대적 인식 변화를 가져오고 있고 뉴미디어(New Media)의 혁신적 영향은 예술을 경험하는 환경에도 변화를 가속화 하였다. 디지털 환경의 변화로 기술과 예술이 융복합되어 출현하게 되었고, 상호작용과 참여를 중심으로 하는 뉴미디어아트는 양방향 커뮤니케이션을 가능케 한다. 국내·외 디지털 패러다임에 관한 사례와 뉴미디어아트의 상호작용에 관한 연구가 지속되고 있으므로 본 연구도 이에 중점을 두고 진행하게 되었다. 본 연구에서는 뉴미디어아트에 있어서 경험요소를 정의하고 이용동기에 미치는 영향에 관하여 검증하고자 하였다. 뉴미디어아트(New Media Art)에 있어서 기존의 경험요소를 이론적 바탕으로 두고 이용동기 요인들을 적용하여 분석한 결과, 경험요소들은 매우 유용한 변수로 적용됨이 검증되었고, 실질적으로 이용동기에 영향을 준다는 것을 확인할 수 있었다. 본 연구는 뉴미디어아트에서 상호작용 특성에 따라 경험자의 이용동기에 관한 경로로 사용된 초기의 연구라는 점을 근간으로 결론 및 의의를 논의하였다.

The development of various media and technologies as a digital paradigm brought about a change in perception of the times along with the culture and art industry, and the innovative influence of new media accelerated the change in the environment for experiencing art. Technological and art converge and emerge due to changes in the digital environment, and New Media Art centered on interaction and participation enables two-way communication. As research on the interaction between domestic and foreign digital paradigms and New Media Art continues, this study also focused on this. In this study, the elements of experience in New Media Art were defined and their effects on motivation to use them were verified. In New Media Art, based on the theoretical basis of the existing experience factors and applying and analyzing the factors of motivation, it was verified that the factors of experience were applied as very useful variables, and it was confirmed that they actually affect usage motivation. The conclusion and significance of this study were discussed in that it was an early study that was used as a path on the use motives of experienced users according to the interaction characteristics in New Media Art.

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