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Immersive Study of Realistic Space-Based Interactive Art VR Games: Focusing on the Work 'Lucid Dream'

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초록

Advances in technology have a great impact on art. As technology develops, the face of the art world changes. However, as simple technology-intensive and technology-presentative art increases, research on works that value artistic value is necessary. Therefore, this study studies interactive art using VR, a medium that gives a sense of presence, and shows the expansion of artistic value by promoting the production of media art that gives a sense of immersion. In order to compare for immersion, live-action video works and VR game works are produced and displayed as contemplative and participatory works, and the differences and relationships are presented to the audience and analyzed through surveys.

Abstract

Advances in technology have a great impact on art. As technology develops, the face of the art world changes. However, as simple technology-intensive and technology-presentative art increases, research on works that value artistic value is necessary. Therefore, this study studies interactive art using VR, a medium that gives a sense of presence, and shows the expansion of artistic value by promoting the production of media art that gives a sense of immersion. In order to compare for immersion, live-action video works and VR game works are produced and displayed as contemplative and participatory works, and the differences and relationships are presented to the audience and analyzed through surveys.

참고문헌 (7)

  1. Lee Maeng, "Changes in animation narrative structure due to virtual reality technology", Journal of the Digital Content Society, 20 (2019)
  2. Kang, Jung Hun, "A Study of the Visual Expansion and Immersion of Art Using Digital Media-Based on My Works and Exhibition", Journal of Korean Society of Media & Arts, 19(2), pp.96~107 (2021)
  3. Lee Hae Young, "The Digital game art considerative to flow element of game", Korea Design Knowledge Society, pp.232~238 (2013)
  4. Kim Ki-hong, "Study on the audience immersion mechanism of fictional narrative animation: Focusing on the constructivist cognitive narrative approach", Korean Cartoon Animation Sean Research, 17, pp.39~ (2009)
  5. Jeon Byeong-won, "For research on VR cinema as a new media Question", Journal of Digital Imaging, 18 (2021)
  6. Zhang, Yu Mono, "A Study on the interactive Method to Improve the Immersion of VR Animation.-Focused on <Bonfire>-", Journal of the Korean Society of Design Culture, 29(4), pp.418~428 (2023)
  7. Oh Eun-kyung, "Art in the new media era" (2008), Hanjin Printing Corporation

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