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VR 영화 사용자의 에이전시 경험 프레임워크 연구

A Study on the User Agency Experience Framework of VR Films

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초록

(연구배경 및 목적) 가상현실(VR) 기술의 발전으로 등장한 VR 영화는 더 이상 수동적 관람이 아닌, 사용자가 내러티브에 직접 참여하고 영향을 미치는 새로운 경험을 제공한다. 그러나 기존의 VR 미디어 사용자 경험 연구는 주로 기술 기반의 상호작용 관점에서 접근하여, 사용자가 주도하는 내러티브 경험을 심층적으로 이해하는 데 한계가 있다. 이에 본 연구는 사용자의 주체적 능력과 영향력을 의미하는 에이전시 개념을 도입하여, VR 영화 사용자의 경험을 체계적으로 분석할 수 있는 에이전시 경험 프레임워크를 설계하고자 한다. (연구방법) 첫째, 선행 연구 검토를 통해 VR 영화의 사용자 경험 특성과 에이전시 프레임워크의 구성요소를 도출하였다. 둘째, 도출된 요소들을 바탕으로 VR 영화의 특수성을 반영한 이론적 에이전시 경험 프레임워크를 설계하였다. 셋째, 설계된 프레임워크를 에이전시 유형별 대표 VR 영화 사례에 적용하여 검증하였다. (결과) VR 영화 사용자의 에이전시 경험 프레임워크는 의도 및 계획, 실행 및 상호작용, 해석 및 조정의 3단계 순환적 구조로 도출되었고, 각 단계는 구체적인 세부 단계를 포함하였다. 의도 및 계획 단계는 상호작용 가능성 탐색, 의도 형성, 잠재적 영향력 예측, 행동 계획 수립으로 구성된다. 실행 및 상호작용 단계는 의도된 행동 실행, 피드백 경험, 영향력 확인을 포함한다. 해석 및 조정 단계는 피드백 해석, 의미 형성, 에이전시 경험의 성찰, 에이전시 조정으로 이루어진다. 이를 가상환경, 에이전트, 내러티브의 세 가지 유형에 적용한 결과, 사용자는 에이전시를 매개로 가상환경에서 능동적 참여와 통제 경험을 강화하고, 에이전트와는 공감과 유대감을 형성하고, 내러티브 영향력을 통한 개인화된 내러티브 경험 구축이 가능함을 확인하였다. 이러한 에이전시는 사용자가 개인적인 해석과 의미를 형성할 수 있게 하였으며, 자신만의 경험을 창출하는 데 핵심적인 역할을 하였다. (결론) 본 연구의 에이전시 경험 프레임워크는 VR 영화 사용자의 참여를 기술적 상호작용이 아닌, 주체적 의미 구성 과정으로 이해할 수 있는 구조적 분석 기준을 제공한다. 이는, VR 영화를 단순한 시청각적 체험이 아닌, 사용자가 주체적으로 의미를 만들어 가는 경험으로 접근한다는 점에서 중요한 의의를 지닌다. 향후 연구에서는 제안된 프레임워크를 바탕으로 VR 영화 사용자의 에이전시 경험을 정량적으로 측정하고 분석하는 실증 연구가 필요할 것이다.

Abstract

(Background and Purpose) The rapid advancement of Virtual Reality (VR) technology has introduced innovative VR films that offer fundamentally new experiences where users actively participate in and influence narratives, transcending the traditional role of passive spectators. However, existing VR media user experience studies primarily approach from a technology-based interaction perspective, focusing on technical usability, thus limiting our comprehensive understanding of user-driven narrative experiences. This study aims to design a systematic agency experience framework for analyzing VR film user experiences by introducing the concept of agency, which represents users' autonomous capabilities and influential power in virtual environments. (Method) First, we conducted a literature review to derive the essential characteristics of VR film user experiences and the fundamental components of the agency framework. Second, we designed a theoretical agency experience framework reflecting the unique characteristics of VR films based on the derived elements. Third, we validated the framework by applying it to representative VR film cases categorized by different types of agency, analyzing user interactions within each category. (Results) The agency experience framework for VR film users was developed as a three-stage cyclical structure consisting of intention and planning, execution and interaction, and interpretation and adjustment, with each stage containing specific sub-steps that capture the user experience. The intention and planning stage comprises exploring interaction possibilities, forming intentions, predicting potential influence, and establishing action plans within the virtual environment. The execution and interaction stage includes executing intended actions, experiencing immediate feedback, and confirming the extent of influence. The interpretation and adjustment stage consists of interpreting feedback, forming personal meaning, reflecting on agency experience, and adjusting future agency behaviors. When applied to three distinct types of agency - virtual environments, agents, and narratives - users demonstrated unique agency experiences: strengthening active participation and control in virtual environments, developing empathy and emotional bonds with agents, and constructing personalized narrative experiences through narrative influence. These agency experiences enabled users to form personal interpretations and meaningful connections, playing a crucial role in creating their unique experiences within the VR environment. (Conclusions) The proposed agency experience framework provides a structural analytical framework for understanding VR film user participation as a process of autonomous meaning-making rather than mere technical interaction. This holds significant implications as it approaches VR films as experiences where users actively construct meaning and personal narrative interpretations, beyond simple audiovisual experiences. Future research should focus on empirical studies that quantitatively measure and analyze VR film users' agency experiences based on the proposed framework.

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