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Analytical Study on Audience Experience in AR Installation Art Using the Immersion-Flow-Participation Framework
| DC Field | Value | Language |
|---|---|---|
| dc.contributor.author | Lin-Lin Huang | - |
| dc.contributor.author | Xin-Yi Shan | - |
| dc.contributor.author | Jean-Hun Chung | - |
| dc.date.accessioned | 2026-01-29T17:00:12Z | - |
| dc.date.available | 2026-01-29T17:00:12Z | - |
| dc.date.issued | 2025-12 | - |
| dc.identifier.issn | 1598-2009 | - |
| dc.identifier.issn | 2287-738X | - |
| dc.identifier.uri | https://scholarworks.dongguk.edu/handle/sw.dongguk/63530 | - |
| dc.description.abstract | With the advancement of digital technology, AR installation art has become a significant domain within contemporary media art. This study investigates the enhancement of immersion and participatory experience by AR installations using immersion theory, flow theory, and participatory aesthetics as the analytical framework. Using case analyses of works such as Imagine Ainu and Chasing the Sun combined with audience survey data for assessing perception, interactivity, and engagement, the study reveals that AR installations offer heightened spatial awareness, deeper interactivity, and increased multisensory responsiveness compared to traditional installations. These characteristics support more structured narrative experiences and context-dependent participation. The results demonstrate the value of AR technologies in reshaping audience engagement and provide theoretical implications for future AR-based installation development and exhibition design. | - |
| dc.format.extent | 10 | - |
| dc.language | 영어 | - |
| dc.language.iso | ENG | - |
| dc.publisher | 한국디지털콘텐츠학회 | - |
| dc.title | Analytical Study on Audience Experience in AR Installation Art Using the Immersion-Flow-Participation Framework | - |
| dc.title.alternative | 몰입-플로우-참여 미학 프레임워크 기반 AR 설치미술의 상호작용과 경험 연구 | - |
| dc.type | Article | - |
| dc.publisher.location | 대한민국 | - |
| dc.identifier.doi | 10.9728/dcs.2025.26.12.3349 | - |
| dc.identifier.bibliographicCitation | 디지털콘텐츠학회논문지, v.26, no.12, pp 3349 - 3358 | - |
| dc.citation.title | 디지털콘텐츠학회논문지 | - |
| dc.citation.volume | 26 | - |
| dc.citation.number | 12 | - |
| dc.citation.startPage | 3349 | - |
| dc.citation.endPage | 3358 | - |
| dc.type.docType | Y | - |
| dc.identifier.kciid | ART003279315 | - |
| dc.description.isOpenAccess | N | - |
| dc.description.journalRegisteredClass | kci | - |
| dc.subject.keywordAuthor | Augmented Reality Technology | - |
| dc.subject.keywordAuthor | Installation Art | - |
| dc.subject.keywordAuthor | Interactivity | - |
| dc.subject.keywordAuthor | Artistic Expression | - |
| dc.subject.keywordAuthor | Audience Engagement | - |
| dc.subject.keywordAuthor | 증강현실 기술 | - |
| dc.subject.keywordAuthor | 설치 미술 | - |
| dc.subject.keywordAuthor | 상호작용 | - |
| dc.subject.keywordAuthor | 예술적 표현 | - |
| dc.subject.keywordAuthor | 관객 참여도 | - |
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