研究課題/領域番号 |
22K00216
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研究種目 |
基盤研究(C)
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配分区分 | 基金 |
応募区分 | 一般 |
審査区分 |
小区分01070:芸術実践論関連
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研究機関 | 多摩美術大学 |
研究代表者 |
ムーニー スザンヌ 多摩美術大学, 国際交流センター, 准教授 (40786323)
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研究期間 (年度) |
2022-04-01 – 2026-03-31
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研究課題ステータス |
交付 (2023年度)
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配分額 *注記 |
3,770千円 (直接経費: 2,900千円、間接経費: 870千円)
2025年度: 1,300千円 (直接経費: 1,000千円、間接経費: 300千円)
2024年度: 780千円 (直接経費: 600千円、間接経費: 180千円)
2023年度: 520千円 (直接経費: 400千円、間接経費: 120千円)
2022年度: 1,170千円 (直接経費: 900千円、間接経費: 270千円)
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キーワード | immersive / installation art / new cinema / viewer experience / media art / panorama |
研究開始時の研究の概要 |
This research focuses on aesthetics and immersivity in the viewer experience of media art, aiming to determine an optimal degree of mediation for viewers to achieve a valued immersive experience. The data will identify sources of value for the viewer when experiencing immersive media art.
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研究実績の概要 |
In FY2023, focus was on presentation of initial research outcomes and production of materials for the study, including preparation of large-scale digital printing, video monitor display, and spatial installation. New developments in technology explored in FY2022 were included in the presentation of outcomes in 2023. Following the first year of practical investigation and testing, a low-tech approach to media art installation and immersive experience was presented in a public context, adding a new dimension to the direction of study, which will be explored in depth through publication and practical installation in FY2024.
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現在までの達成度 (区分) |
現在までの達成度 (区分)
3: やや遅れている
理由
Preparation of materials for use in the study are progressing, but at a slower pace than expected. This is in part due to the decision to incorporate ai-generated technology in the initial production of materials in FY2022, furthered by exploration of the boundaries of technologically-mediated installation art through low-tech or analogue additions to the production of materials in FY2023. Initial research outcomes are being compiled with a view to publication within FY2024.
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今後の研究の推進方策 |
In FY2024, the focus is on publication of initial findings, together with study of the effect of technological mediation on the viewer experience and how this impacts the immersive experience for the viewer. In this study, the goal is to identify and define sources of value for the viewer when experiencing immersive, technologically mediated art.
In addition to publishing findings, visits to relevant artworks, contemporary and historical, in Japan and abroad will be continued to build a deeper understanding of the current state and history of immersive viewer experience.
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