DOI QR코드

DOI QR Code

Case Analysis of the performance contents using virtual reality technology

가상현실 기술을 활용한 공연콘텐츠의 사례분석연구

  • 유영재 (경남대학교 문화콘텐츠학과)
  • Received : 2017.04.07
  • Accepted : 2017.05.20
  • Published : 2017.05.28

Abstract

As success stories of using virtual reality (VR) have become more prevalent, interest in performance-related technology has rapidly increased around the world. Performances such as, Cirque du Soleil had much success in using video technology, these VR applications have enabled experiences using digital image technology. However, critics have claimed that the completeness and diversity of visual content is reduced, due to insufficient storylines, spatial composition, and partial use of the entire visual field. Therefore, the design of a performance using digital image technology should consider the characteristics of the production stage to be different from real world performances. In this study, the visual space of the stage, the method of creating space for the stage, and the movement of the performer and utilization of the performance was analyzed. Through this, It transferred the limitation of the traditional stage into the space and time of the image and opened the possibilities of the tran­-media.

가상현실을 활용한 공연콘텐츠의 성공사례가 늘어나면서 전 세계적으로 공연 관련 기술과 콘텐츠 산업의 가치성에 대한 관심이 급증되고 있다. 그러나 영상기술을 활용하여 성공을 거둔 <태양의 서커스> 이후 많은 콘텐츠들이 무분별하게 디지털 영상기술을 이용한 공연들을 제작하면서, 미흡한 스토리라인, 공간구성, 공연연출로 인하여 콘텐츠의 완성도 및 다양성이 떨어졌다는 비판적 시각을 받고 있다. 이러한 디지털 영상기술을 활용한 공연은 기존의 공연과는 다른 제작과정 단계의 특징들을 기획 과정부터 철저히 고려하여 제작하여야 한다. 본 연구에서는 가상현실 활용한 공간 구성에 중점을 두고 무대 구성의 시각적 요소, 무대 공간성을 살리는 연출법, 퍼포머의 움직임과 활용성 등으로 나누어 콘텐츠 공간 구성과 연출의 적합성에 대해 사례 분석하였다. 이를 통해 전통무대가 지닌 한계성을 영상의 시 공간 속으로 전이시켰으며, 트랜스미디어의 가능성을 열어주었다.

Keywords

References

  1. G. H. Lee, Y. C. Choi, Creative industry & Contents, April issue, 2013.
  2. J. S. Han, "Color and Brightness Calibration Convergence Technology for 5D Virtual Reality Attractions", J. of the Korea Convergence Society, Vol. 7 No. 1, pp. 25-30, 2016. https://doi.org/10.15207/JKCS.2016.7.1.025
  3. S. M. Yoo, J. E, Yu, 3 dimension image, Communicationbooks, 2015.
  4. http://knicc.re.kr/board/read.php?db=06_02_reporter&n=25&p=6&l=23
  5. http://blog.naver.com/PostView.nhn?blogId=jaramsci1208&logNo=220614258316
  6. S. H. Kim, M. J. Kim, J. W. Kang, "Analysis of the visual characteristic of directing for three dimensional films", J. of the Korea Contents Association, Vol. 11, No. 2, pp. 229-237, 2010. https://doi.org/10.5392/JKCA.2011.11.2.229
  7. K. J. Lee, "A Study on the principles and economic effects of 4W Hologram", J. of Image and Contents, Vol. 11, pp. 79-99, 2016. https://doi.org/10.24174/jicc.2016.12.11.79
  8. E. T. Jeong, K. H. Jung, H. J. Song, "A study of Convergence Relationship between Post-Modern aspects and storytelling from Imaging Content Production", J. of the Korea Convergence Society, Vol. 7. No. 6, pp. 177-184, 2016. https://doi.org/10.15207/JKCS.2016.7.6.177
  9. T. H. Yi, S. H. Jeong, Y. K. Kim, "A Study on the Possibility of Extending Artistic Expression by Utilizing Synesthetic Performance Technology : Focused on Robert Wechsler and the Palindrome Dance Company", The Korean J. of Dance Studies, Vol. 49, pp. 73-88, 2014. https://doi.org/10.16877/kjds.49.4.201407.73
  10. Kocca, "Trends and Examples of Advanced Performance Technology", CT In-depth report, pp.1-21, 2011 July Issue.
  11. M. W. Lee, "Theatre and Digital Technology", J. of korean theatre studies association, Vol. 20, pp. 4171-441, 2003.
  12. I. S. Shin, Stagecraft, kyobobook, 2005.
  13. D. H. Yang, S. K. Kim, "The Design of 2D Side-Scrolling Casual Games in a Multi-platform Environment", J. of the Korea Convergence Society, Vol. 6, No. 4, pp. 147-152, 2015. https://doi.org/10.15207/JKCS.2015.6.4.147
  14. http://m.blog.naver.com/n_dimension/120149411130
  15. https://www.youtube.com/watch?v= mPGyMdstPEk
  16. http://www.nytimes.com/interactive/2012/04/22/theater/ghost-crosses-over-in-form.html
  17. https://gatoruptown.com/2012/03/30/ghost-themusical-on-broadway/
  18. M. G. Jung, Study on realistic images-applied making techniques used in the field of performing arts : focused on YMAP project. Yonsei University, Master's Thesis, 2015.
  19. http://news.joins.com/article/11570843
  20. http://www.msip.go.kr/webzine/posts.do?postIdx=214
  21. S. Noh, J. J. Lee, J. W. Park, "Implementation of Real-time VJing System for Live Projection Mapping Performance", J. of the Korea Contents Association, Vol. 13, No. 6, pp. 55-66, 2013. https://doi.org/10.5392/JKCA.2013.13.06.055
  22. http://news.joins.com/article/19927803
  23. W. D. Han, A study on Use of images from the Performing Arts. Sungkyunkwan University, Master's Thesis, 2012.
  24. H. Y. Jung, H. G. Kim, "Characteristics of performing arts using digital technology-focusing on interactive performance by moving body- ", J. of Design Convergence Study, Vol. 12, No. 1, pp. 101-115, 2013.
  25. E. A. Park, The determinants of audience's immersion into performance: a study on the role of 3D holographic media in nonverbal performances. KAIST, GCT-Theses_Master, 2012.
  26. H. Y. Kim, "Analysis of the Functions and Portention of Visual Media Design for Stage Settings in the Performing Arts", J. of Korean Society of Media and Arts, Vol. 9, No. 4, pp. 33-47, 2011.
  27. U. H. Son, "Holography:A Complete Prospect for Visual", J. of TTA, Vol. 13, pp.69-74, 2011.