• Title/Summary/Keyword: 관객경험

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Feedback Phenomenon in Technology Art (예술 공학의 피드백)

  • Kim Hyung-Gi
    • Science of Emotion and Sensibility
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    • v.8 no.4
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    • pp.423-433
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    • 2005
  • The computer hardware development has provided many chances of emergence between art and technology. In many cases today's interactive artworks cannot be completed without audience's participation. The interactive production process with technical supplementation can be celled feedback. Mr. Nam Jun Paik showed 'Participant TV' that interacts with audience's response in real time. It means artwork changes with the constantly changing value from the data set from human visual perception. Dan Graham showed another feedback related work, which delays 5second playback in mirror that implies consequence of time. Today's media art has to sublimate coincidence, time ant audience into philosophical artwork through consonance that comes with video and sound as we can see from Bill Viola. Stelarc produced artworks. That use input data that is weak signals from brain, muscles. Through a terminal display with player, body expanded meaning of media. Jeffrey Shaw's 'Legible City' provided a fabrication of the reality with the interaction of bicycle's pedal speed and steering direction that is controlled by 4river. RE:MARK used microphone as input device as Edmond Couchot's 'Je same a la vent' and Nam Jun Paik's 'Participant TV' did. There is no communication without feedback between human being. The reality makes audience involved into artworks. That is the reason why feedback has to be natural. Through the feedback process, the originality of the idea is altered by audience. The feedback is not just part of flesh of artwork rather skeleton of it. Technological showoff cannot be art itself The perfection of technological application plan helps feedback that interacts with audience naturally in order that audience hoes not feel the feedback as artificial plan. Interactive media art has to be evolved into new media form with new integration feedback technology.

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A study on 'audience participation' of contemporary theatre in 'Sleep No More" of Punchdrunk (동시대 공연에 나타나는 '관객 참여'방식 연구 - 런던 펀치드렁크(Punchdrunk)극단의 를 중심으로)

  • Jeon, Yunkyung
    • (The) Research of the performance art and culture
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    • no.32
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    • pp.651-700
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    • 2016
  • The keyword of contemporary art in 21st is audience participation. London has emphasized the importance of audience participation since 2000. The National Theater of London is trying a new method, which is live performance to search new audiences. Also, they are trying to cross the boundaries between 'stage' and 'spectator'. This leads the other theaters to search new audiences and try new genre of performance. Therefore, they establish a new form of performance, which is that audience actively moves and find a new story in a theater. For example, "environmental theater" is the one. This theater escapes from the traditional stage, but it is based on "site-specific performance." Lots of new forms of theater have emerged. In this study, I focused on one of these new forms of theater, which is "Punchdrunk." "Punchdrunk" was founded by few students graduated from London University's Laban Center in 1999. They started at an empty stage in small school with only three audiences. 7 years after, it became one of major theaters in London. 10 years after, it showed their performances in the United state. Since then, their performances in New York have never been stopped. More strikingly, for last decades, this theater has been always full. In this study, I reasoned that the key of "Punchdrunk" success is audience participation. Therefore, I investigated the features of Punchdrunk theater and how they engage their audience in this performance. In this study, I focused on one of their performances, . Also, I categorized the audiences in three different ways: narrative visitor, walking visitor, and engaging visitor with mask. Three-part transition of Disney Theme Park from Louis Marin was applied to study "narrative visitor." For "walking visitor", Normadism from Gilles Deleuze was applied. For "engaging visitor with mask", Voyeurism was applied.

Robotic String Musical Instrument as an Interactive Game Prototype (체감형 게임 원형으로서의 로봇 현악기 설치미술)

  • Kim, Tae-Hee
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.57-65
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    • 2012
  • Interactive games allow users to obtain embodied experience using the bodies as controllers. The same is true in interactive media arts where users engage in active participation. In contrast to video games, physical body feedback is desired and such practice can be found in robotic arts. I suggest that interactive media arts and interactive games should share common foundations. In this context, I introduce and explain an interactive robotic art work implemented. This work is a musical instrument that employs a robot which travels sitting on two strings in response to audience positions. In results, the robot modulates the vibrations of the strings by causing the effective lengths of the strings changed. The robot uses an economic multi-cell proximity sensor in order to track the audience. In the interaction, phenomenological tension could take place in the performative narrative space. In this paper, I discuss this interactive robotic work in the context of interactive games with a few examples.

Evaluation of Hollywood and Recognition of Audience on Incheon(1981) (영화 <인천>(1981)에 관한 평가와 관객의 인식 양상)

  • Kim, Jong-Guk
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.750-758
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    • 2017
  • Korean film actors and staff participated in Incheon(Terence Young, 1981) Hollywood filmmaking workforces had taken in South Korea. According to the dictation of the elders who participated in the making of the film Incheon, through the movie they were able to experience Hollywood film production system and said it had an impact on Korea filmmaking system. It is the reason that this study tracks the historical traces of the almost forgotten film. This article analyzed an expert assessment and recognition of the audience about the film Incheon produced by the Hollywood production system. Expert review was utilized in such press articles and tomes about the actors and staff who participated in the film. Also, the audience rating was analyzed in terms of the recognition at the theater or watching cable TV, Internet etc. Evaluation of expert in Incheon was monotonous but negatively red, I could confirm that the viewers recognized in various ways, rather than evaluated the film.

Aesthetics of Theatre of Kang Yang Won and The Theatre Troupe Dong (강량원과 극단 동의 연극미학)

  • Shim, Jae-Min
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.307-322
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    • 2020
  • The acting of physical action of the director Kang Yang Won's plays is mostly simple and repetitive. This acting induces the audience to sensuous perception and certain corporal emotions. In addition to semiotic meaning of dialogue a stimulus is given directly to sense of the audience. Therefore, the audience participate in creating a performative space with assistance of atmosphere. So, the feedback-loop of autopoiesis is made and the emergence of meaning is experienced due to felt perception. This emergent meaning springs unexpectedly by imagination, remembrance, and association etc. and is not produced on purpose. In addition, the audience participates in the performance together by the intersection of the perception for representation and perception for presence, and is especially affected by the presence of acting of physical action. In this paper, the study of four major performances of the theatre troupe Dong performed since the 2010s confirmed not only the individuality of each performance, but also the commonality that encompasses the entire performances. This led to discovering the discrimination power of the aesthetics of theater of the director Kang Yang Won and the theatre troupe Dong.

A Study on the Cultural Intermediary Characteristics of Korean Musical Enthusiasts: Focusing on the 'Live TALK' Chat Record of the Musical Marie Curie (한국 뮤지컬 마니아 관객의 문화매개자적 특성 연구 : 뮤지컬 <마리 퀴리> 라이브 TALK 채팅을 중심으로)

  • Kang, Joo-Young
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.384-399
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    • 2021
  • This study aims to identify the characteristics and meanings that Korean musical enthusiasts take on as cultural intermediaries of musical content by analyzing the real-time conversations they have while watching musicals performed in online spaces. To this end, the 'Live TALK' chat during the 'ontact' (online contact) performance of the musical Marie Curie was observed in real-time and subsequently analyzed in terms of the characteristics of online cultural intermediaries: their owned capital, their mediating language, and their relationship with the consumers. As a result of the analysis, musical enthusiasts were found to possess a wealth of cultural capital based on practical experience and inquiry, and to be utilizing specific identifying expressions in their language use. In addition, they appeared to be interactive in their communication with the general audience, which could be seen in the flow of spontaneous conversations as well as questions and answers occurring in the live chat. This study is significant in confirming that musical enthusiasts are positioning themselves as new cultural intermediaries through their cultural practices: taking on the role of guides and mediators in the online space 'Live TALK.'

Digital Media Convergence and Interactivity in Film Narrative (디지털 미디어 융합과 영화 내러티브의 인터랙티비티)

  • Song, Minho
    • The Journal of the Korea Contents Association
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    • v.15 no.1
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    • pp.114-122
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    • 2015
  • This study has a main purpose on discussing the issue how the construction of film narrative will be changed by audience's desire to intervene into film narrative through the active participation, out of watching a film passively in movie theater. Compared with the collective theatergoing experience in big screen was defined as the past cinematic identity, the absolute value of movie theater fragmented increasingly in the era of media diversification facing with digital media convergence. As this situation can be compared with "the author's death" Roland Barthes predicted on the mono-media of the book, thus, we are to take the time to discuss the new emerging 'movies'. The most important thing in this discussion is the aspect of the transformation of narrative in the future screening. Especially, while 3 act structure and configuration evoking a catharsis in film narrative are elements defining aspect of the past narrative, then, the future narrative in film will change to the structure interacting with audience actively. This paper had a discussion how could be possible the aucience interaction in only movie valuing the passive experientiality uniquely in screening over the other media through investigating the attempts of interactive cinema so far and the possibility of future.

"유문사친(儒門事親)"의 '토법(吐法)'에 관한 연구

  • Kim, Gi-Uk;Park, Hyeon-Guk;Kim, Yong-Ju
    • Journal of Korean Medical classics
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    • v.21 no.2
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    • pp.193-200
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    • 2008
  • 재전통의학이론상일반운용'토법'적주요목표이병인화병위양종분류인식하거적(在전統의학理논上一般운用'吐法'的主要目표以病因和病位양종分류인식下去的). 관우병인의미착직접토출격상(관于病因意味着직接吐出膈上), 위완적담음숙식지인착오적섭식지유독지물(胃脘的痰음宿食지因錯오的섭食之有毒之物), 관우병위가이설(관于病位可以설), '기고자(其高者), 인이월지'적'기고자'시지상완(因而越之'的'其高者'是指上脘), 격상적유형실사(膈上的有形실邪). 장자화재 "유문사친"상설"일토지중(장子和在"儒門事親"上설"一吐之中), 변태무궁(변태无궁), 루용루험(屢用屢험), 이지불의(以지不疑)", 몰구완격담식혹비교고적병위(沒拘脘膈痰食或比較高的病位). 이차통과흔다임상경험(而且通과흔多임床경험), '토법(吐法)'능취득료타개현부이발산피부적청양(能取得了打개玄府而발散皮부的淸양), 타개하초(打개下焦), 천착장중적옹체(穿着腸中的壅滯), 통조수도(通조水道), 단절수지상원(단絶水之上源), 접통울체(接通울滯), 피상행진기(被上行진기), 접통관객(接通관객), 교류상하적(交流上下的) 음양(陰陽), 교제심신(交제心신), 조절병교제수화(조절병交제水火), 창달기기(창달기기), 접통경락혈맥등적성효(接通경絡血맥等的成效). 인차타확장료'토법'적치료범위(因此他擴장了'吐法'的治료范圍). 본논문관우장씨적'토법'(本논文관于장氏的'吐法'), 개념(槪念), 방법급종류(方法及종류), 규율(규律), 통토적치료기전(通吐的治료기전), 금기(禁忌), 조선적방면래진행정리(조宣的方面래진行整理), 보고(報告).

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A case Study on the Experiences of College Students Participating in the Career Exploration credit System (퍼포먼스 이론의 관점으로 바라본 대학생들의 찾아가는 교육연극 공연 경험에 관한 사례연구)

  • Shin Min-Ju;Bijou Kwak
    • Journal of the International Relations & Interdisciplinary Education
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    • v.4 no.1
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    • pp.1-18
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    • 2024
  • This study is a qualitative case study on the experience of an on-site, audience-participatory educational play conducted by four college students majoring in theater under the title 'Hooni and Choroki' for 7-year-old kindergarten students about to enter elementary school. The core theme of the play is to help relieve anxiety about school life before entering elementary school and to communicate smoothly with peers. To this end, college students participate in scenario planning, kindergarten recruitment, and 40-minute training at three kindergartens. He even conducted theatrical performances. As a result of the study, the key components of 'another growth in my life', 'improvement of happiness through meeting children', and 'new challenge toward dreams' were derived. The greatest significance of this study is that the audience-participatory educational theater experience allowed college students to practice sharing the results of their learning with someone else, and through this practice of sharing learning, they were able to realize their somewhat vague career paths and dreams. It was an opportunity that allowed me to experience 'improved confidence' and 'a resonance in my heart' so that I could set a direction. We hope that future educational theater with audience participation will be widely implemented in various aspects.

A Study of Expression Visual Image in 2D Animation (2D애니메이션에서의 시각이미지표현에 관한 연구 -그레이브스의 명암이론을 중심으로-)

  • Kim, Kwang-Hwan
    • Cartoon and Animation Studies
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    • s.9
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    • pp.94-111
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    • 2005
  • Sight is one of the Important physical function of understand and express everyday life or artistic worts. 80% of the whole cognitive information on things and spaces comes from sight among man's five sense. This proves that the function of sight has much influence upon senses and perceptions, and such influence evokes a varier of emotional response. Emotion is an important element in framing an animation work, and need various equipment to evoke audience's impressions. Such elements as event, circumstance, time, and space are equipments for the emotional experience of audience.

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