• Title/Summary/Keyword: 관객참여

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A Ontact Relay System Based on Audience Participation Using a NDI Technology (NDI 기술을 적용한 관객 참여형 온택트 중계시스템)

  • Kim, Jin-joo;Kim, Na-eun;Kim, Ye-eun;Choi, Ji-hye;Kim, Ju-hee;Lee, Sang-un
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • fall
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    • pp.252-255
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    • 2021
  • 코로나19 바이러스로 인해 이전에는 부가적으로 이루어졌던 온라인 공연이 오프라인 공연의 대안으로 떠오르며 비대면을 일컫는 '언택트(Untact)'에 온라인을 통한 외부와의 '연결(On)'을 더한 개념인 온택트 공연의 사례가 늘어나고 있다. 그러나 오프라인 콘서트에 직접 참여하여 느낄 수 있는 공연자와 관객 간의 상호작용을 전달하기는 어렵다. 이에 본 논문에서는 'ZOOM'이라는 화상회의 플랫폼을 활용하여 현장감을 더하고, 기존의 중계시스템에서 사용하던 SDI 방식보다 더 간단하고 효율적인 NDI(Network Device Interface) 기술을 적용한 온택트 중계시스템을 제안한다.

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Detecting Interactive Elements from a Story for Interactive Animation through Semiotic Analysis (인터랙티브 애니메이션의 기호학적 분석을 통한 이야기의 상호작용 요소)

  • Suk, Hae-Jung
    • Cartoon and Animation Studies
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    • s.37
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    • pp.83-106
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    • 2014
  • The trends of smart devices and interactive media are demanding expansion of the form of Animation and there were some challenges to create interactive animation as completed contents. However, most of interactive storytelling with the branch structure do not meet the audiences' expectation and the use of distracters has even audiences' immersion drop down. This paper proposes 4 conditions for the completed interactive animation content. To suggest the way how to complete a story by the roles and actions of the audiences' participation, which is the most important one among 4 conditions above, this study has analyzed the story of . This interactive animation is considered as a successful case of interactive animation as an interactive contents with a completed story. This paper analyze the story with 20 functional narrative structure, semiotic rectangle and 'Actantial model' by Greimas in semiotics. Finally, this paper concludes 'what the interactive elements will be' and 'where the interactions will take place' in a traditional narrative structure through finding the answers of what the audience's role is.

Analysis of Digital Exhibitions Reflecting Participation Experience of Visitors in Digital Exhibition Space (디지털 전시 공간에서 발생하는 관람자의 참여 경험이 반영된 디지털 전시의 분석)

  • Park, Si-Eun;Sung, Junghwan
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.336-344
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    • 2018
  • This research proposes a suitable classification and analysis standard for digital exhibition to analyze digital exhibition. Through the previous studies on digital exhibition classification, the necessity of the new standard is suggested and the analysis standard which can be easily applied to the change of concept and form of the newly emerging digital exhibition is established. Digital exhibition should take into account the elements of audience participation that naturally arise from exhibition planning and interactive storytelling format. Classification and analysis of existing digital exhibition spaces are conceptual classification based on keywords. This is because traditional exhibition methodology has been applied in the process of classifying exhibitions and works. However, in digital exhibitions, the interactive aspect between exhibition space, works, and visitors become so important that it is necessary to perform a performative classification between the works and the audience in the digital exhibition. Accordingly, the way of participating directly or indirectly in the exhibition classification should be considered based on what the audience feel. In this research, the interpretation of the classification and composition of the exhibition is based on Benjamin's argument which the classification of the sensory experience of the audience and 'Aktualisierung' closely related to the interaction with the audience. We also present analysis standard for digital exhibition according to the structure of the art exhibition narrative based on the narrative structure of Chatman. This classification methodology will provide the exhibition information in a way that can be easily understood by the visitors and it will be a precedent research that secures the expansion and accessibility of the digital exhibition.

A Study on Interactive Animation Production as Public Art : Focusing on an Case of the Live Window Animation, (공공예술로서의 인터랙티브 애니메이션 제작 연구 : 라이브 윈도우 애니메이션 <북극곰 파오> 사례를 중심으로)

  • Chang, Wook-Sang;Yu, Seung-Cheol
    • Cartoon and Animation Studies
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    • s.33
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    • pp.153-172
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    • 2013
  • There are many cases that messages of boring contents of most contents with public interests appear on the surface. Audiences don't think these contents are interesting. It is true that animations cannot be generally boring when delivering messages of public interests. was produced to focus on making audiences experience that a global warming story, the boring and textbook contents is interesting. And it was composed by the multiform story to realize narration through audiences' participation by utilizing the characteristics of live windows, not just watching the animation. This paper examines the differences between theaters and live window through the case that was produced and examples which utilized interaction for audiences' participation based on this. It analyzes the differences between environments according to characteristics of places and audiences in the differences between the theaters and live window, examines the examples to utilize interaction focusing on the process that narration is gradually changed as response to user environment design and interaction for unspecified individuals, and suggests direction that animation should move forward as public art based on the results to show the animation in Millano Piazza. According to the characteristics of live windows, the audiences of are people in the streets who are heading for different destinations, not the ones who come to theaters to watch the animation. Showing the animation with narration to them was a new attempt. When it began to show it in Millano Piazza, the audiences were very satisfied with the experiences that the stories were changed as they participated in it by themselves and naturally thought of global warming problems. You cannot know how the message of change people's habits and thoughts for the present, but this attempt was an opportunity that animations play the social role. Many animations are being produced in the world. Most of them are being done to aim at theaters, TVs, and film festivals. They should meet audiences through more various methods. One of them is animations as public art. And can be the new attempt in this sense. And in the future, animations as public art should make efforts to show you interesting experiences that you can share thoughts to be able to live together. As art of various media is changing to the one which considers public interests, animations can be new types of public art by integrating them with various technologies.

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.

Study on Narrators in the Realism Plays -Our Town and A View from the Bridge (사실주의 연극의 Narrator 연구 - Our Town과 A View from the Bridge의 경우)

  • Oh, Soonmo
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.395-403
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    • 2017
  • Narrators used to take an important role in the theatre of ancient Greece. They gave the audience an important information, explained the situations and conflicts between characters by talking to the audience directly. But in the realism play in the 20th century, which is represented as the 'fourth wall,' anything that can interrupt commitments of the audience such as a narrator, was excluded. However the two representative playwright in the 20th century, Thorton Wilder and Arthur Miller took narrators in their plays, Our Town and A View form the Bridge. This study shows why they adopted narrators in their play, which was unusual at that time and how this form of narrator affects to the meaning of the plays.

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.

Effect of Dubbing on the Ticket Power of Animation Movies (더빙의 여부가 애니메이션 영화 흥행에 미치는 영향)

  • Park, Ju-Yeoun;Shin, Hyung-Deok;Kwon, Kyoung-Min
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.10
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    • pp.5988-5994
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    • 2014
  • This study examined the effects of dubbing on the ticket sales of foreign animation movies put on the screen in Korea in the context of 'Skopos Theory'. The ticket power of animation increased when dubbing was chosen as the translation strategy. Moreover, the effects were greater when the animation was in the peak seasons, classified as non-restricted, and made in non-US countries. The ticket power was also found to be greater when celebrities joined in the dubbing. This finding was consistent with the 'Skopos Theory', which implied that dubbing is superior to captioning for audience understanding and audience attraction. This study confirmed empirically the positive effects of dubbing on the performance of foreign animation movies, which is the contribution to the literature that has been limited on case studies. These results also suggest that a dubbing strategy should be consistent with its target audience.

Proposal for the use of interactive multimedia art for rehabilitation exercise in early dementia patients : focusing on the program Isadora® (초기 치매 환자의 재활 운동을 위한 인터랙티브 멀티미디어 아트의 활용 제안 : 프로그램 Isadora®를 중심으로)

  • Kang, Hyun-Sook
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.559-565
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    • 2020
  • The study intends to use interactive multimedia art performances for rehabilitation exercises for patients with early dementia. The interactive performance is completed by communication and participation of the performer on the stage and the dementia patient, who is the audience, and through this process, the dementia patient performs efficient rehabilitation exercises with interest and immersion. For the study, the characteristics of early dementia patients and effective exercise methods are examined, and a program map is constructed so that the patient's performance viewing leads to participation and leads to rehabilitation exercises. Movements and sounds generated by the audience's participation are converted into MIDI signals of Sound Level, Pitch, and Velocity to become a performance that controls music and video in real time. Through this, the patient will be immersed in the rehabilitation exercise with interest and will be able to have a sense of accomplishment as a participant in the performance. In addition, this study has the significance of expanding the area through various uses and applications of interactive multimedia art.