• Title/Summary/Keyword: 관객 영역

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A System for Extraction of Audience Reaction Based on Neural Network (신경회로망 기반의 관객 반응 추출 시스템)

  • Baek, Yeong-Tae;You, Eun-Soon;Park, Seung-Bo
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.2
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    • pp.47-54
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    • 2015
  • Emotional reaction of audience can be decided by observing reaction of audience for content. We can use a method to analyze visual data from video camera to detect reaction of audience fast and economically. This paper proposes the method and system to observe audience reaction from visual data of audience and define via neural network. Also we propose a new method to detect automatically an area for audience reaction with face detection to improve a fixed area assignment method which has a limitation not to adapt depending on audiences. Additionally, the evaluation is implemented to show that the proposed method and system is effective. The proposed method showed the performance elevation of 10.5 % (7.75 hit ration) compared to a fixed area assignment method.

Information Visualization and Interactive Presentation Methods in Media Art (미디어아트에서 정보 시각화와 상호작용 표현 방법)

  • Kim, Gyu-Jeong
    • Broadcasting and Media Magazine
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    • v.21 no.2
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    • pp.36-50
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    • 2016
  • 인간의 생각, 혹은 행동이나 경험을 통한 지식을 포함해서 데이터나 정보는 예술과 문화 영역에 새로운 관점을 일으키는 시각적 표현과 미디어 사이의 소통을 위한 수단이 되고 있다. 정보 와 데이터를 시각화 하는 방법은 예술의 형태를 통하여 다양하게 전개되어 왔다. 최근 예술에서 뉴미디어와 상호작용 기술의 적용은 다양한 데이터나 정보 수집을 통해 미적 표현의 가능성을 확장하거나, 관객이 작품에 능동적이고 직접적으로 참여할 수 있는 몰입 시청각 환경을 제공하며, 또한 직관적인 정보 시각화를 사용하여 상호작용적인 입체적 가상환경의 시공간 개념을 확장한다. 그러므로 관객은 수동적 수용자라기보다는 작품의 환경을 변화시키는 능동적 역할을 할 수 있다. 예술 및 디자인 영역에서 예술가의 뉴미디어 활용은 정보를 정적인 시각화 방법에서 디지털 기반 이미지 처리와 사용자 생성 시각화 방법으로 더욱 상호작용적이고 역동적인 표현으로 변형하고 있다. 미디어아트에서 시각화의 목적은 관객이나 사용자가 예술 작품에 존재하는 정보나 데이터 기반 콘텐츠를 더 쉽고 빠르게 이해하고 상호반응하도록 돕는 것이다. 본 연구는 미디어아트에서 정보나 데이터 시각화를 사용하여 작품과 관객 사이의 상호작용적 소통을 유발하는 다양한 시각적 표현 방법을 알아보기 위하여, 최근 미디어아트 사례들을 분석하는데 목적이 있다. 분석 내용은 관객이 참여할 수 있는 시청각 설치 환경을 구성하는 다양한 상호작용 디자인 방법들을 작품에 적용함으로써 데이터나 정보를 시각화하는 방법, 예술 작품의 구성 요소로서 미적 표현들 생성에 관한 해석, 그리고 미디어아트를 완성하기 위한 실질적인 요인으로서 미디어아트와 관객 간의 상호작용적인 소통이 이루어지는 방법들을 포함한다. 이러한 분석들은 새로운 상호작용 시각 표현의 가능성을 제공하며, 관객이 최근 미디어아트를 미적 예술형식으로 이해하도록 도울 것이다.

Interest Level Measurement System based on Object Speed (객체의 이동 속도 기반 관심도 레벨 측정 시스템)

  • Jiyoon Yang;Yoo-Joo Choi
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.05a
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    • pp.765-767
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    • 2023
  • 본 논문에서는 웹캠을 이용하여 전시관의 관람객을 추적하고, 그 관람객들의 속도를 추정하여 전시품 앞에서 속도가 줄어드는 것을 이용하여 관심도의 레벨을 추정하는 시스템을 제안한다. 제안 시스템은 관심 관람객의 특성을 분석하기 위하여, 일정 크기의 전시 부스에 설치하는 것을 가정하였다. 제안 시스템은 관찰영역에 진입하는 관객을 인식하고, 관객의 움직이는 속도를 예측하며, 관객의 속도가 관찰 영역내에서 줄어들면서 멈춤 동작을 하는 것을 인식하여 관람객의 관심레벨을 조정하도록 하였다. 뎁스 카메라를 이용하지 않고 저가의 웹캠을 이용하므로 전시관에 쉽게 설치하여 적용할 수 있을 것으로 기대한다.

Youth Audience Development in the Non-face-to-Face Era: An Action Research of National Theater Company's (비대면 시대의 청소년 관객개발 - 국립극단 어린이청소년극 <영지> 실행연구 -)

  • Jung, Yong Sung;Chang, WoongJo
    • Korean Association of Arts Management
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    • no.56
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    • pp.217-242
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    • 2020
  • At a moment in which the entire culture and arts field is in crisis due to the Covid-19 pandemic, the audience development strategies practiced by arts organizations require significant adaptation. In this paper we consider the theater for young audiences, Youngji, produced by the TYA(Theater for Young Audiences) Research Center(TYARC) of the National Theater Company of Korea (NTCK). We examine how an arts organization develops youth audiences and creates a participatory culture when normal non-face-to-face engagement is not possible. We applied an Action Research methodology to our research filed, which allowed us to track continuous change based on the evolving practices and contingencies of one arts sector organization. Using Brown and Novak-Leonard's (2011) audience involvement spectrum, Koste's (1995) concept of creative drama, and Moore's (1993) transactional distance theory, we explored the possibility of active audience development by analyzing the ways in which NTCK's arts education has adapted its approach to audience development. We find that, even in this non-face-to-face era, it is possible to effectively develop youth audiences through a dramatic play that continues from play to drama.

A Study on audience role of Contemporary Theatre - Focused on Punchdrunk's (동시대극의 관객역할 연구 - 펀치드렁크 극단의 <슬립 노 모어>를 중심으로)

  • Jeon, Yun-Kyung
    • (The) Research of the performance art and culture
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    • no.40
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    • pp.223-268
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    • 2020
  • In contemporary Theatre, the case of inducing direct communication between the audience and the performance is prominent. Especially with the development of digital technology, the audience wants a personalized experience. The emergence of 'immersive Theatre' in this trend has attracted great attention both at home and abroad. In particular, the most important role in the emergence of the concept of 'immersive Theatre' is the British punchdrunk Theatre. Their representative performance began to premiere in London in the UK in 2003 and has expanded to include New York and China in Shanghai and continues to be extremely popular until 2019. In general, a review of existing studies on the role of the audience in shows that the focus is on the participation of the audience. What experience will be given to the audience can not be emphasized in contemporary Theatre. In order to satisfy the diverse needs of the audience, contemporary Theatre are increasingly showing complexity that cannot be explained by any one theory. The same goes for . This is because each audience wants a personalized experience, and there are differences in experience depending on the environment in which the audience also grew up, knowledge, culture, and taste. This study selected Punch Drunk's as a performance that can represent contemporary Theatre, and conducted a study on the role of audience in contemporary Theatre. To this end, we have historically explored past discussions about the role of the audience and discussed the characteristics of the role of the audience in contemporary Theatre. Next, I analyzed in detail the experience of the researcher "He" who watched the performance with the researcher on the role of the audience in . In conclusion, the experience of the audience in is diverse and complex. In other words, the role of the traditional audience in the proscenium play, as well as the audience as a participant in the post-drama play, was also complex in the performance. And this complexity was not a coincidence, but a planning strategy for the Punchdrunk Theatre. Therefore, when discussing the role of the audience in contemporary Theatre, there should be a discussion that clearly sees the complex characteristics of contemporary Theatre through the approach from various perspectives, rather than merely one view of the audience as a participant. something to do.

Character Analysis by Visual Recognition Elements of Formativeness - focusing on the Characters of 3D Animations, and - (조형성의 시각인지요소를 통한 캐릭터 분석 -3D 애니메이션 <인사이드 아웃>와 <미니언즈>의 캐릭터를 중심으로-)

  • Kim, Hye-Sung
    • Cartoon and Animation Studies
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    • s.42
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    • pp.53-79
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    • 2016
  • The public interest and popularity of animation has already forecasted the value of animation as the leader of pop culture and cultural industry. The trend in animation changed from 2D to 3D animation, a new genre that appeared in the 1990s with the development of computer technology and innovative changes in media, and 3D animation secured its position in the 2000s. Researches on 3D animation are conducted in various ways. Integrating the area it shares with film and the area it shares with design, it is produced and consumed. This study focused on 'formativeness(design)', the basis of character design, and tried to find out how it is recognized by the audience, who actually watch and feel it. Also, it approached basic theory and tried to deduce logic that is easy to understand and can analyze design or formativeness which keeps changing. Lastly, this study regards the parts that viewers are not satisfied with as problems, and tries to find out a developmental direction. Among the animations for theaters that were big hits in 2015, this study focused on the characters of and . It reviewed errors and what was lacking in the previous studies, collected experts' opinions and made adjustment. Using the frame prepared through this process, it conducted a survey on study participants, the viewers, to see how it is perceived by them. Finally, it tried to find out the reasons why the audience felt that way through theoretical reviews and applications.

Interactive Media Art Approaching Communication through the Nonverbal Communication (비언어 커뮤니케이션 관점에서 바라본 인터랙티브 미디어아트에 대한 접근 및 분석)

  • Mok, Seonah;Paik, Joonki
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.585-594
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    • 2013
  • In this study, we studied methods of communication among audiences, artwork and artist and analyzed interactive media art using the nonverbal communication methods. We analyzed the 4 types of nonverbal communication based on sign and meaning[1] and reclassified suitably for analysis of interactive media art. According to the analysis result, we draw typical characters by analyzing interactive media artwork which were corresponding to the each types. Also we analyzed overlap area and classify. Through these processes, we found communication methods in interactive media artwork connect audiences and artwork by organic combination of several nonverbal communication. In this paper, we suggest a new approach about the communication among audiences, artwork and artist through analyzing interactive media art using nonverbal communication.

Development of an Interactive Video Installation Based on Zhuangzi's Butterfly Dream (장자 나비의 꿈을 소재로 한 인터렉티브 비디오 구현)

  • Kim, Tae-Hee
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.29-37
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    • 2011
  • As a field in Digital Arts, interactive video introduced the mirror metaphor to the foundation of media, given its characteristic as a medium that extracts an audience image in a particular perspective. The interactive video work introduced in this paper addresses conceptual topics in the extension of Zhuangzi's Butterfly Dream and illustrates the technological approaches that employ an intensity-based computer vision processing in order to obtain the silhouette of audience for multiple graphical butterflies to draw an audience image. Users generate narratives in the interaction with the projected image. Sound is used in order for the system to provide augmented perception in the space and to add more rooms for narratives. The computer vision and the graphics methods introduced in this paper are suggested as tools for interactive video.

Analysis of Trends in Participating Dance Program (국내 현대무용의 관객참여형 무용프로그램 탐색)

  • Kim, lee-kyung;Lee, jae-jung
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.229-230
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    • 2017
  • 무엇인가를 느껴보고 체험하는 것은 단순히 보고 느끼는 것과는 다른 깊이를 제공한다. 그렇기에 무용공연을 관람하는 것보다 직접 체험한다는 것은 무용에 대한 지속적인 관심과 관심을 유발시킬 수 있는 중요한 컨텐츠이다. 특히 현대무용은 그 내용의 전달에 있어 난해성이라는 큰 벽에 부딪히곤 한다. 이에 본 연구는 현재 국내에서 적용되고 있는 대표적인 현대무용 참여형 무용현장 3개를 중심으로 프로그램 방법, 대상, 중점내용 및 특징을 분석하였다. 분석의 결과는 다음과 같다. 첫째, 프로그램 적용방법 면에서 작품체험형, 즉흥참여형, 만남형의 방법이, 장기적인 프로그램보다는 단기적, 단발성 프로그램이 활용되었다. 둘째, 대상 면에서는 거주지역, 성별, 연령을 고려하기 보다는 가르치는 사람, 작품 등의 내용을 위주로 프로그램이 진행되었다. 셋째, 주로 무용 실기위주로 프로그램이 구성되어있고, 다양한 예술영역의 통합프로그램개발은 찾아보기 힘들었다. 이상의 분석결과를 토대로 관객참여형 무용교육 프로그램이 보다 효과적으로 개발, 적용될 수 있는 기초자료가 되기를 기대한다.

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Between Text and Image, The Audience and Film -The Weekly Newsletters and Leaflets of Dansungsa as Media (1926-1937) (문자와 영상, 관객과 영화의 사이에서 -미디어로서의 단성사 주보와 전단(1926-1937))

  • Nam, Ki-Woong
    • Journal of Popular Narrative
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    • v.27 no.1
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    • pp.99-130
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    • 2021
  • This paper examines printed materials such as weekly newsletters and leaflets issued by Dansungsa, a movie theater in Colonial Korea for a promotional purpose as independent modern media. During the 1920s and 1930s, in tandem with the development of the incipient printing houses in Namchon, Gyeongseong, including Suyeongsa, Dansungsa published promotional prints including weekly newsletters and leaflets in a serial manner to compete with Joseon-gukjang and Umigwan. As these materials contain various information including movie programmes, spectatorship, distributional channels, and promotional strategies that bears witness to theater culture of this time, this paper focuses on the dynamics where not only text and image but also audiences and filmic texts are mediated one another. To this end, the paper has three objectives. First, I argue that weekly newsletters and leaflets can be considered as 'flickering media' that meddles in text and image culture. Second, Dansungsa's promotional prints interpellated film audiences as a loyal fan group while mediating audiences and filmic texts. In doing so, I suggest that these print materials established its own cultural domain differentiated from filmic culture itself. Third, these ephemeral materials contributed to narrowing the gap between colonial Joseon and the World in its imaginary geography through the function of mediation.