• Title/Summary/Keyword: 관람자 반응

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A study on the Intercative Picture by Color Traking (칼라에 반응하는 "디지털 명화" 실험적 작품 제작 연구 - 칼라트랙킹에 의한 인터랙티브 영상 연구 -)

  • Kim, Youn-Hwa;Oh, Seung-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.417-423
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    • 2008
  • It produced a movie to show spectators by interacting the existing famous drawings. It tried a new concept of binding a famous drawing with a person. It recognizes the color of a spectator and the drawings are changed. A spectator is reflected in the work of Marc Chagall. At the same time it is expressed with different BGM that meets the identity of a work. When a spectator moves, the motion is reflected on a work. But without a motion, a work is naturally shown. The four famous drawings are produced to response to Red, Green and Blue of a spectator according to color tracking.

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Untitled Effect: Effect of Type of Artwork Title on Audience Reaction (무제의 효과: 미술품 제목의 유형이 관람자 반응에 미치는 영향)

  • Park, Ju-Yeon;Shin, Hyung-Deok
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.600-611
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    • 2016
  • This study examined the impacts of types of titles of artworks, especially 'untitled', on audience reponse. Generally, naming can be a tool to represent characteristics of objects, affecting their market value and price. Since contemporary artworks are often untitled, this study aimed to investigate how naming 'untitled' would affect audience response. As the size of arts market increasing, how the audience, potential buyer of artworks, responds to artworks is important. Based on prior research, we hypothesized that the audience would have different level of understanding, attention, attractiveness and curiosity to untitled artworks, controlling other factors. In the regression results from the data of 305 respondents, we found that people had significantly lower level of understanding and attention on untitled artworks than on artworks of explanatory or associative titles. In addition, respondents showed significantly higher level of curiosity when the artwork was an painting. This study confirmed the assertions of prior research that titles are indeed important, and further implied that artwork creators should be more concerned on naming their artworks since titles as well as artworks themselves could actually affect audience response.

Crowd-Curation and Algorithmic Curation Models for Museum Exhibitions (뮤지엄에서의 크라우드 큐레이션 및 알고리즘 기반 전시 큐레이션 모델)

  • Lee, Jeong Sun;Yeo, Woon Seung
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.25-26
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    • 2019
  • 소셜 미디어(social media)가 급속히 발달하고 대중화되면서, 뮤지엄(museum)의 관람객은 시 공간의 제약 없이 뮤지엄의 콘텐츠를 향유하는 동시에, 전통적인 관람객의 역할을 넘어 매개자(mediator), 프로슈머(prosumer), 그리고 크리에이터(creator)로 활동하고 있다. 또한, 뮤지엄도 고유의 업무 수행에 다수 관람객의 참여를 유도하며 관람객과 적극적으로 소통하고 있다. 이러한 흐름 속에, 이화여자대학교박물관에서는 소셜 미디어를 기반으로 사전 설문조사를 진행하여 작품에 대한 설문 참여자의 반응을 수집한 후 이를 바탕으로 큐레이션에 대중의 선호도를 반영하는 '관람객 참여전시'를 개최하였다. 더 나아가 알고리즘 기반 전시 큐레이션 모델도 개발하였는데, 이 모델은 앞의 관람객 참여전시에서 얻은 데이터를 활용하여 컴퓨터가 일반 관람객의 개인적 취향에 부합하는 작품을 자동으로 추천하고, 이를 바탕으로 개별 관람객에게 '개인적으로 최적화된' 전시를 구성할 수 있는 기반을 제공한다. 본 논문은 이러한 이화여자대학교박물관의 최신 전시활동을 소개하며, 초연결, 초지능화의 시대에 관람객들이 뮤지엄에 다양하게 참여하고 함께 소통할 수 있는 방법을 모색하고자 한다.

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A Study on the Influence of the Presence and Transportation on Emotional Response and Satisfaction from Seeing a Musical (뮤지컬 관람 경험의 실재감과 전송이 감정반응 및 만족도에 미치는 영향)

  • Kim, Ji-Soo;Jun, Jong-Woo
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.223-237
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    • 2022
  • The purpose of this study is to examine the influence of the presence and transportation of the experience of seeing a musical upon satisfaction and verify the mediating effect of emotional responses. For this study, the researcher surveyed the audiences of a musical and analyzed the response from 339 participants. The data were analyzed using SPSS 23.0 and AMOS 23.0 programs. The findings of this study are as follows; First, the presence and transportation of the experience of seeing a musical had a significant impact on emotional responses. Second, the presence and transportation in the experience of seeing a musical had a significant impact on satisfaction. Third, the emotional responses to the musical had a significant impact on satisfaction. Fourth, emotional responses were shown to have a mediating effect in the relationship between the presence and transportation of the experience and the satisfaction with it. As the share of online performances in performing art industries is increasing and the paradigm of seeing a performance is changing, this study implies that it provided a set of basic data for the industry and producers of such events, who are now seeking a new profit model through not only in-person events but also online performances in the future.

Understanding Science Experiments with Science Drama (과학 연극 활동이 과학 실험의 이해에 미치는 영향)

  • Yoon, Hye-Gyoung
    • Journal of Korean Elementary Science Education
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    • v.26 no.3
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    • pp.260-266
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    • 2007
  • 대개 학교에서 이루어지는 과학 실험은 추상적인 과학 지식이 실제에 어떻게 적용되는지를 보여주기 위한 것이다. 그러나 많은 경우 학습자들은 실험을 하더라도 그 실험이 어떤 의미를 가지고 있는지 이해하지 못한다. 이 연구는 초등 예비교사를 대상으로 하였으며 실험 활동과 관련된 과학사를 연극의 형태로 도입하여 실험 내용에 대한 이해를 증진시키고자 하였다. 먼저 전자기 유도에 관련된 몇 개의 실험을 실시한 후 패러데이의 전자기 유도 발견에 관한 짧은 과학 연극을 준비하고 실시하였다. 그리고 이러한 과학 연극의 도입이 이전에 실시한 실험 내용(실험 결과와 이에 대한 해석)을 이해하는데 도움이 되는지를 알아보기 위해 실험 직후, 과학 연극 실시 직후 동일 검사지를 실시하여 비교 분석하였다. 또한 과학 연극을 실시하는 것이 과학 학습에 도움을 주는지에 대한 예비교사들의 의견도 설문을 통해 조사하였다. 연구 결과 과학 연극을 실시한 직후 이전에 실시한 실험의 내용을 이해하고 그 실험으로부터 얻은 지식을 적용하는 능력이 향상된 것으로 나타났다. 연극 공연자가 관람자에 비해 실험에 대한 이해가 더 많이 증가하였지만 통계적으로는 유의미한 차이가 없었다. 또한 80% 이상의 참여자가 과학 연극이 실험 내용의 이해에 도움이 되는 것으로 안식하였으며 공연자가 관람자보다 더 긍정적으로 인식하였다. 참여자들의 반응으로부터 어떠한 점에서 과학 연극이 과학 학습에 도움이 되는지, 과학 연극의 장점과 한계점이 논의되었다.

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Analysis of the Involving Mechanism of Kim Eun-Sook Drama : Focused on the Audience's Predictability and the Activities of Constructing Hypotheses (김은숙 드라마 <도깨비>의 몰입기제 구축과정 분석 - 관람자 예측성과 가설 구성 활동을 중심으로 -)

  • Kim, Eui-Jun
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.2
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    • pp.79-91
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    • 2019
  • In the entertainment industry, risk management is crucial for securing competitiveness due to the risk of investment. The competitiveness of contents is reinforced when external factors such as industrial environment and internal factors centering on involving mechanism are simultaneously provided. The involving mechanism is a form of cognitive response behavior of the audience and occurs through signal processing of the brain when watching the image contents. The signal processing of the brain related to the contents watching is mainly performed in the working memory area, and in the case of the captivating movie, the information other than the contents transmitted to the audience is blocked to generate a temporary dissociation state. A dissociation state similar to a symptom such as hypnosis or amnesia occurs when the audience's level of involving is high. On the other hand, contents information in which the audience is concentrating his attention is used intensively for constructing future thinking through an episodic buffer while the inflow of external information is relatively blocked or delayed. The spectator's future thinking configuration takes the form of a hypothesis-forming activity and is based on the predictability of the brain. When these hypothesized behaviors correspond to the problem solving simulation of story and predictability which is an evolutionary function of the brain, the audience' s brain is involved in the contents at a high level. In order for the act to be effective, the factors such as the background of the hypothesis, the subject of the hypothesis, the internal information of the person, the type and position and quantity of the hypothesis information, and the hypothesis relevance and type of information are important. Based on these factors, analysis of the Kim Eun Sook Drama 'Goblin' shows that the above elements are operated in a very organic and meaningful way.

A Study on the Response of Visitors Who Experienced Art Museum Docent Guide: Based on the Phenomenological Methodology of Giorgi (미술관 도슨트 안내를 경험한 관람객 반응 연구 - 지오르기(Giorgi) 현상학적 방법론을 사용하여 -)

  • Park, Sujin;Ko, jeongmin
    • Korean Association of Arts Management
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    • no.57
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    • pp.5-32
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    • 2021
  • The purpose of this study is to find out what kind of experience docent programs provide to visitors in museums by means of Giorgi's phenomenological method. In-depth interview was conducted with 6 visitors who had experienced firsthand. As a result of the coding based upon Giorgi's method, it was divided into 6 categories and 21 subcategories, and the following results were obtained. First, the reason that the subjects of the study participated in the docent program was due to factors such as information, coincidence, induction of companions, and habits. Second, from participating in the docent guide, they felt that the docent led them to actively visit the exhibition, get the educational effect, and generate interest and curiosity. Third, looking at the reaction after participating in the docent guide, in addition to the positive influence, the docent's reading-like explanation and the problem of the microphone facility were negative experiences. Through this study, it was confirmed that there were many visitors who recognized that the docent guide was helpful in viewing the exhibition and experienced positive reactions. In addition, in the evaluation of the commentary of docent, there was a difference of views between art-related majors and non-majors. In addition, as a result of analyzing the participants' experiences according to Holt's frame of experiential consumption, it was found that the docent experience was a comprehensive consumption behavior appearing in all four fields.

Fluid Interaction of Digital Media -Based on Net Art- (디지털미디어의 유동적 인터렉션 - 넷 아트를 중심으로 -)

  • Kim, Hyung-Nyun
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.193-201
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    • 2007
  • The information technology is quickly changing the paradigm of the overall society. This change has influenced the art field and exceeded the limit of prior art characteristics and methods opening up a new world of art pieces starting among the young artists based on digital art technology. Especially the internet art of the computer technology made the communication of the artist and the viewer to communicate in a bilateral manner different from one way feeding of the past and made it possible for the viewers to choose their involvement in the act of seeing the work changing the reaction into a fluid concept. This thesis is about using the digital media in the net art communication to figure out the fluid interaction by approaching the digital media concept and by analyzing the characteristics of net art communication means and thus take a overall look at the artist related web sites and see the net art as a new communication means.

Combined Approach of Subjective Survey and Objective EEG Measurement to Measure Presence Increment using Color in Moving Images (영상콘텐츠에서의 색감이 프레즌스 증감에 미치는 영향 측정을 위한 설문지와 뇌파측정의 결합측정기법)

  • Jeon, Seongsin;Kim, Seong Whan
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.5
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    • pp.51-56
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    • 2017
  • In this paper, we define "presence" as a physiological and emotional feeling which feels that he or she is immerged in a specific artworks when he/she is very interested in the artwork. To measure the presence, we use a combined approach of subjective survey and brain signals (EEG). Subjective survey includes PQS (presence questionnaire survey) and IDQS (individual differences questionnaire survey). We experimented with 30 random populations, and we performed Cronbach's ${\alpha}$ test to verify the validity of the survey results. We also cross-checked the survey with EEG test for the populations. From our experimentation, we conclude that opponent color (e.g. yellow and blue) makes strong excitation on presence. In this paper, we believe that there are strong presence even in the abstract images, and it can be stronger than photo-realistic images if we well-design color, forms on the artwork.

Preference Factors of the Korean MZ Generation vis-à-vis the Online Programs of Museums Abroad (비대면 시대 해외 뮤지엄의 온라인 프로그램에 대한 한국 MZ 세대의 선호요인 연구)

  • Kwak, Song-Bi;Kwon, Cheeyun
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.565-573
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    • 2022
  • This study aims to analyze the preference factors of the Korean MZ generation with regards to the online programs developed by museums abroad during the COVID-19 pandemic. World renown museums such as the British Museum, the National Gallery of London, Van Gogh Museum, J. Paul Getty Museum, Hasting Contemporary, Uffizi Gallery, and the Guggenheim Museum tackled the social-distancing situation with various creative online programs and events to continue their role as socially relevant institutions. Ten acclaimed programs conducted by these museums were shown to the Korean MZ generation, the most digitally savvy and frequent visitors to museums, to extract their responses to the various types of programs. The study showed that the Korean MZ generation prefer online programs which most closely reflect the onsite experience of a museum, and online contents with educational elements.