• Title/Summary/Keyword: Active audience

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Political Economy in the Age of Broadcast and Telecommunications Convergence: An Introductory Inquiry for Critical Succession (방송통신 융합 시대의 정치경제학: 비판적 계승을 위한 시론적 탐색)

  • Lee, Nam-Pyo;Kim, Jae-Young
    • Korean journal of communication and information
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    • v.33
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    • pp.193-225
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    • 2006
  • This study attempts to reconsider the significance of political economy as a theory of knowledge and/or a method for explaining the convergence of broadcast and telecommunications. It is going to suggest what the domains of political economy should be in the future by both highlighting the characteristics and blind spots of previous studies and drawing some distinctive features of a new media environment. The principals and recent research trends in political economy are reviewed in order to make clear that the historical totality as a meta-framework of political economy needs to be reexamined in the era of convergence. Although the scope of political economy has been limited to criticize the structure of media ownerships, the study emphasizes the importance of media consumer theory. It also discusses the problems of free market theory, distortion of active media audience theory, and limitations and creative tension of audience commodity. Finally, this study stresses the significance of audience-oriented policies in order to make approach to practical sides of media politics.

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A Research on Gender Discourse of Animation Character: Focused on Female Characters of Disney Animation Frozen (애니메이션 캐릭터의 젠더 담론에 관한 연구: 디즈니 애니메이션 <겨울왕국>의 여성 캐릭터를 중심으로)

  • Oh, Dong-Il;Choi, Hye-Rim
    • Journal of Digital Contents Society
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    • v.15 no.5
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    • pp.613-620
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    • 2014
  • Gender Representation of animation character that is discussed in this essay is a semantic discourse that is related to communication with contemporary audience. For gender Representation of animation character, as it can be thought that linguistic elements for signification with audience are materialized, it has a significant value when it comes to communication with audience. Commercial success of Disney's feature length animation Frozen is from excellent aesthetic principles and techniques and global marketing capabilities of Disney studio. However, independent and active gender representation of Elsa and Anna in Frozen are more important commercial successful elements. Especially, Gender representation of these two characters reflects myth of women who live in this modern society so their linguistic meaning can appear affluently. That also means that those two characters have advantages, in terms of communication, that can have effective signification with contemporary audience as linguistic sign. And those advantages are signification foundation that Frozen can be commercially successful by communicating with audience all around the world.

A Study on the characteristics of Producing Immersive Theatre -Focus on the Case Analysis of the Local Production of - (이머시브 공연 프로듀싱의 특징 연구 -<위대한 개츠비> 국내공연 사례분석을 중심으로-)

  • Choi, KyungWha;Byun, Daniel H.
    • Trans-
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    • v.12
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    • pp.107-140
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    • 2022
  • This study examines the concept and characteristics of immersive theatres through previous studies. Immersive Theatres can be understood as a form of performance that breaks the boundaries between the stage and the auditorium in various spaces so that the audience can actively participate in the performance or immerse themselves sensibly. However, since it absorbs various art forms and continues to change and develop, it is important to recognize the concept by grasping its characteristics as an immersive experience rather than defining it as one. Based on the theoretical background of the concept and characteristics of the theatrical producers and immersive theatres, the producing immersive theatre < The Great Gatsby> is analyzed to derive differences between the immersive theatre and the general performances. In conclusion, it is important to recognize that immersive theatres have audiences at the center of all aesthetic performance environments. The role and position of the audience as a "passive consumer" change to an "active and creative consumer" in immersive theatres where the audience-centered immersive environment and experience are the key, and it was found that not only producers but also the creatives should change their perception of the audience and reflect it in the producing.

An Empirical Study on the Effect of the Use of Information Technology on Revisit Intention of Theatre Audiences (연극작품 연출에서의 정보기술 활용이 관객 재방문의도에 미치는 영향에 관한 실증연구)

  • Choi, Ji-Ae;Kwon, Ohbyung
    • The Journal of Information Systems
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    • v.28 no.4
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    • pp.223-250
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    • 2019
  • Purpose As the 4th Industrial Revolution proceeded, attempts to direct and utilize information technology such as robots and drones in plays have been active. Information technology, such as AI or media art, which is applied in the production of theater productions, shapes the possibility of expressing the difficulty of actors, the effectiveness of dramatic effects, and the illusion. Despite the inconsistent effects of information technology on theatrical studies, little has been done despite the fact that the research on what factors affect the audience's satisfaction through the play. Hence, The purpose of this study is to demonstrate the characteristics of information technology and theater, especially audience's revisit intention. Design/methodology/approach The research model combining the theory of task-technology fit and the experience-economic model is presented. Findings The results of the empirical analysis suggest that the fit of information technology and theatrical task enriches the audience's experience and has a beneficial effect on the dissemination and export of contents management of art management in terms of revisit as a consumer and production of theatrical performing arts. This leads to the conclusion that task-technical fit and experiential economy could be applied to the field of performing arts in theater. It may also give useful implications to related producers such as producers, directors, and actors.

Design and Implementation of the Image Creation System based on User-Media Interaction (사용자와 미디어 사이의 상호작용 기능 제공 기반 영상 창작 시스템 설계 및 구현)

  • Song, Bok Deuk;Kim, Sang Yun;Kim, Chae Kyu
    • Journal of Korea Multimedia Society
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    • v.19 no.5
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    • pp.932-938
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    • 2016
  • Recently, interactive media which maximizes audience engagement by making the audience appeal on a stage in digital media environment has been distributed more widely. In fact, there has been active movement to develop and promote a new participatory media genre with higher immersion by applying this kind of interactive media concept to advertisement, film, game and e-learning. In the conventional interactive media, digital media had to be enjoyed in particular environment where diverse sensors were installed or through a certain device to recognize a user's motion and voice. This study attempted to design and implement an image creation system which ensures interactions between a user and media in popular distribution-enabled web environment and through PC and smart devices to minimize the image producer-user constraints.

Interactive VR film Storytelling in isolated space

  • Kim, Tae-Eun
    • International journal of advanced smart convergence
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    • v.9 no.1
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    • pp.163-171
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    • 2020
  • There are many differences in narrative delivery between common movies and Virtual Reality(VR) films due to their differences in the appreciation structure. In VR films, scene changes by cuts have hindered the immersion of the audience instead of promoting narrative delivery. There are a range of experiments on narratives and immersion to solve this issue in VR films. Floating Tent applies hand gestures and immersive effects found in game elements and does not disturb narrative delivery by setting proper spaces and employing a direction technique to enable the melting of narratives into the characteristics of the spaces. There are time limits to offsound and mission performance, and devices fit for apocalyptic spatial expressions are made through a program. One of measures for the increasingly growing interactive storytelling in VR films is effective immersion. In narrative delivery, it is important to consider spatial setting and immersion to enable active intervention into events for immersion rather than passive audience only supposed to watch characters' acting.

Success Story: How Storytelling Contributes to BTS's Brand

  • Lazore, Courtney
    • Asia Marketing Journal
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    • v.22 no.4
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    • pp.47-62
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    • 2021
  • Good storytelling is at the heart of BTS as both a brand and a band. Modern brands know that story is no longer an option, but a requirement for keeping audiences engaged. With their consistent and creative reliance on story, BTS has transformed the K-Pop landscape, providing a framework for others in the industry that relies on open-structure narratives, sincerity, and active audience engagement, among other components. To investigate BTS's storytelling strategies, this article breaks down how stories permeate BTS's content, from music and videos to the Bangtan Universe and documentary films. The importance of transmedia storytelling and participatory audiences is also examined. The analysis resulted in a proposed framework that suggests the following components: 1) story as central to the brand; 2) authenticity and sincerity; 3) idol participation in creative output; 4) use of transmedia storytelling and story gaps; 5) intertextuality and cohesion; 6) opportunities for audience engagement; and 7) dedicated creative staff. Utilizing this framework can help K-Pop groups elevate their brands, better use storytelling elements, and gain larger, more engaged audiences.

A Case Study on the Digital Media-Connected Liveness of the Dance Performance: Focused on the Chang-jak-san-shil Dance Project (무용공연의 디지털미디어연계 실황중계 사례분석 : 창작산실 무용 지원사업을 중심으로)

  • Lee, Ji-Seol
    • Journal of Industrial Convergence
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    • v.18 no.4
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    • pp.1-8
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    • 2020
  • The case of Dance Chang-jak-san-shil, a dance performance support project linked to digital media, was analyzed from the perspective of liveness. The purpose was to examine the limitations of the liveness and to suggest ways to overcome them. The research case was focused on the factors of the time and space and audience (the sharing of field and acceptance experience) of the creative production room that supports works based on the creativity of dance performances. As a result, active SNS for accessibility of performing arts, expansion of access to art through the use of teaching media of art education through archiving, multi-dimensional access and provision for inducing audience participation and creative appreciation in one-way digital media transmission, provision of copyright protection devices, and audience to enter offline. As a long-term strategy for the future of the performing arts field, I would like to present the need for a change in the communication with the audience and experimental works that combine art and technology.

Modding Culture: A Study on Gamer's Cultural Practices (모드하기의 문화적 실천에 대한 연구: <엘더스크롤 IV: 오블리비언>의 커뮤니티를 중심으로)

  • Park, Keun-Seo
    • Korean journal of communication and information
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    • v.55
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    • pp.100-118
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    • 2011
  • The purpose of this study is to investigate the meaning of cultural practices of videogame audience with 'mod'. Videogame audience members are recognized as very active and interactive beings compared with other interpretive media audience members. Especially mod is one of the most dramatic cultural situation of videogame. It's very prominent properties are 'activity' and 'interactivity'. Videogame audience members, so called 'gamers' modify videogame software as their own sake and use it as their own intention. Modifying and playing with videogame, or 'modding' is very strong cultural program of gamer. Mod is one of avant-garde technology but its practice is not always radical. I observed practices of the members of Naver cafe 'Elderscroll' playing . They used mods of for their phallocentric desire. And they construct a hierarchical and top-dowon membership. So advanced technology and cultural media and text from it does not assure the same advanced contents.

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An Exploratory Study on the Satisfaction Factors and Behavioral Intention of the Audience at the Dance Film Festival (무용영화제 수용자 만족요인 및 향후 행동에 관한 탐색적 연구)

  • Kim, Ji-yeon
    • Trans-
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    • v.11
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    • pp.97-116
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    • 2021
  • This study aims to suggest an environment in which audience can play the role of micro-influencers after exploring the factors of satisfaction focusing on audiences who attended the Seoul Dance Film Festival(SeDaFF). In order to meet the research goal, among the audiences who attended SeDaFF, articles mentioning this festival on their SNS were collected and this data was analyzed using the LDA topic model. As a result, the most important satisfaction factor when visiting a dance film festival was the program. It might seem cliché to discuss the importance of programs at film festivals, but through the examination, this study made the case that if the satisfaction factor is met, it is still possible to influence the behavioral intentions and reinforcing the role of a micro-influencer even in a genre with a strong artistic nature and a limit to audience development. Furthermore, this study was intended to contribute to broadening the scope of research on the audience.