• Title/Summary/Keyword: An audience

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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.

Robert Zemeckis's Realistic Animation and Audience Acceptance (로버트 저메키스의 사실적인 애니메이션과 관객의 수용성)

  • Lee, Jung-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.142-150
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    • 2012
  • The development of technology in traditional media is affecting a variety of ways. In particular, the influence of digital images, the animation turned to a realistic 3D animation. With the release of realistic 3D animation , Robert Zemeckis received much attention but the audience did not like the animation of this style gradually. Robert Zemeckis gave up 3D animation after that drew attention for having a huge production budget while failing at a record-setting proportion in the American box-office. A digital actor in realistic 3D animation looks like real but the audience know that it is not real and they know that realistic 3D animations and live-action movies are different. So the audience will experience an emotional conflict like confusion, hesitation. The visual completion in realistic 3D animation is due to the development of technology and technology must develop to connect the audience acceptance and movie.

Protection of Diversity through the Control of the Delimitation of the Audience Share in German Television (독일에서의 시청점유율제한을 통한 다양성 보호 연구)

  • Shim, Young-Sub
    • Korean journal of communication and information
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    • v.51
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    • pp.117-135
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    • 2010
  • The regulation of media concentration which is provided in the German Interstate Treaty on Broadcasting (RStV) is part of the rules forming the "positive broadcasting order" required by German Constitutional Law. This control ensures that the diversity of viewpoints can be articulated to the public. Broadcasting must operate independently from the state and from particular social groups if it is to be a genuine service to the public. One risk of economic competition in the media is a tendency towards the concentration of business enterprises. Moreover, economic competition is no guarantee for journalistic diversity. The aim of balanced diversity in the broadcasting sector can only be pursued by creating conditions under which different voices obtain the chance to be heard in an equitable manner. Within the framework of the meaning of section 26, it shall be assumed that there is a predominant impact on public opinion if the programs attributable to one company reach an annual audience share of 30 percent. The same shall apply if the company reaches an audience share of 25 percent and holds a dominant position in a related media-market or an overall assessment of its activities in television. The restriction of audience shares has limits such as that the audience shares of news programs and education and entertainment programs are pooled. Therefore, there is a vagueness about the productivity of different program branches.

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Characteristic factors of Musical Actor affect the Audience's Loyalty to the Performance : Focus on the Mediating Effects of Audience's Sensory Presence (공연 충성도에 영향을 미치는 뮤지컬 배우의 특성 요인 : 감각적 현전의 매개효과를 중심으로)

  • Yoon, Hyeong-Yeol;Choi, Bae-Suk
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.237-249
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    • 2020
  • This study analyzed the characteristic factors of musical actor that affect the audience's loyalty to the performance by inducing the audience's sensory presence which is the unique characteristic of the performing arts and analyzed the mediating effects of audience's sensory presence between the characteristics of musical actor and audience's loyalty to the performance. Actor's characteristics which are an independent variable were composed with the appearance of actor, acting skills, sing ability and actor's known degree. Audience's sensory presence which is mediating variable was divided into immersion and identification. Audience's loyalty to the performance which is a dependent variable was set as intention of recommendation and intention of revisit the performance. The result of analysis shows that identification have significant mediating effects in all independent variables except between actor's known degree and the audience loyalty to the performance. It shows immersion have also significant mediating effects among all independent variables and the audience loyalty to the performance. The multiple mediating effects of Immersion and Identification between Actor's characteristics and Loyalty to the performance have significant effects all parts. Especially, The result of this study shows that indirect effects that arrive to the loyalty through immersion or identification are larger than the direct effect that actor's characteristics affect to the loyalty to the performance. Actor's characteristics which affect Audience's loyalty to the performance by mediating Audience's sensory presence are shown in order of appearance of actor, acting skills, sing ability and actor's known degree. These results suggest key factors of musical actor's characteristics which lead loyalty to the performance by mediating Audience's sensory presence to musical producers and directors and actors.

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.

Artificial Intelligence Art : A Case study on the Artwork An Evolving GAIA (대화형 인공지능 아트 작품의 제작 연구 :진화하는 신, 가이아(An Evolving GAIA)사례를 중심으로)

  • Roh, Jinah
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.311-318
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    • 2018
  • This paper presents the artistic background and implementation structure of a conversational artificial intelligence interactive artwork, "An Evolving GAIA". Recent artworks based on artificial intelligence technology are introduced. Development of biomimetics and artificial life technology has burred differentiation of machine and human. In this paper, artworks presenting machine-life metaphor are shown, and the distinct implementation of conversation system is emphasized in detail. The artwork recognizes and follows the movement of audience using its eyes for natural interaction. It listens questions of the audience and replies appropriate answers by text-to-speech voice, using the conversation system implemented with an Android client in the artwork and a webserver based on the question-answering dictionary. The interaction gives to the audience discussion of meaning of life in large scale and draws sympathy for the artwork itself. The paper shows the mechanical structure, the implementation of conversational system of the artwork, and reaction of the audience which can be helpful to direct and make future artificial intelligence interactive artworks.

A Study on Audience Counting Method in Auditorium Based on Pattern Comparison (패턴비교를 이용한 공연장에서의 관객 수 카운팅 방법에 관한 연구)

  • Sim, Sang-Kyun;Park, Young-Kyung;Kim, Joong-Kyu
    • The KIPS Transactions:PartB
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    • v.14B no.1 s.111
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    • pp.13-22
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    • 2007
  • In this paper, we propose an audience counting method in an auditorium based on pattern comparison. The previous counting methods based on object detection can't exactly count the audience in real time because auditorium has coarse illumination condition and so many audiences. Therefore, in this paper, we count the audience in an auditorium with fixed seats by the method which the pattern from each reference seat is compared to the pattern from each input seat. Especially, to overcome limitations based on either illumination or noise, two pattern comparison methods are efficiently employed and combined. One is based on the amplitude projection, and the other is based on Walsh-Hadamard Kernel. Walsh-Hadamard Kernel has the characteristic which complements amplitude projection. Therefore, we ran achieve the accurate counting in the presence of coarse illumination and noise. The experimental results show that our method performs well on sequences of images acquired in an auditorium. We also verify a realistic possibility for other applications applying our method to the parking positioning system.

Learners' Responses to a Virtual Cadaver Dissection Nerve Course in the COVID Era: A Survey Study

  • Lisiecki, Jeffrey L.;Johnson, Shepard Peir;Grant, David;Chung, Kevin C.
    • Archives of Plastic Surgery
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    • v.49 no.5
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    • pp.676-682
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    • 2022
  • Background Virtual education is an evolving method for teaching medical learners. During the coronavirus disease 2019 pandemic, remote learning has provided a replacement for conferences, lectures, and meetings, but has not been described as a method for conducting a cadaver dissection. We aim to demonstrate how learners perceive a virtual cadaver dissection as an alternative to live dissection. Methods A virtual cadaver dissection was performed to demonstrate several upper extremity nerve procedures. These procedures were livestreamed as part of an educational event with multimedia and interactive audience questions. Participants were queried both during and after the session regarding their perceptions of this teaching modality. Results Attendance of a virtual dissection held for three plastic surgery training institutions began at 100 and finished with 70 participants. Intrasession response rates from the audience varied between 68 and 75%, of which 75% strongly agreed that they were satisfied with the virtual environment. The audience strongly agreed or agreed that the addition of multimedia captions (88%), magnified video loupe views (82%), and split-screen multicast view (64%) was beneficial. Postsession response rate was 27%, and generally reflected a positive perspective about the content of the session. Conclusions Virtual cadaver dissection is an effective modality for teaching surgical procedures and can be enhanced through technologies such as video loupes and multiple camera perspectives. The audience viewed the virtual cadaver dissection as a beneficial adjunct to surgical education. This format may also make in-person cadaver courses more effective by improving visualization and allowing for anatomic references to be displayed synchronously.

A Study of the Reactive Movement Synchronization for Analysis of Group Flow (그룹 몰입도 판단을 위한 움직임 동기화 연구)

  • Ryu, Joon Mo;Park, Seung-Bo;Kim, Jae Kyeong
    • Journal of Intelligence and Information Systems
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    • v.19 no.1
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    • pp.79-94
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    • 2013
  • Recently, the high value added business is steadily growing in the culture and art area. To generated high value from a performance, the satisfaction of audience is necessary. The flow in a critical factor for satisfaction, and it should be induced from audience and measures. To evaluate interest and emotion of audience on contents, producers or investors need a kind of index for the measurement of the flow. But it is neither easy to define the flow quantitatively, nor to collect audience's reaction immediately. The previous studies of the group flow were evaluated by the sum of the average value of each person's reaction. The flow or "good feeling" from each audience was extracted from his face, especially, the change of his (or her) expression and body movement. But it was not easy to handle the large amount of real-time data from each sensor signals. And also it was difficult to set experimental devices, in terms of economic and environmental problems. Because, all participants should have their own personal sensor to check their physical signal. Also each camera should be located in front of their head to catch their looks. Therefore we need more simple system to analyze group flow. This study provides the method for measurement of audiences flow with group synchronization at same time and place. To measure the synchronization, we made real-time processing system using the Differential Image and Group Emotion Analysis (GEA) system. Differential Image was obtained from camera and by the previous frame was subtracted from present frame. So the movement variation on audience's reaction was obtained. And then we developed a program, GEX(Group Emotion Analysis), for flow judgment model. After the measurement of the audience's reaction, the synchronization is divided as Dynamic State Synchronization and Static State Synchronization. The Dynamic State Synchronization accompanies audience's active reaction, while the Static State Synchronization means to movement of audience. The Dynamic State Synchronization can be caused by the audience's surprise action such as scary, creepy or reversal scene. And the Static State Synchronization was triggered by impressed or sad scene. Therefore we showed them several short movies containing various scenes mentioned previously. And these kind of scenes made them sad, clap, and creepy, etc. To check the movement of audience, we defined the critical point, ${\alpha}$and ${\beta}$. Dynamic State Synchronization was meaningful when the movement value was over critical point ${\beta}$, while Static State Synchronization was effective under critical point ${\alpha}$. ${\beta}$ is made by audience' clapping movement of 10 teams in stead of using average number of movement. After checking the reactive movement of audience, the percentage(%) ratio was calculated from the division of "people having reaction" by "total people". Total 37 teams were made in "2012 Seoul DMC Culture Open" and they involved the experiments. First, they followed induction to clap by staff. Second, basic scene for neutralize emotion of audience. Third, flow scene was displayed to audience. Forth, the reversal scene was introduced. And then 24 teams of them were provided with amuse and creepy scenes. And the other 10 teams were exposed with the sad scene. There were clapping and laughing action of audience on the amuse scene with shaking their head or hid with closing eyes. And also the sad or touching scene made them silent. If the results were over about 80%, the group could be judged as the synchronization and the flow were achieved. As a result, the audience showed similar reactions about similar stimulation at same time and place. Once we get an additional normalization and experiment, we can obtain find the flow factor through the synchronization on a much bigger group and this should be useful for planning contents.

Constructing Foreign Reception Hall and Modern Royal Diplomatic Protocol in the Gyungungung Palace during 1899-1902 (근대적 궐내 외교관 의례의 성립과 1899~1902년 경운궁 휴게소의 건립)

  • Chang, PilGu
    • Journal of architectural history
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    • v.27 no.2
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    • pp.79-88
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    • 2018
  • Foreign Reception Hall in Gyeongungung Palace was constructed during 1899-1902 according to Yesigjangjeong (禮式章程), Korean Empire's modern diplomatic protocol. This bulilding is a case worthy of notice, because its construction process was written in Jubon(奏本), Korean Empire's official document. Yesigjangjeong(禮式章程) regulates the process of diplomat's audience with Emperor Gojong. The process suggested that Foreign Reception Hall was designed as the place of the end as well as the beginning for audience. According to the process, diplomat came through main gate, Daehanmun and outer gate of main hall(Junghwajeon Hall, Audience Hall), then arrived at the stair to Foreign Reception Hall. After waiting time in the hall, he was going to be granted an audience with Emperor. And he exited through Foreign Reception Hall as the reverse way. This hall was constructed as western-style. Subcontracted carpenters and wood sculptors and laborers from China represents that chinese workers were prevailed in the government construction at that time. And modern building materials, such as glass, colored brick, sanitary wares and lightings were applied, which showed the new landscape in the middle of Gyeongungung Palace. Above all, official documents related with this hall reveals Korean Empire supervised this construction for diplomatic protocol. That is the identity of western-style buildings in Gyeongungung Palace.