• Title/Summary/Keyword: Audience's Space

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A Study on the Visual Perception Space Structure Analysis of Exhibition Contents Organization in Natural History Museum (자연사박물관 전시내용구성의 시지각적 공간구조분석에 관한 연구)

  • Kim, Eun-Jung;Hong, Kwan-Seon
    • Korean Institute of Interior Design Journal
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    • v.18 no.2
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    • pp.80-92
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    • 2009
  • Natural history museums preserve and manage the creatures living in each country, so they play unique roles for bio-diversity, and in fact, their roles are really instrumental for the collection, preservation, research, exhibition and education of creatures in the 21st century. Therefore, this research has the purpose to survey the status of our country's existing natural history museums, analyze their visual perception space structural characteristics, and ultimately utilize their characteristics as basic data in planning out and designing spaces of natural history museums to be established later on. As for the research scope, the research selected as research subjects 7 natural history museums that currently have composite set of open type and mixed type and have been accommodating comparatively active exhibitions since 2000 among 10 or so natural history museums in our country. Research method is that the research analyzed the exhibition spaces of 7 natural history museums by using depthmap program which can analyze space with visual graph analysis function, and analyzed the visibility among unit areas by each natural history museum integration and exhibition contents composition. In such analysis method, the research was able to quantitatively analyze the visual characteristics of exhibition space that induces and adjusts the motion of audience. Visual perception quantitative analysis as in this research will enhance exhibition design by considering the correlation between audience and exhibited items when planning out natural history museums space to be established later on.

A Study on Expression for Indoor Design base of Interactive using Digital Art (디지털 아트를 활용한 인터랙티브 기반의 실내공간디자인 표현 연구)

  • Kim, Jae-Heon;Kim, Chee-Yong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.11
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    • pp.2473-2478
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    • 2009
  • The latest, Digital art is attempt new field's Art, that is utilize variously digital media image, sound, simulation, 3D holography. A large number of Digital Art is contact with the audience in pavilion(limit place and limit period). However, It will be possible, Digital Art can use place digital form media even there are indoor, outdoor, anywhere. Prior to study, I was to analyze the feature of Digital Art in order to using Digital Art, Interactivity make communication between humans and the art as well as cause audience participation, and take a role of bridge between human and space. A study was base on the relationship between human and space, space and Digital Art, Digital Art and human taken the focus interaction between human and space, and Interactivity of Digital Art. This paper analyze reciprocal action for utilize Digital Art in indoor space design, and this paper study expression about indoor design base of interactive.

Directed Identification, Synchronization by Aesthetic Recognition of Animation Field (애니메이션 분야의 심미적 인식에 의한 동일시와 동기화 연출)

  • Lee, Hyun Woo;Ryu, Chang Su
    • Journal of Korea Multimedia Society
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    • v.25 no.10
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    • pp.1475-1482
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    • 2022
  • Mickey Mousing perfect match between animation sound and image was an aesthetic in the field of animation, but since the 2000s, works such as and released by producers such as DreamWorks and Pixar have expanded the perfection of synchronization to irony. It also influenced the identification system of sentiment. It is time to view the directing attempt of these elements as a factor that changed the new paradigm of narrative, and related research is needed. In this study, the scene of was analyzed as a case study for the synchronization of animation sound and image components and the boundary direction on the recognition of identification between reality and fiction. Aesthetic recognition of the research work is based on the premise of real time and space perception, and the audience can recognize in the conceptual world as an integrated art by playfully producing fictional time and space. The direct antithesis of synchronization and identification was drawn to maintain the curiosity of the next scene by repeating selective concealment and disclosure of information in the direction of conveying an unfamiliar and heterogeneous feeling to the audience.

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.

A Study on the Composition of Ando Tadao's Exhibition Space (안도 다다오 전시공간의 구성에 관한 연구)

  • Kim, Min-Jung;Kim, Yong-Sung
    • Korean Institute of Interior Design Journal
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    • v.27 no.2
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    • pp.143-153
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    • 2018
  • The exhibition space is a concept that is used to extract only the function of exhibition in an art museum combined with various cultural facilities. It mediates works, audience, and space. Therefore, it is considered that the exhibition space will not only judge the space by the form of the building, but also the true meaning will appear when the exhibition, the space and the environment coexist. His exhibition space has a story from the outside to the inside and the exhibition. In this study, we try to understand the characteristics of his space by analyzing the way of organizing exhibition and exhibition in his exhibition space. As a result of analyzing the cases suggested on this thesis through this point of view, Ando Tadao represented characteristics of his own exhibition space by harmonizing the demand of each exhibition space with his architecture language. His exhibition space provides the experiential space in the harmony of the nature and artificiality as inpouring the nature into the complex traffic line. And, the exhibition is constituted as a result of fully considering the overall situation of the space environment. He tries uniting the space and art by interpreting the work in the space rather than arranging the works. Consequently, It gives visitors the direct space experience through the intentional traffic line and is becoming an exhibition space that can express the exhibition only in that space as constituting it differently in accordance with the character of work.

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.

VR media aesthetics due to the evolution of visual media (시각 미디어의 진화에 따른 VR 매체 미학)

  • Lee, Dong-Eun;Son, Chang-Min
    • Cartoon and Animation Studies
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    • s.49
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    • pp.633-649
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    • 2017
  • The purpose of this study is to conceptualize the changing aspects of human freedom of observation and viewing as the visual media evolves from film to 3D stereoscopic film and VR. The purpose of this study is to conceptualize the aspect of freedom and viewing aspect from the viewpoint of genealogy. In addition, I will identify the media aesthetic characteristics of VR and identify the identity and ontology of VR. Media has evolved around the most artificial sense of human being. There is a third visual space called screen at the center of all the reproduction devices centering on visual media such as painting, film, television, and computer. In particular, movies, television, and video screens, which are media that reproduce moving images, pursue perfect fantasy and visual satisfaction while controlling the movement of the audience. A mobilized virtual gaze was secured on the assumption of the floating nature of the so-called viewers. The audience sees a cinematic illusion with a view while seated in a fixed seat in a floating posture. They accept passive, passive, and passively without a doubt the fantasy world beyond the screen. But with the advent of digital paradigm, the evolution of visual media creates a big change in the tradition of reproduction media. 3D stereoscopic film predicted the extinction of the fourth wall, the fourth wall. The audience is no longer sitting in a fixed seat and only staring at the front. The Z-axis appearance of the 3D stereoscopic image reorganizes the space of the story. The viewer's gaze also extends from 'front' to 'top, bottom, left, right' and even 'front and back'. It also transforms the passive audience into an active, interactive, and experiential subject by placing viewers between images. Going one step further, the visual media, which entered the VR era, give freedom to the body of the captive audience. VR secures the possibility of movement of visitors and simultaneously coexists with virtual space and physical space. Therefore, the audience of the VR contents acquires an integrated identity on the premise of participation and movement. It is not a so-called representation but a perfection of the aesthetic system by reconstructing the space of fantasy while inheriting the simulation tradition of the screen.

Poetics of Ambiguity: Reading Shakespeare's Chronotope (모호함의 시학 -셰익스피어의 크로노토프 읽기)

  • Im, Yeeyon
    • Journal of English Language & Literature
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    • v.56 no.1
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    • pp.3-23
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    • 2010
  • This essay questions and attempts to answer why and how Shakespeare set his plays in time and space other than his own England. Bakhtin's concept of chronotope as integrated time-space offers a model of establishing "a historical poetics." Shakespeare's chronotope has been either negated as mere names for transcendental ideas by universalists, or reduced to a "cover" for contemporary England by historicists. Refuting such either/or approach, this essay claims chronotopic dynamics of both/and as Shakespeare's intentional poetics of ambiguity. While Shakespeare clearly wants to build fictional chronotope distant from reality and does so through verbal repetition, character names, alternation of locales and speaking directly to the audience, he also brings in reality through the figure of clowns and the theatrical space of platea. Anachronism and topological errors ensuing from chronotopic collision register desire to produce multiple meanings. Shaped by historical forces such as Renaissance poetics, education, censorship and new geography, chronotopic form itself is a witness of historicity as much as the coded ideological messages New Historicists industriously delve out. Shakespeare's chronotopic dynamism offers the space for dialogue and appropriation to modern readers, a practice no less worthwhile than history lesson.

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.

Comparison of audience response between virtual exhibition and on-site exhibition contents in non-face-to-face situations (비대면 상황에서 가상 전시와 현장 전시 콘텐츠의 관객 반응 비교)

  • Jeong, Ye-Eun;Nam, Geurin;Kwon, Koojoo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.12
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    • pp.1838-1845
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    • 2022
  • Due to COVID-19, the face-to-face on-site exhibitions were not held. With this opportunity, technologies such as virtual reality/augmented reality are increasing attention, and these technologies are being used in many fields. In this study, we made a virtual exhibition content which was produced using virtual reality technology. Our virtual exhibition was held in parallel with the on-site exhibition that included the same contents. Also this exhibition provided an opportunity to realistic experience using the head mounted display. In order to provide a high sense of presence, we created an open virtual space and used realistic 3D objects and textures. Although it is a virtual exhibition, the audience can experience a sense of realism like an on-site exhibition. After the exhibition was over, a survey was conducted on the audience who participated in both the on-site exhibition and virtual exhibition to analyze their responses. As a result of the survey, the similarity and immersion of the virtual exhibition were highly evaluated.