• Title/Summary/Keyword: Audiences development

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A Study on Shamanistic Expression Method of Performances Using VR Technology: Body Ownership and Gaze

  • Kim, Tae-Eun
    • International journal of advanced smart convergence
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    • v.7 no.2
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    • pp.135-142
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    • 2018
  • Virtual reality (VR) technology has been increasingly more frequently used day by day in industries, entertainment and performances due to the development of AR and MR technologies. Performance arts also actively utilize $360^{\circ}$ VR technology due to the free expression of stage settings and auditoriums. However, technologies for systems in which performers wear VR devices firsthand rather than being in the sandpoint of bystanders while audiences wear VR head mounted displays(HMDs) to see performance stages have been rarely studied yet. This study investigated the technical possibilities of possible methods of expression that will enable performers to appear on the stage wearing VR devices. Since VR can maximize the sense of immersion with its closed HMD structure unlike augmented reality (AR), VR was judged to be suitable for studies centered on the mental interactions in the inner side of humans. Among them, to implement shamanistic expression methods with the phantoms of the body and soul, a motion capture technology linked with VR display devices and real-time cameras was realized on the stage. In this process, the importance of body ownership experienced by the performers (participants), reactions when they lost it, and the mental phenomena of the desire to possess the subjects of gaze could be seen. In addition, high possibility of development of this technology hereafter could be expected because this technology includes the technical openness that enables the audience to appear on the stage firsthand to become performers.

A World Tour of the Museum of Dentistry (세계 치과 박물관 여행)

  • Kweon, Hoon
    • The Journal of the Korean dental association
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    • v.58 no.4
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    • pp.222-250
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    • 2020
  • Although museums of dentistry and dental museums are both museums related to dentistry, they may differ significantly in the scope and the content regarding the audiences. Museums of dentistry, which display a variety of dental instruments, materials, and photographs, help you learn about the development of dentistry and primarily attract a lot of attention from those who work in dental fields. These museums, however, don't get much attention from the general public. The dental museum, which displays everything related to teeth and dental care, can attract a lot of curiosity and attention not only by those in dental fields, but also by the general public. Dental museums should purpose public health education; they should not just be a place for looking around. This is because the experience of the dental museum has the power to engage people. Therefore, if you add educational functions to the dental museum and make it a place to learn about dental history and oral health care, it can be the institution where culture and health are combined. We need to study history to better understand which improvements we have made and also to see what we need to aim for in the future. The purpose of this study is to examine the actual way each of 28 dental museums in 7 different countries is operated by describing what I saw when I visited them. In addition, the current state of museums of dentistry in Korea is examined and the future development directions is also considered.

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The Possibility Study of Making Horror Animation Based on Chinese Traditional Stories (중국 고전의 공포 애니메이션 구현 가능성 연구)

  • Qu, Lin;Choi, Chul-Young
    • Cartoon and Animation Studies
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    • s.37
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    • pp.25-44
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    • 2014
  • In the past 5 years, Chinese film market has witnessed a great development, with the film and animation box hitting records highs. At the same time, TV contents become more and more diverse, and the widespread use of smart phones makes Internet the new popular media today. On this occasion, domestic animation production is growing year by year because of people's growing demand for animation. And the volume of introduced foreign animations is growing as well. But under the same conditions, domestic animation shows obvious lack of competiveness. Chinese traditional stories have rich contents, providing a large amount of animation material. But most animations based on theses contents cannot arouse audiences' interests. This paper mainly analyzes the development situation of traditional story-based Chinese animation whose content is single and low-aged, and then put forward a new solution for Chinese animation development, which is, adding horror elements to traditional stories. And finally, through analyzing four horror animations , this paper further discusses the implementation possibility of this idea.

Role Analysis for the Development of Animation Character - Focused on Long Animation Work of USA and Japan - (애니메이션 캐릭터 개발을 위한 배역 분석 - 미, 일 장편 애니메이션 작품 중심으로 -)

  • Kim, Jae-Ho;Park, Hang-Su
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.909-914
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    • 2009
  • It can be said that the role of character is very important for the development of animation contents. It is because unlike in general motion picture, the emotional character, which is artificially controlled, plays the functional role in animation. Because of the function, the character may be differently expressed, depending on the culture of each country. However, general audiences and people selecting commodities have common factors. It seems that USA and Japan, which have led the world culture in the field of animation planning and manu facture, perform the animation manufacture by applying them properly. The purpose of this presentation is to analyze the works of USA and Japan, which have led animation manufacture. Because numerous works have been manufactured in two countries regardless of genres, the selection was made by concentrating on representative works that achieved good results from character commercialization. Therefore, the study will suggest the methodological direction for the new development of character, which is performed in industrial animation work and education field.

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A Study on Costume Feature of Italian Masque Commedia Dell'arte and Korean Masque (이태리 가면희극 코메디아 델라르테(commedia dell'arte)와 한국 가면극의 복식특성 연구)

  • Kim, Hee-Jung
    • Journal of the Korean Home Economics Association
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    • v.47 no.2
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    • pp.15-26
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    • 2009
  • The purpose of this study is to research development process of commedia dell'arte and Korean masque that have similar figure, grasp similarity and difference and find the meaning of masque and costume in both theatrical arts. Italian commedia dell'arte and Korean masque are performed by wearing standardized mask and costume depending on the role. As common points, first, the characters have unique names and possess unique features of character, costumes, masks and playing styles. Through the feature, the audiences can understand role of actor and the actors can devote themselves to their role by wearing masks and costumes. Second, although background plays an important role in commedia dell'arte, the role of costume is more important. Because masque speaks for poverties of general people indirectly, the costumes of general people were used as they are. As different point, first, most of Korean masks cover entire face, restricting speech of actor but masks of commedia dell'arte cover only upper part of face and expos mouth and chin of actor, enabling actors to express various emotions depending on the character. Second, priority is given to personality of actor and origin area and current silhouette, material and color that changed by century is reflected in the costume of commedia dell'arte but silhouette, material and color of the Age of Joseon Dynasty were adopted in Korean masque.

Value-Sharing in Purchasing and Supply Chain: Microfoundations for CSV (공급 네트워크에서의 공유가치 창출(CSV))

  • Kim, Gyeong Mook
    • Knowledge Management Research
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    • v.15 no.3
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    • pp.189-208
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    • 2014
  • In spite of its popularity among practitioner and academic audiences, few existing studies go into any detail in examining the mechanisms of creating shared value (CSV), especially as applicable to the context of everyday operations. Nor do they provide recommendations to practitioners with regard to facilitating CSV concept. In response to this problem, I introduce benefit-sharing practice which I argue provides a solid route to the concept of CSV. Based on observations from the case study, 10 networks' benefit-sharing practices are analyzed and its featured characteristics are extracted accordingly. Findings demonstrate that such benefit-sharing models as 'Green-Development', 'Protection of the Environment', and 'Accreditation for Food Safety Management' can solve critical societal challenges while simultaneously driving greater profitability for both buyers and suppliers. The findings also suggest that benefit-sharing is a good vehicle of the realization of the CSV concept. I conclude by assessing how the findings add to the existing debate around collaborative supply-relationship and shared value. I suggest that benefit-sharing can contribute positively to the feasibility of CSV concept and, thereby, counter the assertion that CSV is the only immature-concept that lacks clear criteria of demarcation and cases for businesses to follow.

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Participation of Television Viewers in Social Community : Social Television (TV 매체를 통한 시청자의 사회적 커뮤니티 참여 : 소셜 TV를 중심으로)

  • Oh, Jong-Sir
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.268-272
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    • 2009
  • Reportedly it says that 45% teenagers in the United State exchange the SMS with their friends during television watching. In other word TV viewing moulds the social community between audiences. In terms of social television it is all about interaction or communication technology relevant to TV watching as well as social behaviour. Besides it integrates voice communication, text chat, context awareness, TV recommendations, ratings, video conference and so forth. So far it approaches the conceptual stage or pilot production and remains more research and development. This study is to scrutinise whether the functionality of social TV enables to substitute for social activities of TV viewers or not.

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A Study on Development of the Assessment System for the Program Outcomes on the Communication Skill Competence (의사소통 능력에 대한 학습성과 평개발에 관한 연구)

  • Kim, Jin-Young;Kang, Sung-Ju;Kang, Bo-Seon;Kim, Dae-Ik
    • Journal of Engineering Education Research
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    • v.14 no.6
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    • pp.41-47
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    • 2011
  • Professional communication skills in writing and speaking with multiple and complex audiences are required to engineers in society of modern technology. In this paper, we proposed the effective assessment system for the Program Outcomes on the communication skill competence(PO7), which is one of the 12 program outcomes stipulated by ABEEK (Accreditation Board for Engineering Education of Korea). To ensure logical connectivity of the assessment system, we carefully selected the performance criteria by defining the core concept of "written communication" and "verbal communication". Based on the selected performance criteria, the whole process of creating assessment tools and rubrics was explained in detail. It can be expected that the assessment for the Program Outcomes on the communication skill competence would be more systematic by using the proposed assessment system.

A Study on the Analysis of Animation Characters on Abnormal Psychoanalysis (이상심리학에서 본 애니메이션캐릭터의 성격별 유형분석)

  • Lee Young-Sook;Kim Chee-Yong
    • Journal of Digital Contents Society
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    • v.6 no.4
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    • pp.223-227
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    • 2005
  • This paper analyzes patterns of various characters in an animation story. Animation characters are the important element in a story. They reflect social facts and work an element showing internal aspects of human-beings. At first we need enough scientific basis to understand the development of these characters. Therefore, this paper analyzes the characters of 19 Disney animation on the basis of character disorder in abnormal psychoanalysis and establishes database of animation characters. This database can be a help to the develoment of new characters. Also, I think that characters inclination can be applied to fostering Emotion and education of animation audiences.

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A Study of Social Game Success Factors Using Farmville (팜빌을 이용한 소셜게임 성공요소에 대한 고찰)

  • Kim, Jongl-Chan;Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.10a
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    • pp.363-366
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    • 2010
  • Currently social games with an emphasis on the relationship between the friends, especially women customers, have contributed to the expansion of game market attracting large audiences. Though recent interest in social games and the explosive propagation of social game into game industry, scholarly research for social game is insufficient. The objective of the study is to explore the success factors for successful social games. We suggest the guidelines for development of social game. Commercial success of social games and the number of users with the best game, farmville, were investigated for understanding key success factors in social game field. As a result, social interaction, simple interface, non-dynamic methods, instrumental rationality factors have been identified. This study will expect the guideline in order to develop a successful social games.

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