• Title/Summary/Keyword: Experience of Audience

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A Study on Actor's Dramatics Expansion using Practical use of Media in Performing Arts (공연예술에 있어 영상 활용을 통한 배우의 연기술 확장에 관한 연구)

  • Eo, Il-Sun;Han, Jung-Soo;Jin, Won-Sung
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.1
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    • pp.89-98
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    • 2019
  • Performing arts, for instance, theatre and dance that perform on the stage, should recognize the contemporary characters and also emphasize the trend of the times. Thus, the subject of those varies and provides the audience diversity contents and style. People who perform those try to put the contemporary characteristic and sociality into their stage by utilizing new technology for their stage to be more sophisticated in aesthetic and philosophic aspects. According to the trend of the times, science and technology have been making great progress. As a result, the stage technology continues to develop, contributing to enhance the aesthetic and philosophical completeness of the performing arts. Also, there are technical and formal researches or methods constantly that make the performing arts new and diverse. Therefore, it can be said that it is very important to widen a category of the performing arts that amplify the actor's acting and emotions on the stage and then give the audience an experience. This paper will analyze in the way which various image techniques utilize to widen the actor's technique in the performing arts and the actor's technique progresses in the era called the Fourth Industrial Revolution era that grafts the art onto new media. Through this paper, in the era of the Fourth Industrial Revolution, a new paradigm in actor's acting which is becoming a hot topic in performing arts is predicted and anticipated.

Human Sense-Based Simulation-Experience Model for Interactive Art Production (인터랙티브 아트 제작을 위한 인간의 감각 기반 시뮬레이션-체험 결합 모델)

  • Liu, Ting-Ting;Lim, Young-Hoon;Paik, Joon-Ki
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.169-184
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    • 2021
  • Recent advances in science and technology leveraged various artistic tools. Interactive art based on various media technologies became popular in a short period, and is widely appreciated as a new form of art. This new form of art has a different method of expression from traditional art such as painting or sculpture. It aims to strike a balance among the artist, audience, and piece of art through interaction between the work and viewers. Viewers can take part in the creation process, going beyond the conventional way of art appreciation. This paper analyzes interactive art production techniques based on human senses from the artist's perspective. "Simulation-experience model" will be suggested after looking at several example artworks. Charming, which was produced based on this model, will be introduced and its meaning will be analyzed. The objective of this paper is to predict the future of interactive art and changes in the art form by studying interactive art production techniques based on human senses. We believe that the prediction is helpful in understanding the artistic and technological value and the social influence of interactive art in the future.

A Study on Creative Music Drama Teaching Plans for Pre-service Early Childhood Teachers using Piano Ensemble - Focusing on 'Peter & The Wolf' - (피아노앙상블을 활용한 예비유아교사의 창의적 음악극 지도 방안 - 피터와 늑대를 중심으로 -)

  • Park, Joo-Won
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.1
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    • pp.117-129
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    • 2021
  • Nowadays, the trend of early childhood education has focused on finding educational activities to enhance quality of learning with integrative, learner-centered experience by combining each subject and domain. Pre-service early childhood teacher's music drama activity is a sort of integrated education including literature, instrumental music, play, art and movement that are included in the culture and art for preschoolers to help them understand role and value of the art and directly influence personality and creativity and motive to arouse interest in various learning directly. It's expected to see that development of creative teaching plan for the music drama using piano ensemble could support basic research in integrated educational activity in the teacher training course and also, activate the music drama activity. Research findings and suggestion are as follows. First, the music drama activities are systematically and step-by-step implemented according to the audience according to the cooperative learning and creative plans of pre-service early childhood teachers. Second, if understanding characteristics of casts in the music drama and assigning their roles efficiently, it enhances approach of pre-service early childhood teacher music drama activity and activate it. Third, making music in music drama activities can be composed and arranged to suit the musical literacy and level of pre-service early childhood teacher. Fourth, pre-service early childhood teachers could have integrated experience and evaluation efficiently in the short term to use as reference for the teaching plan and data for the music drama.

The Effect of Service Experience on Behavioral Loyalty in Luxury Restaurant Service Setting : The Causal Role of Cognitive Satisfaction and Emotional Attachment (고급레스토랑의 서비스경험이 행동충성도에 미치는 영향 : 인지만족과 정서애착의 인과적 역할)

  • Choi, Chuljae
    • Journal of Venture Innovation
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    • v.4 no.3
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    • pp.1-15
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    • 2021
  • Due to long-term social distancing due to the spread of COVID-19, business trends of restaurant companies are being implemented in accordance with the changed environment such as packaging and subscription. However, even in this environment, upscale restaurants are generating high profits by trying to differentiate themselves from existing restaurants by providing high-quality services with the best facilities. Therefore, this study describes how customers' experience of upscale restaurant service influences behavioral loyalty. That is, the purpose of this study is to determine the effect of service experience on cognitive satisfaction and emotional attachment, and to examine the causal role of cognitive satisfaction and emotional attachment by confirming the relationship between these constructs and relationship commitment and behavioral loyalty. To verify this, data were collected through face-to-face interviews with 300 consumers who recently used a upscale restaurant. Of the collected data, 275 copies(91.6%) were used for the final analysis, and inaccurate or erroneous data among 25 response sheets were excluded. In this study, the validity and reliability of the data were checked and the research hypothesis was verified by using SPSS 21.0 and AMOS 20 statistical package. Frequency analysis was performed to confirm the demographic characteristics of the respondent. Structural equation model analysis(SEM) was used to confirm the fit of the research model and to verify the research hypothesis. As a result of the research hypothesis analysis, it was found that service experience had a positive effect on cognitive satisfaction, and cognitive satisfaction had a positive effect on emotional attachment, relationship commitment, and behavioral loyalty. Also, it was found that emotional attachment had a positive effect on relationship commitment and behavioral loyalty, and relationship commitment had a positive effect on behavioral loyalty. However, service experience did not affect emotional attachment. With this study, marketers and managers of upscale restaurants such as hotel restaurants need to accurately select their target audience, understand their service needs, and then present the appropriate service to them. In addition, they should not only induce cognitive satisfaction by providing excellent service to their customers, but also identify moments of truth and present appropriate services so that satisfied customers can strengthen their emotional attachment. In addition, it is necessary to strengthen the relationship with their firms by forming friendly relationships with customers who have high emotional attachment, and also to induce relationship commitment so that such customers have a strong sense of belonging and attachment to their firms.

Study on the Performer's Transference and Mental Borderline in a Performance (공연에서 나타나는 '전이'와 배우의 '심리적 경계'에 관한 연구)

  • Kim, Jong-Gu
    • (The) Research of the performance art and culture
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    • no.25
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    • pp.57-89
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    • 2012
  • The performers preparing for a performance usually experience the process of mental transference, contacting with text (drama) for the first time. It is movement from their everyday life to space in the play, when they try to break the wall between cast and themselves. The transference happens actually at the physical space, such as a dressing room, wing, (place just before appearing at a stage), and a stage (place to contact with audience). Performers keep moving among each psychological and physical space repeatedly, until the performance finishes totally. The transference means moving to each space to another, and the mental borderline means the point of mental change the performers experience during the process of transference. The mental borderline can be guessed to exist through mental aspects the performers feel when they move from each space to another. The most typical example, that shows performer's mental borderline well, is stage fright shown as tension, or anxiety among the variety of aspects. According to a research, the most performers experience that kind of mental aspect just before appearing at a stage. The study on it is already referred by my article.' A Study on Korean Performer's Stage Fright. This study aims at examining the relationship among psychological and physical space the performers experience, mental borderline when transferring and penetrating those spaces, and performer's mental change First, the concept of mental borderline is to be understood totally with preceded research. And the space the performers experience and mental borderline at transference are to be reorganized. Secondly, the area of transference in the process of performance is to be reclassified into physical and mental space. Third, analyzing the actual case of performers experiencing the mental borderline, the diversified use should be searched to make use of mental borderline as a positive element. The psychological symptoms, performers experience in the performance, can have positive consequence beside negative one. The tension occurring at the area of borderline is positive, and it can be the actual borderline for the performers. It will be researched how the performers change at the mental borderline, the state of mind is maintained, and they perform in an overall performance, through the study on the relationship between the transference and the mental borderline. And the stress and concentration caused by stage fright, and shyness will be confirmed, and the positive element of a stage, which is used as various defense mechanism.

A Study on the Relationship to Installation Art in Deconstruction Architecture Design (해체주의 건축 디자인에서 설치미술과의 상관성에 관한 연구)

  • 김명옥
    • Korean Institute of Interior Design Journal
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    • no.12
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    • pp.10-17
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    • 1997
  • The lastest art is being characterised by an ever active exchange between different genre. This is a study on the installation aspect in deconstruction architectured and interior design. The progressive and aggressive nature of installatation art embodies uncatagorized genre, the freedom of material application, introduction of the notion of time in space, the reversion of subject and object, the union of art and every experience, understanding of object through deconstruction, enlargement of concept of space, collage-style composition and layer technique. I can conclude that the installation aspect in Tshumi's Parc de la Villette is its call upon the audience to actively participate, the introduction of a coincidental conjunction, its challenge on the conventional idea of park and its flexibility caused by human activity and time. In Hadid's Hong Kong Peak Club the installation aspect is the application of layer technique using four enormous beams horizontally laid out on a man-made moutain. Furthermore, Libeskind's pursuit of the mental in Berlin Museum Extension through the penetration of an invisible line into a void creates a new interpretation of the role of a museum and thus relates itself to installation art. The installation aspect in Himmelblau's Vienna Roof Renovation is the literal deconstruction of the roof of an old building in the old section of Wien and the expression of time and space through the interrelationship between interior and exterior environment by the use of juxtaposition technique. Finally, I note that the installation aspect in Gehry's Santa Monica Residence is the reorganization of cheap material as a form of 'object', that creates spon-taneity, movement as well as flow of time in space and ex-hibit the double-sidedness of the visible world.

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Factor Analysis for Fun of Animation Using Delphi Technique (델파이 기법을 이용한 애니메이션의 재미요소 도출)

  • Sung, Re-A
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.96-105
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    • 2013
  • The value that is emerging in the 21st century is fun. To be involved in the fun of the show and animation, especially plays an important role in the development of the animation industry. However, the discussion of research in the fun of the animation is very low. Therefore, in this study, what is the fun of animation, animation of any element how to experience the fun for the audience will see. First, I looked for fun animation to help you understand the theory of fun. It prepared a draft of a fun factor associated with the unique characteristics of the animation. Conducted a factor analysis and reliability analysis of the final draft through the Delphi survey across a total of three times, and then derive an element of fun to it scientifically proven derive the animation of an element of fun. Through this process, the fun factor of the animation was drawn to the fun factor of 5(story, image, sound, movement, psychology) and the details of 18.

The Audience Behavior-based Emotion Prediction Model for Personalized Service (고객 맞춤형 서비스를 위한 관객 행동 기반 감정예측모형)

  • Ryoo, Eun Chung;Ahn, Hyunchul;Kim, Jae Kyeong
    • Journal of Intelligence and Information Systems
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    • v.19 no.2
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    • pp.73-85
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    • 2013
  • Nowadays, in today's information society, the importance of the knowledge service using the information to creative value is getting higher day by day. In addition, depending on the development of IT technology, it is ease to collect and use information. Also, many companies actively use customer information to marketing in a variety of industries. Into the 21st century, companies have been actively using the culture arts to manage corporate image and marketing closely linked to their commercial interests. But, it is difficult that companies attract or maintain consumer's interest through their technology. For that reason, it is trend to perform cultural activities for tool of differentiation over many firms. Many firms used the customer's experience to new marketing strategy in order to effectively respond to competitive market. Accordingly, it is emerging rapidly that the necessity of personalized service to provide a new experience for people based on the personal profile information that contains the characteristics of the individual. Like this, personalized service using customer's individual profile information such as language, symbols, behavior, and emotions is very important today. Through this, we will be able to judge interaction between people and content and to maximize customer's experience and satisfaction. There are various relative works provide customer-centered service. Specially, emotion recognition research is emerging recently. Existing researches experienced emotion recognition using mostly bio-signal. Most of researches are voice and face studies that have great emotional changes. However, there are several difficulties to predict people's emotion caused by limitation of equipment and service environments. So, in this paper, we develop emotion prediction model based on vision-based interface to overcome existing limitations. Emotion recognition research based on people's gesture and posture has been processed by several researchers. This paper developed a model that recognizes people's emotional states through body gesture and posture using difference image method. And we found optimization validation model for four kinds of emotions' prediction. A proposed model purposed to automatically determine and predict 4 human emotions (Sadness, Surprise, Joy, and Disgust). To build up the model, event booth was installed in the KOCCA's lobby and we provided some proper stimulative movie to collect their body gesture and posture as the change of emotions. And then, we extracted body movements using difference image method. And we revised people data to build proposed model through neural network. The proposed model for emotion prediction used 3 type time-frame sets (20 frames, 30 frames, and 40 frames). And then, we adopted the model which has best performance compared with other models.' Before build three kinds of models, the entire 97 data set were divided into three data sets of learning, test, and validation set. The proposed model for emotion prediction was constructed using artificial neural network. In this paper, we used the back-propagation algorithm as a learning method, and set learning rate to 10%, momentum rate to 10%. The sigmoid function was used as the transform function. And we designed a three-layer perceptron neural network with one hidden layer and four output nodes. Based on the test data set, the learning for this research model was stopped when it reaches 50000 after reaching the minimum error in order to explore the point of learning. We finally processed each model's accuracy and found best model to predict each emotions. The result showed prediction accuracy 100% from sadness, and 96% from joy prediction in 20 frames set model. And 88% from surprise, and 98% from disgust in 30 frames set model. The findings of our research are expected to be useful to provide effective algorithm for personalized service in various industries such as advertisement, exhibition, performance, etc.

Research on the Expression Features of Naked-eye 3D Effect of LED Screen Based on Optical Illusion Art

  • Fu, Linwei;Zhou, Jiani;Tae Soo, Yun
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.126-139
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    • 2023
  • At present, naked-eye 3D appears more and more commonly on the facades of urban buildings. It brings an incredible visual experience to the audience by simulating the natural 3D 3D space effect. At the same time, it also creates enormous commercial value for city publicity and commercial advertisements. There is much research on naked-eye 3D visual effects, but for right-angle LED screens. Right-angle LED screen's brand-new expression method that has only become popular in recent years, how to convey a realistic naked-eye 3D effect through two LED screens combined at right angles has become a problem worth exploring. To explore the whole design ideas and production process of the naked-eye 3D impact of the right-angle LED screen, this paper is a preliminary study aimed at understanding the performance principle and expression features. Before the case analysis, first, understand the standard virtual 3D space construction techniques. Combining it with the optical illusion phenomenon, according to the expression principle of the naked-eye 3D effect of the right-angle LED screen, it can be summarized into seven expressions: Shadow, Color contrast, Background structure line, Magnify object, Object out of bounds, Object floating, Fusion of picture and background. By analyzing the optical illusion phenomenon used in the case, we summarized the main performance characteristics of the naked eye 3D effect. The emergence of right-angle LED screens breaks the limitation of a single plane of optical illusion art, perfectly combines building facades with naked-eye 3D visual effects, and provides designers with a brand-new creative platform. Understanding its production principles and main expressive features can help designers enter this innovative platform better.

Achieving the Naked-eye 3D Effect for Right-angled LED Screen by Off-line Rendering Production Method

  • Fu Linwei;Zhou Jiani;Tae Soo Yun
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.157-167
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    • 2023
  • As a new trend in the development of urban public spaces, the use of right-angle LED screens perfectly combines building facades with naked-eye 3D visual effects, providing designers with a brand-new creative platform. How to create a realistic naked-eye 3D effect on a right-angle LED screen and bring an immersive visual experience to the audience has become a question worth exploring. So far, production companies have yet to announce the relevant design ideas and complete production methods. In order to explore the production principle and production process of the naked-eye 3D effect of the right-angle LED screen, we summarize the basic production principle of the naked-eye 3D impact of the right-angle LED screen through case analysis. Based on understanding the production principle, the actual case production test was carried out, and a complete production process of the naked eye 3D visual effect of the right-angle led screen was tried to be provided by off-line rendering. For the problem of how to deal with image deformation, we provide two production methods: post-production software correction and UV mapping. Among them, the UV mapping method is more efficient and convenient. Referring to this paper can help designers quickly understand the production principle of the naked eye 3D effect of right-angle LED screens. The production process proposed in this paper can provide a reference for production method for related project producers.