• Title/Summary/Keyword: Musical Experience

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A Study on the Relationship between Architecture and polyphony music - Focusing on Proportional Characteristic of Space - (건축과 다성음악의 상관성에 관한 연구 - 공간의 비례적 특성을 중심으로 -)

  • IRhim, Sung-Sup;Lee, Ho-Joung
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2004.11a
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    • pp.122-127
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    • 2004
  • This study is about a relationship of architecture and polyphony music. In the field of interior architecture, there have been many tries of applying characteristics of music, such as abstraction and nature of time for users of space to have new experience. It has been possible because architecture and music have similarities in many ways. Regarding using proportional characteristic in architecture and music, the both fields are enormously related in some ways. The purpose of this study is explaining of possibility of architectural expression in music and suggesting a way of analysing architectural design based on musical elements emphasizing proportional characteristic. Therefore, it is going to analyse Counterpoint of Bach, which is well expressed in music and compare it with proportional characteristic of space through this study.

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Exploring the Effects of Gesture Interaction on Co-presence of a Virtual Human in a Hologram-like System (유사홀로그램 가시화 기반 가상 휴먼의 제스쳐 상호작용 영향 분석)

  • Kim, Daewhan;Jo, Dongsik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.10
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    • pp.1390-1393
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    • 2020
  • Recently, a hologram-like system and a virtual human to provide a realistic experience has been serviced in various places such as musical performance and museum exhibition. Also, the realistically responded virtual human in the hologram-like system need to be expressed in a way that matches the users' interaction. In this paper, to improve the feeling of being in the same space with a virtual human in the hologram-like system, user's gesture based interactive contents were presented, and the effectiveness of interaction was evaluated. Our approach was found that the gesture based interaction was provided a higher sense of co-presence for immersion with the virtual human.

A Study on the Impact of Modern Technological Development on the Form of Music Concerts

  • Yifan Cui;Xinyi Shan;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.3
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    • pp.88-93
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    • 2023
  • In the era of continuous progress, concerts have emerged as a significant medium for music performance, providing audiences with both musical enjoyment and a means of relaxation. The study examines pivotal moments and milestones in concert history, highlighting the emergence of novel elements such as visual presentations, integration of multimedia, virtual reality experiences, and metaverse concerts. By scrutinizing the repercussions of these changes on the concert experience, the study sheds light on the transformative influence of technology on concert formats, audience engagement, and artistic expression. Moreover, it delves into the challenges and opportunities arising from technological advancements in the contemporary concert landscape. The insights gained from this research contribute to a comprehensive comprehension of the dynamic interplay between technology and concert forms, thereby laying the foundation for future scholarly discourse and advancements within the field.

VR-based Traditional Korean Musical Instrument Experience for Education (가상현실 기반 교육용 국악기 연주 체험 프로그램)

  • Kim, Chae-Rin;Kim, Kyu-Won;Park, Hye-Jin;You, Yea-Won;Oh, U-Ran
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.05a
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    • pp.238-241
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    • 2021
  • 가상현실은 시·공간을 초월하는 경험이 가능하며 아이들의 몰입감과 학습효과를 높일 수 있어 교육 도구로서의 가치를 인정받고 있다. 정부는 VR 기기를 전국의 초등학교에 보급하고 있지만, 양질의 교육용 실감형 콘텐츠는 부족한 상황이다. 따라서, 본 논문에서는 가상현실 기술을 활용한 국악기 연주 체험 프로그램을 제안하였다. Unity의 물리 엔진과 Oculus의 햅틱 기능을 이용하여 전통 국악기 중 편경을 실감 나게 연주할 수 있도록 가상환경을 구현하였다. 리듬 게임 형식을 적용하여 아이들의 흥미 또한 유발하였다. 이 프로그램을 통해 국악기를 직접 연주하며 해당 국악기에 대한 지식을 자연스럽게 습득할 수 있을 것이라 기대한다.

Korean Musical Actress Jung Sun-Ah's Acting Skill and Style from the Projection and Back-projection Perspectives ('투사-역투사 이론' 관점의 한국 뮤지컬 배우 정선아의 연기 스킬과 스타일 특성)

  • Kim, Jeong-Seob;Lee, Eun-Hye
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.45-54
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    • 2021
  • Jeong Sun-Ah built up her performance career for twenty years with bold and energetic acting and solidified her status as a leading actress of Korean musical since her debut. To benefit from the value of her experience this study performed an in-depth interview with her, applying the Theory of "Projection" and "Back-projection", which are the psychological principles of acting, and derived "acting(entering the roles)" and "de-acting(leaving the roles)" techniques. As result, Her acting mechanism involved emptying her ego, embodying a persona by projecting the role created by intensive exploration of materials like previous performance, film of the same title, original novel, and script, and then getting the ego back by back-projecting through dynamic activities such as overseas travel and dance. She pre-studied the roles by physically visiting sites that are important to the characters. She was unique in that she pursued a difference by changing vocal trainers for each musical production and undertook more intense physical training than vocal practice to achieve powerful singing performance. In most of her works (75%), she suffered from aftereffects such as depression, narcissism, hysteria, and insomnia due to disorder caused by breaking away from the roles. However, she relied on self-help and alternatives are needed in the future such as reinforcement of expert counselling. Jeong Sun-Ah appeared on an average of 1.6 productions per year, practiced for an average of 1.7 months, and performed for an average of 3.9 months with an average of 100 days of break between productions. Her performance record from this research demonstrates her constant preparation and passion, as well as the know-how of reserving and distributing energy. So, it has a valuable implications for acting education and self-management of actors and actress.

European Experience in Implementing Innovative Educational Technologies in the Field of Culture and the Arts: Current Problems and Vectors of Development

  • Kdyrova, I.O.;Grynyshyna, M.O.;Yur, M.V.;Osadcha, O.A.;Varyvonchyk, A.
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.39-48
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    • 2022
  • The main purpose of the work is to analyze modern innovative educational practices in the field of culture and art and their effectiveness in the context of the spread of digitalization trends. The study used general scientific theoretical methods of analysis, synthesis, analogy, comparative, induction, deduction, reductionism, and a number of others, allowing you to fully understand the pattern of modern modernization processes in a long historical development and demonstrate how the rejection of the negativity of progress allows talented artists to realize their own potential. The study established the advantages and disadvantages of involving innovative technologies in the educational process on the example of European experience and outlined possible ways of implementing digitalization processes in Ukrainian institutions of higher education, formulated the main difficulties encountered by teachers and students in the use of technological innovation in the pandemic. The rapid development of digital technologies has had a great impact on the sphere of culture and art, both visual, scenic, and musical in all processes: creation, reproduction, perception, learning, etc. In the field of art education, there is a synthesis of creative practices with digital technologies. In terms of music education, these processes at the present stage are provided with digital tools of specially developed software (music programs for composition and typing of musical text, recording, and correction of sound, for quality listening to the whole work or its fragments) for training programs used in institutional education and non-institutional learning as a means of independent mastering of the theory and practice of music-making, as well as other programs and technical tools without which contemporary art cannot be imagined. In modern stage education, the involvement of video technologies, means of remote communication, allowing realtime adjustment of the educational process, is actualized. In the sphere of fine arts, there is a transformation of communicative forms of interaction between the teacher and students, which in the conditions of the pandemic are of two-way communication with the help of information and communication technologies. At this stage, there is an intensification of transformation processes in the educational industry in the areas of culture and art.

An Analysis of Kindergarten Teacher's Understanding and Its Complementary Plan on Activities of Social Relationships & Art Experience Area in the Nuri-Curriculum (누리과정 사회관계 영역과 예술경험 영역의 교육활동에 대한 교원들의 이해도와 그 보완)

  • Chung, Da-Uon;Yoon, Yang-Su
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.345-358
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    • 2018
  • The goal of this study was to analyze the degree of kindergarten teacher's understanding with respect to educational activities of social relationships area & art experience area in the Nuri-curriculum and to provide complementary materials and educational programs for enhancing kindergarten teacher's professional development. The tool for this study was a number of questionnaires on teacher's understanding in two area. The number of survey participants were 650 teachers and 78 preliminary teachers, 728 in total. Statistical analysis to this research responses was done by SPSS 23 at the significance level of .05, .01, .001 each. Research findings reached a conclusion of proposing differentiated complementary materials and educational programs based on the types of kindergarten, qualification of teachers and their demographics. That is, it should be adjusted to the differences in establishment-operation types of kindergarten, location/size/ages of class, careers/ages/license of teachers, and current-preliminary teacher's understanding. The educational activities of social relationships area should be focused on an attitude of valuing oneself and family by browsing and practicing what one can do for oneself and family. The educational activities of art experience area should be focused on integrated experience of artistic expression and appreciation activities by exploring musical, movement and artistic elements.

Arctic Exposure: LOVELAND's Sublime Simulation of an Endless Apocalypse

  • Bishop-Stall, Reilley
    • The Journal of Art Theory & Practice
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    • no.13
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    • pp.185-213
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    • 2012
  • Charles Stankievech's 2011 installation LOVELAND includes a wall-sized screen depicting video footage of a barren arctic landscape in an enclosed room, painted and bathed in white light, that appears as an extension of the imaged environment. A melodic and industrial musical score emanates from multiple sound panels and as the music increases a cloud of purple smoke becomes visible on the horizon line in the distance and gradually advances toward the viewer until it completely fills the screen. The smoke then remains, rushing about madly and lapping at the border between the screen and the room before it suddenly subsides and the spectator is again left with the desolate landscape. The entire process takes a mere five minutes and then, fixed on an endless loop, begins again. This paper positions LOVELAND as an attempt to simulate a sublime experience of the end of the world through a transposition of the Arctic atmosphere into the gallery space. Encompassing a discussion of the historical and contemporary significance of the Arctic in popular culture, aesthetics and environmental politics, it is suggested that Stankievech employs an apocalyptic trope in reference to the unstable position of the North in the current political and ecological climate. Revisiting critiques of modernist exhibition practices and investigating the perceptual and temporal dimensions of the work, this analysis focuses primarily on the experience of the installation's spectator. Visually, aurally and phenomenologically immersed, the viewer is made subject to, and implicated in, the events unfolding on the screen and within the space. Due to the looping of the video footage, this paper argues that the apocalypse imaged in LOVELAND is presented as an endless event - incessantly enacted, yet infinitely deferred - and that the spectator is enveloped in an uncertain and unceasingly extended present moment.

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A Serious Game Platform Design for Collaboration Game (협동게임을 위한 기능성 게임 플랫폼 설계)

  • Lee, Kwang-Jae;Lee, Chang-Jo
    • Journal of Korea Society of Industrial Information Systems
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    • v.12 no.1
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    • pp.72-79
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    • 2007
  • This paper will analysis the Jam-O-Drum developed for collaborative musical experience at first. And we suggest the multi-user interactive game system Kom-O-Drum(Korean Jam-O-Drum) as a Serious Game Platform By combining velocity, direction and touch sensitive input devices like a korea traditional drum "Jang Go" and computer graphics imagery into an LCD or PDP display up to four simultaneous players are able to participate in a collaborative approach to game's mission. Also we introduce the design of detail input device and application fields of Kom-O-Drum for Serious Game.

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The Kom-O-Drum(Korean Jam-O-Drum) Design to Promote Collaboration (협동성 증진을 위한 코모드럼(Korean Jam-O-Drum)의 설계)

  • Lee, Kwang-Jae;Lee, Chang-Jo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.215-219
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    • 2006
  • This paper will analysis the Jam-O-Drum developed for collaborative musical experience at first. And we suggest the multi-user interactive game system Kom-O-Drum(Korean Jam-O-Drum). By combining velocity sensitive input devices like a korean drum "Jang Go" and computer graphics imagery into an LCD or PDP display, up to four simultaneous players are able to participate in a collaborative approach to game's mission. Also we introduce the input device specifications and application fields of Kom-O-Drum.

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