• Title/Summary/Keyword: Performing Arts

Search Result 374, Processing Time 0.034 seconds

Market Segmentation of Musical Audience - Focused on University Students - (뮤지컬 관객의 시장세분화 연구 - 국내 대학생 관객을 중심으로 -)

  • Shin Hye-Sun;Kim So-Young
    • The Journal of the Korea Contents Association
    • /
    • v.6 no.5
    • /
    • pp.131-144
    • /
    • 2006
  • This study tries to segment musical market to provide Korean musical marketers with marketing strategy implication. We focused university students who are known to form attractive market in the musical market through existing studies. For this research, we divided whole musical market using various variables such as musical audience' demographic, lifestyle and purchasing behavior variables. Using mixture model, we could divided as four significant segments : 'the type of musical mania', 'the type of musical preference', 'the type of musical medium' and the type of indifferent musical'. Each segment showed different musical purchase behaviors, lifestyle and demographical characteristics, also we suggested marketing strategy to each segment. Our research results can contribute to understand objectively musical market.

  • PDF

A study on How Korean Wave's characteristic effect on sponsorship (한류행사특성이 스폰서십에 미치는 영향 연구)

  • Bae, Seong-Woong;Park, Jeong-Bae
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.16 no.1
    • /
    • pp.70-77
    • /
    • 2015
  • With the purpose of studying the effects of K-wave event sponsorship on corporate image, surveys were conducted against visitors at K-wave marketing events in Tokyo and Nagoya which yielded 199 viable samples. These samples were subjected to descriptive and multivariate statistics analysis. Average and standard deviation were calculated and measured for total correlation coefficient to find out characterize of study variables. A Cronbach's alpha coefficient exceeding 0.7 indicated a good to excellent credibility of the measuring instrument. In addition, exploratory factor analysis was employed to establish validity of the measuring instrument. In order to determine the characteristics of K-wave events and the cause and relation of the subsequent effects on corporate image that stems from the aforementioned characteristics, 4 sub hypotheses were derived from 1 major hypothesis, of which 3 were determined to have a substantial and meaningful influence on the final outcome while 1 was rejected. However, due to lack of advance research, additional and continuous studies are warranted to establish a systemized theory in this field and further on, to observe such theories bear fruit in real world applications in the industry.

Analysis on Video Image Effect in , China's Performing Arts Work of Cultural Tourism (중국의 문화관광 공연작품 <장한가>에 나타난 영상이미지 효과 분석)

  • Yook, Jung-Hak
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.6
    • /
    • pp.77-85
    • /
    • 2013
  • This study aims to analyze the effects that video image in Seo-an's , claiming to China's first gigantic historic dance drama, has on the performance; it focuses on investigating which video image is used to accomplish the effects in showing specific themes and materials in . Image is meant by 'reflection of object', such as movie, television, dictionary, etc, with its coverage being extensive. The root of a word, image', is founded on imitary, signifying specifically and mentally visual representation. In other words, video image is considered combination of two synonymous words, 'video' and 'image'. Video is not just comprehension of traditional art genre, like literary value, theatrical qualities, and artistry of scenario, but wholeness as product, integrating original functions of all kinds of art and connecting subtle image creation of human being. The effects of video image represented in are as followings; first, expressive effect of the connotative meaning, reflecting the spirit of the age and its culture. Second, imaginary identification. Third, transformation scene. Fourth, dramatic interest through immersion. Last but not least, visual effect by dint of dimension of performance.

The Fourth Industrial Revolution ; A Classification of Reality-Virtual Media Connection System and Case Studies on Dance Performing Arts (4차 산업혁명시대 ; 무용공연예술의 현실-가상미디어 연결시스템 분류 및 사례연구)

  • Cho, Sung Hee;Kim, Eun Jung
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.9
    • /
    • pp.544-554
    • /
    • 2018
  • The purpose of this study is to classify Reality-Virtual Media Connection System in dance field and to analysis cases of dance pieces using Reality-Virtual Media Connection System based on a literature study. It is limited to interactive media dance performances, such as "Glow"(2006) of Chunky Move, "S.U.N"(2011) and "Dalhangari"(2013) of Young ho Nam, "PIXEL"(2014) of ADRIEN M & CLAIRE B, "Midas Space"(2011) of Midas Project. As a result, first, Reality-Virtual Media Connection System is composed with motion tracking system and projection mapping system. Second, each dance piece has various and unique Reality-Virtual Media Connection System. It has influenced on movement and its subjects. Therefore it is suggested to use Reality-Virtual Media Connection System actively by developing of artificial intellectual, awaring potential of internet of things for motion tracking, and increasing communication between dancers and engineers. It is necessary to proceed supplement research on more cases.

Boundary-Spanning Roles in Strategic Approach to Coping with Environmental Uncertainty in the Area of Performing Arts Organization (환경 불확실성에 대처하는 공연예술 콘텐츠 조직의 경계탐색 전략)

  • Park, Moonsik
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.9
    • /
    • pp.84-95
    • /
    • 2015
  • The aim of this research is to find out how to cope with and manage environmental uncertainty to be effective. Environmental conditions of complexity and change create a greater need to gather information and to respond based on that information. Despite of the governmental campaign 'creative economy, flourishing culture', governmental subsidies are becoming more unstable. The prosperity of culture means that artists can create great works and people can enjoy them without boundaries. This research investigated Boundary-spanning roles through the strategic formulation and implementation. Key factors of strategy are information and knowledge management. Boundary-spanning roles link and coordinate an organization with important elements in the external environment. It is primarily concerned with the exchange of information to detect and bring into the organization information about changes in the environment and send information into the environment that presents the organization in a favorable light. Two themes in this article are that organizations can learn and adapt to the environment and that organizations can change and control the environment.

Intertextuality between Comics and Films : A Case Study of (만화의 영화로의 전환 : 영화 <식객>의 사례연구)

  • Park, Seung-Hyun;Lee, Yun-Jin
    • Cartoon and Animation Studies
    • /
    • s.17
    • /
    • pp.97-115
    • /
    • 2009
  • Most films have not made by original storytelling. They get their storylines and themes from diverse sources such as novels, comics, performing arts, and previous film products. Comics have become a primary source for film production since 1960s in such nations as Japan and USA. In the contemporary period, this becomes a more visible trend in many countries including Korea, China, and France. Unlike novel, comics combine words with images. Since a comic strip isa graphic medium in which visible images are created in order to express a sequential narrative, it seems more relevant when films adapt original comics in order to recreate new products. The progress of 3D graphics technology enables film creators to realize imagined images in screen, most of which were once imagined only in comics. Keeping an eye on the strength of comics, this study tries to tries to investigate the relationship between a comic strip and its adaptation to film. It will firstly discuss the cases of comics in Korea, which are adapted to film in Korea. And this study will discuss "Le Grand Chef"as a case study in order to investigate what is the difference between original comics and film adaptation.

  • PDF

Simulation Software for Instrument Placement on Stage Based on the Acoustic Properties of Concert Halls (연주홀 특성을 적용한 악기 무대 배치 시뮬레이션 소프트웨어 제작)

  • Kim, Wan-Jung;Yoo, Won-Dae;Kim, Keun-Hyung;Lee, Ki-Beom;Yeo, Woon-Seung
    • Journal of Korea Multimedia Society
    • /
    • v.13 no.7
    • /
    • pp.960-972
    • /
    • 2010
  • In this paper, we present a software for placing instruments on stage based on the acoustic properties of the concert hall. In order to simulate the changes in sound depending on the positions of the instruments, we incorporated the idea of location-based reverberation effect which can be realized through the convolution of instrument sounds with the impulse responses from the respective instrument positions. And we developed a software with a real-time convolution engine which enables the user to conveniently simulate the resulting sound of various instrument placements. The software was tested with the impulse response data measured at two concert halls of the National Center for Korean Traditional Performing Arts and Korean traditional instrument sounds. Results of these experiments show that simulated reverberation effects properly represent the spatial placement of instruments on stage.

Development of Integrated Science and Art Teaching-Learning Programs for the Improvement of Creative Brain Activity of Scientifically Gifted Elementary School Student (초등과학영재의 창의적 두뇌 활성화를 위한 과학과 미술 통합 교수-학습 프로그램 개발)

  • Kwon, Young-Sik;Lee, Kil-Jae
    • Journal of Korean Elementary Science Education
    • /
    • v.32 no.4
    • /
    • pp.473-484
    • /
    • 2013
  • The purpose of this study was to develop science and art integrated program to improve the creativity of scientifically gifted elementary school students. This study was to develop science and art integrated program to enhance the creativity of these subjects. This program was consisted of 30 lessons covering 10 topics. It was developed of five stages including the observation stage reflecting the characteristics of the right hemisphere relevant to creativity, the interest and curiosity stage, the experiment design and performing stage, the internalization stage, and the stage of expressing arts. This program was applied to 20 senior gifted students in Y Elementary School in Gyeonggi province. Torrance Tests of Creative Thinking(TTCT) was used in order to investigate and measure the effectiveness of the program before and after its use in class. The results of this study are as follows: First, this program showed results of significant improvement of creativity of scientifically gifted elementary school students after its use in class(p<.05). Second, it was significantly effective in increasing their creativity, especially in the subdomains such as originality, abstractness of title, and territory of resistance on hasty conclusions after its use in class(p<.05). Third, it was significantly effective to increase the Creativity Index that represents creative potential(p<.01). In particular, emotional expression, internalized visualization, unique visualization, and richness of the imagery emerged. This study implies that the science and art integrated program was closely related to the right hemisphere of the features enabling the subjects to create new ideas, new things, and new reactions. In addition, this program is expected to contribute to activate the brain areas of creativity for gifted students in the science field.

A Study of Gisaeng Performance Costume for Folk Dance in Early Modern Korea (근대(近代) 기생(妓生)의 민속무(民俗舞) 공연복식에 관한 연구)

  • Kim, Ji-Hye;Cho, Woo-Hyun
    • Journal of the Korean Society of Costume
    • /
    • v.59 no.10
    • /
    • pp.137-150
    • /
    • 2009
  • Performance costumes are an important element in the stages which set the tones and embody characters in the performances. This study focuses on Gisaeng's costumes in folk dance performances when Korea experienced modernization from Joseon Dynasty, and aims to examine the features of the costumes as well as how the costumes both influenced, and got influenced by, the rapidly changing society. Gisaeng had been legal entertainment performers of the government in the Joseon Dynasty and, despite careful training and talents, had inferior social status in Joseon's social hierarchy system. In the modern society, a new system of Gisaeng emerged and the first public theater opened. The advent of theaters changed performance stages and the ways performances are conducted. This study investigated Gisaeng's performance costumes by the type of folk dances, such as monk dance, palace dance, Salfuri dance, Jangu dance, and Ip dance. The study brings light to three conclusions. First, as folk dances which had been performed by civil dancers were spread to Gisaeng, Gisaeng's costumes absorbed the costumes of civil dancers. Also, royal costumes appeared in folk dance performances. This can be viewed as mixture of royal and folk dance costumes, resulted from interactions between Gisaeng and civil art performers associated with the modernizing society and the weakening of the old hierarchical class system. Second, as performing arts on stages were modernizing, performance costumes changed accordingly. Thirdly, Giseang's costumes in folk dances also adapted the introduction of the western culture, which largely influenced the fashion trends of people in the early modern society in Korea.

A Guideline of Music Festival Experience Through Mobile Application (대형 음악 페스티벌 경험 향상을 위한 모바일 애플리케이션 디자인 가이드라인)

  • Chu, Eun Sun;Choe, Jong Hoon
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.10
    • /
    • pp.26-36
    • /
    • 2015
  • Recently, demands for leisure and performing arts are increasing. In perspective of enjoying culture away from every day life, interests for music festival are also growing. Music festival industry has been grown rapidly since the mid 2000s and it has become popular culture especially for younger generation. As music festival culture becomes popular, music festival becomes bigger and a number of participants are rising continuously. However, some services which music festivals provide are not interactive. So, it makes difficult users to feel festival experience and to satisfy. Although some festivals are trying to deal with things through mobile applications, those in the market showed weaknesses. Therefore, this study aims to suggest some improvements for music festival application through user research. As the result of user study, improvements and functions of music festival application were deducted.