• Title/Summary/Keyword: audience-participating

Search Result 26, Processing Time 0.026 seconds

A Study on the Composition for the Participating Audience of the Survival Music Entertainment Program: Focusing on Dramatic Device of MBC 'The King of Mask Singer' (서바이벌 음악예능프로그램의 참여 수용자를 위한 구성 연구: MBC'복면가왕'을 중심으로)

  • Hong, Kwan sub
    • Journal of Korea Multimedia Society
    • /
    • v.20 no.4
    • /
    • pp.721-729
    • /
    • 2017
  • This study examined the dramatic devices that the production team made for the studio progress in the survival music entertainment program of open narrative structure in which the audience participated through MBC 'The King of Mask Singer'. The reason for the need for dramatic equipment is that the studio Audience who participated in the process of the program crossed the situations of flow, selection, and enjoyment. As a result of the research, the production team of 'The King of Mask Singer' was found to have a device of time margin, lighting and background image, and role of MC in order to change the progress of the studio and that the participating audience naturally change their roles.

A Study on the Method of Creating Realistic Content in Audience-participating Performances using Artificial Intelligence Sentiment Analysis Technology (인공지능 감정분석 기술을 이용한 관객 참여형 공연에서의 실감형 콘텐츠 생성 방식에 관한 연구)

  • Kim, Jihee;Oh, Jinhee;Kim, Myeungjin;Lim, Yangkyu
    • Journal of Broadcast Engineering
    • /
    • v.26 no.5
    • /
    • pp.533-542
    • /
    • 2021
  • In this study, a process of re-creating Jindo Buk Chum, one of the traditional Korean arts, into digital art using various artificial intelligence technologies was proposed. The audience's emotional data, quantified through artificial intelligence language analysis technology, intervenes in various object forms in the projection mapping performance and affects the big story without changing it. If most interactive arts express communication between the performer and the video, this performance becomes a new type of responsive performance that allows the audience to directly communicate with the work, centering on artificial intelligence emotion analysis technology. This starts with 'Chuimsae', a performance that is common only in Korean traditional art, where the audience directly or indirectly intervenes and influences the performance. Based on the emotional information contained in the performer's 'prologue', it is combined with the audience's emotional information and converted into the form of images and particles used in the performance to indirectly participate and change the performance.

Development of a Product Oriented Group for Mathematics Teachers Professional Growth

  • Liu, Chun-Yi;Cheo, Shu-Tin
    • Research in Mathematical Education
    • /
    • v.15 no.4
    • /
    • pp.341-355
    • /
    • 2011
  • A research group consisting of some mathematics education scholars and school teachers has been formed to build a website which intended to combine both theories and practices of mathematical teaching since 2002. There were three working stages: video-tapping realistic math teaching, developing video discs of different themes, and designing e-Learning. The group members learned knowledge of teaching by actual participating. On the other hand, the products enabled the audience to get professional development in knowledge of both mathematics and teaching. Management process of this group and effects upon the participants and users will be presented and discussed in this paper. A research group consisting of some mathematics education scholars and school teachers has been formed to build a website which intended to combine both theories and practices of mathematical teaching since 2002. There were three working stages: video-tapping realistic math teaching, developing video discs of different themes, and designing e-Learning. The group members learned knowledge of teaching by actual participating. On the other hand, the products enabled the audience to get professional development in knowledge of both mathematics and teaching. Management process of this group and effects upon the participants and users will be presented and discussed in this paper.

A study on the Emotional Communication of Interactive Media Art and Audience -a focus on the affects of exhibition interpretation medium- (인터랙티브 미디어 아트와 관객과의 감성 커뮤니케이션에 관한 연구 -전시 해석매체가 미치는 영향을 중심으로-)

  • Jung, Myun-Joo;Son, Ju-Young
    • Science of Emotion and Sensibility
    • /
    • v.14 no.3
    • /
    • pp.415-424
    • /
    • 2011
  • Interactive media art can be said to be art in which audience participation and communication through interaction is considered to be most important Previously the role of the audience is to unilately accepted the artist's message, whereas the role of the audience observing interaction media has been changed to the point of the producer, actively participating in completing the artwork through interaction. This study analyzed the interaction and communication between the audience and interactive media artworks from the audience's point of view (in the view of reception theory) by the investigation of the case of the artworks that were on exhibition. Employing the exhibition interpretation medium with docent explanation and wall text was experienced how to improve audience's communication when they watched the artworks. The docent explained the intention of artists and their artworks in the manner of storytelling and induced the audience to focus naturally on the artworks. As the result, the role of the exhibition interpretation medium was found to be significantly high in enhancing the degree of emotional communication with the artworks, so in this study I attempted to present that the role of the docent is an important factor for enhancing the audience participation and emotional communication through interaction with the artworks.

  • PDF

The Design of Smart-phone Application Design for Intelligent Personalized Service in Exhibition Space (전시 공간에서 지능형 개인화 서비스를 위한 스마트 폰 어플리케이션 설계)

  • Cho, Young-Hee;Choi, Ae-Kwon
    • Journal of Intelligence and Information Systems
    • /
    • v.17 no.2
    • /
    • pp.109-117
    • /
    • 2011
  • The exhibition industry, as technology-intensive, eco-friendly industry, contributes to regional and national development and enhancement of its image as well, if it joins cultural and tourist industry. Therefore, We need to revitalize the exhibition industry, as actively holding an exhibition event. However, to attract a number of exhibition audience, the work of enhancing audience satisfaction and awareness of value for participation should be prioritized after improving quality of service within exhibition hall. As one way to enhance the quality of service, it is thought that the way providing personalized service geared toward each audience is needed. that is, if audience avoids the complexity in exhibition space and it affords them service to enable effective time and space management, it will improve the satisfaction. All such personalized service affordable lets the audience's preference on the basis of each audience profile registered in advance online grasp. and Based on this information, it is provided with exhibition-related information suited their purpose that is the booth for the interesting audience, the shortest path to go to the booth and event via audience's smart phone. and it collects audience's reaction information, such as visiting the booth, participating the event through offered the information in this way and location information for the flow of movement, the present position so that it makes revision of existing each audience profile. After correcting the information, it extracts the individual's preference. hereunder, it provides recommend booth and event information. in other words, it provides optimal information for individual by amendment based on reaction information about recommending information built on basic profile. It provides personalized service dynamic and interactive with audience. This paper will be able to provide the most suitable information for each audience through circular and interactive structure and designed smart-phone application supportable for updating dynamic and interactive personalized service that is able to afford surrounding information in real time, as locating movement position through sensing. The proposed application collects user‘s context information and carrys information gathering function collecting the reaction about searched or provided information via sensing. and it also carrys information gathering function providing needed data for user in exhibition hall. In other words, it offers information about recommend booth of position foundation for user, location-based services of recommend booth and involves service providing detailed information for inside exhibition by using service of augmented reality, the map of whole exhibition as well. and it is also provided with SNS service that is able to keep information exchange besides intimacy. To provide this service, application is consisted of several module. first of all, it includes UNS identity module for sensing, and contain sensor information gathering module handling and collecting the perceived information through this module. Sensor information gathered like this transmits the information gathering server. and there is exhibition information interfacing with user and this module transmits to interesting information collection module through user's reaction besides interface. Interesting information collection module transmits collected information and If valid information out of the information gathering server that brings together sensing information and interesting information is sent to recommend server, the recommend server makes recommend information through inference with gathered valid information. If this server transmit by exhibition information process, exhibition information process module is provided with user by interface. Through this system it raises the dynamic, intelligent personalized service for user.

A Study on Activation of Movie Marketing Using Interactive Media (인터랙티브 미디어를 활용한 영화 마케팅 활성화 방안)

  • Song, Joon-hee;Lim, Chan
    • The Journal of the Convergence on Culture Technology
    • /
    • v.5 no.1
    • /
    • pp.243-248
    • /
    • 2019
  • As digital media technology continues to evolve, media arts are being created using new technologies. Among them, interactive media provides new experience and interest to the audience in that the audience is completed only by participating in the works. The use of these characteristics as a marketing strategy has led to an increase in sales and a positive image of the company. Through this study, we analyze the case of interactive media contents and infer the usage plan and elements. In addition, we propose a prototype of interactive media contents that can be used as a strategic marketing element by exploring ways to utilize interactive media as a marketing element of the film industry. This suggests the development direction of interactive media that provides a continuous and new sense of immersion to the audience, and suggests subsequent research on effective use of the industry as well as movie marketing.

The Structural Relationship between the Type of Teaching Behaviors Perceived by College Students' Participating in Liberal Dance Classes, Lecture concentration and Continuous Participation Intention (교양댄스수업 참가자가 인식하는 교수행동과 수업몰입 및 지속적 참여의도의 구조관계)

  • Jung, Moon-Mi;Won, Young-shin;Lee, Min-Kyu
    • 한국체육학회지인문사회과학편
    • /
    • v.55 no.5
    • /
    • pp.593-604
    • /
    • 2016
  • The purpose of this study was to examine the effect of teaching behaviors perceived by college students' participating in liberal dance classes on learning motivation and continuous participation intention. The main target audience of this research is college students who participate in liberal dance classes in five universities in Seoul and Gyeonggi. By using purposive sampling among non probability sampling, totally 330 papers had been distributed, and 314 questionnaires had been used for practical analysis. The data process was performed by frequency analysis, exploratory factor analysis, confirmatory factor analysis, reliability analysis, structural equation modeling. The results were as follows: First, teaching behaviors perceived by college students' participating in liberal dance classes had a significant effect on learning motivation. Secondly, teaching behaviors perceived by college students' participating in liberal dance classes had a significant effect on continuous participation intention. Lastly, learning motivation perceived by college students' participating in liberal dance classes had a significant effect on continuous participation Intention. Lastly, there was the mediating effect of learning motivation was inspected in the relationship between teaching behaviors perceived by college students' participating in liberal dance classes and continuous participation intention.

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
    • /
    • v.18 no.1
    • /
    • pp.336-344
    • /
    • 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.

A Study on the Empathy of the Teenage Audience at the Cheong Kong Festival - Focusing on the 3rd Performing Arts Festival for Youth - (청공축제의 청소년 관객 공감 양상 연구 - '제3회 청소년을 위한 공연예술축제'를 중심으로)

  • Oh, Pan-Jin
    • (The) Research of the performance art and culture
    • /
    • no.39
    • /
    • pp.609-635
    • /
    • 2019
  • This study analyzed five official entries in the 3rd Cheong Kong Festival contest and analyzed the patterns of teen audience empathy. The tools used for this analysis were 'characters, acting, background and theme'. Firstly, characters were mostly teenagers and out-of-school teenagers, but there were other performances that focused on the relationship between teenagers and adults or focused on the youth, which the teen audience preferred. And they preferred realism acting to emotional acting and preferred musical acting to realism acting. In addition, the background of the events covered in the performance was evaluated to be like this: the closer the audience was to the youth, the higher the audience sympathized with the performance, and the closer the subject matter was to the youth's interest, the more positive it received. In summing up the opinions of the youth evaluation team, the first audience-participating Sinpa Theater, "Mr. X" was evaluated to expand the scope of teenagers to 20s and to show the negative and heavy reality as fun and beneficial one. Secondly, when it comes to non-prejudiced youth theatre "The Turtle", which have a high level of empathy, it was evaluated to shape the prejudice about others through the symbol of 'bag'. Thirdly, regarding the time-traveling retro-style youth theatre of the 'a jam-packed Bus', it was evaluated to be a well-made retro-style youth theatre. Regarding the 'Lunar Eclipse', which showed the aesthetic of the relationship, scenes were evaluated to be built with omission and restraint. Regarding "B Officer on and Love Letter", it was evaluated to be adapted to a musical from Hyun Jingun's novel, which was released 100 years ago. Lastly, the performance desired by the youth evaluation team was a performance with a high level of 'sympathy' and 'education'. In other words, they preferred performances that empathize with the emotions and thoughts of teenagers, and on the other hand, they wanted to see performances that allowed them to see the world broadly outside their own worlds. If youth theater is created by referring to the evaluation of youth as it is in this study, the audience will be more sympathetic to performances.

A Study on the Current Status and the Results of the Equity Crowdfunding Film Project (증권형 크라우드펀딩 영화 프로젝트 현황 및 결과에 관한 연구)

  • Jung, Joo-Young
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.3
    • /
    • pp.179-189
    • /
    • 2020
  • This study analyzes the status and results of equity crowdfunding film projects from 2016 to 2018. The film project is conducted in the form of general corporate bonds and participating bonds, and 41.5% of the total bonds were issued, 9.5 billion won. In addition, a t-test analysis of the movie's the breakeven point and audience numbers showed that statistically significant and the average number of audience members was low. Therefore, this study suggests the following for the sustainable growth of the equity crowdfunding film project. Equity crowdfunding brokers should reinforce the review of the possibility of achieving the breakeven point of the film and the factors affecting the box office in the investment manual, and should also actively attract projects on the big films that are likely to be successful. This study is meaningful in that it analyzes the equity crowdfunding film project, which has not yet been widely studied in Korea, and is expected to provide implications in the subsequent research and system improvement process.