• Title/Summary/Keyword: 공연영상

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Implementation of Real-time VJing System for Live Projection Mapping Performance (라이브 프로젝션 매핑 공연을 위한 실시간 VJing 시스템 구현)

  • Noh, Seon;Lee, Jaejoong;Park, Jin Wan
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.55-66
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    • 2013
  • In these days, small devices like smartphones, TV, and projectors are popular, and they are being developed rapidly. The projector is being used in cinema and exhibition because it makes a big screen. This feature makes new expression named projection-mapping in art world. Projection-mapping is being utilized extensively in stages of performances, and it use variety of shape's screens. But projection-mapping has limitation in space. So in this paper, we propose new performance system for projection-mapping and it make possible to overcome many difficulties. Also, we discuss the result of using the system in actual performance. We hope to develop the utilization of projection-mapping in performance.

A Study on Online Sharing Platforms and Sub-Contents in the Field of the Performing Arts - Focusing on the Case of 『Cirque du Soleil Entertainment』 (공연예술분야 온라인 공유 플랫폼 및 서브 콘텐츠 연구 - 『태양의 서커스 엔터테인먼트』 사례를 중심으로)

  • Kim, Ga-Eun;Park, Jin-Won
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.22-34
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    • 2022
  • This study examines the forms and current status of online performance content production in the field of the performing arts through diversified video media platforms. For this, it studied the leading case of Cirque du Soleil Entertainment and analyzed the unique brand value innovation elements of Cirque du Soleil, the background and current status of the digital hub platform of "Cirque Connect", and its various sub-contents that have diversified original contents. Digital platform applications and sub-content production in the field of the performing arts require an understanding of the needs of the public, who are familiar with media content appreciation, and strategic planning that takes into consideration everything from the initial stages of performance planning to the creation of varied sub-contents. This will promote the improvement of sub-content quality and increase the product value of digital contents in the performing arts through distinctions made from other various forms of cultural and artistic contents. environments in which information from various perspectives related to performance works can easily be accessed through online platforms will enhance the popularity of the performing arts field and allow the performing arts industry to expand its base in rapidly changing cultural enjoyment methods. For the performing arts field to be competitive within cultural trends that are being diversified, the most important tasks to be completed are gaining brand value innovation that enhances the artistic and cultural value of performance works and based on this, producing various sub-contents.

A Study on Effective Collaborative Production Processes for Multimedia Convergence Performances (다매체 융합공연을 위한 효율적인 협업제작과정 연구)

  • Kim, Ga-Eun;Park, Jin-Won
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.49-61
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    • 2020
  • Recently, the convergence of genre-mixed collaboration and technology-mixed collaboration in performance art strategically fuses different goals and different properties, satisfying anticipated demand, and developing into experimental forms that bring out convergence contents of new value. To supplement problems of convergence attempts and heighten levels of completion, the effective collaborative processes of media experts must be studied and improved. This thesis attempts to study effective collaborative production plans of convergence performance that correspond to the demands of the times through multimedia convergence performance prototypes(Live performance play + Pre-made digital animation). It categorizes performance production processes into pre-production and production and researches the effective collaborative production processes of convergence performances that utilize these two forms of media through work selection, production direction establishment, human resource constituents, production schedule plan establishment, visualization processes, and performance practices and rehearsals. Continuous research must be conducted based on convergence performance contents planning, changes in production methods, and an understanding of distinct characteristics among convergence contents for the industrial development systemization and vitalization of convergence contents to be made possible.

Influence of Characteristics of Performance Video Content on WOM Effect through Trust and Satisfaction (공연 영상콘텐츠 특성이 신뢰와 만족을 통해 구전효과에 미치는 영향)

  • Lee, Sin-Bok;Park, Chanuk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.4
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    • pp.129-137
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    • 2019
  • New technology leads the fast changes to cope with the fourth industrial revolution in the modern society. To meet the changes of the times, not only daily life but also cultural life of the modern people are changing, and these changed the times when we watch the cultural performances such as drama, musical, and opera that we should appreciate onsite into the times to see them whenever and wherever we want to see upon digitalizing them. However, studies have not been actively performed on the performance videos unlike other areas probably since they expect better image quality and services. Hence, considering the expectations from performance video contents by consumers as benefit, convenience, and innovation, this study was conducted to review the effectiveness of these attributes on the trust and satisfaction level. Also, upon reviewing the effectiveness of these on the word of mouth effect, expansion potential of the performance video contents was investigated to deduct the meaningful implications. Study results showed that benefit and convenience affected trust and satisfaction positively while innovation did not affect them at all. Yet, trust and satisfaction showed the positive influence on the word of mouth effect.

Design of Interactive Photo Mosaic Imaging System (인터랙티브 포토 모자이크 영상 시스템의 설계)

  • Kim, Do-Hee;Choi, Yoo-Joo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2017.06a
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    • pp.241-242
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    • 2017
  • 최근 영화, 광고, 미디어 전시 등의 분야에서 다양한 특수 효과가 처리된 장면의 연출이 적용되고 있다. 특히, 미디어 전시, 공연 등에서는 관객 혹은 공연자의 움직임에 반응하는 예술적 영상의 인터랙티브 표현들이 시도되고 있다. 이에 본 논문에서는 광고, 전시 등에서 효과적으로 활용될 수 있는 인터랙티브 포토 모자이크(photographic mosaic) 영상을 생성하는 시스템을 제안하였다.. 제안 시스템에서는 관객의 출현을 인지하고, 관객의 얼굴을 자동으로 캡쳐하여 관객의 얼굴 사진을 이용한 모자이크 영상을 실시간으로 생산한다. 이 때, 흥미 유발을 위하여 모자이크를 구성하는 관객의 얼굴 사진 조각들이 움직임을 가지는 작은 사각의 입자로 표현되어 서로가 충돌하며 자연스러운 움직임을 통하여 하나의 영상으로 맞춰가는 모습이 보여지도록 하였다.

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A Study on the characteristics of Producing Immersive Theatre -Focus on the Case Analysis of the Local Production of - (이머시브 공연 프로듀싱의 특징 연구 -<위대한 개츠비> 국내공연 사례분석을 중심으로-)

  • Choi, KyungWha;Byun, Daniel H.
    • Trans-
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    • v.12
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    • pp.107-140
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    • 2022
  • This study examines the concept and characteristics of immersive theatres through previous studies. Immersive Theatres can be understood as a form of performance that breaks the boundaries between the stage and the auditorium in various spaces so that the audience can actively participate in the performance or immerse themselves sensibly. However, since it absorbs various art forms and continues to change and develop, it is important to recognize the concept by grasping its characteristics as an immersive experience rather than defining it as one. Based on the theoretical background of the concept and characteristics of the theatrical producers and immersive theatres, the producing immersive theatre < The Great Gatsby> is analyzed to derive differences between the immersive theatre and the general performances. In conclusion, it is important to recognize that immersive theatres have audiences at the center of all aesthetic performance environments. The role and position of the audience as a "passive consumer" change to an "active and creative consumer" in immersive theatres where the audience-centered immersive environment and experience are the key, and it was found that not only producers but also the creatives should change their perception of the audience and reflect it in the producing.

A Study on the Arrangement of 360 VR Camera for Music Performance Video (음악 공연 영상의 360 VR 카메라 배치에 관한 연구)

  • Nam, SangHun;Kang, DongHyun;Kwon, JoungHuem
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.518-527
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    • 2020
  • 360 VR technology is used not only in movies, but also in performing arts such as music, theater, dance, and so on due to the characteristics of immersion and presence. The technology allows the audience can be perceived a feel of participation in a story. This study is conducted an analysis of the techniques of 360 video shooting in order to find the answers of the following questionaries: how to make viewers enhance to a better understanding of a space, how to make the viewer feel comfortable ceding control of the experience, how to generate greater empathy with a 360 video. Thirty cases were analysed 360-degree videos of live performances performed on stage among 360-degree images of music performance content shared on Youtube from 2015 to 2020. The result shows that live performances are performed with the audience, so the stage shape and the layout of the audience seats are preferred to the characteristics of the performance. It was also shown that directing using a 360 VR camera was also greatly affected by the stage and audience placement. The stage is manly classified into three types, and the camera layout and characteristics mainly used are organized according to the number of 360 VR cameras, whether fixed or mobile cameras are used.

Research on Computer-Based Convergence Performing Arts - The Impact of Digital Technology on the Performing Arts-

  • Jin-hee gong
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.9
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    • pp.99-107
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    • 2024
  • This study analyzed how computer-based digital technology affects convergence performing arts according to the trend of the times of domestic performing arts. Based on the analyzed contents, the purpose of the study was to propose an appropriate use plan for performing arts and technology and a plan for future development of convergence performing arts. Looking at the analysis results according to the purpose of the study, as a first step, the use of video technology developed in the performing arts stage using video technology evolved into holograms, media art, and 3D techniques. In the second step, technology and art were fused using artificial intelligence and robots. Artificial intelligence composed music, choreographed dance, and wrote a play script. In addition, robots performed and played with humans on stage. Third, virtual space was also used in performing arts. It was possible to direct spaces in various places using virtual spaces rather than performance halls and stage spaces. In this way, performing arts using digital technology will become more diverse and professional, and things that are possible in imagination that cross boundaries will be developed into reality. This study proposes a convergence that appropriately utilizes various technologies of digital and computer while maintaining the area of creation that humans can do and the expressiveness and artistry they express. In preparation for these changes in the times, future convergence performing artists should be able to acquire a combination of artistry and technology of stage technology experts who can use digital technology, professional actors who can express artistry along with AI, and professionals who can create art by manipulating AI.

A Study on Limitation of Public Performance Right for Library Service (도서관에서의 공연권 제한에 관한 연구)

  • Lee, Ho-Sin
    • Journal of the Korean Society for Library and Information Science
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    • v.47 no.1
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    • pp.249-268
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    • 2013
  • Public Performance in Copyright Law is a wider concept, which people generally think. It includes the presentation of a work to the public by acting, musical playing, singing, narrating as well as even the act of mechanical playing phonogram and cinematographic work. Article 29 in Korean Copyright Act is the restriction of an author's public performance right. It shall be permissible to perform publicly or broadcast a work already made public for nonprofit purposes and without charging any fees to audience, spectators, or third parties, provided that the performers concerned are not paid any remuneration for such performances. Commercial phonograms or cinematographic works may be played back for the public, if no fee is charged to the audience or spectators, except in cases as set forth by Presidential Decree. In recent year, public performance in libraries became a major issue of the Copyright Law. It is a claim that watching cinematographic works in libraries is one of the act that should apply public performance right, thus to use commercial cinematographic works before six months, which was published, need permission to copyright owners. But this claim is unfair because it can make impossible normal library service. Thus there is a need to revise the Copyright Law to understand the difference between act of viewing and public performance in libraries.

A Study on the Improvement of Archival Content Services in the Museum of Performing Arts of the National Theater of Korea through Comparisons and Analyses of UK and US Performing Arts Archives (영미권 공연예술아카이브 비교·분석을 통한 국립극장 공연예술박물관 기록정보콘텐츠 개선 방안 연구)

  • Kyunghan, Oh;Geon Kim
    • Journal of Korean Society of Archives and Records Management
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    • v.23 no.4
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    • pp.1-24
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    • 2023
  • At present, domestic archives within the realm of performing arts predominantly focus on recording through videos, yet they often lack comprehensive documentation of crucial production processes and content services. Recognizing the contemporary significance of archival content services, this study analyzes the archival content within the national performing arts archives websites of the United Kingdom and the United States, serving as international benchmarks. The findings extrapolate insights and implications to propose enhancements for the Museum of Performing Arts in the National Theater of Korea. The analysis focused mainly on the missions and visions on the websites, examining 107 contents from the UK National Theater, 27 from the United States, and 9 from Korea. The suggested improvements encompass clarifying target users and execution tasks in the mission and vision statements, fostering expert collaborations, incorporating preview features, curating content with a single theme, and organizing a comprehensive list on the National Theater's YouTube channel.