• Title/Summary/Keyword: 관객성

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A Study on Formative Elements in 3D Animation Character -Focusing on Characters' Visual Recognition Elements of Form through Elements of Form and Formation Method of Form- (3D 애니메이션 캐릭터의 조형성 연구 -<겨울왕국> 캐릭터를 중심으로 조형의 구성요소와 원리를 통한 시각인지요소에 관한 연구-)

  • Kim, Hye Sung;Sung, Re-A
    • Cartoon and Animation Studies
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    • s.36
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    • pp.45-74
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    • 2014
  • We can anticipate that animations will form one of the axes and lead popular culture in our future visual age. Recently, research has been actively conducted, but it mainly focuses on their value in culture industry or technologies and methods of producing animations. Of course, research that deals with animation characters has constantly come out. This study focuses on the 'formative elements' of 3D animation characters and attempts differentiation from other research by inducing new logic theoretically. Being freed from the research on characters that has been merely focused on theoretical grounds, this study intends to figure out how audience that is consumers who actually get to watch and feel animations recognizes them and find out related problems and also solutions for them. In particular, this study intends to examine the formative characteristics of 3D animation characters with the characters appearing in , one of the animations that have achieved artistic value as well as commercial success. And for that, the study conducted not only literature review but various surveys and Delphi method as well. Also, the researcher devised an analysis frame to evaluate the formative elements through in-depth discussion with experts. And with this, the study created the forms such as the Elements of Form, Formation Methods of Form and Visual Recognition Elements of Form, examined how audience recognized 3D characters. The process of recognizing an image is influenced by socio-cultural environment or sex, age, and the level of knowledge differently. This was meant to investigate current visual culture and the public's perspective through characters in that represent the visual mode.

Enjoyment Methods of Traditional Theater Performances in the Early 20th Century (20세기초 극장무대 전통공연물의 향유방식)

  • Jeong, Choong-Kwon
    • Journal of Korean Classical Literature and Education
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    • no.38
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    • pp.103-138
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    • 2018
  • This study examines the modern succession, transformation and significance of enjoyment methods of classical literature (art) with a focus on the characteristics of those methods that appeared when the performances of the traditional era began to be displayed on the stage of the theaters in modern Seoul. The clues to the reasons for this type of enjoyment can be found in newspapers, magazine articles, and advertisements from the early 20th century. The emergence of stage theaters at the beginning of the modern era caused a sweeping change in the performance environment, including the fact that it was possible for all kinds of people to enjoy art beyond the existing socioeconomic hierarchies or barriers of status, that the performers were given employment through the theater, and that the audience had the tendency of the general public of an unspecified number because the audience was able to see the performances only by paying the viewing fee. The way of enjoying traditional performances also changed based on these new adaptations: the performances were sequential, show-oriented, and re-contextualized as public performances. It is significant that in the traditional era, performers and audiences had been segregated according to their status and a strict hierarchy; now, such cultural norms were breaking down in favor of a kind of equality. In addition, it was possible for the audience to experience sensory enjoyment, and theater brought about a new kind of popular consumer enjoyment of an artistic product. Of course, though, it is possible to look back and find problems related to the contemporary context, but the traditional performances, which were the main performances for the lower class, took the first place on the modern theater stage, and as a result, no one can deny that it became possible to move forward in the first phase of an era of public performance.

Study on the Production Process of Performance Arts Visualization Projects: Focused on a Case Analysis of NT Live Cinema Broadcasts (공연예술 영상화 제작과정 연구:NT Live 시네마 브로드캐스트 사례분석을 중심으로)

  • Park, Jin-Won;Kim, Ga-eun
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.45-58
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    • 2021
  • This study aims to select representative performance art visualization projects that react to changes in the culture enjoyment methods and needs of contemporary performance art consumers for performance art culture value creation and vitalization that suit the Fourth Industry and a global age, verify new cultural value creation possibilities of performance projects, and look into important matters and keynotes of production processes. Focusing on the report 'NT Live-Digital broadcast of theatre Learning from the pilot season'(2011), a thorough analysis was conducted on the Royal National Theatre of England, a leading model of cinema broadcast performance visualization projects, including the purpose, production processes (copyright agreements, personnel compositions, filming and broadcasting), marketing methods, and audiences of its "NT Live" project and observations were made of production processes and cultural and artistic values that differ from existing performance art to examine administrative and financial keynotes for the sustainability of performance visualization projects. Through this, possibilities of source creations with artistic, cultural, and economic values that cinema broadcast (live performance broadcast) performance viewing methods have as a new form of performance art products can be verified. In addition, the development of various performance approaches that respond to the culture enjoyment methods and consumption patterns of audiences will result in the vitalization of performing arts visualization projects through the enhancement of popular appeal and the expansion of audience types of the performing arts field.

Faith beyond Religion: A Study on the Faith-based films after 2010s in Hollywood (종교를 넘어선 신념: '영성'을 주제로 한 2010년대 할리우드 영화 고찰)

  • Ahn, SooJeong
    • Cross-Cultural Studies
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    • v.47
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    • pp.163-190
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    • 2017
  • This paper studies the recent surge in the number of faith-based films in Hollywood, with the aim to explore the context and implications of this new trend. By using the theoretical framework of the study of the Tilich and Van der Leeuw, who have explored the relationship between religion, culture and art, this article discusses the meaning of the spiritual theme in the film. A couple of common points can be found among the faith-based films that have been produced since the 2010s. While these films attempt a universal approach to the fundamental theme of spirituality through popular narratives familiar to the audience, they also stress 'historical truthfulness and credibility' by representing the reality, such as a featuring real person or a true story in the film. The main characters are depicted as "victorious losers" that are distinguished from the typical Hollywood superhero and the films repeatedly show the human being constantly 'asking' questions to God. By analyzing these characteristics, the paper demonstrates that recent Hollywood faith-based films have successfully differentiated themselves from existing religious films while symbolizing the universal beliefs and values beyond the religious message so as to attract more audiences to this field. The paper also suggests that despite the advances in modern science and knowledge, the public will always yearn for a spiritual recovery and salvation through the film medium, serving as a potential source that provides an outlet for spiritual experience.

The Impact of Distributors in the Movie Exhibition Market: Focusing on Distributor Types (한국 영화 상영시장에서 배급사의 영향: 배급사 유형을 중심으로)

  • Choi, Sung-Hee
    • Review of Culture and Economy
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    • v.20 no.1
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    • pp.105-128
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    • 2017
  • The purpose of this paper is to analyze the impact of distributors on the movie exhibition by distributor types. For the analysis, the concept 'screen elasticity of box office' is adopted. Using the weekly screening data of 94 hit movies released in Korea in 2014 and 2015, the panel analysis estimates the 'screen elasticity of box office' with the Hausman-Taylor estimator. The results show that the screen elasticity of box office is smaller for vertically integrated distributors(CJ E&M and Lotte Entertainment) and Hollywood distributors than the local distributors(Showbox and NEW) that do not own integrated cinemas. This means that exhibitors allocate a larger number of screens to vertically integrated distributors and Hollywood distributors. As the two distributor groups had higher market share during the period, the results imply that the screen elasticity is related to the market performance of distributors. Smaller screen elasticity of the vertically integrated distributors might be related not to the ownership to theaters but to higher market share of the distributors.

A Study on Chinese K-pop Fandom from the Perspective of the Audience and Consumers (관객과 소비자 관점에서의 중국 K-pop 팬덤에 대한 연구)

  • Su, Xiameizi;Chang, Woong-Jo
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.51-64
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    • 2021
  • Among global K-pop fandoms Chinese fandom is a longtime and very strong consumer power in the K-pop industry due to its adjacent geographical location and low cultural barriers. Yet, there is a significant lack of research on Chinese K-pop fandom; most of what is available is from the producers' points of view. Research that explores the position and experience of Chinese fans, who are both mass audience and consumers, is slow to emerge. Thus, there is a need for systematic and careful study of Chinese K-pop fandom. In this research, we conducted a phenomenological study of the experience of Chinese fans of K-pop culture. We conducted participatory observation and in-depth interviews (including a FGI) with Chinese superintendents and active participants in Chinese K-pop fan clubs and fan pages. We then coded the data, following the theory of fandom developed by scholars such as Fiske (1992), and analyzed the phenomenon of Chinese K-pop fandom from the frame of the overall societal environment. We considered the psychological and behavioral characteristics of Chinese fans and the influences they receive from their turbulent social environments. We also considered the expectations of and opinions on the development of K-pop culture from their perspective. Based on our findings, the significant role and influence of independent fans and interdependent fandom in the development of K-pop culture and industry are identified. Finally, we emphasize that the role as facilitators of K-pop agencies is critical in the establishment of communication and trust between fans, K-pop artists, and the agencies.

What It Means to Be Performing Arts Audiences: Exploring Communicative Experiences (커뮤니케이션 과정으로서의 공연 관람 경험의 탐색 - 예매부터 경험의 공유까지 -)

  • Yang, Soeun;Ko, Yena;Lee, Joongseek;Kim, Eun-mee
    • Korean Association of Arts Management
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    • no.56
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    • pp.145-188
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    • 2020
  • This study starts from an experience-oriented perspective that raises the need to examine the individual's cultural consumption experience with qualitative approach. In particular, this study aims to analyze in-depth the journey of the performance experience by connecting with offline-based social relationships as well as online-based informative and communicative behaviors. For this, in-depth interviews were conducted with 15 teams (30 people) by setting up two people as research units, and self-recorded data using the mobile application were collected. Results showed that social media and online communication play an important role before and after the performance in amplifying the performance experience and the consumer's taste developments. This study also found that relational aspects of the performance experience by identifying the significance of the partners and the existence of the cultural taste leader. For each result, there was a difference among audience proficiency: enthusiastic, interested, and indifferent audiences. Based on these results, we suggest that the performance experience should not be limited to the performance itself, but should be understood in a comprehensive manner before and after the performance, and that the consumption of the performance takes place in a social relationship, not in an individual's own experience only.

A Research on the Scenography of the Musical 『All Shook Up』 - Focusing on the Design Construction Process and Performance Application Cases - (뮤지컬 『All Shook Up』의 연출적 시노그래피 연구 - 디자인 구축 과정과 공연 적용 사례를 중심으로 -)

  • Park, Geun-Hyung;Cho, Joon-Hui
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.175-187
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    • 2020
  • The purpose of this study is to discuss the elements and meanings of the performative scenography which has been revealed through the new directorial interpretation and deconstruction process of the musical 『All Shook Up』. The performative scenography characteristics after postmodernism aim to create individual active perceptions and various social meanings through audience's voluntary and particular emergence. To this end, the theoretical foundation of scenography was examined by periods in advance. Based on this, I attempted to establish performative scenography for synthesized scenic and media design through the reconstruction process for the 『All Shook Up Travelers』. As a result, I set up visual narrative based world of 『All Shook Up Travelers』 which was produced by text-based intense images for a direct medium in order to expand actors' inner narrative and established unique performative scenography of its own: 1. enhancing the adapted one's narratives for the actors' and audience's co-existence and detachment, 2. delivering its own independent meanings which have double meanings, 3. encouraging audience's critical and active perception experiences through collage and montage of media.

A case Study on the Experiences of College Students Participating in the Career Exploration credit System (퍼포먼스 이론의 관점으로 바라본 대학생들의 찾아가는 교육연극 공연 경험에 관한 사례연구)

  • Shin Min-Ju;Bijou Kwak
    • Journal of the International Relations & Interdisciplinary Education
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    • v.4 no.1
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    • pp.1-18
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    • 2024
  • This study is a qualitative case study on the experience of an on-site, audience-participatory educational play conducted by four college students majoring in theater under the title 'Hooni and Choroki' for 7-year-old kindergarten students about to enter elementary school. The core theme of the play is to help relieve anxiety about school life before entering elementary school and to communicate smoothly with peers. To this end, college students participate in scenario planning, kindergarten recruitment, and 40-minute training at three kindergartens. He even conducted theatrical performances. As a result of the study, the key components of 'another growth in my life', 'improvement of happiness through meeting children', and 'new challenge toward dreams' were derived. The greatest significance of this study is that the audience-participatory educational theater experience allowed college students to practice sharing the results of their learning with someone else, and through this practice of sharing learning, they were able to realize their somewhat vague career paths and dreams. It was an opportunity that allowed me to experience 'improved confidence' and 'a resonance in my heart' so that I could set a direction. We hope that future educational theater with audience participation will be widely implemented in various aspects.

An Exploratory Study on the effectiveness of NFC Advertising in Cinema Environment (NFC광고에 대한 극장 관객의 지각된 즐거움, 혁신성이 광고태도와 수용의도에 미치는 영향: 탐색적 연구)

  • Shim, Sung-Wook;Byun, Hye-Min;Kim, Woon-Han
    • Journal of Digital Contents Society
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    • v.18 no.4
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    • pp.681-690
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    • 2017
  • This study is to find the effectiveness of advertising acceptance through NFC advertising and mobile in a cinema environment. The results are as follows. First, personification and participation among interacitivity factors had a positive impact on advertising acceptance. Second, advertising value of NFC advertising had a partially positive impact. Perceived usefulness and ease of use, perceived entertainment, and innovation alos had a positive impact on advertising acceptance. Finally, interactivity, followed by advertising value, had impact on the acceptance of NFC advertising.