The purpose of this study is to establish the most severe impacts of Covid-19 in the field of the performing arts and to explore countermeasures taken both at home and abroad. This study has been conducted through literature surveys. The conclusion is as follows. First, since the outbreak of Covid-19, theater venues around the world have actively taken part in uploading recorded performances to streaming services. Secondly, these performance visualizings are generally considered as being complimentary goods rather than a substitute for live performance. Thirdly, although more audiences are tuning into watch on-line performances, consumption is concentrated on a few theaters which have a worldwide reputation and a broad range of content. Fourthly, to tackle the impact that Covid-19, the UK government announced a series of job protection schemes in the field of the Arts. In addition, Arts Council England prepared an emergency response package. In Korea, some countermeasures such as government support for artists and cultural establishments have also been implemented. Lastly, some suggestions for the sector. I conclude that there is an need for domestic companies to secure core contents of significant quality and to make strategic alliances with leading overseas performance companies so that they may cooperate together.
The Journal of the Convergence on Culture Technology
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v.7
no.3
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pp.415-424
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2021
This study aims to identify the impact of flow experience on participation and re-view of online taekwondo demonstrations on adult women, and provide practical data to revitalize online taekwondo demonstration performances, promote visitors, and promote adult taekwondo trainees. Visitors who watched the "High Kick" online taekwondo demonstration performance performed by the Kukkiwon Taekwondo Demonstration Team were selected as a population, and a total of 248 copies of the data were finally used by distributing online questionnaires. First, the difference in flow, involvement, and re-visibility due to female visitors' experiences in taekwondo is the perception, time distortion, and involvement except pleasure factors among flow sub-factors. There is a difference in the factors of re-viewing. Second, among the flow factors of online taekwondo demonstration performances, the factors of attention, pleasure, and time distortion were found to have had a positive impact on involvement. Third, the flow factor of online taekwondo demonstration shows a positive effect on the intention of re-watching. Fourth, the level of participation in online taekwondo demonstrations has a positive effect on the intention of re-watching. The results of this study suggest changes in attitudes and behavior, such as increased involvement of female visitors and intention of re-viewing, and it is believed that online performances will help establish a new non-face-to-face cultural performance system.
The purpose of this study is to derive interaction types that appear variously in immersive contents through John Dewey's empirical theory, and to explore how the derived types are delivered in real cases. For this reason, two cases of the National Museum of Korea 'Immersive Digital Gallery' and 'Arte Museum Jeju' were analyzed through interaction types derived from the empirical theory. The interaction types derived based on the experience theory are the elements of 'multi-sensory', 'simultaneous experience' and 'sensory expansion'. In both cases, these types appear connected rather than grafted one by one in common. In one direction, 'multi-sensory' leads to 'sensory expansion', and in two directions, 'simultaneous experience' leads to 'sensory expansion'. As such, the core types of communication between technology and humans are not delivered one by one, but a cycle of interaction is formed in multiple ways. Therefore, it can be seen that the interaction type of immersive contents is expanded step by step by fusion of various senses and experiences in various fields, rather than a 1:1 partial delivery method. Based on this, it will be necessary to study how types are expanded and how viewers are affected when interaction is implemented in immersive contents in the future.
The Journal of the Convergence on Culture Technology
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v.8
no.2
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pp.281-289
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2022
Our society is rapidly changing with the core technology of the 4th industrial revolution, the emergence of a generation with new characteristics, and the untact era following the With Corona policy. Although the transition to untact is accelerating in the field of performing arts, in the case of opera, face-to-face performances are mainly conducted by experts and enthusiasts through on-site performances. Therefore, it is necessary to consider the uncertainty of creating opportunities through the influx of new customers such as the MZ generation and the departure of existing experts and enthusiasts. In this study, in order to examine these existing problems, we conducted literature review and case analysis, compared the opera face-to-face/non-face-to-face performance characteristics, derived an activation plan, and conducted expert interviews to secure the coherence and validity of the plan. In conclusion, we thought that it was difficult to improve the sound and sound quality, impairing the sense of presence and emotion due to many shortcomings when operating non-face-to-face as a music genre with the characteristics of opera. Therefore, we established the direction of activating the opera mainly face-to-face, but making good use of the advantages of non-face-to-face, which is not limited by region and time, and promoting the direction of activating face-to-face and non-face-to-face performances complementary to each other through the concept of cultural enjoyment.
This study predicts the paradigm shift that the development of artificial intelligence technology will bring to the production of music content, and suggests that works created through collaboration between artificial intelligence and humans can have artistic value as finished products. Anyone can easily produce music content using artificial intelligence composition programs, and it has become an opportunity to inspire artists with various attempts and creative ideas. Although artificial intelligence technology provides convenience in human life and benefits a lot in the efficient aspect of work, it is difficult to escape the perception of data-based pattern music in the art field so far. Pattern music with many quantitative elements is not recognized as a complete creation due to the absence of abstract symbolism or meaning pursued by art. However, it predicts that if qualitative elements such as emotions and creativity are given to artificial intelligence music through human collaboration, it can be recognized as a complete work of art. The development of artificial intelligence technology increases access to culture and art from the public, and it can be expected that anyone can enjoy it as well as aesthetic experiences. In addition, various contents can be produced by improving individual digital literacy, and it is an opportunity to share and communicate with others. As such, artificial intelligence technology serves as a medium connecting the public with culture and art, and is narrowing the gap between humans and technology through art activities. Along with this cultural phenomenon, we predict the possibility of research on the production of artificial intelligence music contents with artistic value and the development of various convergence and complex art contents using artificial intelligence technology in the future.
The Journal of the Convergence on Culture Technology
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v.7
no.4
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pp.391-396
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2021
The purpose of this study is to study the possibilities and limitations of arts education by utilizing SKT's ifland metaverse Platform for arts majors. To summarize the performance of the study, it is as follows. The subjects of the study were 50 students(25 experimental group, 25 control group) in Performing Arts, Entertainment and Music department of D University located at Gyeonggi, Korea. As a result of analyzing the difference between the pre-test and the post-test between the experimental group and the control group, it was found that there was a statistically significant effect on the effectiveness of the arts education method using the metaverse of the control group. It is hoped that the results of this study will be a case study that cannot be overlooked in the development of the today's arts educational medium as well as the virtual world in the field of arts and in cultural technology research, arts education is no longer a latecomer, but a leading pioneer and main agent, and I hope that it will become a new perspective for various studies connected with industry like the WAVE.
The Journal of the Convergence on Culture Technology
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v.7
no.2
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pp.317-324
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2021
The purpose of this study was to conduct pan play counseling that contains Korean cultural characteristics to see if it affects college students' anxiety reduction in coronavirus situations. Counseling was conducted for 40 minutes once a week. The associations of participants were recorded for each session. The score of anxiety test decreased in the participants' pre-and post-anxiety tests. The effectiveness of pan play counseling was verified. Case analysis applied phenomenological research method. Structural decisions through case analysis were in the order of regression, expression, differentiation, and integration. In the results of case analysis, participants feel confused through encounters in the early stages and regress unconsciously. Emotions of negativity that could not be erupted in the expression structure appear as consciousness, and the participants awaken. Participants expressed emotions such as fear, anxiety, loneliness, anger, and irritation. Consciousness of the unconscious causes a transformation of ego. The ego gains discernment as the great drama emerges from the differentiated structure. In other words, it builds confidence. The goal of counseling is to reinforce the ego, realizing the potential to overcome anxiety. In the last integration's structure, a wedding, a baby, and a old wise man appeared, showing that a transformation took place. In the results of this study, it was verified that pan play counseling has a healing effect. This study is expected to serve as an opportunity to develop Korean counseling techniques that incorporate Korean culture.
The Journal of the Convergence on Culture Technology
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v.8
no.6
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pp.819-829
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2022
Professional baseball is one of the spectator sports that has been loved for a long time by the citizens as a recreational activity since its establishment in 1982, and has been playing pivotal role as a national sport. However, there has been decline in the number of audiences since 2019. Hence, this research paper aimed to provide strategic direction for planning and improvement of professional baseball stadiums by applying the concept of servicescape. In this research, five key factors of servicescape that affects players performance and the level of immersion of spectators were derived through literature review, and based on these key factors, case study analysis were carried out for 51 domestic and foreign baseball stadiums while focusing on the factors derived. Domestic baseball stadiums highly concentrate on spectatorship without effectively responding to change in spectators demand and its effective use of space rather than baseball games. As in foreign cases, it is critical to modify mangement process and planning direction, and improve policies while perceiving baseball stadium as recreational and cultural space.
The Journal of the Convergence on Culture Technology
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v.8
no.5
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pp.155-160
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2022
This paper intends to focus on the practical activities and historical significance of network art, that is, 'net art' as an artistic form that depends on network technology. This is because the appearance of net art, which constructs a new interactive art that cooperates and exchanges with each other beyond the boundaries of time and space, can be a contemporary alternative in overcoming the limitations of traditional art. Another important research area to be considered in this paper is net art curating, as well as considering the significance of net art in art history. As new media art that is defined as a 'process' rather than a complete object, net art is a digital art that requires functions such as aesthetic appropriation, dissemination, and mediation performed online, unlike physical presentations with high perfection in exhibition halls. It is accompanied by a new social and cultural curatorial. This appearance requires both artists and curators to reorganize the strategy that net art curating in technoculture should have. Therefore, this paper attempts to question the creative strategies of net art in the wave of globalization in the 21st century, and to examine the artistic meaning and critical value of the experimental net art curatorial method that emerged through the realm of new technology and media. For this purpose, this paper demonstrated key examples of net art works and exhibition projects that started with Fluxus in the 1960s and are spreading all over the world in the 2000s.
We live in two giant pendulum in called 'science' and 'religion'. But science and religion are contained in disparate information with each other, Those two is not easy to achieve convergence. But if you accept the ontological scheme of Great Chain of Being(存在의 大連鎖) in the Perennial philosophy(永遠의 哲學), Debate between religion and science is meaningless 'Great Nest of Being(存在의 대둥지, Great Chain of Being)' is similar to the multiple concentric circles, there are different dimension that the each top level to subsume surrounding the lower level. For example, upper zone 'Mysticism(神秘主義)' includes but transcends(or transcends but includes.) the sub-region theology, psychology, biology and physics. The Perennial philosophy is the great spiritual teachers of the world, philosophers and thinkers have adopted a common worldview, a religious views. Philosophers of the perennial philosophy seem to match the cross-cultural almost unanimous about the general level of the 'Great Nest of Being' for the past 3,000 years. The perennial philosophy made the conclusion that God exists in the world. Several types of view of God existing religions in the world have 'Monotheism(一神論)', 'Pantheism(汎神論)' and 'Panentheism (汎在神論)'. Although traditionally the God of the philosophers is the classical Theism, theological trends of today it is moving in the direction of Panentheism. Panentheism see that god is immanent and transcendent. also Daesoon Thoughts is the position of the Panentheism. so this paper points out the fact that the view of God of the perennial philosophy is precisely consistent with the view of God of Daesoon Thoughts. Wilber says 'envelopment [transcend and include]'. The word translates as 'powol(包越)' in Korean. 'Powol(包越)' means that all the developmental evolution is to surround the sub-region developed into the higher realms. View of the God in the perennial philosophy is 'powol theism(包越的 有神論)'. but 'powol immanent God(包越的 內在神論)' rather than building regulations as 'powol theism(包越的 有神論)'. It would have to be a more accurate representation of it. Because in the existing 'theism(有神論)' the god and humans are thought to exist apart. However, Daesoon Thoughts are deemed to also recognize another universal laws. also Sangje(上帝, the Supreme God) is recognized as a cosmic existence that transcends the laws. This point, as the characteristics of the Daesoon Thoughts, In other religions can not be found. Therefore, More specifically represent(More accurately represent), Sangje of the Daesoon Thoughts can be described as 'powol theism' or 'transcendental and included deism(包越的 理神論)'. Importantly, The idea of God can be captured directly by the discipline. In this sense, In terms of the other religions have no discipline law, the practice [discipline] of the Daesoon Thoughts required in the present age. It has the absoluteness.
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