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A Study on XR Multidisciplinary Arts Performance Using Real-time KCI 등재

실시간 기반 XR 융합 예술 공연 연구

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한국컴퓨터게임학회 논문지 (Journal of The Korean Society for Computer Game)
한국컴퓨터게임학회 (Korean Society for Computer Game)
초록

This study aims to explore the creative and technological significance of applying real-time motion capture data to XR (Extended Reality)-based multidisciplinary performances. By analyzing the case of the performance All About Error, which integrated real-time captured movements of dancers with audiovisual content delivered on a media wall (LED screen), the research investigates both the potential and the limitations of creating nonlinear, interactive stage environments. The methodology combines a review of prior XR production cases with an in-depth analysis of the actual production process of the performance. The findings demonstrate that the convergence of technology and art in multidisciplinary performances advances beyond traditional unidirectional and linear formats, fostering bidirectional and multidimensional performances that respond in real time to the performers’ movements. This evolution promotes expanded visual communication and discourse between performers and audiences, illustrating the creative potential to redefine the boundaries of live art. Utilizing real-time motion data on stage not only maximizes audience immersion and active participation but also suggests that real-time, interactive technologies in digital media art can expand into a variety of fields, including performing arts and games. This trend points to new directions and growth opportunities in artistic creation and provides important implications for future research in performing arts and interactive media art.

목차
ABSTRACT
1. Introduction
    1.1 Background and Research Objectives
    1.2 Scope and Research Methodology
2. The Concept and Practical Applications of Virtual Production
    2.1 Concept of Virtual Production
    2.2 Domestic Applications of Virtual Production: Broadcasting and Advertising
3. Motion Capture Technology
    3.1 Concept of Motion Capture Technology
    3.2 Types of Motion Capture Systems
4. XR Multidisciplinary Performance – All About Error
    4.1 Concept and Characteristics of Multidisciplinary Art
    4.2 Production Overview of All About Error
    4.3 Technical Implementation of Real-Time Motion Capture Interaction
5. Conclusion and Recommendations
Acknowledgement
참고문헌

저자
  • Jun-Hyung Kim(The graduate school of advanced imaging science, multimedia & film, Chung-Ang University, 84, Heukseok-ro, Dongjak-gu, Seoul, Republic of Korea) | 김준형
  • Wook-Sang Chang(The graduate school of advanced imaging science, multimedia & film, Chung-Ang University, 84, Heukseok-ro, Dongjak-gu, Seoul, Republic of Korea) | 장욱상 Corresponding author