- 영문명
- A Study on XR Multidisciplinary Arts Performance Using Real-time Motion Data
- 발행기관
- 한국컴퓨터게임학회
- 저자명
- 김준형(Jun Hyung KIM) 장욱상(Wook Sang CHANG)
- 간행물 정보
- 『한국컴퓨터게임학회논문지』제38권 3호, 1~13쪽, 전체 13쪽
- 주제분류
- 공학 > 컴퓨터학
- 파일형태
- 발행일자
- 2025.07.31
국문 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.
영문 초록
목차
1. Introduction
2. The Concept and Practical Applications of Virtual Production
3. Motion Capture Technology
4. XR Multidisciplinary Performance – All About Error
5. Conclusion and Recommendations
Acknowledgement
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