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논문 기본 정보

저자정보
(광주대학교) (조선대학교)
저널정보
한국전시산업융합연구원 한국과학예술융합학회 한국과학예술융합학회 Vol.42 No.5
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    초록·키워드

    This study starts with the background that COVID-19 has brought a huge impact on the development of culture, art and economy. In the era of the metaverse, there is an urgent need to build a new type of immersive virtual experience of performing arts. Therefore, the government and major media platforms have begun to develop a cross-space and time art viewing experience model, breaking through the single mode of time and space limitations in the past.
    The purpose of this study is to use immersive experience as a medium to analyze the influence of the constituent elements of XR stage art on the audience satisfaction through immersive experience. Therefore, this paper conducts a study on the immersive experience of stage art in the context of XR.
    The results and contents of the study are as follows. First, for stage art using XR virtual technology, getting rid of the past passive viewing mode and creating a more active viewing experience and participation have become important factors. Second, it is hoped that when producing and arranging stage art based on XR technology, it can become a guideline to induce immersive experience and increase satisfaction.

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