The Effect of the Immersive Experience of Stage Art Using XR Technology on Viewing Satisfaction

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.<br/> 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.<br/> 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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Publication Details

Journal
The Korean Society of Science & Art
Published
2024-12-31
DOI
https://doi.org/10.17548/ksaf.2024.12.30.43
Primary Topic
Diverse Topics in Contemporary Research
Type
article
Field-Weighted Citation Impact
0.00
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article

The Effect of the Immersive Experience of Stage Art Using XR Technology on Viewing Satisfaction

Rina Kim, Chang Jae Wuk
The Korean Society of Science & Art
Diverse Topics in Contemporary Research
article

The Effect of the Immersive Experience of Stage Art Using XR Technology on Viewing Satisfaction

Rina Kim, Chang Jae Wuk
article en

Abstract

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.<br/> 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.<br/> 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.

The Korean Society of Science & ArtVol. 42(5)
Openalex Percentile: Top 57%
Diverse Topics in Contemporary Research
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