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      멀티미디어를 접목한 무용작품의 시각적 효과 분석 = Analysis of the Visual Effect in Dance Performance grafting Multimedia

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      https://www.riss.kr/link?id=T12379803

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      다국어 초록 (Multilingual Abstract)

      Currently, human plans to increase the quality of their life. The effort a better life mainly comes from the interaction between mechanical factors, which are obtained from mechanical development. Considering the mechanical development in various areas in a decade, Media, Telecommunication and Entertainment areas show remarkable rapid growths. Those areas are the kind of area that provides fun and convenience. Among the area, the growth of the Media area engrafts with many other areas and generates synergy effects. The dance work could develop through the multimedia as many of past references.
      The Multimedia that is currently used so far, is same than what we discussed above through the multimedia as many of past references.
      The Multimedia that is currently used so far, is same than what we discussed above. But, there are certainly many critical discussions about a performance, which contains a lot of Multimedia aspect. There should be a critical review about how the use of Multimedia in dance-drama affect final product. And there also should be many numbers of trials and research to maximize expressions in a dance-performance. Furthermore, the development of multimedia for dance is necessary.
      Therefore, this research have discussed about the multimedia which is using and increasing its frequency of use, in dance-performance and how it has been spread.
      The documentary research through the past research and the analysis of selected performance as <Shazam>by Philip Decoufle and <Double Vision> by Carolyn Carlson have used to analysis multimedia's effect in dance performance. And discussed specifically about visually effects in using of the multimedia.
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      Currently, human plans to increase the quality of their life. The effort a better life mainly comes from the interaction between mechanical factors, which are obtained from mechanical development. Considering the mechanical development in various area...

      Currently, human plans to increase the quality of their life. The effort a better life mainly comes from the interaction between mechanical factors, which are obtained from mechanical development. Considering the mechanical development in various areas in a decade, Media, Telecommunication and Entertainment areas show remarkable rapid growths. Those areas are the kind of area that provides fun and convenience. Among the area, the growth of the Media area engrafts with many other areas and generates synergy effects. The dance work could develop through the multimedia as many of past references.
      The Multimedia that is currently used so far, is same than what we discussed above through the multimedia as many of past references.
      The Multimedia that is currently used so far, is same than what we discussed above. But, there are certainly many critical discussions about a performance, which contains a lot of Multimedia aspect. There should be a critical review about how the use of Multimedia in dance-drama affect final product. And there also should be many numbers of trials and research to maximize expressions in a dance-performance. Furthermore, the development of multimedia for dance is necessary.
      Therefore, this research have discussed about the multimedia which is using and increasing its frequency of use, in dance-performance and how it has been spread.
      The documentary research through the past research and the analysis of selected performance as <Shazam>by Philip Decoufle and <Double Vision> by Carolyn Carlson have used to analysis multimedia's effect in dance performance. And discussed specifically about visually effects in using of the multimedia.

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      목차 (Table of Contents)

      • Ⅰ. 서론 1
      • 1. 연구의 필요성 및 목적 1
      • 2. 연구의 방법 2
      • 3. 연구의 제한점 3
      • 4. 용어의 정의 3
      • Ⅰ. 서론 1
      • 1. 연구의 필요성 및 목적 1
      • 2. 연구의 방법 2
      • 3. 연구의 제한점 3
      • 4. 용어의 정의 3
      • Ⅱ. 이론적 배경 7
      • 1. 멀티미디어의 개념 및 발전과정 7
      • 1) 멀티미디어의 개념 7
      • 2) 멀티미디어의 발전과정 8
      • 2. 무용에서 멀티미디어의 역할 및 활용 10
      • 1) 무용에서 멀티미디어의 역할 10
      • 2) 무용에서 멀티미디어의 활용 12
      • 3. 인간의 시각적 능력 및 효과 14
      • 1) 인간의 시각적 능력 14
      • 2) 인간의 시각적 효과 15
      • Ⅲ. 무용작품에서 멀티미디어의 사용사례 17
      • 1. 카롤린 칼송(Carolyn Carlson)의 두 개의 시선(Double Vision) 17
      • 1) 카롤린 칼송(Carolyn Carlson)의 생애 17
      • 2) 두 개의 시선(Double Vision)의 작품소개 18
      • 3) 두 개의 시선(Double Vision)의 시각적 효과 19
      • 2. 필립 드쿠플레(Philippe Decoufle)의 샤잡(Shazam) 26
      • 1) 필립 드쿠플레(Philippe Decoufle)의 생애 26
      • 2) 샤잠(Shazam)의 작품소개 27
      • 3) 샤잠(Shazam)의 시각적 효과 28
      • Ⅳ. 결론 및 제언 36
      • 참고문헌 38
      • ABSTRACT 41
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