The first COVID-19 broke out in Wuhan, Hubei Province, China in December 2019, and as of 2022, a new guideline called ‘Living with COVID-19 Plan or Coexist with COVID-19 Plan’ has been implemented as the severe COVID-19 situation is almost over. D...
The first COVID-19 broke out in Wuhan, Hubei Province, China in December 2019, and as of 2022, a new guideline called ‘Living with COVID-19 Plan or Coexist with COVID-19 Plan’ has been implemented as the severe COVID-19 situation is almost over. During the pandemic, COVID-19 made a big difference in our lives, providing an opportunity for “Non-Contact systems” to penetrate deeply into our daily lives. While a non-face-to-face life in the Pre-COVID19 era was nothing more than making the lives of the younger generation convenient, but now we preparing for the Post-COVID19 era, it has become an essential element for all age
groups.
Meanwhile, Metaverse, an online world that evolved because of the prolonged a non-face-to-face life due to COVID-19, is drawing attention. Although metaverse is still a fluid concept, it refers to various virtual worlds that encompass the real world using digital technology. Even after the end of COVID-19, the development of metaverse is expected to be expanded further by people who are accustomed to a non-face-to-face life.
So, at the Post-COVID19, the era of metaverse is expected to arrive in earnest.
The performing arts community has begun to move online, because face-to-face performances become difficult due to COVID-19. These online performances led to video transmission performances through online
streaming platforms. However, with the prolonged COVID-19, the performance industry has begun to explore ways for audiences and actors to enjoy performances together on the metaverse beyond the limitations of
online streaming.
In the performance industry, there is a need to accept metaverse performances as new content preparing for the Post-COVID19 era. Therefore, preparing for the Post-COVID19 era, we would like to examine the current status and predict sustainability of metaverse performances through a case study of metaverse-based performance contents.
However, the performances held on the metaverse go beyond the scope of 'performance' in the traditional sense on the premise of face-to-face contact between actors and audiences. Assuming that this researcher can define the performance on the metaverse as a new type of 'performance' that deviates from the concept of the existing offline performance, this researcher would like to check how the aesthetic characteristics of offline performances, Presence and Liveness are implemented in metaverse performances. The reason is that unlike offline performances, in metaverse performances, the bodies of actors and audiences do not physically exist in the same space, and they have the characteristics of the mediated self. Specifically, in
discussing the aspects of metaverse performance by dividing it into mental, aesthetic, and technical aspects, I would like to examine the representative examples and future values of metaverse performance.
This study aims to re-recognize the metaverse performance through the concept of 'Remediation' by Jay David Bolter and Richard Grusin, who discussed the relationship between traditional and digital media on a
theoretical basis. Remediation means that the media is newly created based on the existing media. Double logic of them, 'Transparent Immediacy', which makes media disappear and provides a digital world similar to reality, and 'Hyper-Mediacity', which makes media visible and allows users to recognize media.
In this paper, we will first look at the concept of metaverse, and then examine the current status and direction of the performance industry after the outbreak of COVID-19. Next, we will look again at the metaverse performing arts in the context of Bolter and Grusin's logic. Through this, the process and reality of mental, aesthetic, and technical consilience of metaverse and performing arts will be considered.