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.
목차
ABSTRACT 1. Introduction 1.1 Background and Research Objectives 1.2 Scope and Research Methodology 2. The Concept and Practical Applications of Virtual Production 2.1 Concept of Virtual Production 2.2 Domestic Applications of Virtual Production: Broadcasting and Advertising 3. Motion Capture Technology 3.1 Concept of Motion Capture Technology 3.2 Types of Motion Capture Systems 4. XR Multidisciplinary Performance – All About Error 4.1 Concept and Characteristics of Multidisciplinary Art 4.2 Production Overview of All About Error 4.3 Technical Implementation of Real-Time Motion Capture Interaction 5. Conclusion and Recommendations Acknowledgement 참고문헌
Jun Hyung KIM [ The graduate school of advanced imaging science, multimedia & film, Chung- Ang University, 84, Heukseok-ro, Dongjak-gu, Seoul, Republic of Korea ]
Wook Sang CHANG [ The graduate school of advanced imaging science, multimedia & film, Chung- Ang University, 84, Heukseok-ro, Dongjak-gu, Seoul, Republic of Korea ]
Corresponding Author
1. 게임산업을 활성화 하고,
2. 게임기술과 기술 인력을 양산할 수 있도록 교육기관의 교과과정을 개발하고,
3. 관련기술에 대한 연구발표회, 강연회, 강습회 등을 개최하며,
4. 학회지, 논문지 및 관련 문헌을 발간하고,
5. 게임 기술 개발을 위한 국제화, 표준화 등을 지원하고,
6. 산.학.연.관이 협동할 수 있는 국제적 학술교류 및 협력을 지원하고,
7. 회원 상호간의 공동 이익과 친목을 증진시킨다.
간행물
간행물명
컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) [Journal of Computer Games and Contents]
간기
월간
pISSN
3091-7409
eISSN
3092-3638
수록기간
2002~2026
등재여부
KCI 등재
십진분류
KDC 691DDC 793
이 권호 내 다른 논문 / 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제38권 제3호