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Analysis of the Impact of Digital Technology on Performance Content
| DC Field | Value | Language |
|---|---|---|
| dc.contributor.author | 소회췌 | - |
| dc.contributor.author | 선심이 | - |
| dc.contributor.author | 정진헌 | - |
| dc.date.accessioned | 2025-07-31T08:00:10Z | - |
| dc.date.available | 2025-07-31T08:00:10Z | - |
| dc.date.issued | 2025-06 | - |
| dc.identifier.issn | 2765-1568 | - |
| dc.identifier.uri | https://scholarworks.dongguk.edu/handle/sw.dongguk/58792 | - |
| dc.description.abstract | With the rapid advancement of the digital era, digital technology has increasingly become a driving force behind innovation in contemporary performance content and stage presentation. This study focuses on three core areas-synthesis technology, interactive technology, and artificial intelligence-employing case analysis and comparative methods to examine the impact of digital technology on performance content. The findings indicate that digital technology not only enhances the visual expression and interactive experience of performances but also brings profound transformations to production mechanisms and dissemination strategies. Its influence extends deeply to the three key participant groups in performance ecosystems: content creators, leading performers, and audience participants. For creators, digital tools offer improvements in both creative efficiency and economic returns. For performers, technological applications expand artistic expression and individual influence. For audiences, technology-enhanced immersive experiences deliver a higher level of cultural consumption satisfaction. This paper aims to provide reference material for future innovation in performance content and to promote diversified development of performing arts in the digital context. | - |
| dc.format.extent | 9 | - |
| dc.language | 영어 | - |
| dc.language.iso | ENG | - |
| dc.publisher | 한국상품문화디자인학회 | - |
| dc.title | Analysis of the Impact of Digital Technology on Performance Content | - |
| dc.title.alternative | 디지털 기술이 공연 콘텐츠에 미치는 영향 분석 연구 | - |
| dc.type | Article | - |
| dc.publisher.location | 대한민국 | - |
| dc.identifier.doi | 10.18555/kicpd.2025.81.019 | - |
| dc.identifier.bibliographicCitation | 상품문화디자인학연구, no.81, pp 233 - 241 | - |
| dc.citation.title | 상품문화디자인학연구 | - |
| dc.citation.number | 81 | - |
| dc.citation.startPage | 233 | - |
| dc.citation.endPage | 241 | - |
| dc.identifier.kciid | ART003222719 | - |
| dc.description.isOpenAccess | N | - |
| dc.description.journalRegisteredClass | kci | - |
| dc.subject.keywordAuthor | Digital Technology | - |
| dc.subject.keywordAuthor | Synthesis Technology | - |
| dc.subject.keywordAuthor | Interactive Technology | - |
| dc.subject.keywordAuthor | Artificial Intelligence Technology | - |
| dc.subject.keywordAuthor | Performance | - |
| dc.subject.keywordAuthor | 디지털 기술 | - |
| dc.subject.keywordAuthor | 융합 기술 | - |
| dc.subject.keywordAuthor | 인터랙티브 기술 | - |
| dc.subject.keywordAuthor | 인공지능 기술 | - |
| dc.subject.keywordAuthor | 공연 | - |
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