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      메타버스 환경 기반 공연예술 콘텐츠 특성 연구 - 국내 사례를 중심으로 - = A Study on the Characteristics of Metaverse Environment-based Performing Arts Contents - Focusing on the cases in Korea -

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      https://www.riss.kr/link?id=A108293532

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      다국어 초록 (Multilingual Abstract)

      Along with rapid conversion to the digital age, the metaverse is influencing various industries.
      Accordingly, performing arts industry, too, is trying convergence to develop metaverse environment-based performing arts contents and extend artistic value. The purpose of this study is to examine the cases of metaverse environment-based performing arts contents in Korea currently in early stages and analyze the key points and implications at the planning and production stages according to the goals of production. This is one of the most important tasks to improve the quality of metaverse performing arts contents and increase the value of products through distinctiveness among various culture and arts contents. If it is activated to accept and create metaverse environment-based performing arts contents, it will be possible to heighten the popularity of the performing arts area and expand the base of performing arts industry in the society of digital media rapidly changing. In order for performing arts contents to become competitive within the cultural flow of the virtual digital world called the metaverse, it will be needed to realize advanced media technology and also create contents based on the essence and artistic value of performing arts.
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      Along with rapid conversion to the digital age, the metaverse is influencing various industries. Accordingly, performing arts industry, too, is trying convergence to develop metaverse environment-based performing arts contents and extend artistic valu...

      Along with rapid conversion to the digital age, the metaverse is influencing various industries.
      Accordingly, performing arts industry, too, is trying convergence to develop metaverse environment-based performing arts contents and extend artistic value. The purpose of this study is to examine the cases of metaverse environment-based performing arts contents in Korea currently in early stages and analyze the key points and implications at the planning and production stages according to the goals of production. This is one of the most important tasks to improve the quality of metaverse performing arts contents and increase the value of products through distinctiveness among various culture and arts contents. If it is activated to accept and create metaverse environment-based performing arts contents, it will be possible to heighten the popularity of the performing arts area and expand the base of performing arts industry in the society of digital media rapidly changing. In order for performing arts contents to become competitive within the cultural flow of the virtual digital world called the metaverse, it will be needed to realize advanced media technology and also create contents based on the essence and artistic value of performing arts.

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