Korean dance is a form of culture based on communication between the dancers and the musicians by sharing messages. Despite the high cultural value of Korean dance, it has not been achieved a position as a part of leading the development in cultural c...
Korean dance is a form of culture based on communication between the dancers and the musicians by sharing messages. Despite the high cultural value of Korean dance, it has not been achieved a position as a part of leading the development in cultural contents. From this perspective, this study examines the way to activate it, focusing the cases of new media art applied to Korean dance. This study addresses questions as I focused on the cases of Korean dance applied with new media from the development of media. The purpose of study is to suggest ways to activate Korean dance as well as to explore ways to create cultural value of Korean dance.
First of all, I analyzed the current position of Korean dance as a cultural content through research the cultural and economic status of it. It appeared to be the lowest level in government and public interest, preference, satisfaction and intention compared with other cultural contents.
Secondly, I went through the cases of Korean dance applying new media art in the digital media era. One of them was <Digital Akhakgwebeom>, a technology convergent content, reproduced the original version of Akhakgwebeom as 2D graphic image, video, flash, and other methods. It demonstrated the way to maximize the arrangement and composition along with clarity of color. Furthermore, enhancing dynamics and a three-dimensional effect were highlighted in <Midnight in Hanyang> and <Digital Seungmu>.
The fusion-genre contents include the works which performed the works of the <Ssanggumdaemu>, <Miindo>, <Mudongdo> and <Madame Freedom>, <Fly up-5Colors>, <Media Façade>. These works were able to improve the quality of contents themselves as changed to performances from original form. They actually brought more audiences and visitors as a result.
The video, <Mudongdo> produced by EBS(Educational Broadcasting System) is a good example of the industry convergent contents. It is available either in EBS website or other portals by simply searching the title, and consequently it showed the characteristics of expanding the content base, ease of use, and always being able to be seen anytime and anywhere.
Thirdly, I examined the possibility of activating Korean dance with applying new media art. Since restoration of Korean dance is not structured systematically, management through cooperation of related organizations should be reestablished.
This system can be used as an excellent method to introduce traditional materials to people in movies or dramas. In addition, the quality of Korean dance content needs to be improved in order to increase the possibility of involvement and commitment of consumers while the contents should be exposed actively at the same time.
In other words, the contents should be easily and naturally consumed by people. For example, relevant organizations or creators should expose contents through SNS continually. It is necessary for users to participate in Korean dance and ultimately to induce interest and viewing of Korean dance. It is possible to induce not only interested consumers but also non-interested potential consumers through ‘social viewing of dance content'. Finally, it is suggested to increase accessibility to Korean dance by implementing interactivity through user participation. The use of gaming device content as Korean dance is not limited to recreational use, but means that the content of Korean dance due to the participation of each user can be constantly changed. In other words, it implies that users can function as a Korean dance production subject.