6,710 research outputs found
Tourist product in experience economy
Przełom XX i XXI w. to rozwoju tzw. gospodarki doznań, w której podstawowym towarem stają się nie konkretne produkty, ale emocje, przeżycia i doświadczenia klientów. Turystyka była i jest swoistym "przemysłem wakacyjnych doświadczeń". W ostatnich latach jednak jeszcze wyraźniej niż do tej pory kładzie się nacisk na świadome kreowanie produktów turystycznych silnie nasyconych emocjami. Usilnie dąży się do multiplikowania oraz intensyfikacji wrażeń turystów. Do najważniejszych działań w tym zakresie zaliczono: przekształcanie infrastruktury turystycznej w unikatowe atrakcje turystyczne, wzbogacanie tradycyjnych usług/pakietów usług o dodatkowe elementy zapewniające dodatkowe doznania i satysfakcje, wykorzystanie nowoczesnych technologii wzbogacania realnej przestrzeni turystycznej o wirtualne byty (rozszerzona rzeczywistość), a także wygodnego zapisywania doświadczeń turystycznych oraz dzielenia się wrażeniami z masową publicznością.The turn of the 20th and 21st c. was marked by the development of experience economy, in which the basic commodities are not specific products, but the customers' emotions, impressions and experiences. Tourism has always been a particular "holiday experience industry". In recent years, however, the importance of the conscious creation of emotional tourist products has become even greater, we may observe continuous efforts to multiply and intensify tourism experience. The key activities to achieve this goal include transforming tourism infrastructure into unique tourism attractions, enlarging traditional services/service packages by elements providing additional emotions and satisfaction, using modern technologies in order to add virtual entities to real tourism space (augmented reality), as well as to conveniently record tourism experience and share it with the public
Federico García Lorca’s ‘impossible’ theatre staged
This study explores the relatively unknown area of Federico García Lorca’s theatre work which he himself termed ‘impossible’ and ‘unperformable’. With the director’s task of preproduction research in mind, the study examines biographical research as well as focusing discussion on Lorca’s experimentation – as playwright and director – with different artistic styles and techniques seen as ground-breaking in his own time which pre-empted much modern theatre practice. Analysis of primary sources provides a widespread overview of Lorca’s dramatic work: his better-known plays, ‘impossible’ plays, dramatic dialogues and fragments of incomplete pieces as well as interviews and speeches.
Key sources include the theories and ideas of professional directors (most prominently Lluís Pasqual) and scholars of Spanish theatre (especially Maria M. Delgado and Gwynne Edwards) as well as biographers (particularly Leslie Stainton).
Principally concerned with the challenges presented to modern theatre-makers and the possibilities and guides for directors tackling these plays, the study concludes with reflection on the production of An Impossible Dream of Life which was composed from Lorca’s The Dream of Life and extracts from his other works to make up the practice-based component of this research project
Behind the Seams: An Ethnographic Study of the Performative Nature of Theatrical Costumes
Actors are said to bring a play to life, but what about the garments that they wear? Like set production, light design, and direction, the role of the costume plays an important part in informing and enchanting the audience. However, this is not all that they do. This paper acts as an in-depth examination of the culture of costume creation and destruction at Gettysburg College, researching their roles as garments, as well as how the garments themselves act around others. Imbued with their own set of responsibilities, the costumes are expected to behave certain ways, perform specific functions, and put on a show of their own. Through 20 hours of ethnographic research, this paper seeks to show that the costumes are not just as single component of the theatrical experience, but instead an integral performer in the social construction of the story itself
Extending Reach with Technology: Seattle Opera's Multipronged Experiment to Deepen Relationships and Reach New Audiences
This case study describes the Seattle Opera's four-year-long effort to test which kinds of technology channels work well in audience engagement. Its experiments with technology included a simulcast of Madama Butterfly at an 8,300-capacity sports arena, interactive kiosks in the opera house lobby and online videos that took viewers behind the scenes of the opera's signature production of Wagner's Ring cycle. Every season employed at least some winning engagement tools, driven in large part by the company's efforts to gather information before determining what applications to use. Although the majority of the tools were most effective at enhancing the experience of patrons who already had a deep connection with the company, the simulcast, in project's fourth year, also brought in opera newcomers. One important lesson from the work was that effective strategies required the involvement not just of the marketing department, but of the entire organization, including its union representatives
How Digital Scenography and Images Affect the Visual Spectacle in a Site-Specific Choreographic Installation
The aims of the research project were to gain a better understanding of digital scenography, mainly in the field of dance as used by recent choreographers, to create an experimental, improvisatory dance performance. This was eventually entitled Απεραντοσύνη/ Vastness, and successfully staged in a non-theatre installation space at the Attic, University of Hertfordshire, on September 16, 2016.
The three main research questions are: Can a narrative, as represented by images in a projected animation, be a chorographic tool? Is it possible to combine projected animation with projected interactive motion generated images successfully for developing improvisatory dance performances in non-theatre spaces? And if so, can this combination also be a choreographic tool?
The thesis of the project is that firstly, despite the apparent lack of historical precedents, it would be possible to combine scripted animations and un-scripted interactively generated graphics successfully in a dance performance project, presenting a decorative and aesthetic enhancement to the visual spectacle of the performance. Secondly, that such use could also be identified as a valuable choreographic tool for the development of improvisatory dance performances in non-theatre spaces.
This dissertation analyses the historical, theoretical and practical processes of developing Απεραντοσύνη/ Vastness. It concludes that all of the questions have been given positive answers and these support the thesis
Virtual reality in theatre education and design practice - new developments and applications
The global use of Information and Communication Technologies (ICTs) has already established new approaches to theatre education and research, shifting traditional methods of knowledge delivery towards a more visually enhanced experience, which is especially important for teaching scenography. In this paper, I examine the role of multimedia within the field of theatre studies, with particular focus on the theory and practice of theatre design and education. I discuss various IT applications that have transformed the way we experience, learn and co-create our cultural heritage. I explore a suite of rapidly developing communication and computer-visualization techniques that enable reciprocal exchange between students, theatre performances and artefacts. Eventually, I analyse novel technology-mediated teaching techniques that attempt to provide a new media platform for visually enhanced information transfer. My findings indicate that the recent developments in the personalization of knowledge delivery, and also in student-centred study and e-learning, necessitate the transformation of the learners from passive consumers of digital products to active and creative participants in the learning experience
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