Anshan Normal College, Anshan, China
Stage performance art has a long calendar, its cultural heritage is deep, and its strong infection form is loved by the audience. Under the new stage of micro media, however, the impact of the new stage is increasing. With the gradual loss of customer groups, the emergence of virtual reality technology has brought new life to this field. At the same time, the traditional relationship between watching and performing is also changing. However, the research on virtual reality technology and audience behavior of stage performance is almost blank. In view of this situation, this paper puts forward the research on the impact of virtual reality technology on audience performance behavior of stage music performance art. This paper is divided into three parts; the first part is theoretical research. Through the research, this paper believes that the traditional stage performance art has great market potential, but its development needs to combine with the latest science and technology, and the emergence of virtual reality technology makes the audience have a new experience. The second part is the model design of stage performance based on virtual reality technology, which optimizes the shortcomings of existing 3D display performance. In this paper, through the optimization of stage model making, motion simulation and control design, the comprehensive performance of the model is improved, and the display effect is greatly improved. The third part is the comparative test, which further verifies the actual effect of the model in this paper through the way of comparative experiment. The experimental analysis mainly focuses on the following, fluidity, diversity, collectivity and independence in the performance observation. Through the analysis of experimental data, we can see that the stage performance using virtual reality technology can bring a new immersive experience to the audience, which is more popular than the traditional performance form.
Virtual Reality Technology, Stage Performance, Watch the Performance, Relationship between Watching and Performing
Wei Liu. Influence of Virtual Reality Technology on Audience's Performance Behavior of Stage Music Performance Art. International Journal of Multimedia Computing (2020), Vol. 1, Issue 2: 1-12. https://doi.org/10.38007/IJMC.2020.010201.
 Lan Ling, & Hu Zuo. (2015). Performance world of stage space art- key creatives talk about hu zuo's stage design production. Performing Arts Technology, 000 (008 ), 74-81.
 Wengyin, H. (2019). Great times call for great works 2019 excellent notionol stage art drama and national opera performance. Sino-foreign cultural exchange: English version, 000 (003), 14-15.
 Sommer, & Wilfried. (2015). Teaching and learning physics: performance art evoking insight. The Physics Teacher, 53(9), 532-534. https://doi.org/10.1119/1.4935762
 Mayer, J. (2015). Serving the needs of performing arts students: a case study. Portal Libraries & the Academy, 15(3), 409-431. https://doi.org/10.1353/pla.2015.0036
 Frishkopf, M., Hamze, H., Alhassan, M., Zukpeni, I. A., Abu, S., & Zakus, D. (2016). Performing arts as a social technology for community health promotion in northern ghana. Family Medicine and Community Health, 4(1), 22-36. https://doi.org/10.15212/FMCH.2016.0105
 Bellini, P., & Nesi, P. (2015). Modeling performing arts metadata and relationships in content service for institutions. Multimedia Systems, 21(5), 427-449. https://doi.org/10.1007/s00530-014-0366-0
 Hager, M. A., & Winkler, M. K. (2015). Motivational and demographic factors for performing arts attendance across place and form. Nonprofit & Voluntary Sector Quarterly, 41(3), 474-496. https://doi.org/10.1177/0899764011411095
 Siu, Y. M., Kwan, H. Y., Zhang, J. F., & Ho, K. Y. (2016). Arts consumption, customer satisfaction and personal well-being: a study of performing arts in hong kong. Journal of International Consumer Marketing, 28(2), 77-91. https://doi.org/10.1080/08961530.2015.1089806
 Holden, M. (2016). Opera acoustics in multi-use performing arts centers. Journal of the Acoustical Society of America, 139(4), 2169-2169. https://doi.org/10.1121/1.4950436
 Brinton, C. G., Buccapatnam, S., Chiang, M., & Poor, H. V. (2016). Mining mooc clickstreams: video-watching behavior vs. in-video quiz performance. IEEE Transactions on Signal Processing, 64(14), 3677-3692. https://doi.org/10.1109/TSP.2016.2546228
 Cai, W., Huang, X., Wu, S., & Kou, Y. (2015). Dishonest behavior is not affected by an image of watching eyes. Evolution & Human Behavior, 36(2), 110-116. https://doi.org/10.1016/j.evolhumbehav.2014.09.007
 Yu, K. T., Lu, H. P., Chin, C. Y., & Jhou, Y. S. (2019). Box office performance: influence of online word-of-mouth on consumers' motivations to watch movies. Social Behavior and Personality: an international journal, 47(10), 1-17. https://doi.org/10.2224/sbp.8162
 Samur, S. X. (2016). Comparing stage presence and virtual reality presence. Rev.bras.estud.presena, 6(2), 242-265. https://doi.org/10.1590/2237-266058902
 Louise Poissant. (2015). Performance arts and the effects of presence. Leonardo, 48(3), 216-216. https://doi.org/10.1162/LEON_e_01055
 Brusque, C. T., Oliveira Sandra Rogéria de, De, L. C. M., & Alexandro, A. (2015). Virtual and augmented reality technologies in human performance: a review. Fisioter Mov, 28(4), 823-835. https://doi.org/10.1590/0103-5150.028.004.AR01
 Chao, H., Luximon, A., & Yeung, K. W. (2015). Functional 3d human model design: a pilot study based on surface anthropometry and infrared thermography. Computer Aided Design & Applications, 12(4), 475-484. https://doi.org/10.1080/16864360.2014.997644
 Bao, D., Deng, F., Li, X., & Chen, Z. (2018). An integration scheme between design model and 3d scene in land consolidation. Journal of Geomatics, 43(1), 119-122.
 Mare, JC. (2019). Best practices for model-based and simulation-aided engineering of power transmission and motion control systems. Journal of Chinese Aeronautics: English Edition, 032 (001), 186-199. https://doi.org/10.1016/j.cja.2018.07.015
 Lee, J. H., Hong, G. S., Lee, Y. W., Kim, C. K., Park, N., & Kim, B. G. (2018). Design of efficient key video frame protection scheme for multimedia internet of things (iot) in converged 5g network. Mobile networks & applications, 24(1), 208-220. https://doi.org/10.1007/s11036-018-1107-y
 Yuan, L., Hanxing, Z., Qin, T., Xuefeng, C., & Mingjing, Y. (2018). Key frame extraction of surveillance video based on moving object detection and image similarity. Pattern Recognition and Image Analysis, 28(2), 225-231. https://doi.org/10.1134/S1054661818020190