Design of a Technology-Based Magic Show System with Virtual User Interfacing to Enhance the Entertainment Effects
Abstract
:1. Introduction
1.1. Background
1.2. Research Motivation
1.3. Research Scope and Process
2. Literature Review
2.1. Magic Performance
2.1.1. Definitions of Magic and Forms of Performance
- (1)
- Close-up magic: performed for one or more spectators at a close distance with everyday objects as props to create a visually stunning experience for the audience.
- (2)
- Table-hopper magic/round-table magic: performed at tables in bars or restaurants as another form of close-up magic.
- (3)
- Parlor magic/platform magic: performed by the use of interactive props of small to medium sizes at various events with relatively larger audience sizes.
- (4)
- Stage magic: performed for large stages or events with a large audience, requiring lighting and sound effects and emphasizing dramatic sequences, visual effects, etc.
- (5)
- Grand illusion magic: performed with team support and media collaborations, like Copperfield’s trick of making the Statue of Liberty disappear.
2.1.2. The Rise of Digital-Technology Magic
2.1.3. Magic Effects Created by Digital Technology
- (1)
- Employing actions in the physical world to generate corresponding physical world effects, abbreviated as PPt.
- (2)
- Employing actions in the physical world to generate effects in the digital world, abbreviated as PDt.
- (3)
- Utilizing actions in the digital world to generate corresponding digital world effects, abbreviated as DDt.
- (4)
- Employing actions in the digital world to produce effects in the physical world, abbreviated as DPt.
- (1)
- Production: The magician magically brings something into existence from nothing.
- (2)
- Vanishing: The magician makes something disappear mysteriously.
- (3)
- Transformation: The magician alters the state of something, changing it from one form to another.
- (4)
- Restoration: After the magician destroys something, they subsequently restore it to its original state.
- (5)
- Teleportation: The magician shifts something from one location to another through magical means.
- (6)
- Levitation: The magician defies gravity, causing something to float in the air or appear weightless, sometimes with the assistance of a suspended object.
2.1.4. A Summary
- (1)
- Teleportation enchantment: Teleportation, the most common magic effect, creates a fantasy of traversing between reality and virtuality, imparting significant wonder.
- (2)
- Dynamic projection techniques: The wide uses of projection mapping and display screens allows flexible adjustments for venue size and audience visibility.
- (3)
- Visual alchemy in magic: Visual design-crafted situational images for diverse plots and sci-fi elements via virtual user interfaces enhance the performance.
- (4)
- Magical LED wearables: Many magicians choose wearable thumb LED lights that simplify operations and provide entertaining magic interactions.
- (5)
- Creative fusion in performance design: Combining traditional magic props and digital media enhances creativity, and the concluding climax creates a lasting impression.
2.2. Interactive Performance Art
2.2.1. Interactive Art
2.2.2. Design Principles for Interactive Performance Systems
- (1)
- Input: The performer’s motion data on the stage are transmitted to the computer.
- (2)
- Process: The system analyzes and transforms the input data, and it transmits the results to the stage by motion analysis, action mapping, visual-effect generation, etc.
- (3)
- Output: The system projects the generated visual images onto objects or screens on stage.
- (4)
- Control: The system provides a graphical user interface enabling users to modify the system settings according to their need.
2.2.3. A Summary
- (1)
- Wide utilization of projection mapping in interactive performances.
- (2)
- Integration of real-time target object detection and tracking.
- (3)
- Uses of special-effect-triggering devices.
- (4)
- Prevalence of 3D and particle-type special effects.
- (5)
- Virtual user interfaces for sci-fi and futuristic effects.
- (6)
- Integration of light and shadow with science-fiction and traditional themes.
2.3. Virtual User Interface (VUI)
2.3.1. Definition of an FUI
2.3.2. Background to FUI Development
2.3.3. Principles for Designing FUIs
- (1)
- User background: It is crucial for an FUI designer to comprehend the user object before embarking on the design process. This preliminary understanding is essential for constructing an FUI that seamlessly aligns with the specific context and situation presented in the narrative.
- (2)
- Color: In science-fiction works, lighting emerges as a crucial tool for expressing color. Notably, blue–green is a prevalent choice in most interfaces to convey a technological sense, while yellow is frequently employed to symbolize the vitality of living things, and silver–white is a common color in movies.
- (3)
- Dynamics: FUIs commonly exhibit specific characteristics in the realm of dynamic image-based special effects. Furthermore, dynamic images within FUIs are three-dimensional or multidimensional, with animated objects undergoing changes not solely in movement but also in spatial position, encompassing aspects such as scaling.
- (4)
- Style: In science-fiction movies, mainstream styles include: (I) cyberpunk: plotting typically revolve around themes of artificial intelligence, hackers, and giant corporations; (II) glitch: depicting malfunctions, for instance, of certain electronic devices like TVs and computers, with the visual output often including distorted and defective images and the colors appearing skewed; and (III) vintage screen: pertaining to displays featuring monochrome or less vibrant images, serving to underscore the narrative theme of technological disparities between the wealthy and the less privileged in a movie.
- (5)
- Font: Fonts serve as the most direct medium for conveying messages. Opting for a specific type of font can effectively enhance the audience’s sense of immersion in space-based science fiction and future technology.
2.3.4. Categorization of FUI Design
2.3.5. A Summary
- (1)
- Establish design principles and extract key terms, like mystery, surreality, data, dynamics, speed, etc., aligned with a science-fiction theme.
- (2)
- Determine the required fonts, colors, dynamic styles, etc., corresponding to the theme.
- (3)
- Construct the FUI to convey the desired ambiance of space-based science fiction and future technology.
- (1)
- Determine the user’s environment, behavior, and habits as the initial step.
- (2)
- Utilize mainly blue–green as the primary color, with accents of yellow and silver, often paired with a dark base or transparent background.
- (3)
- Maintain dynamic special effects within the FUI, with the potential for extending the effects from a 2D plane to a 3D space.
- (4)
- Utilize English characters and numbers, selecting fonts such as Chathura, Futura STD, and Kelly Slab.
- (5)
- Consider hardware options like Microsoft Kinect, Leap Motion, and Arduino for somatosensory interaction.
- (6)
- Choose program softwares such as VVVV (ver. 2021.4.10), Processing (ver. 4.3), TouchDesigner (ver. 2023.11510), Unity3D (ver. 6000.0.0), and MadMapper (ver. 5.4.1) for synchronous control of the screen and LED light strip.
2.4. Concluding Remarks and Proposed Design Principles for Magic Presentations
- (1)
- Virtual and real form fusion: Applying design principles from [8] to create the four “virtual and real conversion forms” (PPt, PDt, DDt, and DPt) in digital magic and combining these principles with interactive projection technology for innovative performance effects.
- (2)
- Teleportation focus: Utilizing the design principles of producing the six major digital magic effects (production, vanishing, transformation, restoration, teleportation, and levitation) also classified by Carreras and Sora [8], particularly focusing on achieving the teleportation effect shown on stage.
- (3)
- Thumb LED magic: Selecting the wearable thumb LED light as the primary magic prop, which is controllable to reduce the complexity of virtual and real conversions and enhance the fun and entertainment of the interaction process.
- (4)
- Digital–traditional fusion: Combining traditional magic props with digital media to introduce new creativity; including humorous sections for increased audience engagement; and creating a lasting impression with a climax effect at the end.
- (5)
- Modular interactive design: Applying the principle of “modularizing” the interactive performance process, as proposed by Kuşcu and Akgün [13], ensuring flexibility for reconstruction in the proposed magic system.
- (6)
- Real-time tracking techniques: Using real-time object detection and tracking to track performers and target objects on stage, and installing triggering devices for performers to generate special effects that closely integrate actions with desired special effects.
- (7)
- FUI-based visual aesthetics: Infusing a sense of technology into the overall performance using the visual design principles of the FUI, and using light and shadow to amplify real images, creating a dynamic effect and offering the audience a novel experience.
3. Methodology
3.1. Ideas of Proposed Method
3.1.1. Selection of Research Methods
3.1.2. Expert Interview
- (1)
- Structured interview: The interview process is controlled, with a standardized questioning process and a predetermined order of questions. This approach reduces the errors from respondents and facilitates quantitative statistical analysis.
- (2)
- Semi-structured interview: An interview outline is prepared in advance, but there is no strict procedure for asking questions. Both the interviewer and the interviewee can freely express their opinions, making the interview process more flexible.
- (3)
- Unstructured interview: There is no pre-organization of the interview outline before the interview takes place. Interviewees are encouraged to express their experiences in their own ways.
3.1.3. Questionnaire Survey
- (1)
- Questionnaire timing: After the performance, the audience is invited to complete the questionnaire, which typically takes about five minutes.
- (2)
- Survey targets: Questionnaires are distributed anonymously to all on-site audience members. There were two performances of the proposed magic show titled “Fantasy Doves” in total, with approximately 50 spectators at each performance.
- (3)
- Implementation steps: The subjects are briefed on the questionnaire questions, and the questionnaires are distributed to them for completion.
3.2. Design of the Proposed Magic System
3.2.1. Design Concept of the Proposed System “FUI Magic”
3.2.2. Physical Design of the Proposed System “FUI Magic”
- (1)
- Display panel: Covered with transparent projection film for light projection mapping during magic presentations.
- (2)
- Laser rangefinder (Hokuyo UST-10 LX): Mounted on the top of the panel, it emits a laser plane to implement the FUI functions.
- (3)
- Magic box: Attached at the bottom of the panel to store props used in magic performances.
- (4)
- Control light: Installed on the back of the panel to illuminate the magician, ensuring clear visibility for the audience when the magician stands behind the panel.
3.2.3. The Process of a Magic Show Using the Proposed System
3.2.4. Architecture of the Proposed Magic Show System
- (1)
- Computer: Serving as the central processing unit in the proposed system “FUI Magic”.
- (2)
- Display panel with projection film: Constructed using acrylic with one side coated with projection film, enabling video/image projection.
- (3)
- Rangefinder (Hokuyo UST-10LX): Mounted on the top of the display panel and looking down at the front of the panel, emitting a fan-shaped laser to detect the position of the magician’s touch on the panel.
- (4)
- Projector: Utilized for projecting pre-recorded videos and alignment settings sent by the computer onto the display panel of the FUI booth for magic presentations.
- (5)
- TouchDesigner (ver. 2023.11510) and loopMIDI (ver. 1.0.16.27) software packages: Installed on the computer to receive position data concerning the magician’s touch detected by the rangefinder and convert them into MIDI signals.
- (6)
- Resolume Arena software package (ver 7.18.1): Installed on the computer to receive MIDI signals and control the timings for playbacks of related animation videos and corresponding alignment settings for projecting the animations.
- (7)
- Adobe Illustrator and After Effects software packages (ver. Adobe 2018): Installed on the computer for producing special effects in the required videos and images projected on the display panel.
3.2.5. Main Technology for FUI Implementation—Range Finding by Laser Scanning
4. Results
4.1. The Experiment Conducted on the Proposed System
- (1)
- Experimental site: An exhibition hall in the university with which the authors of this paper are affiliated.
- (2)
- Subjects participating the experiment: A total of 107 individuals who are not magicians but understand the meaning of magic (i.e., they have seen formal magic performances and can appreciate the amusement effect of the magic content).
- (3)
- Experimental content: Two experiments were conducted to assess the pleasure, novelty, and effectiveness of the performance using the “FUI Magic” system:
- (A)
- Type 1 involved each audience member watching the live magic show “Fantasy Doves” and participating in a questionnaire survey afterwards.
- (B)
- Type 2 involved each invited expert watching a pre-recorded video of the show “Fantasy Doves” and participating in an interview.
- (4)
- Type-1 experimental process: The process lasted approximately 15 min, comprising a 5 min explanation of the experiment to the audience, a 5 min performance viewing, and finally, a 5 min questionnaire filling.
- (5)
- Type-2 experimental process: The process consists of a 5 min presentation of a pre-recorded video of the magic show “Fantasy Doves” and a 30 min expert interview covering predetermined topics.
4.2. Topics of Expert Interview and Analysis of Results
4.2.1. Design of Interview Outlines
4.2.2. Results of Expert Interviews
4.2.3. A Summary
- (1)
- Innovative magic show: The demonstration of “FUI Magic” is deemed innovative and entertaining, earning positive evaluations from the experts; however, there is potential for further enhancement of the magical wonder.
- (2)
- Consistency and strengthening: There is a need to improve the consistency of the response from beginning to end; and both the light-ball process and the short-stick process may be strengthened by incorporating additional magic tricks.
- (3)
- Strengthening visual splendor: The presentation gains strength in visual splendor and interactive novelty through the introduction of virtual user interfacing.
- (4)
- Enhancing interaction: The interaction between the magician and the virtual user interface can be further enhanced, and additional animation elements that can be controlled in the interface may be added.
- (5)
- Deepening magical impact: It is worth exploring ways to increase the depth and level of the magic, enrich the effect of switching elements between virtuality and reality, and reduce the sense of animation alignment.
- (6)
- Leveraging light characteristics for distinct magic: Inventing magic effects based on the characteristics of light can add a sense of surprise and differentiate the show from others.
- (7)
- Enhancing visual impact through strategic lighting: Suggested optimization includes utilizing short-throw projection and fill-in lighting to ensure ample illumination where magic effects occur, ensuring the audience can vividly experience the impact.
- (8)
- Expanding interactive potential: Incorporating triggering devices in various areas can enhance the interactivity and open up new possibilities for the performance.
4.3. Questionnaire Survey and Data Analysis
4.3.1. Questionnaire Design
4.3.2. Analysis of Reliability and Validity of Collected Questionnaire Data
- (1)
- Step 1: Verification of the adequacy of the questionnaire dataset
- (2)
- Step 2: Finding the latent dimensions of the questions from the collected data
- (3)
- Step 3: Verifying the reliability of the collected questionnaire data
- (4)
- Step 4: Verification of the applicability of the structural model established with the latent dimensions
- (5)
- Step 5: Verification of the validity of the collected questionnaire data
4.3.3. Analysis of Questionnaire Data about the Scale of Magic Viewing Experience
Data Analysis for the Latent Dimension of Emotion Impact
- (1)
- The average responses to questions in this dimension are consistently around 4.0 or higher, signifying a significant influence on observers’ emotions during the magic viewing process.
- (2)
- Question S3 has the smallest mean but the largest standard deviation (S.D.) of 0.79, indicating some variability in the emotional responses of the observers after watching the entire magic performance.
- (3)
- Among all six questions, five have an agreement rate above 80%, showing that a majority of observers have experienced the various impacts of the magic performance on their emotions.
Data Analysis for the Latent Dimension of Magic Impression
- (1)
- The average values for this dimension fall between 3.84 and 4.13, indicating that observers gain positive impressions of the magic performance during the viewing process.
- (2)
- The rates for the options of “agree” or above all exceed 60%, but none surpass 80%, revealing that observers have impressions of the magic performance, but not exceptionally strong ones.
Data Analysis for the Latent Dimension of Entertainment Satisfaction
- (1)
- The overall average values for this dimension range between 4.23 and 4.46, suggesting that observers can sense an overall entertaining atmosphere during the viewing process.
- (2)
- Questions related to the stage design and the visual design both have the rates of “agree” or above exceeding 90%, indicating that the majority of the audience shares strong satisfaction concerning the entertainment effect of the stage and visual design.
4.3.4. Analysis of Questionnaire Data about the Scale of Multimedia Technology Understanding
Data Analysis for the Latent Dimension of Multimedia Awareness
- (1)
- The average values for this dimension range between 3.77 and 4.47, indicating that observers have a relatively high level of awareness regarding multimedia technology.
- (2)
- Among the six questions, five have agreement rates exceeding 80%, showing that the majority of observers either “agree” or “strongly agree” with the questions about multimedia awareness, especially with question T9, indicating that the audience like to watch the magic show combined with multimedia.
- (3)
- For question T10, the scores are relatively lower, with some respondents giving a score of 1, suggesting that a small portion of the observers may not clearly perceive the role of multimedia in the magic show.
Data Analysis for the Latent Dimension of Interaction Perception
- (1)
- The average values for this dimension are all below the value of 4, suggesting that the observers are receptive to the use of digital imagery in magic but have not frequently encountered performances incorporating multimedia and interactive technology. This indicates that the magic presented in this study is still considered novel to them.
- (2)
- The standard deviation for each question exceeds 1, indicating diverse opinions among the observers in this respect.
- (3)
- None of the four questions exceeds an agreement rate of 80%, suggesting that some observers hold more reserved views on the questions from this dimension about interaction perception.
Data Analysis for the Latent Dimension of Technology Acceptance
- (1)
- The percentage of agreement (including “agree” or above) for the questions in this dimension varies significantly, ranging from 54.2% to 83.8%, indicating that observers hold diverse opinions and perspectives on these questions.
- (2)
- For question T11, the percentage of agreement is 83.8%, with an average value of 4.15 and a relatively small standard deviation of 0.77, indicating that the way multimedia technology is used does not significantly affect the audience’s evaluation of the show.
4.3.5. A Summary of Questionnaire Survey Data Analysis
- (1)
- Emotional impact: The audience consistently provided high ratings of 4.0 or above in response to questions about the emotional impacts, suggesting occurrences of significant emotional influence on the observers during the magic viewing.
- (2)
- Magic impression: Positive impressions were gained by the observers during the magic viewing process.
- (3)
- Entertainment satisfaction: The observers sensed an overall entertaining atmosphere with positive experiences in various aspects, especially the audio–visual effects and stage design.
- (4)
- Multimedia awareness: The observers demonstrated a relatively high level of awareness regarding multimedia technology.
- (5)
- Interaction perception: The observers were receptive to digital imagery in magic, but exposure to multimedia and interactive technology is still considered novel.
- (6)
- Technology acceptance: Diverse opinions existed regarding the use of multimedia technology, with some observers unaffected by its use, while others preferred not to see magic shows with pure body movements.
5. Conclusions
5.1. Concluding Remarks
- (1)
- Digital multimedia magic is a fresh and innovative approach, and the incorporation of virtual user interfaces into magic performances through interactive projection proves to be effective.
- (2)
- The incorporation of virtual user interfaces in magic performances proves to be highly effective in capturing viewers’ attention and achieving compelling entertainment effects.
- (3)
- Incorporating visual design into virtual user interfaces significantly contributes to elevating the overall technological ambiance of the performance, offering viewers a novel and captivating visual experience.
5.2. Major Contributions
- (1)
- An exhaustive exploration of virtual user interfacing and its applications in magic performances has been undertaken.
- (2)
- This study has compiled and applied the “four major digital magic virtual-to-real transformation forms” and the “six major digital magic effects” in digital magic performances.
- (3)
- The development of the proposed system “FUI Magic” through hardware and software integration has been successfully completed to implement a magic performance titled “Fantasy Doves” using interactive projection technology.
5.3. Suggestions for Future Research Directions
- (1)
- Performances using projection require a careful assessment of ambient light impact, as well as a good balance between optimal visual effects and performer brightness.
- (2)
- Designs of the display-panel booth for future magic exhibitions should prioritize portability, quick assembly, and mobility.
- (3)
- More interaction devices may be added to trigger different sensors at different times, creating non-linear performances.
- (4)
- The integration of technology and performing arts should be more balanced for a better overall presentation.
- (5)
- Investigations of more applications of virtual user interfaces in magic performances may be tried.
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
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Classification of Magic Effect | Example of Effects Produced by the Digital World | Possibility of Coupling the Digital and Physical Worlds | Evaluation of the Level of Magical Experience Produced by Each Type of Transformation |
---|---|---|---|
Production | The magician simply touches the screen and a coin appears. | High | 1. Effect from physical world action to physical world: high 2. Effect from physical world action to digital world: medium 3. Effect from digital world action to digital world: low 4. Effect from digital world action to physical world: medium |
Vanishing | The magician places a coin on the screen and touches it or snaps his or her finger, and then the coin disappears. | High | 1. Effect from physical world action to physical world: high 2. Effect from physical world action to digital world: medium 3. Effect from digital world action to digital world: low 4. Effect from digital world action to physical world: high |
Transformation | The magician manipulates something to elongate or deform in time. | Medium | 1. Effect from physical world action to physical world: medium 2. Effect from physical world action to digital world: medium 3. Effect from digital world action to digital world: low 4. Effect from digital world action to physical world: high |
Restoration | The magician snaps his or her fingers and puts all the destroyed parts of the object on the screen back together. | Medium | 1. Effect from physical world action to physical world: high 2. Effect from physical world action to digital world: low 3. Effect from digital world action to digital world: medium 4. Effect from digital world action to physical world: high |
Teleportation | The magician makes something disappear on one side of the screen and reappear in the corner of another image. | Low (if there is no combined effect and disappearance effect) | 1. Effect from physical world action to physical world: high 2. Effect from physical world action to digital world: medium 3. Effect from digital world action to digital world: medium 4. Effect from digital world action to physical world: medium |
Levitation | The magician manipulates objects so that they float anywhere in the hand in time. | When the controlling object is in the physical world and the controlled object is in the digital world, the two worlds are already connected. | 1. Effect from physical world action to physical world: high 2. Effect from physical world action to digital world: medium 3. Effect from digital world action to digital world: low 4. Effect from digital world action to physical world: medium |
Name of Show Part | Panel Screen Shots (Upper) and Magic Show Shots (Lower) | Explanations | ||||
---|---|---|---|---|---|---|
Part I: “The show starts with a halo-expansion animation” | Screen events (2 panel-screen shots shown left): When the central area of the display panel is touched, an animation of the halo expansion is started, followed by a display of the home screen (a pigeon image surrounded by the logos of three of the five parts of the magic show). Magician’s actions (3 magic-show shots shown below): The magician holds a real light ball to touch the panel screen, and transfers it into the screen to start a halo expansion on the screen, followed by the appearance of the home screen. | |||||
1A.1 A shot of the halo-expansion animation. | 1A.2 The home screen appearing on the panel. | |||||
1B.1 Holding a real light ball at the beginning of the magic show. | 1B.2 Transferring the ball into the screen to start a halo animation. | 1B.3 Incurring the display of the home screen with a dove image in the middle. | ||||
Part II: “Light balls transforms into a dove” | Screen events (4 panel-screen shots shown left): When the upper right “light-ball area” is touched, a light-ball animation starts; then, the light balls move to the center of the display panel, disappear, appear, change colors, and deform mystically; and finally, they merge into a single ball that flies out of the screen like a silk scarf. Magician’s actions (6 magic-show shots shown below): The magician touches the panel at the upper-right corner to initiate a light-ball animation. Then, he extracts the light balls out of the screen to turn them into real ones, plays them in hand to make them vanish and then appear, swallows one of them and takes it out from one of his ears, changes the ball colors, and finally, merges all the balls into one that flies away immediately, followed by yielding a dove in hand and putting it into a cage. | |||||
2A.1 The light balls move to the screen center. | 2A.2 The light balls change colors. | |||||
2A.3 The light balls merge into a single one. | 2A.4 The single ball flies away like a scarf. | |||||
2B.1 The magician extracts an on-screen light ball and turns it into a real one. | 2B.2 The magician is swallowing a real light ball in hand. | 2B.3 The magician is taking out the swallowed ball from one ear. | ||||
2B.4 The magician changes the balls’ colors and puts the balls back to the screen. | 2B.5 The balls merge into one on-screen and it flies away as a real one. | 2B.5 A dove appears in the magician hand which then is put into a cage. | ||||
Part III: “A short stick turns into a dove” | Screen events (2 panel-screen shots shown left): When the “light-bar area” to the right of the panel is touched, a light-bar animation is initiated. Then, the three light bars rise gradually, changing their colors to red, and the rightmost bar suddenly descends, turns green, and disappears. Magician’s actions (6 magic-show shots shown below): The magician touches the panel to start a light-bar animation; raises his palm to cause the light bars to ascend; and as the rightmost bar turns green and descends, a real red stick appears in his hand which are then played to yield a dove. | |||||
3A.1 A shot of the light-bar animation on the right. | 3A.2 The rightmost bar is vanishing. | |||||
3B.1 The rightmost light bar turns green and descends. | 3B.2 The green on-screen light bar is extracted to become a real one. | 3B.3 The green light bar turns red in the hand. | ||||
3B.4 The magician holds the red light bar horizontally. | 3B.5 The magician raises the red light bar. | 3B.6 A dove appears to sit on the magician’s hand. | ||||
Part: IV “Playing cards become a dove” | Screen events (6 panel-screen shots shown left): By touching the “rectangular-pixel area” on the upper left of the display panel, the rectangular pixels are moved to the center of the panel with their sizes enlarged. Subsequently, two animations are played (separately in time) as follows.
Magician’s actions (6 magic-show shots shown below): Two stages of magic presentations are performed as follows.
| |||||
4A.1 The pixels are moved to the panel center. | 4A.2 Their sizes are enlarged. | |||||
4A.3 A rectangle appears at the top. | 4A.4 It moves to form the English letter “N”. | |||||
4A.5 Individual rectangles fall on the screen. | 4A.6 The rectangles form a swarth. | |||||
4B.1 The magician draws the English letter N by a single rectangle. | 4B.2 Individual rectangles are taken out of the screen to become real ones. | 4B.3 The magician is playing the tricks of card fanning and related tricks. | ||||
4B.4 More cards are being taken from the screen. | 4B.5 The magician spits out two fans of playing cards. | 4B.6 A dove appears from the card fans. | ||||
Part V: “The show ends with the doves vanishing” | Screen events (2 panel-screen shots shown left): The screen content gradually fades out, and a QR code appears for the audience to scan to reach a website and fill out a questionnaire on there for the collection of the audience’s opinions (QS in the left figure means questionnaire survey). Magician’s actions (3 magic-show shots shown below): The magician covers the birdcage containing the doves with a black cloth, brings the cage to the stage front, and tears off the black cloth. Then, both the doves and the cage disappear. | |||||
5A.1 The screen content gradually fades out. | 5A.2 A QR code for accessing the QS website appears. | |||||
5B.1 The magician is covering the cage with a black cloth. | 5B.2 The magician is trying to move the covered cage to the front of the stage. | 5B.3 The magician tears off the black cloth, making the doves and cage vanish. |
Show Part | Interaction Content | Magic Effect | Virtual–Real Conversion | Interactive Media |
---|---|---|---|---|
I | A light ball on the fingertip is transferred into the panel screen | Teleportation | PDt | (1) Light ball (2) Transparent acrylic panel (3) Rangefinder |
On-screen animation is triggered by touching detected by the rangefinder | None | None | ||
II | The light ball animation on the panel transforms into a silk scarf and appears in reality | Teleportation | DPt | (1) Light ball (2) Transparent acrylic panel (3) Dove (4) Flying silk device |
A silk scarf flies around the front of the audience | Levitation | PPt | ||
After the silk scarf flies back, the magician uses magic tricks to conjure a dove | Transformation | PPt | ||
III | The magician touches the right side of the panel to start a light-bar animation | None | None | (1) Transparent acrylic panel (2) Rangefinder (3) LED bar (4) Dove |
Virtual light bars are transformed into real ones | Teleportation | DPt | ||
The magician plays a real light bar in a number of ways to yield a dove | Production | PPt | ||
IV | The performer touches the panel to trigger an animation of virtual playing cards | None | None | (1) Transparent acrylic panel (2) Rangefinder (3) Playing cards (4) Dove |
When the hand is close to the panel, the virtual playing card disappears and appears in the hand | Teleportation | DPt | ||
The cards in the magician’s hand disappear and are animated on the panel | Vanishing | PDt | ||
The magician uses tricks to turn playing cards into a dove | Transformation | PPt | ||
V | The doves in the cage are covered with cloth and disappear in an instant using magic tricks | Teleportation | PDt | (1) Transparent acrylic panel (2) Dove (3) Birdcage |
Software Package | Hardware Equipment |
---|---|
Resolume Arena (ver 7.18.1) | Computer |
TouchDesigner (ver. 2023.11510) | Display screen with projection film |
loopMIDI (ver. 1.0.16.27) | Hokuyo UST-10LX rangefinder |
Adobe Illustrator (ver. Adobe 2018) | Projector |
Adobe After Effects (ver. Adobe 2018) |
Code | Institution | Title | Expertise |
---|---|---|---|
T1 | Winnie and Jie Magical Entertainment Company | Professional magician | Close-up magic, theater performance, psychic magic |
T2 | National Taichung University of Education | Associate professor and computer scientists | Human–computer interaction, interactive art installations, digital content |
T3 | National Yunlin University of Science and Technology | Associate professor and UI/UX designer | User interface/user experience (UI/UX) design, service design, cross-media integrated marketing design |
Perspective | Questions Asked in the Interview |
---|---|
A. Experience of watching the magic show | A1. What do you think of the flow of the performance? Which section impressed you the most? Where do you think it can be improved? |
A2. How do you think this performance is entertaining and surprising? | |
A3. Do you have any suggestions for its application in the business model? | |
B. Introduction of multimedia technology | B1. Do you have any opinions on the introduction of interactive technology into performing arts? |
B2. What do you think the advantages or disadvantages of introducing multimedia technology into magic performances are? | |
B3. What do you think about the design or theme of the projection mapping stage? |
Perspective | Question | Record of Comments |
---|---|---|
A. Experience of watching the magic show | A1. What do you think of the flow of the performance? Which section impressed you the most? Where do you think it can be improved? |
|
A2. How do you think this performance is entertaining and surprising? |
| |
A3. Do you have any suggestions for its application in the business model? |
| |
B. Introduction of multimedia technology | B1. Do you have any opinions on the introduction of interactive technology into performing arts? |
|
B2. What do you think are the advantages or disadvantages of introducing multimedia technology into magic performances? |
| |
B3. What do you think about the design or theme of the projection mapping stage? |
|
Label | Content |
---|---|
S1 | I often feel like time flies by so fast during the presentation. |
S2 | The stage effect makes me feel like I am in a fantasy world. |
S3 | The whole performance left people in an emotional state. |
S4 | Watching the show made me want to learn more about magic or other performing arts. |
S5 | I am amazed by the magic effect that technology can do. |
S6 | I can feel entertained and happy during the performance. |
S7 | The content of the magic show is inspiring to me. |
S8 | Watching the performance makes me feel the happy atmosphere. |
S9 | I think the visual design of this show is very attractive. |
S10 | I think the stage design of this show is very attractive. |
S11 | I think the magician’s performance in this show is amazing. |
S12 | Watching the performance relieves me of stress. |
S13 | Watching the show makes me get to like magic. |
Label | Content |
---|---|
T1 | I know that voice control is a type of multimedia interactive technology. |
T2 | I think the LED is a type of multimedia technology. |
T3 | I have seen the interactive body–touch interfacing in the magic performance. |
T4 | I have seen the interactive technology of sound sensing used in the magic show. |
T5 | I have seen the interactive technology of temperature sensing in the magic show. |
T6 | I have seen multimedia technology used in magic performances. |
T7 | I can accept the use of digital images in magic performances. |
T8 | I came to watch this magic show because of the combination of multimedia technology. |
T9 | Most of the performances combined with multimedia technology are good to watch. |
T10 | Audio–visual effects of multimedia enhance the visibility of magic performances. |
T11 | I do not let the way in which multimedia is used affect my evaluation of the show. |
T12 | The audio–visual impact of multimedia surpasses pure physical performances. |
T13 | The audio–visual effects divert my attention to the performer’s physical expressions. |
Lebel | Minimum Value | Maximum Value | Mean | Standard Deviation | Strongly Agree (5) | Agree (4) | Average (3) | Disagree (2) | Strongly Disagree (1) | Agree or Above |
---|---|---|---|---|---|---|---|---|---|---|
S1 | 1 | 5 | 4.19 | 0.85 | 42.8% | 37.1% | 17.1% | 1.9% | 0.9% | 79.9% |
S2 | 2 | 5 | 4.28 | 0.67 | 39.6% | 50% | 9.4% | 0.9% | 0% | 89.6% |
S3 | 2 | 5 | 3.98 | 0.79 | 27.3% | 46.2% | 23.5% | 2.8% | 0% | 73.5% |
S4 | 1 | 5 | 4.03 | 0.85 | 33.9% | 37.7% | 26.4% | 0.9% | 0.9% | 71.6% |
S5 | 2 | 5 | 4.30 | 0.73 | 45.2% | 40.5% | 13.2% | 0.9% | 0% | 85.7% |
S6 | 3 | 5 | 4.40 | 0.64 | 48.5% | 42.8% | 8.5% | 0% | 0% | 91.3% |
S7 | 2 | 5 | 3.84 | 0.79 | 22.8% | 40% | 35.2% | 1.9% | 0% | 62.8% |
S8 | 3 | 5 | 4.23 | 0.74 | 41.5% | 39.6% | 18.8% | 0% | 0% | 81.1% |
S9 | 3 | 5 | 4.46 | 0.58 | 50.9% | 44.3% | 4.7% | 0% | 0% | 95.2% |
S10 | 3 | 5 | 4.42 | 0.63 | 49% | 43.3% | 7.5% | 0% | 0% | 92.3% |
S11 | 3 | 5 | 4.45 | 0.66 | 54.7% | 35.8% | 9.4% | 0% | 0% | 90.5% |
S12 | 2 | 5 | 4.11 | 0.78 | 36.1% | 40% | 22.8% | 0% | 0% | 76.1% |
S13 | 1 | 5 | 4.13 | 0.85 | 40.5% | 33.9% | 24.5% | 0.9% | 0% | 74.4% |
Lebel | Minimum Value | Maximum Value | Mean | Standard Deviation | Strongly Agree (5) | Agree (4) | Average (3) | Disagree (2) | Strongly Disagree (1) | Agree or Above |
---|---|---|---|---|---|---|---|---|---|---|
T1 | 3 | 5 | 4.35 | 0.64 | 44.3% | 46.2% | 9.4% | 0% | 0% | 90.5% |
T2 | 2 | 5 | 4.20 | 0.73 | 37.7% | 45.2% | 16% | 0.9% | 0% | 82.9% |
T3 | 1 | 5 | 3.47 | 1.15 | 22.6% | 28.3% | 27.3% | 16.9% | 4.7% | 50.9% |
T4 | 1 | 5 | 3.46 | 1.16 | 20.7% | 33% | 23.5% | 16.9% | 5.6% | 53.7% |
T5 | 1 | 5 | 3.27 | 1.19 | 19.8% | 23.5% | 26.4% | 24.5% | 5.6% | 43.3% |
T6 | 1 | 5 | 3.55 | 1.22 | 25.4% | 33.9% | 16.9% | 16.9% | 6.6% | 59.3% |
T7 | 3 | 5 | 4.47 | 0.63 | 54.7% | 37.7% | 7.5% | 0% | 0% | 92.4% |
T8 | 2 | 5 | 4.32 | 0.74 | 47.6% | 38% | 13.3% | 0.9% | 0% | 85.6% |
T9 | 3 | 5 | 4.40 | 0.65 | 49% | 41.5% | 9.4% | 0% | 0% | 90.5% |
T10 | 1 | 5 | 3.77 | 1.12 | 33% | 28.3% | 25.4% | 9.4% | 3.7% | 61.3% |
T11 | 1 | 5 | 4.15 | 0.77 | 34.3% | 49.5% | 14.3% | 1.0% | 1.0% | 83.8% |
T12 | 1 | 5 | 3.66 | 1.02 | 25.7% | 28.5% | 32.3% | 12.3% | 0.9% | 54.2% |
T13 | 1 | 5 | 3.70 | 1.05 | 26.4% | 33.9% | 23.5% | 15% | 0% | 60.3% |
Scale | Name of Measure or Test | Value | |
---|---|---|---|
Magic viewing experience | KMO measure of sampling adequacy | 0.912 | |
Bartlett’s test of sphericity | Approx. Chi-Square | 799.422 | |
Degree of freedom | 78 | ||
Significance | 0.000 | ||
Multimedia technology understanding | KMO measure of sampling adequacy | 0.824 | |
Bartlett’s test of sphericity | Approx. Chi-Square | 670.243 | |
Degree of freedom | 78 | ||
Significance | 0.000 |
No. | Latent Dimension: Magic Viewing Experience | ||
---|---|---|---|
1 | 2 | 3 | |
S2 | 0.781 | 0.218 | 0.060 |
S3 | 0.721 | 0.220 | 0.303 |
S11 | 0.692 | 0.246 | 0.394 |
S1 | 0.660 | 0.107 | 0.196 |
S5 | 0.609 | 0.377 | 0.356 |
S6 | 0.592 | 0.310 | 0.482 |
S4 | 0.133 | 0.855 | 0.175 |
S13 | 0.221 | 0.823 | 0.291 |
S7 | 0.407 | 0.599 | 0.290 |
S12 | 0.446 | 0.594 | 0.308 |
S9 | 0.187 | 0.291 | 0.832 |
S10 | 0.337 | 0.272 | 0.784 |
S8 | 0.503 | 0.317 | 0.584 |
No. | Latent Dimension: Multimedia Technology Understanding | ||
---|---|---|---|
1 | 2 | 3 | |
T7 | 0.865 | −0.051 | 0.180 |
T10 | 0.815 | −0.033 | 0.134 |
T8 | 0.782 | 0.058 | 0.259 |
T1 | 0.764 | 0.184 | 0.080 |
T9 | 0.623 | 0.350 | −0.059 |
T2 | 0.530 | 0.411 | 0.312 |
T3 | 0.099 | 0.882 | 0.152 |
T4 | 0.032 | 0.878 | 0.196 |
T6 | 0.182 | 0.840 | −0.060 |
T5 | 0.058 | 0.826 | 0.230 |
T13 | 0.116 | 0.221 | 0.823 |
T12 | 0.222 | 0.024 | 0.756 |
T11 | 0.090 | 0.116 | 0.579 |
Scale | Latent Dimension | No. of Questions | Labels of the Questions of the Dimension |
---|---|---|---|
Magic viewing experience | Emotion impact (Group FS1) | 6 | (S2, S3, S11, S1, S5, S6) |
Magic impression (Group FS2) | 4 | (S4, S13, S7, S12) | |
Entertainment satisfaction. (Group FS3) | 3 | (S9, S10, S8) | |
Multimedia technology understanding | Multimedia awareness (Group FT1) | 6 | (T7, T10, T8, T1, T9, T2) |
Interaction perception (Group FT2) | 4 | (T3, T4, T6, T5) | |
Technology acceptance (Group FT3) | 3 | (T13, T12, T11) |
Scale | Latent Dimension | Cronbach’s α Coefficient of the Latent Dimension | Cronbach’s α Coefficient of the Scale |
---|---|---|---|
Magic viewing experience | Emotion impact (Group FS1) | 0.872 | 0.929 |
Magic impression (Group FS2) | 0.843 | ||
Entertainment satisfaction. (Group FS3) | 0.845 | ||
Multimedia technology understanding | Multimedia awareness (Group FT1) | 0.852 | 0.844 |
Interaction perception (Group FT2) | 0.900 | ||
Technology acceptance (Group FT3) | 0.610 |
Scale | df | χ2 | χ2/df | agfi | cfi | RMSEA | RMSEA (90% CI) | |
---|---|---|---|---|---|---|---|---|
LO | HI | |||||||
Magic viewing experience | 62 | 96.292 | 1.553 | 0.828 | 0.957 | 0.073 | 0.042 | 0.100 |
Multimedia technology understanding | 62 | 112.702 | 1.818 | 0.797 | 0.920 | 0.088 | 0.062 | 0.114 |
Scale | Latent Dimension | Group of Related Questions | Construct Validity Value |
---|---|---|---|
Magic viewing experience | Emotion impact | FS1 = (S2, S3, S11, S1, S5, S6) | 0.876 |
Magic impression | FS2 = (S4, S13, S7, S12) | 0.844 | |
Entertainment satisfaction. | FS3 = (S9, S10, S8) | 0.849 | |
Multimedia technology understanding | Multimedia awareness | FT1 = (T7, T10, T8, T1, T9, T2) | 0.863 |
Interaction perception | FT2 = (T3, T4, T6, T5) | 0.905 | |
Technology acceptance | FT3 = (T13, T12, T11) | 0.636 |
Question | Min. Value | Max. Value | Mean | S.D. | Strongly Agree (5) | Agree (4) | Average (3) | Disagree (2) | Strongly Disagree (1) | Agree or Above | |
---|---|---|---|---|---|---|---|---|---|---|---|
S2 | The stage effect makes me feel like I am in a fantasy world. | 2 | 5 | 4.28 | 0.67 | 39.6% | 50% | 9.4% | 0.9% | 0% | 89.6% |
S3 | The whole performance left people in an emotional state. | 2 | 5 | 3.98 | 0.79 | 27.3% | 46.2% | 23.5% | 2.8% | 0% | 73.5% |
S11 | I think the magician’s performance in this show is amazing. | 3 | 5 | 4.45 | 0.66 | 54.7% | 35.8% | 9.4% | 0% | 0% | 90.5% |
S1 | I often feel like time flies by so fast during the presentation. | 3 | 5 | 4.42 | 0.64 | 50.9% | 40.5% | 8.4% | 0% | 0% | 91.4% |
S5 | I am amazed by the magic effect that technology can do. | 2 | 5 | 4.30 | 0.73 | 45.2% | 40.5% | 13.2% | 0.9% | 0% | 85.7% |
S6 | I can feel entertained and happy during the performance. | 3 | 5 | 4.40 | 0.64 | 48.5% | 42.8% | 8.5% | 0% | 0% | 91.3% |
Question | Min. Value | Max. Value | Mean | S.D. | Strongly Agree (5) | Agree (4) | Average (3) | Disagree (2) | Strongly Disagree (1) | Agree or Above | |
---|---|---|---|---|---|---|---|---|---|---|---|
S4 | Watching the show made me want to learn more about magic or other performing arts. | 1 | 5 | 4.03 | 0.85 | 33.9% | 37.7% | 26.4% | 0.9% | 0.9% | 71.6% |
S13 | Watching the show makes me get to like magic. | 1 | 5 | 4.13 | 0.85 | 40.5% | 33.9% | 24.5% | 0.9% | 0% | 74.4% |
S7 | The content of the magic show is inspiring to me. | 2 | 5 | 3.84 | 0.79 | 22.8% | 40% | 35.2% | 1.9% | 0% | 62.8% |
S12 | Watching the performance relieves me of stress. | 2 | 5 | 4.11 | 0.78 | 36.1% | 40% | 22.8% | 0% | 0% | 76.1% |
Question | Min. Value | Max. Value | Mean | S.D. | Strongly Agree (5) | Agree (4) | Average (3) | Disagree (2) | Strongly Disagree (1) | Agree or Above | |
---|---|---|---|---|---|---|---|---|---|---|---|
S9 | I think the visual design of this show is very attractive. | 3 | 5 | 4.46 | 0.58 | 50.9% | 44.3% | 4.7% | 0% | 0% | 95.2% |
S10 | I think the stage design of this show is very attractive. | 3 | 5 | 4.42 | 0.63 | 49% | 43.3% | 7.5% | 0% | 0% | 92.3% |
S8 | Watching the performance makes me feel the happy atmosphere. | 3 | 5 | 4.23 | 0.74 | 41.5% | 39.6% | 18.8% | 0% | 0% | 81.1% |
Question | Min. Value | Max. value | Mean | S.D. | Strongly Agree (5) | Agree (4) | Average (3) | Disagree (2) | Strongly Disagree (1) | Agree or Above | |
---|---|---|---|---|---|---|---|---|---|---|---|
T7 | I can accept the use of digital images in magic performances. | 3 | 5 | 4.47 | 0.63 | 54.7% | 37.7% | 7.5% | 0% | 0% | 92.4% |
T10 | Audio–visual effects of multimedia technology enhance the visibility of magic performances. | 1 | 5 | 3.77 | 1.12 | 33% | 28.3% | 25.4% | 9.4% | 3.7% | 61.3% |
T8 | I come to watch this magic show because of the combination of multimedia technology. | 2 | 5 | 4.32 | 0.74 | 47.6% | 38% | 13.3% | 0.9% | 0% | 85.6% |
T1 | I know that voice control is a type of multimedia interactive technology. | 3 | 5 | 4.35 | 0.64 | 44.3% | 46.2% | 9.4% | 0% | 0% | 90.5% |
T9 | Most of the performances combined with multimedia technology are good to watch. | 3 | 5 | 4.40 | 0.65 | 49% | 41.5% | 9.4% | 0% | 0% | 90.5% |
T2 | I think the LED is a type of multimedia technology. | 2 | 5 | 4.20 | 0.73 | 37.7% | 45.2% | 16% | 0.9% | 0% | 82.9% |
Question | Min. Value | Max. Value | Mean | S.D. | Strongly Agree (5) | Agree (4) | Average (3) | Disagree (2) | Strongly Disagree (1) | Agree or Above | |
---|---|---|---|---|---|---|---|---|---|---|---|
T4 | I have seen the interactive technology of body–touch interfacing in the magic performance. | 1 | 5 | 3.47 | 1.15 | 22.6% | 28.3% | 27.3% | 16.9% | 4.7% | 50.9% |
T3 | I have seen the interactive technology of sound sensing used in the magic show. | 1 | 5 | 3.46 | 1.16 | 20.7% | 33% | 23.5% | 16.9% | 5.6% | 53.7% |
T6 | I have seen multimedia technology used in magic performances. | 1 | 5 | 3.55 | 1.22 | 25.4% | 33.9% | 16.9% | 16.9% | 6.6% | 59.3% |
T5 | I have seen the interactive technology of temperature sensing in the magic show. | 1 | 5 | 3.27 | 1.19 | 19.8% | 23.5% | 26.4% | 24.5% | 5.6% | 43.3% |
Question | Min. Value | Max. Value | Mean | S.D. | Strongly Agree (5) | Agree (4) | Average (3) | Disagree (2) | Strongly Disagree (1) | Agree or Above | |
---|---|---|---|---|---|---|---|---|---|---|---|
T13 | The audio–visual effect of multimedia divert my attraction to the performer’s physical expressions. | 1 | 5 | 3.70 | 1.05 | 26.4% | 33.9% | 23.5% | 15% | 0% | 60.3% |
T12 | The audio–visual effect of multimedia is stronger than that of pure physical performances. | 1 | 5 | 3.66 | 1.02 | 25.7% | 28.5% | 32.3% | 12.3% | 0.9% | 54.2% |
T11 | I do not let the way by which multimedia technology is used affect my evaluation of the show | 1 | 5 | 4.15 | 0.77 | 34.3% | 49.5% | 14.3% | 1.0% | 1.0% | 83.8% |
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Share and Cite
Wang, C.-M.; Huang, Q.-J. Design of a Technology-Based Magic Show System with Virtual User Interfacing to Enhance the Entertainment Effects. Appl. Sci. 2024, 14, 5535. https://doi.org/10.3390/app14135535
Wang C-M, Huang Q-J. Design of a Technology-Based Magic Show System with Virtual User Interfacing to Enhance the Entertainment Effects. Applied Sciences. 2024; 14(13):5535. https://doi.org/10.3390/app14135535
Chicago/Turabian StyleWang, Chao-Ming, and Qi-Jia Huang. 2024. "Design of a Technology-Based Magic Show System with Virtual User Interfacing to Enhance the Entertainment Effects" Applied Sciences 14, no. 13: 5535. https://doi.org/10.3390/app14135535
APA StyleWang, C.-M., & Huang, Q.-J. (2024). Design of a Technology-Based Magic Show System with Virtual User Interfacing to Enhance the Entertainment Effects. Applied Sciences, 14(13), 5535. https://doi.org/10.3390/app14135535