• Title/Summary/Keyword: 인터랙티브 인스톨레이션

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Development of Interactive Prototyping Methods applying Behavioral Prototyping Methods for Interactive Experience Design (인터랙티브 경험 디자인에 있어서 행위모형 기법을 응용한 인터랙티브 묘형 기법 개발)

  • 이태일
    • Archives of design research
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    • v.17 no.2
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    • pp.253-260
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    • 2004
  • As the need for more variety of interactive media grows, alternative interaction methods beyond conventional ones such as mice and keyboards are vigorously explored recently. In particular, these new approaches are getting attentions because they can enhance the user experiences in the interaction. Howerver, since they are case-dependent and specific, it still becomes crucial to consider and evaluate the effects and possibilities of interactions. The study aims to explore the ways to design the interactions by applying Behavioral Prototyping Methods in the initial stage of design development, which it calls 'Interactive Prototyping Method'. With the case project, 'Shadow Theater', which is an interactive installation for children, children can play and participate in interactive story-making by wearing hand puppets, casting shadows of hand puppets, and interacting with virtual objects on screen. To explore and design the interactions of Shadow Theater at the initial design process, the study builds an interactive prototype which borrows puppet theater settings and lets children play with hand puppets and other objects. The session of user try-outs with the prototype help to understand what and how they interact with virtual objects, and to improve the interactions.

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미디어 파사드와 인터랙티브 아트 인스톨레이션

  • O, Eun-Seok
    • Broadcasting and Media Magazine
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    • v.21 no.2
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    • pp.61-70
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    • 2016
  • 미디어 파사드의 개념 및 종류, 역할에 대해서 알아보았고, 미디어 파사드가 앞으로 나아갈 방향에 대해서 논의해보았다. 미디어 파사드는 디지털 기술의 발전과 융합되어 다양한 분야에서 활용되어지고 있고, 예술의 콘텐츠를 보여주던 미디어 아트의 성격을 토대로 다양한 목적에 맞춰 미디어 콘텐츠를 효과적으로 관람자에게 전달할 수 있다. 건축물에 영상을 상영함으로써 외향적으로는 도시의 미관 및 랜드마크 효과를 담당하며 내재적으로는 도시의 독자성(identity) 및 브랜드(brand)를 보여줄 수 있다. 미디어 파사드는 인터랙션이 가능한 방향으로 진화하여 시민과의 상호작용, 즉 소통(communication)을 강화한 시민 중심(citizen-centered)의 미디어 문화로 발전해야 한다.

A Study of the Types of Metaphor Reflected on the Sonic Interactive Objets (동작 기반 인터랙티브 사운드 오브제에 나타난 메타포 유형 연구)

  • Kim, Hee-Eun;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.2
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    • pp.185-201
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    • 2016
  • This study aims to define the basic design elements of a sonic interactive object and relate them with the different metaphor types including physical metaphor, gestural metaphor, sound metaphor, and embodied metaphor that are reflected on the interface, gesture, sound, and embodied experience. It discusses how the concept mapping can be effectively done by utilizing metaphor and considering the relationships between the types of metaphor when designing a sonic interactive object. This study has a significance in the aspect that it expanded the area of metaphor to embodied experience and subdivided the types of metaphor including visual, sound, gestural and tactile information. Furthermore, it attempted to analyze the design elements of a sonic interactive object in relation to the types of metaphor. A researcher or a designer, therefore, can use this study as a reference to design concept mapping of a sonic interactive object, in a way that the design elements and metaphor types work together effectively to enable a visitor to recognize what they are expected to do with the object more intuitively.

A Basic Study of the Interdisciplinary Education System Based on Digital Technology in Spatial Design -Focused on Sensor Interface Technology and The Third Place- (공간디자인 분야에서 디지털 기술기반 연계교육 시스템에 대한 기초연구 -센서 인터페이스 기술과 제 3의 공간을 중심으로-)

  • Chun Se-Geun
    • The Journal of the Korea Contents Association
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    • v.6 no.8
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    • pp.114-123
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    • 2006
  • The practical value of the third place using ubiquitous digital technology has been increasing rapidly, therefore it is inevitable to educate students of spatial design in the interdisciplinary education system based on the unified technology of digital in order to cultivate leading designers to adapt new era of spatial design. After a research for the unified form of spatial planning and case studies of foreign educations, this study addresses the issues to classify the interdisciplinary teaching form into three educational categories digital interactive education, digital unified education and digital creative education. Finally, the study proposes the basic form of the ideal and futuristic education of spatial design with the distinguished results after conducting the model curriculum by the above categories.

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