• Title/Summary/Keyword: Interactive Digital Contents

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A Study on the Digital robot utilization for implementation Augmented Reality of Interactive Advertisement (양방향 광고의 증강현실 구현을 위한 디지털로봇 활용 연구)

  • Choi, Chi Kwon;Um, Ki Joon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.3
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    • pp.159-168
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    • 2010
  • Developments and changes in digital environment based on computer technologies and internet networks enabled us interactive communication for planning and execution through the freedom of 'connection', 'sharing', and 'conversion'. The subject of this study, interactive commercial, might be the core of success based on creation which stems from communication design, revolution in design and technology, and conversion. Communication in modern economy is not optional, but essential. Furthermore, like evolution process up to Augmented Reality from developments of mobile communication technology, or concept in paradigm change, digital interactive commercial means the core of success, not a part of it. Therefore, in order to achieve success in the global competition structure, mobile communication design, revolution, and creation which produce added value shall be working as a base. In order to reach effective communication process performance of interactive commercial media, this study would like to propose building a media commercial system which is realized by human senses. Using this, standardized methods for interactive commercial which can be used together with augmented reality based on digital technology, and for using digital robot contents are available, along with methodology system of their use. In addition, the ultimate goal of this study aims to discover new factors through reorganization of precedent analysis and adaptation based on academic achievement and practical application. And thus, it wants to contribute to practical use of interactive commercial out of augmented reality-based communication in which technology, marketing, and design are integrated to be used in real sense.

Specification and Implementation of Projective Texturing Node in X3D

  • Kim, In-Kwon;Jang, Ho-Wook;Yoo, Kwan-Hee;Ha, Jong-Sung
    • International Journal of Contents
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    • v.12 no.2
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    • pp.1-5
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    • 2016
  • Extensible 3D (X3D) is the ISO standard for defining 3D interactive web- and broadcast-based 3D content integrated with multimedia. With the advent of this integration of interactive 3D graphics into the web, users can easily produce 3D scenes within web contents. Even though there are diverse texture nodes in X3D, projective textures are not provided. We enable X3D to provide SingularProjectiveTexture and MultiProjectiveTexture nodes by materializing independent nodes of projector nodes for a singular projector and multi-projector. Our approach takes the creation of an independent projective texture node instead of Kamburelis's method, which requires inconvenient and duplicated specifications of two nodes, ImageTexture and Texture Coordinate.

Interactive 3D Convergence Contents Authoring Tool Design for Smart Learning (스마트교육을 위한 인터랙티브 3D 융합 콘텐츠 저작도구 설계)

  • Roh, Chang Hyun
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.425-432
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    • 2016
  • There is little study related to the 3D convergence contents authoring tool for teacher. In this study, we purposed the design of the interactive 3D convergence contents authoring tool for a teacher. To draw the design, firstly, we investigated the authoring environment of teachers and interviewed teachers. Based on this investigations, we proposed the functional requirement and UI/UX(User Interface/User Experience) design of it. And we investigated the level of focusing group satisfication with the UI/UX design. Based on these results, we will implement the authoring tool.

Study on the Production of Interactive Multimedia Content using Floating Holograms (플로팅 홀로그램을 활용한 인터랙티브 멀티미디어 콘텐츠 제작 연구)

  • Choi, Junhwan;Kim, Jun
    • Journal of Digital Contents Society
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    • v.19 no.9
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    • pp.1625-1630
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    • 2018
  • Image presentation ways have recently been growing, and hologram, which is one of the next generation image presentation methods, has been developed through a lot of researches, but it is difficult to embody. Therefore, a similar hologram method has been used for different multimedia contents to present the hologram-like effects. This paper intends to investigate ways to effectively use a floating hologram method as one of the pseudo hologram methods to apply to interactive multimedia contents. It also aims to produce works applying a motion sensor to contents of a boxed form using the floating hologram method while studying real-time interaction between sound and image presented from audience's participation to provide researches on advantages and disadvantages of utilizing hologram and the technology while suggesting complementary methods on them.

A Study on Interactive Media Art Contents on Physical Computing Technology (피지컬 컴퓨팅 기술 기반 인터렉티브 미디어 아트 콘텐츠에 관한 연구)

  • Li, Yi-Xian;Seo, Chang-Jin
    • Journal of Digital Convergence
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    • v.10 no.5
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    • pp.193-197
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    • 2012
  • On this paper is the project about which is base on Interactive Media Arts technology. What's more, the audience not only enjoy the images or performances on screen but also appear to be one important element in such interactive media. Therefore, it's function is to combine Physical computing and other perception like the musical instruments playing, then finally arriving to be real-time and capable to be interactive.

A comparison study on characteristics of IPTV and digital CATV subscribers (IPTV가입자와 디지털 CATV가입자의 특성비교에 관한 연구)

  • Ryu, Gui-Yeol;Rhee, Eun-Jun;Lee, Hyun-Woo
    • Journal of the Korean Data and Information Science Society
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    • v.23 no.4
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    • pp.665-675
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    • 2012
  • The object of study is to compare the characteristics of IPTV (Internet protocol television) subscribers and digital CATV (Community antenna television) subscribers. We used the adjusted residuals. We did gang survey for 100 subscribers in Seoul, Kyeonggi or Incheon regions. Compared to digital CATV, IPTV seems to have appropriate contents for interactive services and high satisfaction level for cost, but high dissatisfaction level for channels. Digital CATV subscribers would know and subscribe passively, compared to IPTV subscribers. IPTV subscribers are more satisfied than digital CATV subscribers even though IPTV is higher cost. Main content of digital CATV is sports, which is not interactive contents. People think IPTV is an innovative service which let subscribers see wanted contents always, but digital CATV is an extension of CATV. So digital CATV cannot use advantages of interactive services. Even though two services are almost same, they are very different in recognition.

Proposal for new type of poster, interactive motion poster (새로운 형식의 포스터, 인터랙티브 모션포스터에 대한 제안)

  • Kong, Soo-Kyung
    • Journal of Digital Contents Society
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    • v.19 no.9
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    • pp.1679-1688
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    • 2018
  • The development of digital technology has not only led to the development of expressive technology, but also to change in the process of production, expression media, production formats and methods, and communication with the audience. In one form, motion poster using LCD display instead of paper poster was introduced. This not only suggests the generation of posters with sound and movement on the ground, but also the possibility of expansion using the features of a platform called LCD displays. As part of this extension, this paper focuses on the "interactions" element and suggests a new interactive motion poster.

A Study on the Freedom of Open World Games : Focus on <The Legend of Zelda: Tears of the Kingdom>

  • Mingke Lyu;Xinyi Shan;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.13 no.3
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    • pp.253-258
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    • 2024
  • This paper explores the factors influencing the degree of freedom in open-world games, taking <The Legend of Zelda: Tears of the Kingdom> as a case study, it is carefully analyzed in comparison to similar well-known games such as <Genshin>,<Elden Ring>, and <Far Cry>. It also analyzes how the player skill system and its synergy with the combination of interactive elements can effectively enhance the freedom of the game. The results show that the diversity of player skill systems not only significantly enhances the in-game strategy and depth of exploration, but also the rich combination of interactive elements further enhances players' tactical flexibility. This paper also points out that simply expanding the map size while neglecting the content richness and balance of quest design can have negative impacts on the game. This study aims to provide game developers with insights that emphasize the application of skill diversity and interactive elements to improve players' gameplay freedom and overall experience.

A Consideration on the development of Interactive Art in 20th Century (20세기 인터랙티브 아트의 전개에 관한 고찰)

  • Kim, Hee-Young;Lee, Wang-Joo
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.177-185
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    • 2008
  • It was a special phenomenon in the art of 20th century that the earnest engagement of spectators came up to the surface in the area of artwork-creation and art-experience which had been one-sided processes for a long time. Such a genre of Optical art or Kinetic art, had pulled out active engagements of audiences in enjoying diverse works, played the role of locomotive in the Interactive Art. Of course, many kind of art made an appearance on the channels of diverse media from that times. For example, many people came to enjoy taking part in such a genre as Happening formated the mode of face-to-face communication between the creator and the spectator. The appearance of the technology of digital media had a decisive influence on the area of the Interactive Art. From that time on, people have come to accept the reciprocity of the relations between artist and spectator naturally. This paper makes researches on some trends in the development of Interactive Arts by way of analyzing some representative Interactive Artworks typing the birth and growth of Interactive Art.

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