• 제목/요약/키워드: Interactive Experience Room

검색결과 4건 처리시간 0.021초

Interactive Experience Room Using Infrared Sensors and User's Poses

  • Bang, Green;Yang, Jinsuk;Oh, Kyoungsu;Ko, Ilju
    • Journal of Information Processing Systems
    • /
    • 제13권4호
    • /
    • pp.876-892
    • /
    • 2017
  • A virtual reality is a virtual space constructed by a computer that provides users the opportunity to indirectly experience a situation they have not experienced in real life through the realization of information for virtual environments. Various studies have been conducted to realize virtual reality, in which the user interface is a major factor in maximizing the sense of immersion and usability. However, most existing methods have disadvantages, such as costliness or being limited to the physical activity of the user due to the use of special devices attached to the user's body. This paper proposes a new type of interface that enables the user to apply their intentions and actions to the virtual space directly without special devices, and test content is introduced using the new system. Users can interact with the virtual space by throwing an object in the space; to do this, moving object detectors are produced using infrared sensors. In addition, the users can control the virtual space with their own postures. The method can heighten interest and concentration, increasing the sense of reality and immersion and maximizing user's physical experiences.

인터랙티브미디어 영상의 쌍방향성 연출구조에 관한 연구 (Modules of Directing Interactive Media Moving Images)

  • 김효용;김시은
    • 한국콘텐츠학회논문지
    • /
    • 제12권3호
    • /
    • pp.84-94
    • /
    • 2012
  • 2011년 현재, 선진국을 포함하여 많은 중진국 이상의 나라에서는 인터넷과 정보통신기술이 발달하고 쌍방향성을 지원하는 통신매체와 디지털기기가 점차 대중화되고 있다. 쌍방향성 매체와 기술의 발달은 디지털콘텐츠의 성장뿐만이 아니라 인터랙티브미디어(쌍방향성 매체)를 이용한 다양한 예술분야의 발전에 큰 공헌을 하였다. 본 연구는 인터랙티브미디어를 이용한 인터랙티브미디어 영상의 연출에 관해 기술하고 작품의 주제 및 제작 의도를 효과적으로 표현할 수 있는 인터랙션(쌍방향성) 연출모형을 세 개로 분리하여 제시하였다. 제시된 인터랙션 연출구조의 이해를 돕기 위해 인터랙티브미디어 영상, 작품명 '두개의 방(미술관 속 혼합실험실, 부제: Interactive media art & Experimental mixing, 예술의 전당)'의 작품과 RPG(Role-playing game)스타일 게임 등을 사례로 일부 사용하였다. 이를 통해 아직은 충분치 못한 인터랙티브미디어아트 분야의 지적 자료를 보강하고, 인터랙티브미디어를 활용한 인터랙티브미디어 영상 제작을 시도하는 예술가들의 작품 활동을 돕고자 한다.

Profiling Customer Engagement with "Snuggie" Experience in Social Media

  • Kim, HaeJung;Kim, JiYoung;Yang, Kiseol
    • 한국의류산업학회지
    • /
    • 제15권1호
    • /
    • pp.95-102
    • /
    • 2013
  • In order to understand meaningful customer experience in social media, this study profiles customer engagement by exposing the essential brand experience rooms in hyper-reality contexts. This study selects Snuggie as a target brand as it uses multiple contact points, including social media, to provide meaningful experience to customers. With their unique marketing strategy, Snuggie became a popular brand among the U. S. customers beyond just a wearable blanket. Upon analyzing a total of 364 customer reviews about Snuggie in Amazon.com, five experience rooms were exposed; "Physical artifacts" and "customer involvement" are influential experience rooms which signify interactions between products and customers, while "intangible artifacts", "technology" and "customer placement" reflect a lower degree of experiential engagement. This approach suggests a theoretical foundation in understanding the customer engagement concepts by the means of brand experience dimensions in social media. The ability to create compelling engagement in social media depends on the successful facilitation of relationships and information, which lead to a creative, communicative and interactive experience.

Crying Sea, The Sound Installation: Artistic Considerations for Coexistence between Human and Technology

  • Park, Jungsun;Wi, Hyeongseok;Park, Sungwoo
    • Journal of Multimedia Information System
    • /
    • 제9권1호
    • /
    • pp.43-50
    • /
    • 2022
  • As the discourse on Anthropocene grows, this exploratory research investigates the interrelationship and interconnectivity between humanity and technology by analyzing a sound art installation created by the author. Crying Sea is a sound installation that uses plastic wastes collected from the shore to create symbolic narratives and artistic experience connecting humans, objects, and nature through interactive digital technology. In this installation, the audiences are guided to walk over the wastes, and the sounds created by the footsteps are recorded in real-time, which then are distorted and amplified into disturbing sounds through speakers filling up the room. In analyzing this artwork, three theories from technological, philosophical, and ecological backgrounds were used; specifically, Bernard Stiegler's pharmakon theory, Dona Haraway's cyborg manifesto, and Timothy Morton's dark ecology theory. A common factor revealed from all three theories by analyzing the Crying Sea is that humans, technologies, and all other entities within nature are interconnected and resonated. The awareness of this recursive relationship allows us to consider sustainable balancing.