• Title/Summary/Keyword: Interactive art

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A Study on the Impact of a Process approach to Fine Art Exhibit Design on Visitor Interest and Appreciation (과정접근적 순수미술 전시가 관람자의 관심도와 감상력에 미치는 영향에 관한 연구)

  • 김주연
    • Korean Institute of Interior Design Journal
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    • no.3
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    • pp.33-37
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    • 1994
  • Increasing interest and providing educational experience for the public have long been a major ARt Museum goal. This interest raises the question of how visitors respond to museum exhibits. Much researches have been done which indicate the newer and more interactive exhibits are indeed more didactic and enjoyable than conventional exhibits. This study examined the effectiveness of art exhibits which display information about the creative process of developing a work art along with the final work of art to test if they results in more viewer interest and greater appreciation of the final work of art than those which display only the final work of art. In the early part of the 1991 spring, a counterblancing AB/BA quasi-experiment was carried out in the Jhnson Museum of Art, Cornell University. Methods used to collect and measure visitory interest and appreciation were unobtrusive observation and survey questionnaire. As the indirect measurement of visitor interest, attracting power and holding power were measured by unobstrusive observation of visitor time spent, while the direct measurement of visitor interest and appreciation, visitor's interest, understanding , and degree of favorableness were measured by survey questinnaire. Data analysis reached conclusion that the process approach fine art exhibit designs significantly resulted in more viewer interest and greater appreciation of art work than the conventional fine art exhibit design.

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A method for image-based shadow interaction with virtual objects

  • Ha, Hyunwoo;Ko, Kwanghee
    • Journal of Computational Design and Engineering
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    • v.2 no.1
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    • pp.26-37
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    • 2015
  • A lot of researchers have been investigating interactive portable projection systems such as a mini-projector. In addition, in exhibition halls and museums, there is a trend toward using interactive projection systems to make viewing more exciting and impressive. They can also be applied in the field of art, for example, in creating shadow plays. The key idea of the interactive portable projection systems is to recognize the user's gesture in real-time. In this paper, a vision-based shadow gesture recognition method is proposed for interactive projection systems. The gesture recognition method is based on the screen image obtained by a single web camera. The method separates only the shadow area by combining the binary image with an input image using a learning algorithm that isolates the background from the input image. The region of interest is recognized with labeling the shadow of separated regions, and then hand shadows are isolated using the defect, convex hull, and moment of each region. To distinguish hand gestures, Hu's invariant moment method is used. An optical flow algorithm is used for tracking the fingertip. Using this method, a few interactive applications are developed, which are presented in this paper.

Interactive Social U-Learning Community Design (상호작용이 가능한 사회적 U-LEARNING 공동체 설계)

  • Kim, Hye-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.5
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    • pp.193-201
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    • 2011
  • This paper presents the holistic notion and model of an open social u-learning community, anchored with open content, providing an interactive online study group experience akin to sitting with study buddies on a world-wide campus quad. The interactive social u-learning community design helps conceptualize and maximize advantages of ubiquitous environment in learning. The model is enabled by state-of-the-art web technologies; real-time collaboration technologies for a highly interactive experience; intelligent recommender systems to help learners connect with relevant content and other learners; and mining and analytics to assess learner outcomes. Hence, u-learning design is highly scalable yet interactive and engaging.

A Case Study on Using Interactive Media of Large Space Structure (대공간구조물의 Interactive Media 적용 사례 분석)

  • Kim, Sic;Yoon, Sung-Won
    • Journal of Korean Association for Spatial Structures
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    • v.11 no.4
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    • pp.71-78
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    • 2011
  • Interactive media are applied to inner and outer space of small public space to enhance for the interaction between the spectator and works, also widely used in the exterior wall by LED and projector for advertisement. In the other hand, case studies of interactive media for large space have not less accomplished than those of buildings and public spaces. Thus, these studies analyzed 11 large structure examples by display, content, interface, and technology device by comparison of those cases of ordinary building public space. First interactive media for large space are found to be contents(39%), and next one is play(27%), advertisement(17%) and message(17%).

A Study on Audio-Visual Interactive Art interacting with Sound -Focused on 21C Boogie Woogie (사운드에 반응하는 시청각적인 인터랙티브 아트에 관한 연구)

  • Son, Jin-Seok;Yang, Jee-Hyun;Kim, Kyu-Jung
    • Cartoon and Animation Studies
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    • s.35
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    • pp.329-346
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    • 2014
  • Art is the product from the combination of politics, economy, and social and cultural aspects. Recent development of digital media has affected on the expansion of visual expression in art. Digital media allow artists to use sound and physical interaction as well as image as an plastic element for making a work of art. Also, digital media help artists create an interactive, synaesthetic and visual perceptive environment by combining viewers' physical interaction with the reconstruction of image, sound, light, and among other plastic elements. This research was focused on the analysis of the relationship between images in art work and the viewer and data visualization using sound from the perspective of visual perception. This research also aimed to develop an interactive art by visualizing physical data with sound generating from outer stimulus or the viewer. Physical data generating from outer sound can be analyzed in various aspects. For example, Sound data can be analyzed and sampled within pitch, volume, frequency, and etc. This researcher implemented a new form of media art through the visual experiment of LED light triggered by sound frequency generating from viewers' voice or outer physical stimulus. Also, this researcher explored the possibility of various visual image expression generating from the viewer's reaction to illusionary characteristics of light(LED), which can be transformed within external physical data in real time. As the result, this researcher used a motif from Piet Mondrian's Broadway Boogie Woogie in order to implement a visual perceptive interactive work reacting with sound. Mondrian tried to approach at the essence of visual object by eliminating unnecessary representation elements and simplifying them in painting and making them into abstraction consisting of color, vertical and horizontal lines. This researcher utilized Modrian's simplified visual composition as a representation metaphor in oder to transform external sound stimulus into the element of light(LED), and implemented an environment inducing viewers' participation, which is a dynamic composition maximizing a synaesthetic expression, differing from Modrian's static composition.

Fashion Accessory Design Using Media Art (미디어아트를 이용한 패션 액세서리 디자인)

  • JeKal, Mee;Lee, Youn-Hee
    • Journal of the Korean Society of Costume
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    • v.58 no.4
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    • pp.1-12
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    • 2008
  • The expansion of media art has not only developed the digital technology but also given lots of environmental evolution to improve various fields of design as the main topic of the 21st century. The purpose of this study is aimed at proposing the new design that integrates fashion accessaries with media art technology. This will be done by understanding the social environment in digital ages and studying technology of design based on a variety of literature about changes in our society, neo value, vision, culture and art with fundamental notion of media art. First stage for this study, put an idea into just fashion accessary design because it is not sufficient to incoporate fashion and media art technology. The presented OLED(Organic Light Emitting Diodes) in this study is a kind of display to be in a limelight in the next generation and can be applied to various field of design. media art simultaneously moved into the scope of artistic debates. As a result, we can found that the use of audiovisual introduced numerous new aspects to the conceptual and aesthetic engagement with questions of conception. Today, the presented forms of art and inter-action from the closed -circuit work to interactive media art installations to open process-exist as parallel possibilities.

Detection of Art Exhibitions using Augmented Reality Technology (증강현실 기술을 적용한 미술 전시품 검출)

  • Lee, Yong-Hwan;Kim, Youngseop
    • Journal of the Semiconductor & Display Technology
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    • v.17 no.4
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    • pp.101-104
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    • 2018
  • Augmented Reality (AR) is an emerging technology and the applications of technology are still not fully unveiled. This paper explores a new application of augmented reality for new direction in art exhibitions, which aims to bring interactive learning experience to life. The project takes printed images on book or exhibiting arts to the next level by applying AR technology to provide a unique fascinating experience to its readers on mobile devices. AR technology composing with animation brings new digital entertainment experience to the user of art exhibitions. The key feature of this paper uses the technology presents auxiliary information in the field of view of an object on art exhibitions automatically without human intervention.

From Ambient to Interactive: Human-Digital Art Interaction on Public Display Based on the Spatial Relationship (공공디스플레이에서 공간적 상관관계를 고려한 인간과 디지털 아트의 상호작용)

  • An, Mi-Hye;Wohn, Kwang-Yun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1069-1074
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    • 2009
  • Public displays are evolving from a one-way display to an interactive medium which contains dynamic transition of various media. This study focuses on the interaction between human and digital technology-based art on public display from a HCI point of view, while several viewpoints exist on interactive public displays. We present a new interaction model which suggests different interactions depending on the viewer's distance and direction so that public display could offer rich media experiences. We have also and built an installation art to examine the efficacy of our interaction model. As such, we introduced two methodologies from HCI to derive our final interaction model. First of all, we analyze previous distance-dependent interaction models for public display in terms of context analytic approach, and propose an effective model for human-digital art interaction. Second, we introduce the concept of aura in HCI as user analytic approach to redefine interaction depending on the viewer's direction of attention. Thus, this study aims to suggest a new interaction model based on the previous two analyses to improve interaction between human and digital technology-based art on public display.

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Feedback Phenomenon in Technology Art (예술 공학의 피드백)

  • Kim Hyung-Gi
    • Science of Emotion and Sensibility
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    • v.8 no.4
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    • pp.423-433
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    • 2005
  • The computer hardware development has provided many chances of emergence between art and technology. In many cases today's interactive artworks cannot be completed without audience's participation. The interactive production process with technical supplementation can be celled feedback. Mr. Nam Jun Paik showed 'Participant TV' that interacts with audience's response in real time. It means artwork changes with the constantly changing value from the data set from human visual perception. Dan Graham showed another feedback related work, which delays 5second playback in mirror that implies consequence of time. Today's media art has to sublimate coincidence, time ant audience into philosophical artwork through consonance that comes with video and sound as we can see from Bill Viola. Stelarc produced artworks. That use input data that is weak signals from brain, muscles. Through a terminal display with player, body expanded meaning of media. Jeffrey Shaw's 'Legible City' provided a fabrication of the reality with the interaction of bicycle's pedal speed and steering direction that is controlled by 4river. RE:MARK used microphone as input device as Edmond Couchot's 'Je same a la vent' and Nam Jun Paik's 'Participant TV' did. There is no communication without feedback between human being. The reality makes audience involved into artworks. That is the reason why feedback has to be natural. Through the feedback process, the originality of the idea is altered by audience. The feedback is not just part of flesh of artwork rather skeleton of it. Technological showoff cannot be art itself The perfection of technological application plan helps feedback that interacts with audience naturally in order that audience hoes not feel the feedback as artificial plan. Interactive media art has to be evolved into new media form with new integration feedback technology.

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