• Title/Summary/Keyword: Interactive media

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Netart Implementation Using Visualization of Image Color Data (이미지 컬러 데이터의 시각화를 통한 넷아트 구현)

  • Kim, Byeung-Won;Kim, Jong-Seo;Kwak, Hoon-Sung
    • The Journal of the Korea Contents Association
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    • v.9 no.6
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    • pp.53-61
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    • 2009
  • Among the properties of new media art works, interaction with audience has now become a big issue, and its influence to general arts, in particular media art, is being stressed more and more. Under the this influence, various experimental works using digital media are being produced and having a try to combination of art and multimedia technology on the network. This paper analyses studies about netart and suggests visualization expression of color data to be interactive between users and art works. The work is to make formative elements based fluid shapes on the analysis of color data extracted from images. This is a new experiment in picturesque expression of data and aesthetic visualization of data.

Authority of Image in Internet Space

  • Jang, Seo-Youn;Lim, Chan
    • International journal of advanced smart convergence
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    • v.8 no.1
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    • pp.153-158
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    • 2019
  • Language and letter are represented by a combination of its signifier and signified. All symblos are commonly calling direct attention to people who are living in the physical world. However, in cyberspace, the image takes control once inhabited by the language. Cyberspace with anonymity and deoent physical nature has something with physical laws. In this space the statue transcends the imaginary realm. Ideology gives a greater connotation by giving a series of regulation to images floating in cyberspace. Even if various media have the same image, the meaning of the image changes depending on which ideology is used. The impact of this on the public is great. In this study, I discuss the ideology in cyberspace where is supposedly wide open to who visits and spreads all the thoughts without suppression and the human body. The main ideas would be who owns the ideology and what does it want to control and how the people would react to the ideology. This paper would eventually head the prototype that visualizes above ideas. Though the interactive media it will also show the subject in the real world is accept the images floating in the cyberspace without any doubts.

A Probe into The Modernity of Chinese Oil Painting

  • Huang Yihan
    • International Journal of Advanced Culture Technology
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    • v.12 no.3
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    • pp.199-205
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    • 2024
  • Background: The integration of new media technologies marks a significant evolution in public art. Shifting from traditional forms to a digital and virtual environment diversifies artistic expression and transforms how art interacts with the public, fostering a more inclusive and engaging public sphere. Methods: Using a qualitative research design, this study explores the impacts and roles of new media public art within virtual spaces. Through a series of in-depth case studies, it examines how virtualization technologies enhance interactivity, immersion, and public accessibility of art, thus revolutionizing its engagement and reception. Results: Findings reveal that spatial virtualization significantly enriches the interactive potential and diversity of public art. It facilitates novel forms of artistic expression and immersive experiences, promoting deeper levels of audience engagement and participation. Challenges such as technological accessibility and the necessity for interdisciplinary collaboration are also identified. Conclusions: We advocate for a strategic and deliberate integration of virtual technologies in public art projects, emphasizing the need for a comprehensive approach that considers the perspectives of artists, patrons, and the public. We believe that addressing the digital era's challenges and opportunities can enable new media public art to leverage virtualization effectively, fostering a dynamic and participatory art landscape.

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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A Study on Characteristics of the Type of Interactive Broadcast Program in Korea (국내 양방향 방송 프로그램 유형 특징에 관한 연구)

  • PARK, JIN SIK;KIM, SUNG HOON
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.209-215
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    • 2019
  • The purpose of this study is to suggest the development of interactive services and technologies in the media industry. Through the analysis of domestic two-way broadcasting contents service, this study analyzed platform and services type according to service type of terrestrial broadcasting, SO operator and Telco. Also, by identifying the characteristics of interactive programs(open, interactive, personalized, stereoscopic), this study propose important convergence possibilities of the future providers and development plans through supporting technologies and services for each characteristic. In the case of terrestrial broadcasters, ARS, web sites and mobile apps were mostly provided in both directions, and SO and satellite broadcasting operators were found to provide diversity in interactive service operation using data domain. In the case of IPTV companies, most of them provide interactive services with additional video or information service through adjustment button or app, and cable TV operators had more adjustment data broadcasting than exclusive use data broadcasts. Therefore, domestic interactive broadcasting service type needs convergence type of revenue model needs and needs to be converted into new competitive interactive broadcasting program service environment.

Production Technology for Multi-face Convergence Performance (Multi-face Convergence 공연을 위한 제작 기술)

  • You, Mi;Son, Tae-Woong;Kim, Sang-Il
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.475-486
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    • 2020
  • This paper is a thesis on media art technology for high-tech performances and exhibitions. After creating an interactive stroke in VR, it is projected in real time through a media facade technique. Among our traditional dramas emphasizing linear movements, movements were extracted from the Bongsan mask dance, and the movements of the lines were used in a media art performance called 'Multi-face Convergence'. When motion data enters the virtual space, geometry consisting of faces is created in the VR space. The created strokes can be set with various brush types, and when performing, a stroke with a red fire effect that matches a dynamic movement was used. It was made to be able to harmonize with the dancers performing the Bongsan mask dance. The medium called VR has characteristics that are not suitable for melting into a performance, but in this performance, it has overcome its limitations by using a technique called media façade. We propose the world's first performance technique that combines interactive strokes with traditional dance performances.

Effects of Media Integration on Users' Parasocial Relationship and Political Participation in China

  • Du, Zilin;Lee, Jong Hyuk
    • International Journal of Contents
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    • v.18 no.2
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    • pp.18-31
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    • 2022
  • This study explored the effects of the parasocial relationship formed by CCTV (China Central Television) TV news and non-traditional news on users' perceived media credibility and their online and offline political participation. This study conducted a survey with the Chinese CCTV users between April 19 and April 30, 2021, and finally, 701 respondents' data were analyzed using structural equation modeling. The study results showed that both TV news and non-traditional news had positive effects on parasocial relationships and the parasocial relationship positively influenced media credibility, which subsequently facilitated political participation. However, there was no direct effect between media usage and media credibility. This implies the important mediating role of parasocial interactions, which enables CCTV news to gain media credibility and subsequently influence political participation. This study suggests that CCTV needs to improve the parasocial interactions between their audience and media figures by utilizing the interactive mechanism of non-traditional media.

A study on realtime interactive performance in 'A Death of Mickey Rat' ('미키쥐의 죽음'에서 표현된 실시간 인터랙티브 퍼포먼스 구현에 관한 연구)

  • Kim, Hyo-Kyung;Kim, Hyung-Gi
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.446-450
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    • 2008
  • Due to the advancement of technology, there are many attempts trying to extend ways of expressing for using digital media, even in traditional theater. In the performances that were created before '미키쥐의 죽음' directors used videos only for the background, however, in 'A Death of Mickey Rat', trying to avoid the same patterns as the ones from the past creators realized an interactive performance with the balancing combination of videos, performer and sounds. As a result, the theater suggested a possibility of a new progress in creating theater by making a created space called the stage gain more reality and adding the power of interactivity between the media and the performer.

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The process for adjustive media as design method with feedback (Adjustive Media의 feedback을 수반한 작품 제작 방법)

  • Cho, Hyun-Seung
    • Journal of Digital Convergence
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    • v.11 no.6
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    • pp.311-317
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    • 2013
  • Most of the existing interactive arts or entertainment systems consist of the following three steps: 1. the system's prompting the action of the participant, 2. action of the participant, and 3. response of the system. They do not presuppose these successive processes are performed continuously and repeatedly, and they are designed to express the concept of the work in each interaction. The opposite approach is to transmit the concept of the work in a continuous and repeated experience. The authors propose "Adjustive Media" as a type of work based on this approach. Adjustive Media has a spiral model with feedback. When participants experience the work repeatedly, they can recognize the difference of results between each interaction, and they can under- stand more closely the intent of the designer. This paper will propose 3 design processes for Adjustive Media as design method, and will introduce the prototypes of Adjustive Media.

Interactive TV Programs in Digital Broadcasting (디지털 시대의 인터랙티브 TV 프로그램들)

  • Jang Min-Sun;Kim Jin-Goo;Jung Moon-Ryul
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2003.11a
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    • pp.157-160
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    • 2003
  • 한국의 방송은 이제 인터랙티브 TV 서비스를 실시하기 시작했다. 인터랙티브 서비스는 잠재가치가 매우 뛰어나 앞으로의 방송시장에 막대한 부를 안겨줄 수 있을 것으로 예상되고 있다. 그러나 우리나라는 인터랙티브 TV프로그램이 기술적으로는 충분히 가능함에도 불구하고, 그다지 실질적으로 활용하지 못하고 있다. 이는 근본적으로는 인터랙티브 기술이 시청자의 관심과 참여를 이끌어낼 만큼 경쟁력 있는 포맷의 컨텐츠를 발굴해 내지 못하고 있기 때문이다. 따라서 본 논문에서는 우선 TV의 인터랙티브성(Interactivity)을 정의 내리고, 해외 인터랙티브 TV프로그램 제작 성공 사례를 분석한다. 그리고 이들이 어떤 기술을 바탕으로 서비스를 하고 있으며 어떻게 성공할 수 있었는지 알아보도록 한다. 그리고 한국 디지털 방송의 성공을 위한 인터랙티브 방송 모델을 제시한다.

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