• Title/Summary/Keyword: Interactive media

Search Result 731, Processing Time 0.023 seconds

A Study on the Expression of Interaction Space Design for User Experience - Focusing on the Digital Media - (사용자 경험을 위한 인터랙션 공간디자인 표현에 관한 연구 - 디지털 미디어를 중심으로 -)

  • Kim, Seyoung
    • Korean Institute of Interior Design Journal
    • /
    • v.21 no.4
    • /
    • pp.48-56
    • /
    • 2012
  • Digital technology in modern society is entering the era of digital convergence and ubiquitous computing, and is playing an important role to overcome the limitation of time and space. Based on new media method's rapid application development, a wide range of forms as digital design is made possible. A large part of our living such as information sharing, collaboration, production, recreation, working and various social activities has been realized from the space that digital media offer. As we see a much broader range, the digital media's diverse expressions affect, in interactive ways, not only the relationship between humans and things, between each individual human, and between humans and the environment, but also even emotional purification and realm of educational, cultural, and social aspect. In this study, the aim is to discuss the user-centered design considered for integration into the interaction space design method and is to concentrate on research on. Focusing on digital media, user-friendly interface features of the space environment, construction and utilization of digital media have been applied to try to analyze the interaction effect of space that is created for the design and application of various applications and will seek ways. Thus, various case-studies have been explored where interface space is developed, creating virtual reality through cognitive basis and 3-D interface space. For example, emotional expressions are embedded for the space of commerce, education and exhibition, enabling intercommunication through haptic interface, with changing sound and visual effects which are caused by the movement of people in a certain space. With consideration of the relationship between physical environment and objects, interactive design should be achieved by providing a human oriented interface based on social, cultural and environmental aspects.

  • PDF

A Study on Game-Playing Plasticity of Modern Art Focused on Media Arts (미디어아트를 중심으로 한 현대미술의 유희성에 관한 연구)

  • Lee, See-Jeung;You, Hyun-Bea
    • Journal of Digital Contents Society
    • /
    • v.11 no.4
    • /
    • pp.503-511
    • /
    • 2010
  • While various artistic trends coexisting in the 20th century, media arts that formed with the medium of a material attempts in various ways to induce the establishment of the artwork through the public communication. The visual arts that use the media satisfy both the artistry and the popularity in the area of popular culture as the form of variable. Moreover, visual arts stimulate a playful sense of human to maximize the public satisfaction that works here. This paper aims to discuss the potentials and the trends in the contemporary art by understanding the conceptual and principle background of the contemporary media art which shows the active employment the playful sense of human nature in the work in order to establish the effective communication with the public. Consequently, as the digital environment and advanced network technology which were thought to be the key elements of the popularization of media art were reached its limit, media artist, Tony oursler's artwork which was created based on human playful nature and interactive artwork that supports the audience to interact with artwork and its space are proven to be the useful devises for the public communication.

A Study on Expression for Indoor Design base of Interactive using Digital Art (디지털 아트를 활용한 인터랙티브 기반의 실내공간디자인 표현 연구)

  • Kim, JaeHeon;Park, Byeong-Ju;Choi, Yeong-Geun;Park, Su-Jin;Kim, Cheeyong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2009.10a
    • /
    • pp.635-638
    • /
    • 2009
  • The latest, Digital art is attempt new field's Art, that is utilize variously digital media image, sound, simulation, 3D holography. A large number of Digital Art is contact with the audiance in pavilion(limit place and limit period). However, It will be possible, If Digital Art can use place digital form media even there are indoor, outdoor, anywhere. This paper analyze reciprocal action for utilize Digital Art in indoor space design, and this paper study expression about indoor design base of interactive.

  • PDF

Spectators's Route Selection and Their Individual Participation in "Meta 4Saisons" as an Interactive Art Interface (인터랙티브 아트 인터페이스의 관람과 독자적 경험 - "Meta 4Saisons"을 중심으로 -)

  • Kim, Hee-Young
    • Journal of Digital Contents Society
    • /
    • v.8 no.2
    • /
    • pp.129-139
    • /
    • 2007
  • The past interactive art was only attempted through interdisciplinary study of art and science. As it goes to the digital age, however, the artistic methods based on digital technology have been gradually increasing in combination with other media in various ways. This paper analyzes how spectators' individual selection of viewing-route increases the interaction between spectators and interactive art work by focusing on $\ulcorner$Meta 4Saisons$\lrcorner$. In the process of route selection, each spectator selects his/her own viewing-route almost different from the others', respectively. This individual viewing-route makes each spectator placed in a position of individual interaction, thus leading him/her to the experience of various feelings through the act of immersing in the interactive art interface.

  • PDF

Speech Interactive Agent on Car Navigation System Using Embedded ASR/DSR/TTS

  • Lee, Heung-Kyu;Kwon, Oh-Il;Ko, Han-Seok
    • Speech Sciences
    • /
    • v.11 no.2
    • /
    • pp.181-192
    • /
    • 2004
  • This paper presents an efficient speech interactive agent rendering smooth car navigation and Telematics services, by employing embedded automatic speech recognition (ASR), distributed speech recognition (DSR) and text-to-speech (ITS) modules, all while enabling safe driving. A speech interactive agent is essentially a conversational tool providing command and control functions to drivers such' as enabling navigation task, audio/video manipulation, and E-commerce services through natural voice/response interactions between user and interface. While the benefits of automatic speech recognition and speech synthesizer have become well known, involved hardware resources are often limited and internal communication protocols are complex to achieve real time responses. As a result, performance degradation always exists in the embedded H/W system. To implement the speech interactive agent to accommodate the demands of user commands in real time, we propose to optimize the hardware dependent architectural codes for speed-up. In particular, we propose to provide a composite solution through memory reconfiguration and efficient arithmetic operation conversion, as well as invoking an effective out-of-vocabulary rejection algorithm, all made suitable for system operation under limited resources.

  • PDF

Interactive Broadcasting System based on MPEG-4 (MPEG-4 기반 대화형 방송 시스템)

  • 안상우;조용주;신기선;최진수;김진웅
    • Journal of Broadcast Engineering
    • /
    • v.7 no.1
    • /
    • pp.28-36
    • /
    • 2002
  • In this paper. we propose an interactive broadcasting system based on MPEG-4 to provide Interactive services in digital TV broadcast. The proposed system is designed to support various functionalities such as authoringof MPEG-4. encapsulation of MPEG-4 Into MPEG-2 TS (Transport Stream) protocol, synchronization of MPEG-4 with MPEG-2 program. demultiplexing of MPEG-4 from MPEG-2 TS. decoding/rendering of MPEG-4 and interactivity through IP network on ATSC (Advanced Television Systems Committee) platform. The interactive broadcasting system based on MPEG-4 Is used to provide interactive functionality In full for user. and it has a particular advantage of substitution for the ATSC or DVB platform. as well.

Development of an Interactive Video Installation Based on Zhuangzi's Butterfly Dream (장자 나비의 꿈을 소재로 한 인터렉티브 비디오 구현)

  • Kim, Tae-Hee
    • Journal of Korea Game Society
    • /
    • v.11 no.2
    • /
    • pp.29-37
    • /
    • 2011
  • As a field in Digital Arts, interactive video introduced the mirror metaphor to the foundation of media, given its characteristic as a medium that extracts an audience image in a particular perspective. The interactive video work introduced in this paper addresses conceptual topics in the extension of Zhuangzi's Butterfly Dream and illustrates the technological approaches that employ an intensity-based computer vision processing in order to obtain the silhouette of audience for multiple graphical butterflies to draw an audience image. Users generate narratives in the interaction with the projected image. Sound is used in order for the system to provide augmented perception in the space and to add more rooms for narratives. The computer vision and the graphics methods introduced in this paper are suggested as tools for interactive video.

Relationship Analysis among Media, Public Opinion and the Presidential Statements during George Bush's War on Drugs

  • Lee, Hyo-Seong;Ryu, Seung-Kwan
    • International Journal of Contents
    • /
    • v.5 no.3
    • /
    • pp.33-39
    • /
    • 2009
  • This study tested a path model of agenda building examining the relationship among the media, the public and the presidential statements on the issue of drug abuse during the Bush administration's War on Drugs. The results showed that a dynamic and interactive relationship among aforementioned actors. First, the real-world conditions strongly increased both media coverage and presidential statements. Second, the news media and president influenced each other. Third, public concern, however, did not function as a significant factor in agenda-building process in this study. The result of this study indicates that Bush was not utterly a reactive or proactive president in terms of his relationship with the media. That is, news media and the president interacted regarding the drug issues; the relationship between President Bush and the media for drug issues was reciprocal.

A Seamless Adaptive Streaming Scheme for Interactive Multimedia Service in HTTP Adaptive Streaming (HTTP 적응적 스트리밍에서 끊김 없는 대화형 멀티미디어 스트리밍을 위한 전송 기법)

  • Kim, Heekwang;Chung, Kwangsue
    • Journal of KIISE
    • /
    • v.44 no.5
    • /
    • pp.545-552
    • /
    • 2017
  • Because of the explosive growth of mobile devices and development of network technologies, HTTP (Hypertext Transfer Protocol) adaptive streaming has become a new trend in video delivery to provide efficient multimedia streaming services. As interest in personalized broadcasting grows, the study of interactive multimedia has been actively pursued. The interactive multimedia service is a method of playing media according to a scenario selected by the user. Providing the interactive multimedia service with the existing HTTP adaptive streaming causes switching delay and buffer underflow according to the point in time when the user selects the scenario while the client streams the interactive multimedia and therefore decreases the user QoE (Quality of Experience). In this paper, we propose an adaptive streaming scheme for interactive multimedia service in HTTP adaptive streaming to provide seamless playback. We design the architecture and prefetching scheme for interactive multimedia streaming.