• Title/Summary/Keyword: Interactive media

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Polygon based 3D graphic engine for interactive TV (Interactive TV를 위한 Polygon 기반의 3D Graphic Engine)

  • Kim, Jung-Hwan;Jung, Moon-Ryul
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2005.11a
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    • pp.243-247
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    • 2005
  • 디지털 방송은 비디오, 오디오와 더불어 데이터를 전송할 수 있다. 데이터 영역에는 셋톱박스(STB)에서 수행되는 애플리케이션(Xlet)이 포함된다. 디지털 방송은 애플리케이션을 이용해 보다 진보된 인터랙티브 프로그램을 제공할 수 있다. 그러나 이러한 인터렉티브 TV에서 3차원 객체의 활용은 아직 여러 제한사항으로 인해 어려움이 있다. 현재 제정된 DVB-MHP, SCTE-OCAP, ATSC-ACAP 등의 데이터 방송 표준은 3D 객체를 표현하기 위한 구체적인 방법을 기술하지 않고 있다. 또한, 상용셋톱박스에 탑재된 자바 가상 머신(Java Virtual Machine)은 3D 객체를 렌더링(Rendering)하기 위한 API를 제공하지 않고 있다. 그리고 이를 위한 별도의 플러그인(Plug-in)도 제공하지 않는다. 본 논문에서는 Interactive TV에서 3차원 객체를 표현하기 위해 필요한 기본개념과 기술 및 데이터 방송 표준을 분석하고, 이들을 통합하여 polygon 기반의 3D Graphic Engine을 제안한다. 특히, 본 논문에서 제안하는 3D Graphic Engine API는 각각의 표준에서 가용한 공통 API를 기반으로 설계 되었으며, Java Virtual Machine 1.1 환경에서 구동될 수 있도록 구현되었다.

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A Study on Object Detection in Region-of-Interest Algorithm using Adjacent Frames based Image Correction Algorithm for Interactive Building Signage

  • Lee, Jonghyeok;Choi, Jinyeong;Cha, Jaesang
    • International Journal of Internet, Broadcasting and Communication
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    • v.10 no.2
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    • pp.74-78
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    • 2018
  • Recently, due to decrease hardware prices and the development of technology, analog signage has been changing to digital signage for providing content such as advertisements, videos. Furthermore, in order to provide advertisements and contents to users more effectively, technical researches are being conducted in various industries. In addition, including digital signage that uses displays, it can be seen that it provides advertisements and contents using diverse devices such as LED signage, smart pads, and smart phones. However, most digital signage is installed in one place to provide contents and provides interactivity through simple events such as manual content provision or touch. So, in this paper, we suggest a new object detection algorithm based on an adjacent frames based image correction algorithm for interactive building signage.

A Exhibition Design of Digital Pavilion in DMC (디지털파빌리온 전시공간계획)

  • Kwon, Soon-Kwan
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2007.11a
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    • pp.210-213
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    • 2007
  • The direction of this project is creates a future and it experiences ubiquitous world. The subject of the space is 'Ubiquitous Creative World' which Imagining the past becomes actuality and imagining in future become actuality and future when it will approach at once. The storyline of this space is as belows; 1 Zone - Ubiquitous life Gallery : it will be able to experience the future world ; home, office, street, school and the others. 2 Zone - Interactive Play Gallery : it will be able to explore the interactive media with information technology ; digital cafe, imagining jump, digital art and the others. 3 Zone - New product and Business Gallery : it composed with business, new product, and demonstration gallery such as public information space. The space concept makes connection and concentration which uses unit and line for world which becomes accomplished by the network. Connection of digital and the human being to make the center of new digital life.

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Providing a Direction to Interactive Design Education According to the Changes in IT Environment -Focusing on College Education- (IT 환경 변화에 따른 인터랙티브 디자인 교육의 방향성 -대학교육을 중심으로-)

  • Hong, Eun Jung
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.265-276
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    • 2014
  • This study observes innovation demand in design education according to IT environment in change, and explores reasonable directivity of design education according to fluctuations in media and technologies by presenting academic possibility of interactive design field and its education paradigms for universities. In order to achieve highly added values through interactive design complying with social demand, accompanying researches and academic frames are to be prepared, in particular with independent academic domain frame in universities, this study presents an educational directivity by recognizing important establishments of related curriculum that must be proceeded. This study has made a contribution in addressing the necessity of establishment of individual academic domain for interactive design and also setting up the domain of interactive design. It has been concluded that technological understanding beyond conventional design education, management of complex issues in consideration, and methodology of differentiated education in corresponding to the situation needed as well as typical educations of conventional technologies should be provided for satisfying innovation demand in the domain of interactive design.

A Study on the Reality of Interactive Documentary : Focusing on (인터렉티브 다큐멘터리의 리얼리티에 관한 연구 : <마리보시위>를 중심으로)

  • Shi, Yu;BYUN, Daniel H.
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.332-343
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    • 2021
  • This study shows that reality in interactive documentaries can be distinguished between narrative reality and visual reality, which can be defined as a feature of reality-based interactive documentaries. This study reveals the visual reality in that all audiences who visually watched "The Maribor Uprisings" were immersed in the movie presented by the producer, and thus sympathized with the problems of non-violent protests and social conflicts through two-way communication between the audience and the actors. This study also confirms that epic reality in that it can selectively participate in the narrative of movies through questions about democracy in action. Besides, this study finds that the reality expressed in the interactive documentary deepens the audience's 'immersion', showing that the direction of the narrative can be determined by reflecting the opinions of the audience on an event or narrative of the movie. In this process, the audience was found to have the characteristics of being able to recognize and rediscover events in the movie as if they were close to them.

Study on the Characteristics of Spatial Design by Means of New Media - In View of Ontological Analysis of Heidegger - (뉴미디어에 의한 공간디자인의 특성 연구 - 하이데거의 존재론적 관점을 중심으로 -)

  • Lee, Mi-Kyung
    • Korean Institute of Interior Design Journal
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    • v.26 no.2
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    • pp.13-21
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    • 2017
  • The revolution of new media has overthrown the existing social structure and brought about the changes in the concepts of the space and subject. These changes are identical to the existential issue of the space and subject and to fundamental issue of spatial design. This study will interpret the new media in view of ontology and analyze the characteristics by applying it to spatial design. In this study, the characteristics of new media of ontological viewpoint were divided into six categories containing the process space, the space of exterior meaning, the space of the affairs, interactive subject, playful subject and extension of sense, which were the basis for this analysis. The results showed that the expression characteristics of spatial concept of ontology and subject concepts revealed in the areas of architectural surface, the space of art and installation, and architectural design process.

Development of Interactive 3D Stereoscopic Animated Storybooks (인터렉티브 3D 입체 전자동화 개발)

  • Song, Mi-Young;Lee, Hyeon-Ah;Lee, Ye-Ji;Cho, Hye-Jin;Kim, Da-Jeong;Jo, A-Reum
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.373-375
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    • 2018
  • 본 논문은 기존의 2D 전자 동화책과는 달리 유아들에게 보다 창의적이고, 극적표현력을 길러줄 수 있도록 오프라인의 출판 원작동화의 내용과 그림을 안드로이드 기반으로 3D 입체 기술을 접목시킨 인터렉티브 에듀테인먼트로 3D 입체 전자동화를 개발한다. 즉, 동화의 줄거리에 따라 살아 움직이는 장면을 인터렉티브 애니메이션 뿐 만 아니라 좀 더 생생하게 동화를 체험할 수 있는 인터렉티브 3D 입체 전자 동화를 개발한다.

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A comparison study on the online media relations reported in homepages of hospitals in Korea and hospitals in USA (국내 병원과 미국 병원의 홈페이지를 통한 언론관계 비교 분석에 관한 연구)

  • Lee, Hyun-Seon
    • Korea Journal of Hospital Management
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    • v.15 no.1
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    • pp.70-92
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    • 2010
  • Now more than ever, many journalists are using hospitals' homepages for articles about hospitals, their mission, research, and events. Therefore hospitals' homepages have to be planned and constructed for journalists. The purpose of this study is to investigate hospitals' online media relations through analysing homepages. For investigating specifically, this study compares hompages of hospitals in Korea and hospitals in USA. This study uses four categories; basic media relations tools, useful information, interactive communication tools, and ease of use for journalists. The result of this study shows that hospitals' homepages in Korea are needed to improve for building with journalists. The hospitals' hompages have to be constructed by a variety of materials; press room, image and graphic archives, multimedia resources, and interactivity or responsiveness. This study suggests that the hospitals' homepages have the potential to achieve the desired public relations objective but are not commonly being used to their full potential in media relations.

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Framework for Interactive Projection Mapping based on Object Detection (물체 감지 기반 인터랙티브 프로젝션 맵핑 프레임워크)

  • Kim, Heejin;Suh, Jung-Keun;Kim, Kyong-Ah;Choi, Yoo-Joo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.05a
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    • pp.702-703
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    • 2019
  • 본 논문에서는 임의의 2차원 프로젝션 맵핑 공간을 인터랙티브 공간으로 구축할 수 있도록 하는 인터랙티브 프로젝션 맵핑 프레임워크를 제안하고, 제안 프레임워크를 활용한 "애니마블" 게임 구현 사례를 소개한다. 제안 프레임워크는 프로그래밍 스킬이 전혀 없는 창작자들이 물체 감지 기술을 이용하여 인터랙티브 미디어 콘텐츠를 쉽게 제작할 수 있도록 하기 위하여 설계 구현되었다. 콘텐츠 창작자는 인터랙션이 발생될 위치를 카메라 영상상에서 지정하고, 미리 지정된 파일 디렉토리에 정해진 룰에 따라 이름 지어진 미디어 콘텐츠 파일들을 가져다 놓는 것만으로 인터랙티브 프로젝션 맵핑 콘텐츠를 완성할 수 있다. 제안 프레임워크를 이용한 "애니마블" 게임은 아날로그적 보드게임과 미디어 콘텐츠를 결합한 아동용 인터랙티브 미디어 보드게임으로 구현되었다.

Reflections on Application of VR Technology in Field of News Media

  • Chen Xi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.196-201
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    • 2023
  • In recent years, virtual reality (VR) technology has been widely used in many industrial fields, especially in the fields of medical treatment, games, film and television, to improve the interaction between medical teaching and practical treatment. On the gaming side, the production of virtual reality gaming screens and scenes became increasingly popular, greatly expanding the form of the visual experience. But VR is no longer confined to the health care, education and entertainment industries. During this time, the news media industry has also begun to integrate virtual reality into interviews and user interactions. This study aims to analyze the development of VR technology from the perspectives of immersive VR news experience, real reporting, and prospects, and analyze and think about the interactive participation of media users, the transformation of traditional media, and the upgrading of practitioners' roles.