• Title/Summary/Keyword: 인터넷 아트

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

  • Kim, Hyo-Yong;Kim, See-Eun
    • The Journal of the Korea Contents Association
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    • v.12 no.3
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    • pp.84-94
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    • 2012
  • The year 2011 witnessed interactive communication media and digital instrument experience a substantial growth in popularity within developed nations as well as developing nations in part due to the ongoing development of internet and information technology. The development of interactive media and technology have contributed to the increased progress of not only digital contents but also to the development of diverse interactive arts. This study will demonstrate how the direction of interactive media moving images through interactive media by utilizing the use of interactive art directing modules which will aid by expressing the theme and the directing concept of the art. To aid in the understanding of interaction directing module, two examples of art works are used as samples cases - "Room Two"(Mixing Lab in a museum; Interactive media art & Experimental mixing, Seoul Art Center, 2006) and a RPG(Role-playing game) style Game. Through these cases, this study intends to enhance the yet insufficient reference for interactive media art and assist artists attempting interactive media moving images through interactive media.

A Study on the information architecture and menu design in the type of web sites (웹사이트의 유형 분류에 따른 정보 설계 및 메뉴디자인의 특성 연구)

  • 배윤선;이현주
    • Archives of design research
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    • v.16 no.1
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    • pp.241-250
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    • 2003
  • With the increasing number and variety of internet users as well as the development of internet technology, web contents have been taking a more comprehensive, integrated, and practical form. This change has brought to our attention the importance of the information architecture and menu design, both of which are required for the users to navigate vast amount of data promptly, correctly and easily for effective communication in the web sites. In this study, web sites were categorized by the service levels provided to the users, and sampling was performed accordingly. Then, information architecture, the layout and the presentation of the menu design were analyzed. The result of the analysis show that there are distinguishable characteristics in how the menus were expressed and designed, and that these characteristics reflect the users' characteristics in the web interface menu design. With the result of this study, we present a guideline for information architecture and web interface menu design, which reflects user characteristics thereby strengthening usability. Using this guideline, we expect the development of web interface design which should support more efficient communication on the web.

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A Study on the Production Characteristics of Anaglyph Motion Graphic Images by Digital Camera and Color Compositing (애너그리프(Anaglyph) 3D 입체모션그래픽 제작방법에 대한 연구 : 카메라 포지셔닝과 색상합성법을 중심으로)

  • Hyun, Seung-Hoon
    • Cartoon and Animation Studies
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    • s.14
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    • pp.165-176
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    • 2008
  • In the future there would be many kinds of digital images for many industrial markets. 3D stereoscopic images for variable fields; medical operation, film and animation, broadcasting, internet, game, or design for art and architecture. And many people to work about computer programming, and digital image making will concern about it more and more. However, these kinds works and studies are focused on the professional technical fields like 3D display or computer programming technology so far. To revitalize the market of a variable stereoscopic contents, there should build up the foundation for easy processing of the making stereoscopic images. This paper is based on stereoscopic making skills for anaglyph system. An anaglyph system has an old history about making stereoscopic images, and very simple method to produce the stereoscopic images. Particularly this study is focused on color compositing technique, and camera positioning on the compositing system. It will help optimization of the environments to create 3D motion graphic and animation contents.

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A Study on the Beauty Educational Method for Post Digital Generation (포스터 디지털세대를 위한 미용교육 방법 연구)

  • Yun, Un-Jae
    • Journal of Digital Convergence
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    • v.11 no.10
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    • pp.701-710
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    • 2013
  • The purpose of this study is to lead the post digital generation of professional beautician training purpose is to find an efficient educational method. Beauty Education Facaility survey conducted in the center of reminders and educational statistics (

    note) and, thereby, Seoul, Daejeon, Chungcheong and Gyeonggi and beauty-related high schools and colleges, universities, graduate schools in the study from June 10, 2013 July 31 to one of the online survey after having KSDC, KSDC online statistical analysis is to identify the actual situation by. Through this study, unlike other studies beauty training colleges, graduate schools, universities and high schools were opened in order, the future belongs to the Department of Health Science or Art as areas of growth that was observed. Statistical results ([Fig. 1, 2, 3, 4, 5] note) similar to the previous studies, but the rise in the proportion of male students, majors, the beauty of the segmentation and high school education is not the beginning of the percentage of high school increased so that it was able to find the differences. This study is to be excuse inadequacy of date selection for only certain number of beauty educational facilities, the learner-centered surveyors, and a lack of ditailled educational curriculum and in-depted researched on educational method, which it is to modofied and supplement in future.

  • Network Technology-based Aesthetic Practices: Focused on the Digital Activism of Electronic Disturbance Theater (네트워크 테크놀로지 기반의 미적 실천: 전자교란극단의 디지털 행동주의를 중심으로)

    • Shan Lim
      • The Journal of the Convergence on Culture Technology
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      • v.9 no.2
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      • pp.215-220
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      • 2023
    • Network technology used as a physical interface to retrieve, store, and exchange data is leading the era of data capitalism in the 21st century. The capacity of network technology dominates almost all communication in everyday life, and makes social understanding and experiences in the physical world visible in cyberspace. The movements of human bodies and objects in cyberspace are placed in a social context. This paper paid attention to these phenomena and examined the cases of activism that raised real problems through cyberspace. In particular, the focus of the study is the digital activism of the Electronic Disturbance Theater, which combines critical art and thinking for democracy with the realm of information and demonstrates aesthetic imagination. The first chapter of the main body briefly outlines the meaning activism as a social movement in cyberspace. The second chapter looks back on the alternatives of <FloodNet>, which represents the early activism performance of EDT. And then in the last chapter, the poetic significance of the <Transborder Immigrant Tool> is analyzed. Through this process, this paper demonstrates that the activism performance of the EDT is a critical aesthetics that encourages imagination for alternatives. It also argues that Electronic Disturbance Theater has contemporary value as an avant-garde art that actively utilizes the medium of network technology and integrates performance art and politics.


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