• Title/Summary/Keyword: 인터랙티브 아트

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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.

A study on the projection and interaction methods onto the cylindrical surface (원통형 곡면상으로의 투영과 상호작용 기법에 관한 연구)

  • Sung, Bo-Kyung;Lee, Ah-Reum;Choi, Eun-Jung;Kang, Eun-Young;Kim, Dong-Ho
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1319-1324
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    • 2006
  • 최근 다양한 분야(건축, 디자인, 영화관)에서 활용되는 디스플레이 기술들은 대체로 평면에 투영하는 프로젝션 기술을 사용하고 있다. 예외적으로 평면이 아닌 곡면에 투영하는 경우도 있었으나, 기술적인 제약으로 왜곡된 영상을 보정하여 사용하는 경우는 드문 상태이다. 그리고 상호작용의 경우는 기계적 장치에 의존한 초보적 형태가 주류를 이루고 있다. 본 논문에서는 프로젝션 기술 중에서 원통형 곡면상으로의 투영 기법과 모션인식을 반영한 상호작용 기법에 대해서 논하고자 한다. 3D 영상을 곡면에 왜곡 없이 투영하기 위하여, 본 논문에서는 '2-pass 렌더링' 기법을 이용하였다. 이 기법에서는 현재 렌더링 된 영상을 텍스쳐로 저장한 다음 원통형 물체에 매핑시켜 곡면에 적합한 영상으로 보정한다. 그리고 기계적 장치에 의존하지 않는 상호작용을 위해, 카메라를 통하여 실시간으로 사용자 정보(위치, 방향 값)를 입력 받아 원통형 스크린과 매칭되는 좌표 값을 계산한다. 위와 같은 기법들을 구현하기 위한 실험으로 미디어 아트 작품을 제작하였으며, 투영과 상호작용에 관한 알고리즘을 작품에 적용하였다. 이 작품은 하나의 프로젝터를 사용하여 1/4 원통형 곡면으로의 투영과 상호작용을 수행하였다. 본 연구의 결과는 미디어 아트 작품의 프로젝션 모듈로 사용 될 수 있으며, 공연장 건축, 실내디자인, 체감형 인터랙티브 게임, 가상현실 영화관 등 다양한 분야에 적용 될 수 있다.

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Study on the Production of Interactive Multimedia Content using Floating Holograms (플로팅 홀로그램을 활용한 인터랙티브 멀티미디어 콘텐츠 제작 연구)

  • Choi, Junhwan;Kim, Jun
    • Journal of Digital Contents Society
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    • v.19 no.9
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    • pp.1625-1630
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    • 2018
  • Image presentation ways have recently been growing, and hologram, which is one of the next generation image presentation methods, has been developed through a lot of researches, but it is difficult to embody. Therefore, a similar hologram method has been used for different multimedia contents to present the hologram-like effects. This paper intends to investigate ways to effectively use a floating hologram method as one of the pseudo hologram methods to apply to interactive multimedia contents. It also aims to produce works applying a motion sensor to contents of a boxed form using the floating hologram method while studying real-time interaction between sound and image presented from audience's participation to provide researches on advantages and disadvantages of utilizing hologram and the technology while suggesting complementary methods on them.

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.

Sound Visualizing Gu Qin based on the Chinese Traditional Culture 'WU XING WEN WU' (중국전통문화 '오행문무' 기반의 사운드 시각화 고금)

  • Yuan, Menghe;Xue, Xiangrong;Yang, Weitian;Lee, Kang-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.379-380
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    • 2013
  • 본 논문은 중국전통문화 오행문무(五行文武)와 인터랙티브 미디어 아트 개념을 결합한다. 중국 전통악기 고금(古琴, Gu Qui)을 레이저 다이오드와 빛감지센서를 이용하여 현을 하드웨어적으로 구현하고, VVVV를 활용하여 센서 인식, 음향재생, 프로젝션 화면 영상 시각화에 해당하는 소프트웨어를 구현한다.

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The Developmental Aspect of Emergence in Naoko Tosa's Artificial Life Art (인공생명 예술의 창발적 발전양태 - 나오꼬 토사의 작품을 중심으로)

  • Kim, Hee-Young;Lee, Wang-Joo
    • Journal of Digital Contents Society
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    • v.9 no.4
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    • pp.645-652
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    • 2008
  • The study of Artificial Life Art has affected the development of art using artificial life. Artificial Life Art started as a concern for microscopic organisms and has developed into works producing some creativities through the choices of spectators. The interests in real animals have resulted in the production of artificial animals such as cyber pets, and the interests in humans have been led to the creation of avatars. We will analyze the invisible emotional field of Naoko Tosa's works which use cyber pets and avatars, and clarify how the creative changes of Artificial Life Art affect the development of interactive art.

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display image design by approach method of human sensibility (감성적 접근방법에 의한 전시영상디자인에 대한 연구)

  • Park, Gi-Deok
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.35-38
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    • 2009
  • 심미적차원의 접근을 통한 영상디자인의 틀을 인간이 가진 오감의 특성을 최대 활용하여 전시상황에 따른 감성문법을 활용하여 감각적이며 사용자중심의 니즈에 맞는 선택적이며 시대흐름에 맞는 패턴분석을 적용하여 감성적인 욕구를 심리적인 방법으로 파악하며 영상으로 접근하는 것이다. 이러한 감성패턴분석들은 VJ(비디오쟈키)의 영상활용과 증강현실, 전시디자인의 광고 또한 건축물에 있어서 효과적인 영상활용법을 적용한 감성디자인의 확장을 보여주고 있다. 오감을 활용한 인터랙티브한 미디어아트에서의 영상활용과 콘서트홀에서의 관객과 소통을 인한 커뮤니케이션장치들이 확장되며 도구들 속에서 진정한 인간의 통합된 감각을 전달하기 위한 감성이 필요하다. 이번 연구를 통하여 감성디자인을 적용한 영상사례들을 살펴보며 소통을 위한 감성디자인의 영상을 활용하여 최적화된 전시디자인에 활용되는 감성적 접근방법과 활용에 대해 이해하고자 한다.

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A Study on Generating Interactive Sound Contents by Electroencephalogram (뇌파 데이타를 이용한 인터랙티브 사운드 콘텐츠 제작 연구)

  • Chun, Sung-Hwan;Joh, In-Jae;Suh, Jung-Keun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.826-829
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    • 2016
  • 뇌파는 뇌신경 세포의 활동으로 발생하는 전기적 변화를 두피 표면에서 측정하여 기록한 것이다. 뇌활동의 변화는 공간적 시각적으로 파악할 수 있는 지표이며, 바이오 센싱을 통해 측정된 데이터를 활용한 미디어 컨텐츠 적용이 최근 시도되고 있다. 본 연구는 미디어 컨텐츠 평가를 위한 감성 지표로 뇌파 데이터를 인간의 오감으로 느낄 수 있는 표현으로 변환하는 프로세스를 구현하는 함으로써 현재 행해지고 있는 많은 미디어 아트에 대해 뇌파를 활용한 실시간 객관적 감성지표를 완성하는데 목적이 있다. 이에 대한 사전 연구로 본 논문에서는 측정된 뇌파 데이터를 인터렉티브 컨테츠적인 요소인 사운드로 청각화 하는 과정을 구현하였다.

Investigation into a Prototyping Tool for Interactive Product Design: Development, Application and Feasibility Study of MIDAS (Media Interaction Design Authoring System) (인터랙티브 제품 디자인을 위한 프로토타이핑 도구: MIDAS의 활용 사례 및 유용성 연구)

  • Yim, Ji-Dong;Nam, Tek-Jin
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.213-222
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    • 2006
  • This paper presents MIDAS (Media Interaction Design Authoring System), an authoring toolkit for designers and artists to develop working prototypes in new interaction design projects. Field research were conducted to identify the requirements and a case study of designing new interactive products was carried out to examine the feasibility of the new tool. MIDAS provides easier ways of integrating hardware and software, to manage a wide range of electric input and output elements and to employ 3D Augmented Reality technology within conventional multimedia authoring tools, such as Director and Flash, which are popularly used by designers. MIDAS was used in case study projects of design education as well as by voluntary designers for evaluation. From the result of case studies, it was found that many design projects were successfully accomplished using MIDAS. Designers who participated in the projects reported that MIDAS not only helped them to concentrate more on ideation but also was very easy to use as they implemented the physical interface concepts without advanced engineering skills. It is expected that MIDAS can also support prototyping in interactive media an, tangible user interface development and related human computer interaction fields.

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Point Cloud Content in Form of Interactive Holograms (포인트 클라우드 형태의 인터랙티브 홀로그램 콘텐츠)

  • Kim, Dong-Hyun;Kim, Sang-Wook
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.40-47
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    • 2012
  • Existing art, media art, accompanied by a new path of awareness and perception instrumentalized by the human body, creating a new way to watch the interaction is proposed. Western art way to create visual images of the point cloud that represented a form that is similar to the Pointage. This traditional painting techniques using digital technology means reconfiguration. In this paper, a new appreciation of fusion of aesthetic elements and digital technology, making the point cloud in the form of video. And this holographic film projection of the spectator, and gestures to interact with the video content is presented. A Process of making contents is intent planning, content creation, content production point cloud in the form of image, 3D gestures for interaction design process, go through the process of holographic film projection. Visual and experiential content of memory recall process takes place in the consciousness of the people expressed. Complete the process of memory recall, uncertain memories, memories materialized, recalled. Uncertain remember the vague shapes of the point cloud in the form of an image represented by the image. As embodied memories through the act of interaction to manipulate images recall is complete.