• Title/Summary/Keyword: 인터랙티브 영화

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Development of Interactive Media Player for Kiosk with User Motion Detection (사용자 모션 인식 기반 키오스크 전용 인터랙티브 미디어 플레이어 개발)

  • Song, Bok Deuk;Kim, Hyeong-Jin;Jeong, Hyeon-Jae;Choi, Yeon Jun
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.270-277
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    • 2019
  • These days, with the advent of digital broadcasting, media environment offers users an opportunity to enjoy differentiated contents in a more aggressive fashion through user-media interactions based on computer technology. In fact, the development of contents which can induce spontaneous acts from users such as outdoor ads which use certain sensors and devices and exhibition halls has been active. With the development of low-price motion recognition devices, people have been able to enjoy diverse interaction-applied media by recognizing users' motion data without body contact. In this paper, we developed an interactive media player that can recognize the user's motion and control the video in the web service environment without installing a specific program. In addition, we set user motion recognition range and developed a user motion recognition algorithm suitable for the Leap Motion equipment installed in the kiosk. The results of this study can be experienced by various interactive media such as interactive tourism, education, and movie contents in kiosks that can be installed in public places.

Interactive Storytelling Materialized with Real-Time Edited Videos - A proposal of a volume branch structure - (실시간 편집 영상으로 구현하는 인터랙티브 스토리텔링 - 볼륨 브렌치 구조 제안 -)

  • Kwon, Dong-Hyun
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.391-402
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    • 2020
  • In today's era of media convergence, users can watch a drama by choosing a story like a game or enjoy a game directed like a movie. These two media material interactive storytelling, and there have been discussions about them for many years. The purposes of this study are to propose a new branch structure for interactive storytelling and find a new perspective for the method of proceeding with a branch structure. The main research targeted a game that materialized interactive storytelling best. Based on the findings, the study proposed a volume branch structure including a plot border and adjuster concept for interactive storytelling to keep the story narrative and help the users feel interactions freely. This structure can be materialized only with real-time edited videos in the game media and will be possible in the application cases of a physical engine that continues to develop and artificial intelligence that has not been introduced in games actively.

Analysis of the Film's Promotional Website - Focus on Motion Graphic (모션그래픽 활용을 중심으로 영화홍보 웹사이트 분석)

  • Min, Jang-Geun;Han, Sang-Hoon
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.7
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    • pp.27-35
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    • 2014
  • Motion Graphic developed in the visual fields such as film and TV is widely used from the fields of arts such as applied paintings to interactive media such as web sites. In particular, Motion Graphic is actively used in the film's promotion websites with the form of a mixture between characteristics of visual media and characteristics of websites. In this study, we analyze the characteristics of film's promotion websites, investigate previous studies for Motion Graphic analysis. And present a model for the analysis of websites including visual elements, media elements and motion elements as main elements. We select some of promotion websites for films among 2013 domestic hot films, carry out a case analysis, and present the direction of development on the base of the results.

A study on the Intercative Picture by Color Traking (칼라에 반응하는 "디지털 명화" 실험적 작품 제작 연구 - 칼라트랙킹에 의한 인터랙티브 영상 연구 -)

  • Kim, Youn-Hwa;Oh, Seung-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.417-423
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    • 2008
  • It produced a movie to show spectators by interacting the existing famous drawings. It tried a new concept of binding a famous drawing with a person. It recognizes the color of a spectator and the drawings are changed. A spectator is reflected in the work of Marc Chagall. At the same time it is expressed with different BGM that meets the identity of a work. When a spectator moves, the motion is reflected on a work. But without a motion, a work is naturally shown. The four famous drawings are produced to response to Red, Green and Blue of a spectator according to color tracking.

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Creating Simultaneous Story Arcs Using Constraint Based Narrative Structure (제약 조건 기반 서술구조를 이용한 동시 진행 이야기의 생성)

  • Moon, Sung-Hyun;Kim, Seok-Kyoo;Hong, Euy-Seok;Han, Sang-Yong
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.107-114
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    • 2010
  • A nonlinear story is generated through the interactivity with users using the interactive storytelling system. In a play or movie, audiences can watch one scene at a time, and in order to watch next scene, they should wait for the end of current scene. In the real world, however, various events can simultaneously happen at different places, and even those events performed by characters may dramatically affect the flow of the story. This paper suggests Constraint Based narrative structure to create such story, known as "Simultaneous Story Arcs", and "Multi Viewpoint" to simultaneously lead the direction of the stories in each place.

Collaborative Filtering Design Using Genre Similarity and Preffered Genre (장르유사도와 선호장르를 이용한 협업필터링 설계)

  • Kim, Kyung-Rog;Byeon, Jae-Hee;Moon, Nam-Mee
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.4
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    • pp.159-168
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    • 2011
  • As e-commerce and social media service evolves, studies on recommender systems advance, especially concerning the application of collective intelligence to personalized custom service. With the development of smartphones and mobile environment, studies on customized service are accelerated despite physical limitations of mobile devices. A typical example is combined with location-based services. In this study, we propose a recommender system using movie genre similarity and preferred genres. A profile of movie genre similarity is generated and designed to provide related service in mobile experimental environment before prototyping and testing with data from MovieLens.

Augmented Reality based Interactive Storyboard System (증강현실 기반의 인터랙티브 스토리보드 제작 시스템)

  • Park, Jun
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.2
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    • pp.17-22
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    • 2007
  • In early stages of film or animation production, storyboard is used to visually describe the outline of a story. Drawings or photographs, as well as the texts, are employed for character / item placements and camera pose. However, commercially available storyboard tools are mainly drawing and editing tools, not providing functionality for item placement and camera control. In this paper, an Augmented Reality based storyboard tool is presented, which provides an intuitive and easy-to-use interface for storyboard development. Using the presented tool, non-expert users may compose 30 scenes in his or her real environments through tangible building blocks which are used to fetch corresponding 3D models and their pose.

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Online WOM Communication of Crossmedia Storytelling (크로스미디어 스토리텔링의 온라인 구전 양상)

  • Seo, Seong-Eun
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.134-144
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    • 2011
  • Crossmedia Storytelling is receiving attention as a new style of description in the age of limitless competition and infinite fusion among media. Crossmedia Storytelling specifies a form of storytelling carried out through mixed usage of plural media, such as televisions, movies, and web services. It is different from OSMU strategy in that plays one source of contents according to the characteristics of various media while Crossmedia Storytelling demands users' active participation. Moreover, it is also slightly different from Transmedia Storytelling in the point that narratives of each media are not complete themselves and only through effectively combining plural media can the whole story fully enjoyed. This research aims to analyze how users move among media in terms of Crossmedia contents by examining cases of Swedish interactive drama series , from Australia, and from the United States. To do so, first, the paper looks into the principles of Crossmedia communication and examines that it is based on online word-of-mouth communication, such as viral marketing. As a result, the following was found in the cases of Crossmedia Storytelling: negative stories that arouse users' emotional reactions & users' participation are effective, and the set-up of Sneezer, which causes the knowledge gap, is very important. It was also found that users' participation was actively taking place through online WOM communication in Crossmedia Storytelling.

Development of Augmented Reality(AR)-based Tourism Contents using Local Cultural Resources (지역 문화유산을 활용한 증강현실 기반 관광 콘텐츠 개발)

  • Lee, Jongwook;Park, Hyun-Ah;Park, Kang-Ah
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.122-130
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    • 2018
  • As smart tourism is gaining more attention, there are increasing attempts to make use of augmented reality(AR) in tourism industry. However, existing AR-based tourism contents are only limited to the 'designated' cultural heritage, overlooking the value of undesignated cultural heritage lost in the past few decades of development era. This hinders expanding the scope of tourism contents and leads to the production of banal and similar contents. Given that, our study has developed tourism contents based on , an AR-based mobile application that enables participants to virtually visit the historical sites lost in the development era. The Chungmuro area, which the app is named after, is unique in character. The area has been famous for movie making for over 30 years until the '90s. It is abundant with movie-related cultural resources such as theaters and print shops, which makes the place where people wants to feel the glorious past. Through the app, participants are able to walk along the historic trail and take pictures at five virtual historic spots, among many others. We also examined participants' level of satisfaction and overall tourism experience. By taking the result into account, we hope that the AR-based tourism contents will increase in the future.

Finding a method of narrative storytelling in interactive cinema (인터랙티브 영화에서의 서술적인 이야기 전개의 구조에 관한 방법론에 관하여)

  • Cho, Jae-Joon
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1279-1286
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    • 2009
  • "Interactivity refers to the possibility of an audience actively participating in the control of an artwork or representation." Andy Cameron, Dissimulations Interaction can be described as a way or function that improves the participation of audiences/viewers to being immersed into the medium itself. Until now, however, in terms of interactive cinema, interaction has not shown a sufficient participation for audiences. Specifically, audiences/viewers described that the structure of storytelling has failed to satisfy their requirements, in order to participate in the structure of storytelling. The aim of the research itself, therefore, began to ask and wonder why audiences/viewers criticised the participation which audiences/viewers are able to control storytelling, in interactive cinema, could not satisfied them in order to control and follow a storyline of interaction. In general idea, in interactive cinema, the function which allows audiences/viewers to be immersed into the storylines, must allow the immediacies of interaction. Audiences/viewers must therefore be able to satisfy the general idea of interactive cinema through controlling the directions of every choice offered. They must also be able to be immersed in the interactive storylines. Which of the prime causes can be improved or re-considered, to satisfy the participation requirements of audiences/viewers? The intention of this research also began to investigate a suitable method of storytelling within a narrative structure of interactive medium (interactive cinema). Through questioning the matter (it will be described in a later chapter), this research will be focused on the relationship between narrative structured interaction and audiences/viewers, which is of prime importance in relation to interaction. To further the research, Pilot study (experiment with the basic interactive narrative structure) was offered in order to understand and maintain a suitable method of storytelling within a narrative structure of interactive cinema and it also was explored to understand how the aim of the research would be maintained for further qualitative research.

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