• Title/Summary/Keyword: 인터랙티브 콘텐츠

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Interactive Media Art Approaching Communication through the Nonverbal Communication (비언어 커뮤니케이션 관점에서 바라본 인터랙티브 미디어아트에 대한 접근 및 분석)

  • Mok, Seonah;Paik, Joonki
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.585-594
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    • 2013
  • In this study, we studied methods of communication among audiences, artwork and artist and analyzed interactive media art using the nonverbal communication methods. We analyzed the 4 types of nonverbal communication based on sign and meaning[1] and reclassified suitably for analysis of interactive media art. According to the analysis result, we draw typical characters by analyzing interactive media artwork which were corresponding to the each types. Also we analyzed overlap area and classify. Through these processes, we found communication methods in interactive media artwork connect audiences and artwork by organic combination of several nonverbal communication. In this paper, we suggest a new approach about the communication among audiences, artwork and artist through analyzing interactive media art using nonverbal communication.

Proposal for new type of poster, interactive motion poster (새로운 형식의 포스터, 인터랙티브 모션포스터에 대한 제안)

  • Kong, Soo-Kyung
    • Journal of Digital Contents Society
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    • v.19 no.9
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    • pp.1679-1688
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    • 2018
  • The development of digital technology has not only led to the development of expressive technology, but also to change in the process of production, expression media, production formats and methods, and communication with the audience. In one form, motion poster using LCD display instead of paper poster was introduced. This not only suggests the generation of posters with sound and movement on the ground, but also the possibility of expansion using the features of a platform called LCD displays. As part of this extension, this paper focuses on the "interactions" element and suggests a new interactive motion poster.

Analysis of the Emergence of Interactive Art in Art and Artificial Life (인터랙티브 아트의 창발성에 관한 분석 -인공생명 예술을 중심으로-)

  • Kim, Hee-Young
    • Journal of Digital Contents Society
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    • v.9 no.1
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    • pp.131-137
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    • 2008
  • The salient features of interactive art development through the participation of spectators in the late 20th century could be creativity and possibility of future growth by biological factors. With the development of artificial life studies, Interactive art holds a position in the biological developmental stage, but relevant studies have not been active. This study analyzes three representative case studies located in the emergent stages of development and examines the traits closely so that the foundation of developmental direction of emergent property would be clarified.

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Storyboard based Assessment of Readers' Understanding on Interactive E-Book Contents (인터랙티브 전자책의 스토리보드 기반 독자 이해도 평가법)

  • Kim, Cewon;Nam, Yanghee
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.117-125
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    • 2013
  • Existing works to measure readers' understanding of interactive e-books have mainly employed quantitative approach which are difficult to get direct interpretation of the evaluation results. Attentive to interactive, visual and narrative features, this paper proposes a new method for measuring readers' engagement by making them to reconstitute a storyboard. Experimenting with real readers, we validated that this method could give a qualitative assessment that allows finding out problematic narrative phases and the adequacy of interaction formation.

A Study on Development of an interactive Korean conversation education application using story branches. (스토리분기를 활용한 인터랙티브 한국어 회화 교육 애플리케이션 개발 연구)

  • Kim, Si-Hyun;Seo, Hye-Jin;Yoon, Jeoug-Mu
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.1313-1316
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    • 2021
  • 최근 코로나 19 사태의 영향으로 에듀테크의 성장이 가속화되고 사용자의 몰입도를 향상시키는 새로운 교육 콘텐츠의 필요성이 높아졌다. 이에 인터랙션 기술과 교육 콘텐츠의 결합을 통한 한국어 회화 애플리케이션을 기획했다. STT, TTS 기능을 활용한 Android 기반의 모바일 애플리케이션 '걸음말'은 인터랙티브 기술 중 '스토리분기'를 채택하여 기존 회화 애플리케이션의 문제를 해결하고 학습 효과를 증대시킨다. 본 연구를 통해 앞으로의 교육 콘텐츠 시장은 다양한 인터랙티브 기술을 활용하여 더욱 성장할 것으로 기대된다.

A Study of VR Interactive Storytelling for Empathy (공감을 위한 VR 인터랙티브 스토리텔링 연구)

  • Bae, Byung-Chull;Kim, Dong Gyun;Seo, Gapyuel
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1481-1487
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    • 2017
  • In this article we describe our preliminary work to create VR interactive storytelling particularly for building empathic relationships between the reader (or the player) and story characters. As a practical guideline for developing empathy-based VR interactive story, we propose four key factors: first, narrativity considering narrative theories and concepts including the notion of focalization by Gerald Genette; second, interactivity for balancing between narrative and player control in interactive storytelling domain; third, consideration of virtual reality in human computer interaction domain; fourth, empathy in narrative from the viewpoint of psychology and cognitive science. We also introduce an example interactive storytelling scenario based on Little Red Riding Hood story. Finally we conclude with our VR implementation using Unreal game engine and HTC Vive.

A Case Study on Emotional Expression Technology of Interactive Character (인터랙티브 캐릭터의 감정표현 기술 사례분석)

  • Ahn, Seong-Hye;Song, Su-Mi;Sung, Min-Young;Paek, Sun-Wook
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.197-203
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    • 2009
  • The users need the communication that interaction is possible in digital communication environment. It is necessity to develop the Interactive Character that various emotional expression was possible while a user-centered emotional display tool was necessary. It is a fundamental research that is going to develop the Interactive Character that individualized emotional expression is possible. In other words, I have the purpose that is going to show the aromaticness of the technology development to express feelings. Therefore, I am going to analyze whether no matter how much technology to express feelings mainly on a face expression is incarnated through an example. And, I am going to show the development direction of the Interactive Character as an emotional display tool through this.

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A Platform Providing Interactive Signage Based on Edge-cloud Cooperation (엣지-클라우드 협업 기반 인터랙티브 사이니지 제공 플랫폼)

  • Moon, Jaewon;Kum, Seungwoo;Lee, Sangwon
    • Journal of Internet Computing and Services
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    • v.20 no.2
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    • pp.39-49
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    • 2019
  • Advances in IoT data analysis technology have made it easier to analyze situation and provide interactive services based on the context. Most of digital signage application have been used to provide information uni-directionally, but in the future it will evolve to provide personalized content according to the individual user situation and responses. However, it is not easy to modify or apply the existing interactive digital signage platforms due to their hardware dependency. The proposed platform is modularized by dividing main functions into two, the cloud and the edge, so that advertisement resources can be easily generated and registered. Thus, interactive advertisement can be rendered in a timely manner based on sensor analysis results. At the edge, personal data can be processed to minimize privacy issues, and real-time IoT sensor data can be analyzed for quick response to the signage player. The cloud is easier to access and manage by multiple users than edge. Therefore, the signage content generation module improves accessibility and flexibility by handling advertisement contents in the cloud so that multiple users can work together on the cloud platform. The proposed platform was developed and simulated in two aspects. First is the provider who provides the signage service, and second is the viewer who uses the content of the signage. Simulation results show that the proposed platform enables providers to quickly construct interactive signage contents and responses appropriately to the context changes in real-time.

Interactive Storytelling Example Analysis of Promotion Site (프로모션 사이트의 인터랙티브 스토리텔링 사례 분석)

  • Ahn, Seong-Hye
    • The Journal of the Korea Contents Association
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    • v.8 no.8
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    • pp.65-73
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    • 2008
  • Web-based Promotion of companies have several advantages: They can publicize the brand image in various ways; they enable consumers to learn the information of products in the round with interests; they can stretch out their marketing targets to the whole world. In order to make an effective delivery of their information in such promotion websites, interaction with their consumers is an important factor, for which understanding Interactive Storytelling is essential. The purpose of this thesis is to study Interactive Storytelling which enables us to have effective interaction with consumers in making promotion websites of companies. For this, this thesis analyzes examples of Interact Storytelling focused on it have story promotion websites on the basis of the five steps for internet marketing promotions: attraction of visitors, attraction of interests and participations, acquisition of the information of customers, grasp of the needs of customers, and an offer of values classified by customers.

A Case Study on Using Interactive Media of Large Space Structure (대공간구조물의 Interactive Media 적용 사례 분석)

  • Kim, Sic;Yoon, Sung-Won
    • Journal of Korean Association for Spatial Structures
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    • v.11 no.4
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    • pp.71-78
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    • 2011
  • Interactive media are applied to inner and outer space of small public space to enhance for the interaction between the spectator and works, also widely used in the exterior wall by LED and projector for advertisement. In the other hand, case studies of interactive media for large space have not less accomplished than those of buildings and public spaces. Thus, these studies analyzed 11 large structure examples by display, content, interface, and technology device by comparison of those cases of ordinary building public space. First interactive media for large space are found to be contents(39%), and next one is play(27%), advertisement(17%) and message(17%).