• 제목/요약/키워드: Interactive Communication

검색결과 733건 처리시간 0.022초

Associative Interactive play Contents for Infant Imagination

  • Jang, Eun-Jung;Lee, Chankyu;Lim, Chan
    • International journal of advanced smart convergence
    • /
    • 제8권1호
    • /
    • pp.126-132
    • /
    • 2019
  • Creative thinking appears even before it is expressed in language, and its existence is revealed through emotion, intuition, image and body feeling before logic or linguistics rules work. In this study, Lego is intended to present experimental child interactive content that is applied with a computer vision based on image processing techniques. In the case of infants, the main purpose of this content is the development of hand muscles and the ability to implement imagination. The purpose of the analysis algorithm of the OpenCV library and the image processing using the 'VVVV' that is implemented as a 'Node' in the midst of perceptual changes in image processing technology that are representative of object recognition, and the objective is to use a webcam to film, recognize, derive results that match the analysis and produce interactive content that is completed by the user participating. Research shows what Lego children have made, and children can create things themselves and develop creativity. Furthermore, we expect to be able to infer a diverse and individualistic person's thinking based on more data.

A study on the applicability of interactive technology in VR video content production

  • Liu, Miaoyihai;Chung, Jeanhun
    • International journal of advanced smart convergence
    • /
    • 제11권2호
    • /
    • pp.71-76
    • /
    • 2022
  • The continuous development of virtual reality technology in the last five years has brought about a big change in the future film industry. Interactive VR movies using virtual reality technology in movies showed the result of increasing the immersion of the audience due to the characteristics of interaction. This will provide a unique opportunity for a new experience of immersion in various forms of cinema in the near future. In this paper, the interaction of narrative VR movies was studied as an example of the movie , which won the [The Best VR Experience Award] at the Venice International Film Festival, In future development, improve the scene transition, Dizziness, Ways of interaction and other questions, let the audience increase the sense of participation, immersion and curiosity when watching movies, and make watching movies a more interesting thing in life.

A study on the Emotional Communication of Interactive Media Art and Audience -a focus on the affects of exhibition interpretation medium- (인터랙티브 미디어 아트와 관객과의 감성 커뮤니케이션에 관한 연구 -전시 해석매체가 미치는 영향을 중심으로-)

  • Jung, Myun-Joo;Son, Ju-Young
    • Science of Emotion and Sensibility
    • /
    • 제14권3호
    • /
    • pp.415-424
    • /
    • 2011
  • Interactive media art can be said to be art in which audience participation and communication through interaction is considered to be most important Previously the role of the audience is to unilately accepted the artist's message, whereas the role of the audience observing interaction media has been changed to the point of the producer, actively participating in completing the artwork through interaction. This study analyzed the interaction and communication between the audience and interactive media artworks from the audience's point of view (in the view of reception theory) by the investigation of the case of the artworks that were on exhibition. Employing the exhibition interpretation medium with docent explanation and wall text was experienced how to improve audience's communication when they watched the artworks. The docent explained the intention of artists and their artworks in the manner of storytelling and induced the audience to focus naturally on the artworks. As the result, the role of the exhibition interpretation medium was found to be significantly high in enhancing the degree of emotional communication with the artworks, so in this study I attempted to present that the role of the docent is an important factor for enhancing the audience participation and emotional communication through interaction with the artworks.

  • PDF

A Study on Auditory Data Visualization Design for Multimedia Contents (멀티미디어 컨텐츠를 위한 청각데이터의 시각화 디자인에 관한 연구)

  • Hong, Sung-Dae;Park, Jin-Wan
    • Archives of design research
    • /
    • 제18권1호
    • /
    • pp.195-204
    • /
    • 2005
  • Due to the of evolution of digital technology, trends are moving toward personalization and customization in design (art), media, science. Existing mass media has been broadcasting to the general public due to technical and economic limitation and art works also communicate one-sidedly with spectators in the gallery or stage. But nowaday, it is possible for spectators to participate directly. We can make different products depending on the tastes of individuals who demand media or art. The essence of technology which makes it possible is 'interactive technology'. A goal of this research is to find out the true nature of the interactive design in multimedia contents and find the course of interactive communication design research. In this paper, we pass through two stages to solve this kind of problem. At first, we studied the concept of multimedia contents from the aspect of information revolution. Next, we decided our research topic to be 'visual reacting with audio' and made audio-visual art work as graphic designers. Through this research we can find the possibility to promote 'communication' in a broad sense, with appropriate interactive design.

  • PDF

Development of Interactive Content Services through an Intelligent IoT Mirror System (지능형 IoT 미러 시스템을 활용한 인터랙티브 콘텐츠 서비스 구현)

  • Jung, Wonseok;Seo, Jeongwook
    • Journal of Advanced Navigation Technology
    • /
    • 제22권5호
    • /
    • pp.472-477
    • /
    • 2018
  • In this paper, we develop interactive content services for preventing depression of users through an intelligent Internet of Things(IoT) mirror system. For interactive content services, an IoT mirror device measures attention and meditation data from an EEG headset device and also measures facial expression data such as "sad", "angery", "disgust", "neutral", " happy", and "surprise" classified by a multi-layer perceptron algorithm through an webcam. Then, it sends the measured data to an oneM2M-compliant IoT server. Based on the collected data in the IoT server, a machine learning model is built to classify three levels of depression (RED, YELLOW, and GREEN) given by a proposed merge labeling method. It was verified that the k-nearest neighbor (k-NN) model could achieve about 93% of accuracy by experimental results. In addition, according to the classified level, a social network service agent sent a corresponding alert message to the family, friends and social workers. Thus, we were able to provide an interactive content service between users and caregivers.

The Paradox of Public Diplomacy on the Web: An Empirical Analysis on Interactivity and Narratives of Nation-States' Ministry of Foreign Affairs Web Sites

  • Lee, Hyung Min;Wang, Kevin Y.;Hong, Yejin
    • International Journal of Contents
    • /
    • 제11권3호
    • /
    • pp.24-33
    • /
    • 2015
  • Against the backdrop of Habermas' theory of communicative action, we empirically analyzed the level of interactivity and narratives offered in nation-states' ministry of foreign affairs Web sites. A multiple regression analysis was performed in an attempt to identify factors affecting the level of interactivity in such Web sites. Findings revealed that the level of economic development is the sole significant factor in regards to the level of interactivity. Further, self-interested, goal-directed, and strategic purposes behind the allegedly transparent, engaging, and interactive public diplomacy were evidenced through a critical analysis of the objectives, key issues, and target publics addressed and highlighted in the public diplomacy narratives on the Web. The results suggested a possible digital divide in the interactive adoption of Web public diplomacy as well as strategic motives and interests embedded in the public diplomacy communication on the Web. This study helps increase our understanding of the paradox of public diplomacy in the digital age.

A study on interactive digital publication TV broadcasting system composition by using satellite communication (위성통신을 이용한 대화형 디지털 독서출판 TV방송 시스템 구성에 관한 연구)

  • 강명구;진용옥
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • 제4권4호
    • /
    • pp.845-852
    • /
    • 2000
  • In the 21s1 century, it may be possible to offer comprehensive service by integrating all communication media under the development of digital technology without the classification of broadcasting and communication. In addition, it will be begun to perform HDTV broadcasting by focusing on the Metropolitan area in 2001yr and will permit over 100 channels for satellite communication, thus multi-channel TV broadcasting age has come in Korea. Therefore, this study is to identify the future environment of TV broadcasting and service area in ISDB age and to present new interactive type publication satellite TV transmission system, which provides customizing type digital screen book publication, by analyzing satellite broadcasting technology to create Korean cultural area around the Korean peninsula.

  • PDF

Study upon Microscopic Narrative Structure of Illusion Interactive Media Art (환영적 인터랙티브 미디어 아트의 미시 서사구조에 대한 연구)

  • Ha, Im-Sung
    • Cartoon and Animation Studies
    • /
    • 통권28호
    • /
    • pp.181-208
    • /
    • 2012
  • Illusion played by mutual communication in Interactive Media Art is studied in this thesis from the narrative point of view, not from the entertaining point of view. Microscopic narrations founded in screen changes are analyzed by traditional narrative factors such as plot, point of view, narration, time creating the identity of Interactive Media Art. Traditional narrative factors in consequence have been converted to different forms after being combined with the features of Interactive Media Art. Plot has been converted to fragmentary plot and creators' point of view in many work pieces has been recreated to the outside participants' point of view. Also, creators' narrations described from various points of view has transferred to participants' narrations based on physically spacious search. Times of the present sharing with the past are observed in Interactive Media Art, too. It is concluded that audience's active participation through mutual communication makes an influence on the change of essentially traditional narrative factors. Moreover, the factors mentioned in this thesis are regarded as the unique identity of out of various kinds of modern media art.

A Study on the Brand-imprinting Effects of Utilizing Interactive Media Installation -Focusing on interactive marketing targeted at consumers in their 20s and 30s- (설치형 인터랙티브 미디어 활용을 통한 브랜드 각인효과에 관한 연구 -20~30대 소비자를 대상으로 한 인터랙티브 마케팅을 중심으로-)

  • Moon, Ha Na;Choe, Jong Hoon;Park, Seung Ho
    • Design Convergence Study
    • /
    • 제14권1호
    • /
    • pp.47-61
    • /
    • 2015
  • Along with the advent of the digital era, the media environment in which an informant would convey information one-sidedly has evolved more towards engaging customers to actively participate and produce contents themselves. This change in content consumption behavior has brought about the new marketing paradigm. The new communication strategy is interactive marketing, which enhances brand-imprinting Effects, and has been consistently proposed these days. This study aims to examine these brand-imprinting effects through an empirical study and to propose an application plan. Therefore, methods of approach for engaging customers' participation and the methods of experiences are categorized by types through the case analysis of various domestic as well as international interactive marketing techniques. In addition, in-depth interviews have been carried out in order to verify the influence of interactive marketing on brand-imprinting effects. Through the interview, potential needs of customers were found. Based on the findings, marketing strategies that utilize interactive media installation for brand-imprinting effects have been constructed. First, to utilize a space for a medium of communication between customers and advertising media. Second, using storytelling as a construct that focuses on the individual's situation. Third, to design interactions that are proper to the situation and context.

Educational Framework for Interactive Product Prototyping

  • Nam Tek-Jin
    • Archives of design research
    • /
    • 제19권3호
    • /
    • pp.93-104
    • /
    • 2006
  • When the design profession started, design targets were mainly static hardware centered products. Due to the development of network and digital technologies, new products with dynamic and software-hardware hybrid interactive characteristics have become one of the main design targets. To accomplish the new projects, designers are required to learn new methods, tools and theories in addition to the traditional design expertise of visual language. One of the most important tools for the change is effective and rapid prototyping. There have been few researches on educational framework for interactive product or system prototyping to date. This paper presents a new model of educational contents and methods for interactive digital product prototyping, and it's application in a design curricula. The new course contents, integrated with related topics such as physical computing and tangible user interface, include microprocessor programming, digital analogue input and output, multimedia authoring and programming language, sensors, communication with other external devices, computer vision, and movement control using motors. The final project of the course was accomplished by integrating all the exercises. Our educational experience showed that design students with little engineering background could learn various interactive digital technologies and its' implementation method in one semester course. At the end of the course, most of the students were able to construct prototypes that illustrate interactive digital product concepts. It was found that training for logical and analytical thinking is necessary in design education. The paper highlights the emerging contents in design education to cope with the new design paradigm. It also suggests an alterative to reflect the new requirements focused on interactive product or system design projects. The tools and methods suggested can also be beneficial to students, educators, and designers working in digital industries.

  • PDF