• Title/Summary/Keyword: Interactive Contents

Search Result 777, Processing Time 0.034 seconds

A Consideration on the development of Interactive Art in 20th Century (20세기 인터랙티브 아트의 전개에 관한 고찰)

  • Kim, Hee-Young;Lee, Wang-Joo
    • Journal of Digital Contents Society
    • /
    • v.9 no.2
    • /
    • pp.177-185
    • /
    • 2008
  • It was a special phenomenon in the art of 20th century that the earnest engagement of spectators came up to the surface in the area of artwork-creation and art-experience which had been one-sided processes for a long time. Such a genre of Optical art or Kinetic art, had pulled out active engagements of audiences in enjoying diverse works, played the role of locomotive in the Interactive Art. Of course, many kind of art made an appearance on the channels of diverse media from that times. For example, many people came to enjoy taking part in such a genre as Happening formated the mode of face-to-face communication between the creator and the spectator. The appearance of the technology of digital media had a decisive influence on the area of the Interactive Art. From that time on, people have come to accept the reciprocity of the relations between artist and spectator naturally. This paper makes researches on some trends in the development of Interactive Arts by way of analyzing some representative Interactive Artworks typing the birth and growth of Interactive Art.

  • PDF

The Effect of Advertising's Interactivity on Korean and Chinese Consumer Attitude toward Advertising (광고의 상호작용성이 한·중 소비자의 광고태도에 미치는 영향)

  • Ma, SiFan;Cho, SeungHo
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.7
    • /
    • pp.91-99
    • /
    • 2016
  • This study explores the effects of advertising's interactivity on consumers' attitude, brand awareness, intention of word-of-mouth and purchase intention through a comparison between high interactive advertising and low interactive advertising. Experiment was carried out with two factorial design using high and low interactive advertising messages and two different countries. The respondents were 120 Korean and 120 Two hundreds forty valid questionnaires were collected. According to the research results, the brand awareness and attitude of high interactive advertising is much higher than the low one to the consumers of Korean and Chinese. The consumers of Korean and Chinese who were exposed to high interactive advertising have high intention to word-of-mouth in high interactive advertising. Korean and Chinese consumers also have high intention to purchase when they watch the high interactive advertising. Between two countries, Chinese consumers have higher intention to purchase than Korean consumers.

A Study on Activation of Movie Marketing Using Interactive Media (인터랙티브 미디어를 활용한 영화 마케팅 활성화 방안)

  • Song, Joon-hee;Lim, Chan
    • The Journal of the Convergence on Culture Technology
    • /
    • v.5 no.1
    • /
    • pp.243-248
    • /
    • 2019
  • As digital media technology continues to evolve, media arts are being created using new technologies. Among them, interactive media provides new experience and interest to the audience in that the audience is completed only by participating in the works. The use of these characteristics as a marketing strategy has led to an increase in sales and a positive image of the company. Through this study, we analyze the case of interactive media contents and infer the usage plan and elements. In addition, we propose a prototype of interactive media contents that can be used as a strategic marketing element by exploring ways to utilize interactive media as a marketing element of the film industry. This suggests the development direction of interactive media that provides a continuous and new sense of immersion to the audience, and suggests subsequent research on effective use of the industry as well as movie marketing.

A Study on the Reality of Interactive Documentary : Focusing on (인터렉티브 다큐멘터리의 리얼리티에 관한 연구 : <마리보시위>를 중심으로)

  • Shi, Yu;BYUN, Daniel H.
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.10
    • /
    • pp.332-343
    • /
    • 2021
  • This study shows that reality in interactive documentaries can be distinguished between narrative reality and visual reality, which can be defined as a feature of reality-based interactive documentaries. This study reveals the visual reality in that all audiences who visually watched "The Maribor Uprisings" were immersed in the movie presented by the producer, and thus sympathized with the problems of non-violent protests and social conflicts through two-way communication between the audience and the actors. This study also confirms that epic reality in that it can selectively participate in the narrative of movies through questions about democracy in action. Besides, this study finds that the reality expressed in the interactive documentary deepens the audience's 'immersion', showing that the direction of the narrative can be determined by reflecting the opinions of the audience on an event or narrative of the movie. In this process, the audience was found to have the characteristics of being able to recognize and rediscover events in the movie as if they were close to them.

Authoring of MPEG4 Contents using XMT-A (XMT-A를 이용한 MPEG-4 컨텐츠 저작)

  • 이법기;정원식;고일석;최영수;한찬호
    • The Journal of the Korea Contents Association
    • /
    • v.2 no.3
    • /
    • pp.105-112
    • /
    • 2002
  • MPEG-4 is an international standard for interactive multimedia data that is used for next generation audio-visual service. It presents an two types of storage formal such as XMT (eXtensible MPEG-4 Textual fount) and MP4 file format D store the interactive multimedia contents. The XMT, a textual format, has advantage of readability and it can be used in many applications since designed based on the XML In this paper, we present the way how to author the MPEG-4 contents using XMT.

  • PDF

Physical Interactive Game on the Digital Desk (디지털 데스크상의 체감형 게임 구현)

  • Chung, Jee-Hoon;Yun, Tae-Soo;Lee, Dong-Hoon;Yang, Hwang-Kyu
    • Journal of Korea Game Society
    • /
    • v.5 no.1
    • /
    • pp.11-18
    • /
    • 2005
  • Recently, as one method of the game manipulation, physical interactive game is increasing, which controls the program by direct human movement. Tangible interface for physical interactive game implementation can control virtual model directly through real world object. A digital desk, one of the tangible interface, offers the interface that human can manipulate virtual object directly, by making projection screen on real world desk as computer display device. In this paper, we implement "Battle Region" game in the form of tangible interface, which can offer game users an efficient and amusing experiences by the use of physical interactive game. Traditional game cannot pursuit the diversity of game background contents but our game can do it through Map image projection. From this, game provider can supply the diversity of choice and users ran set up the difficulty of game. Therefore, our implemented game can offer users an efficient and amusing experiences by making game user's challenge and satisfaction maximum.

  • 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
    • /
    • v.18 no.1 s.59
    • /
    • 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

Usability Test for Interactive Television Programme : Skytouch Channel on Digital Satellite Platform (양방향 TV 프로그램의 사용성 평가:스카이터치 채널을 중심으로)

  • Oh, Jong-Sir
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.3
    • /
    • pp.75-85
    • /
    • 2008
  • Since the first interactive broadcasting of Skylife had been launched in S. Korean it has passed over 4 years. Subsequently the new digital broadcasting platforms, such as DMB, Mobile-TV, IPTV and so forth, are appearing between the keen rivalries. At the centre of diagram for new digital platforms there is positioned the interactivity. In order to cope with the limitation of contents on television, even Korean terrestrials have resolutely carried out interactive broadcasting as of 8th of June, 2006. Although the flamed competition of digital environment there are lacking in the public understanding and interests for interactive programmes on digital television. We can be analysed that it is difficult to acquire the viewer's satisfaction for guessability in spite of our governmental efforts. Here it presents the problematic results obtained by analysing both quantitative and qualitative data from the usability test for the current interactive programme in centre of the viewer.

Interactive Genetic Algorithm for Content-based Image Retrieval

  • Lee, Joo-Young;Cho, Sung-Bae
    • Proceedings of the Korean Institute of Intelligent Systems Conference
    • /
    • 1998.06a
    • /
    • pp.479-484
    • /
    • 1998
  • As technology in a computer hardware and software advances, efficient information retrieval from multimedia database gets highly demanded. Recently, it has been actively exploited to retrieve information based on the stored contents. However, most of the methods emphasize on the points which are far from human intuition or emotion. In order to overcome this shortcoming , this paper attempts to apply interactive genetic algorithm to content-based image retrieval. A preliminary result with subjective test shows the usefulness of this approach.

  • PDF