• Title/Summary/Keyword: Interactive Digital Media Art

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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
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    • v.14 no.3
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    • pp.415-424
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    • 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.

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The Body as Interface: The Meaning and Function of the Body in Interactive Art - based on Merleau-Ponty's Phenomenology and Embodied Cognition Theory (인터페이스로서의 신체: 인터랙티브 아트에서의 신체의 의미와 역할 -메를로-퐁티의 현상학과 구현인지이론을 바탕으로-)

  • Lee, Soo-Jin;Lim, Chang-Young
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.450-455
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    • 2006
  • 디지털 기술의 발전은 다양한 정보들과의 새로운 상호작용들을 창출하고 있고, 여기에서 인터페이스는 상호작용을 가능하게 하는 구체적인 장으로서, 우리가 정보들과 갖는 상호작용 방식을 규정한다. 그런데, 확장현실이나 유비쿼터스 컴퓨팅과 같은 새로운 기술적인 흐름들은 우리의 물리적 공간에 디지털 정보라는 무형의 층위를 더함으로써, 현재의 손과 눈의 작용을 중심기반으로 하는 상호작용 방식들로부터 발전된 형태의 상호작용이 필요하게 될 것임을 시사하고 있다. 이에 본 논문에서는 물리적 공간 안에서의 우리 자신을 형성하고, 세계를 인지하는 근간이 되는 신체에 초점을 맞추어, 신체가 새로운 정보 환경 속에서 정보의 인지 메커니즘과 상호작용의 주체로서 어떻게 기능할 수 있을 것인지를 메를로-퐁티의 현상학과 구현인지 이론을 바탕으로 탐구하고, 그 실질적인 예와 가능성들을 인터랙티브 아트 작품들에서 찾아본다.

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Feedback Phenomenon in Technology Art (예술 공학의 피드백)

  • Kim Hyung-Gi
    • Science of Emotion and Sensibility
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    • v.8 no.4
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    • pp.423-433
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    • 2005
  • The computer hardware development has provided many chances of emergence between art and technology. In many cases today's interactive artworks cannot be completed without audience's participation. The interactive production process with technical supplementation can be celled feedback. Mr. Nam Jun Paik showed 'Participant TV' that interacts with audience's response in real time. It means artwork changes with the constantly changing value from the data set from human visual perception. Dan Graham showed another feedback related work, which delays 5second playback in mirror that implies consequence of time. Today's media art has to sublimate coincidence, time ant audience into philosophical artwork through consonance that comes with video and sound as we can see from Bill Viola. Stelarc produced artworks. That use input data that is weak signals from brain, muscles. Through a terminal display with player, body expanded meaning of media. Jeffrey Shaw's 'Legible City' provided a fabrication of the reality with the interaction of bicycle's pedal speed and steering direction that is controlled by 4river. RE:MARK used microphone as input device as Edmond Couchot's 'Je same a la vent' and Nam Jun Paik's 'Participant TV' did. There is no communication without feedback between human being. The reality makes audience involved into artworks. That is the reason why feedback has to be natural. Through the feedback process, the originality of the idea is altered by audience. The feedback is not just part of flesh of artwork rather skeleton of it. Technological showoff cannot be art itself The perfection of technological application plan helps feedback that interacts with audience naturally in order that audience hoes not feel the feedback as artificial plan. Interactive media art has to be evolved into new media form with new integration feedback technology.

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Research on Cross-border Practice and Communication of Dance Art in the New Media Environment (뉴미디어 환경에서 무용예술의 크로스오버 실현과 전파에 대한 연구)

  • Zhang, Mengni;Zhang, Yi
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.1
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    • pp.47-57
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    • 2019
  • The end of the 20th century, along with the popularity of new media technology and the rise of new media art, dance as a visual art, and body language art, has the features of more and more rich and changeful. In today's Internet booming new media environment, many different fields, such as film and theater, computer technology, digital art, etc.) with its commonness and characteristics of all kinds of interaction between the creation, produced a new interdisciplinary research with theoretical model. When cross-border interactions between various areas become a hot topic at the same time, the traditional form of dance performances are also seeking new breakthrough. Canada's famous social psychologist McLuhan believes that modern is retrieving lost over a long period of time "overall" feel, return to a feeling of equilibrium. The audience how to have the characteristics of focus on details of visual art back to the "overall" feel worthy of study. At the same time, the new media in today's digital dance teaching in colleges and universities dancing education remains to be perfect and popular, if continue to use the precept of the traditional teaching way blindly, so it is difficult to get from the development of the current domestic dance overall demand. In this paper, the main body is divided into two parts, the first chapter is the study of image device dance performance art, the second chapter is the research of digital dance teaching application system, thus further perspective of media technology to explore dance art crossover practice under the new media environment and mode of transmission.

Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • v.7
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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Study on the Characteristics of Spatial Design by Means of New Media - In View of Ontological Analysis of Heidegger - (뉴미디어에 의한 공간디자인의 특성 연구 - 하이데거의 존재론적 관점을 중심으로 -)

  • Lee, Mi-Kyung
    • Korean Institute of Interior Design Journal
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    • v.26 no.2
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    • pp.13-21
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    • 2017
  • The revolution of new media has overthrown the existing social structure and brought about the changes in the concepts of the space and subject. These changes are identical to the existential issue of the space and subject and to fundamental issue of spatial design. This study will interpret the new media in view of ontology and analyze the characteristics by applying it to spatial design. In this study, the characteristics of new media of ontological viewpoint were divided into six categories containing the process space, the space of exterior meaning, the space of the affairs, interactive subject, playful subject and extension of sense, which were the basis for this analysis. The results showed that the expression characteristics of spatial concept of ontology and subject concepts revealed in the areas of architectural surface, the space of art and installation, and architectural design process.

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.

The process for adjustive media as design method with feedback (Adjustive Media의 feedback을 수반한 작품 제작 방법)

  • Cho, Hyun-Seung
    • Journal of Digital Convergence
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    • v.11 no.6
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    • pp.311-317
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    • 2013
  • Most of the existing interactive arts or entertainment systems consist of the following three steps: 1. the system's prompting the action of the participant, 2. action of the participant, and 3. response of the system. They do not presuppose these successive processes are performed continuously and repeatedly, and they are designed to express the concept of the work in each interaction. The opposite approach is to transmit the concept of the work in a continuous and repeated experience. The authors propose "Adjustive Media" as a type of work based on this approach. Adjustive Media has a spiral model with feedback. When participants experience the work repeatedly, they can recognize the difference of results between each interaction, and they can under- stand more closely the intent of the designer. This paper will propose 3 design processes for Adjustive Media as design method, and will introduce the prototypes of Adjustive Media.

Possibility for Extending an Interaction by Multi-User on MediaFacade Environments (미디어파사드 환경에서 다중 관람자에 의한 인터랙션 확장가능성)

  • Jang, Seung-Eun;Kim, Sang-Wook
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.48-56
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    • 2012
  • The interaction using digital media has been widely utilized in modern art. In particular, network based digital media enables two-way and real-time communication regardless of time and place. Network is possible to connect to effective and meaningful communication of extended relationship. This study proposes novel human-MediaFacade interaction method through a mechanism on interworking between 3D mapping technology and social media, smart devices. This study has an important meaning which can be set multi-user interaction. And a study of creating 'Facade' which interaction has high artistic value.

A Semantics Analysis in the Net Arts fran a Cybernetics Perspective (사이버네틱스 관점에서 본 넷 아트에 나타난 의미론적 분석)

  • Eun, Chang Ik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.3
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    • pp.123-136
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    • 2011
  • Arts gains a new relation as the new academic area that deals with living organisms and through this technology, it affects everything, such as the body, entity, consciousness and unconsciousness to bring an overall change. Based on this premise, arts require a different interpretation from the previous product-focused interpretation or the analysis focusing on the aesthetics. As the result of arts using the scientific methods, I examined the changes of the arts semantics and how it evolved with what kind of contents and characteristics. The net art with the internet base also form a close relationship with the social and cultural codes. In categorizing the social issues and the topical discussions with semantic factors that evolve from the digital biological perspective, it can be divided into four types of complex interaction, positive feedback negative feedback, and amplification of unsettledness. Based on the characteristics of the multimedia and the interactive reaction, the technique and the imagery amplify the message through a spatial and timely meeting in a mutual repletion. In other words, the emotional communication is used to attempt the messages from the products and the expression in various methods.