• Title/Summary/Keyword: Interactive Media

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A Study on an Effective Process Strategy Model of Interactive Advertising in Smart Media

  • Ahn, Jong Bae
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.1
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    • pp.45-54
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    • 2020
  • One of the typical characteristics of smart media is that it is interactive, which shows a different form and property from the existing mass media, and also changes the way users use it. This change requires a different system from the existing method in the advertising process strategic model for effective interactive advertising in smart media. We attempted to derive an effective smart media interactive advertising process strategic model by understanding the interactive advertising processin smart media that is expected to continue to grow asthe main market of the advertising market and identifying the constituent factors. To this end, We analyzed the preminiary research results of interactive advertising and organized expert panels for the Delphi method and reflected their opinions and evaluations. The components and factors of interactive advertising were found and the effective interactive advertising process strategy model in smart media was derived from this study.

Modules of Directing Interactive Media Moving Images (인터랙티브미디어 영상의 쌍방향성 연출구조에 관한 연구)

  • Kim, Hyo-Yong;Kim, See-Eun
    • The Journal of the Korea Contents Association
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    • v.12 no.3
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    • pp.84-94
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    • 2012
  • The year 2011 witnessed interactive communication media and digital instrument experience a substantial growth in popularity within developed nations as well as developing nations in part due to the ongoing development of internet and information technology. The development of interactive media and technology have contributed to the increased progress of not only digital contents but also to the development of diverse interactive arts. This study will demonstrate how the direction of interactive media moving images through interactive media by utilizing the use of interactive art directing modules which will aid by expressing the theme and the directing concept of the art. To aid in the understanding of interaction directing module, two examples of art works are used as samples cases - "Room Two"(Mixing Lab in a museum; Interactive media art & Experimental mixing, Seoul Art Center, 2006) and a RPG(Role-playing game) style Game. Through these cases, this study intends to enhance the yet insufficient reference for interactive media art and assist artists attempting interactive media moving images through interactive media.

Tangible Media based on Interactive Technology;iT_Media

  • Yoon, Joong-Sun;Yoh, Myeung-Sook;Lee, Hye-Won
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.794-799
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    • 2004
  • Recent paradigm in technology shifts from object-based technology to environment-based technology. Issue here is interaction among humans and the world around humans, which is natural and artificial "space." Holistic interactions based on "Mom (embodiment)" suggest a good starting point for exploring this issue. Soft engineering, "Mom," holistic interactions, tangible space, ubiquitous computing, science of emotion, and interactive media are key concepts in interactive technology. Interactive tangible media "iT_Media" is proposed to explore and synthesize these ideas. Interactive technology initiative (ITI) is an interdisciplinary research group to search for the proper technology and the proper way of implementing technology: "interactive technology" or "soft engineering." Some experimental activities conducted by ITI are presented in this session, "Interactive Technology."

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Tangible Media based on Interactive Technology: A Tutorial

  • Yoon, Joongsun;Yoh, Myeungsook;Lee, Hyewon
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.4 no.2
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    • pp.241-248
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    • 2004
  • Recent paradigm in technology shifts from object-based technology to environment-based technology. Issue here is interaction among humans and the world around humans. The world we consider includes natural and artificial "space." Interactive technology, which explore holistic interactions based on "Mom (embodiment)," suggests a good starting point for exploring this issue. Soft engineering, "Mom," holistic interactions, tangible space, ubiquitous computing, science of emotion, and interactive media are key concepts in interactive technology. Interactive tangible media "iT_Media" is proposed to explore and synthesize these ideas. Interactive technology initiative (ITI) is an interdisciplinary research group to search for the proper technology and the proper way of implementing technology: "interactive technology" or "soft engineering." Some experimental activities conducted by ITI are presented in this paper.tal activities conducted by ITI are presented in this paper.

Structural Design of Interactive Storytelling (인터렉티브 스토리텔링의 구조적 디자인)

  • 이준희
    • Archives of design research
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    • v.16 no.4
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    • pp.375-384
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    • 2003
  • Interactive storytelling is a scenario created "on the fly" with digital content through user interaction. Every time interaction occurs between the user and content, a brand new story is created. Interaction intrigues people because it provides different story from same content. Through conventional media, people shared same content and experience. However through interactive media, people encounter unique experience, over same content possibly everytime they use it. People we, by their nature, very interactive being. However, interacting with media is not an activity that people are accustomed to. Hence, designing content has been all migrating experience from existing media to an unfamiliar ground. Unique and adoptive ways of designing content for digital interactive media is being sought out from the need as the result of the evolution of integrated society and emerging information technology. People are already used to some of interactive storytelling through hyper text in CD-ROM and web sites. More complicated and different structured models were born through games that offered graphics, virtual spaces and interactivity. When drawn onto a structural graph, few attributes and similarities seem to occur. This paper will try to outline and discuss structural graphs of interactive storytelling methods and suggest some ways for better storytelling design.

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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.

A Study on Interactive Media Art Contents on Physical Computing Technology (피지컬 컴퓨팅 기술 기반 인터렉티브 미디어 아트 콘텐츠에 관한 연구)

  • Li, Yi-Xian;Seo, Chang-Jin
    • Journal of Digital Convergence
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    • v.10 no.5
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    • pp.193-197
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    • 2012
  • On this paper is the project about which is base on Interactive Media Arts technology. What's more, the audience not only enjoy the images or performances on screen but also appear to be one important element in such interactive media. Therefore, it's function is to combine Physical computing and other perception like the musical instruments playing, then finally arriving to be real-time and capable to be interactive.

Interactive Technology Education at Pusan National University

  • Park, Sang-Joo;Yoon, Joong-Sun
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1195-1200
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    • 2004
  • We introduce an introductory engineering education course for engineering majors and non-engineering majors. This course does not require any previous knowledge and experience on engineering. It requires strong curiosities and imaginations on current and future society we live in, where technology is inseparable ingredient. Course encourages attendees to explore fundamental issues of engineering: what is proper technology and what are proper ways of exercising engineering, issues dealt in soft engineering. Since course topics cover many aspects of technology, traditional learning methods fail to be successful and efficient. Various efficient learning methods have been proposed and implemented. We utilize various interactive tangible media, which include simulated thought experiments and physical media experiences. About 20 episodes in short film format are produced based on scenario written according to related issues selected. Physical media like interactive robots are introduced for attendees' stimulated experiences. We summarize our exciting experiments on interactive teaching experiences at Pusan National University which include on/off-line interactions, assignments, projects, and evaluations.

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A Study for Visual Perception of for Interactive Media Interface to Realize the Contents of Child Participation Type (아동 참여형 콘텐츠 구현을 위한 인터렉티브 미디어 인터페이스의 시지각 연구)

  • Oh, Moonseok;Won, Jongwook;Han, Gyuhoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.2
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    • pp.101-112
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    • 2015
  • New media which appeared in accordance with the development of IT technology includes elements of the interaction to be developed as an interactive media. In the field of interactive media which can be most actively applied, there is the filed of experience exhibition based on the active participation of people who experienced. Interactive media applied to the experience exhibition area, in order to have an effective communication that is based on a high degree of immersion, has been utilized as a platform for educational contents. This study is intended to explore the elements of visual perception for developing an optimized interface in the perspective of children who are the main subject of educational contents to present the criteria for the development of an interface for children. Thus, this paper derives the elements by the analysis of the visual perception elements of children and the experiment for the immersion environment. By analyzing the results, this study is to present the criteria of the visual perception elements for the development of interactive media contents for children.

Aesthetic Characteristics in Interactive Media Facade (인터렉티브 미디어 파사드에 나타나는 미학적 특징)

  • Kim, Ho
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.658-666
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    • 2016
  • The term 'Media Facade' is an integrated information-Conveying Medium that turns the inside and outside of a building into a new meaningful space by converging with design, motion pictures and IT technology. Media Facade is not only associated with the exterior of a building but presents new experiences th the visitors in all available spaces where screens can be installed. Moreover, interactive Media Facade has expanded the former one-way communication to a two-way one bringing more sense of realism for the spectators and increasing attraction and participation. In this study, I explored the aesthetic characteristics of interactive Media Facade and analyzed pertinent cases; and based on domestic and overseas cases, I contemplated upon the future objectives of interactive Media Facade in Korea.