• Title/Summary/Keyword: Interactive Media Performance

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An SSD-Based Storage System for an Interactive Media Server Using Video Frame Grouping

  • Jeong, Yo-Won;Park, Youngwoo;Seo, Kwang-Deok;Yoo, Jeong Ju;Park, Kyu Ho
    • ETRI Journal
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    • v.35 no.1
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    • pp.69-79
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    • 2013
  • For real-time interactive multimedia operations, such as video uploading, video play, fast-forward, and fast-rewind, solid state disk (SSD)-based storage systems for video streaming servers are becoming more important. Random access rates in storage systems increase significantly with the number of users; it is thus difficult to simultaneously serve many users with HDD-based storage systems, which have low random access performance. Because there is no mechanical operation in NAND flash-based SSDs, they outperform HDDs in terms of flexible random access operation. In addition, due to the multichannel architecture of SSDs, they perform similarly to HDDs in terms of sequential access. In this paper, we propose a new SSD-based storage system for interactive media servers. Based on the proposed method, it is possible to maximize the channel utilization of the SSD's multichannel architecture. Accordingly, we can improve the performance of SSD-based storage systems for interactive media operations.

Implementation of real time VJing responding to user's motion

  • Jung, Haehyun;Kim, Hyunggi
    • International Journal of Internet, Broadcasting and Communication
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    • v.7 no.2
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    • pp.41-50
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    • 2015
  • As various media have developed in modern society, frequency of use of interactive media has increased which makes interactive function that uses and handles projection mapping and LED screen in set design of broadcasting, concert, play, musical and EDM(Electronic dance music) in real time possible. Development of various media led today's viewers to have higher cultural desire and the need of various interactive performance contents to receive more attention.[1]. This thesis implemented real time VJing that responds to user's motion based on existing H/W by utilizing real time interactive elements.

Applying Interactive Media Art to VJing (V제잉에서 인터랙티브미디어아트 활용)

  • Kim, Yun-Tae
    • The Journal of the Korea Contents Association
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    • v.7 no.10
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    • pp.80-88
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    • 2007
  • Applying Visual Art to pop music performance is gradually increasing. A video editor which simply mixes a number of images was mainly used in the past, but now various computer software make it easy to control visual art by development of computer technology, and it became possible for you to express unique and inimitable idea as well. Compare that a complicated equipment which makes them spend much expense and time was only used in the big size of concert hall in early days, a small and simple one now helps you easily apply your idea to Visual art in Pop music performance even in the small club. The technic of Visual art is being developed gradually especially by using computer The point of this study is how to apply real-time interaction between sound and visual image to interactive media art.

A Layered Authoring Model for Constructing Interactive Virtual Environment

  • Ishiwaka, Michitoshi;Inoue, Seiki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1998.06b
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    • pp.154-159
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    • 1998
  • It is difficult and important for virtual studio systems and media-art products to be designed effective interactions between a performance person, who appears in the studio, and virtual studio equipments, and, an appreciation person and artistic products. The difficulties originate with originate with no even-grained component and no framework of interaction design work. In this article, a layered authoring model is proposed in order to facilitate system designers and artists to construct the system more easily and flexibly using fine-grained media components. And some experimental interactive virtual environments based on the model are shown.

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A study on realtime interactive performance in 'A Death of Mickey Rat' ('미키쥐의 죽음'에서 표현된 실시간 인터랙티브 퍼포먼스 구현에 관한 연구)

  • Kim, Hyo-Kyung;Kim, Hyung-Gi
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.446-450
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    • 2008
  • Due to the advancement of technology, there are many attempts trying to extend ways of expressing for using digital media, even in traditional theater. In the performances that were created before '미키쥐의 죽음' directors used videos only for the background, however, in 'A Death of Mickey Rat', trying to avoid the same patterns as the ones from the past creators realized an interactive performance with the balancing combination of videos, performer and sounds. As a result, the theater suggested a possibility of a new progress in creating theater by making a created space called the stage gain more reality and adding the power of interactivity between the media and the performer.

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Production Technology for Multi-face Convergence Performance (Multi-face Convergence 공연을 위한 제작 기술)

  • You, Mi;Son, Tae-Woong;Kim, Sang-Il
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.475-486
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    • 2020
  • This paper is a thesis on media art technology for high-tech performances and exhibitions. After creating an interactive stroke in VR, it is projected in real time through a media facade technique. Among our traditional dramas emphasizing linear movements, movements were extracted from the Bongsan mask dance, and the movements of the lines were used in a media art performance called 'Multi-face Convergence'. When motion data enters the virtual space, geometry consisting of faces is created in the VR space. The created strokes can be set with various brush types, and when performing, a stroke with a red fire effect that matches a dynamic movement was used. It was made to be able to harmonize with the dancers performing the Bongsan mask dance. The medium called VR has characteristics that are not suitable for melting into a performance, but in this performance, it has overcome its limitations by using a technique called media façade. We propose the world's first performance technique that combines interactive strokes with traditional dance performances.

Trend-Casting in the Interactive Digital Media Industry: Some Results and Guidelines

  • Sharma, Ravi S.;Yi, Yang
    • Asian Journal of Innovation and Policy
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    • v.2 no.1
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    • pp.20-36
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    • 2013
  • In this practice article, we present the results of a scenario planning approach that is a hybrid of the three main schools of thought. Our research objective was to study the future of Interactive Digital Media applications such as online music, on-demand television and massively multi-player online role-playing games. Our approach, while essentially qualitative in nature, nevertheless draws from the rigors of the quantitative school in identifying and then tracking the significant dimensions of analysis that emerge over time as strands of events leading to plausible scenarios. Our empirical analysis revealed mapping strands to three themes - ownership, distribution and innovation - which we used in an expert validation exercise to formulate scenarios. We present and discuss the major findings and implications of this empirical investigation. In a nutshell, we conjecture that an open, competitive IDM marketplace with performance safeguards may serve both and lead to a win-win scenario. While there are differences among IDM sectors, a unified approach to regulation and policy would be effective.

A Study on the Digital robot utilization for implementation Augmented Reality of Interactive Advertisement (양방향 광고의 증강현실 구현을 위한 디지털로봇 활용 연구)

  • Choi, Chi Kwon;Um, Ki Joon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.3
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    • pp.159-168
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    • 2010
  • Developments and changes in digital environment based on computer technologies and internet networks enabled us interactive communication for planning and execution through the freedom of 'connection', 'sharing', and 'conversion'. The subject of this study, interactive commercial, might be the core of success based on creation which stems from communication design, revolution in design and technology, and conversion. Communication in modern economy is not optional, but essential. Furthermore, like evolution process up to Augmented Reality from developments of mobile communication technology, or concept in paradigm change, digital interactive commercial means the core of success, not a part of it. Therefore, in order to achieve success in the global competition structure, mobile communication design, revolution, and creation which produce added value shall be working as a base. In order to reach effective communication process performance of interactive commercial media, this study would like to propose building a media commercial system which is realized by human senses. Using this, standardized methods for interactive commercial which can be used together with augmented reality based on digital technology, and for using digital robot contents are available, along with methodology system of their use. In addition, the ultimate goal of this study aims to discover new factors through reorganization of precedent analysis and adaptation based on academic achievement and practical application. And thus, it wants to contribute to practical use of interactive commercial out of augmented reality-based communication in which technology, marketing, and design are integrated to be used in real sense.

Proposal for the use of interactive multimedia art for rehabilitation exercise in early dementia patients : focusing on the program Isadora® (초기 치매 환자의 재활 운동을 위한 인터랙티브 멀티미디어 아트의 활용 제안 : 프로그램 Isadora®를 중심으로)

  • Kang, Hyun-Sook
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.559-565
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    • 2020
  • The study intends to use interactive multimedia art performances for rehabilitation exercises for patients with early dementia. The interactive performance is completed by communication and participation of the performer on the stage and the dementia patient, who is the audience, and through this process, the dementia patient performs efficient rehabilitation exercises with interest and immersion. For the study, the characteristics of early dementia patients and effective exercise methods are examined, and a program map is constructed so that the patient's performance viewing leads to participation and leads to rehabilitation exercises. Movements and sounds generated by the audience's participation are converted into MIDI signals of Sound Level, Pitch, and Velocity to become a performance that controls music and video in real time. Through this, the patient will be immersed in the rehabilitation exercise with interest and will be able to have a sense of accomplishment as a participant in the performance. In addition, this study has the significance of expanding the area through various uses and applications of interactive multimedia art.