• Title/Summary/Keyword: Interactive Space

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Beginnings of Mixed Reality : 20th Century Visual and Interactive Art (혼합현실의 단초 - 20세기 영상예술과 인터랙티브 아트를 중심으로)

  • Kim, Hee-Young
    • Cartoon and Animation Studies
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    • s.32
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    • pp.315-333
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    • 2013
  • This study aims to investigate that today's Mixed Reality Technology did not appear suddenly but has its beginnings in 20th century Visual and Interactive Art. First, Photographic Art expressed three-D on the two-dimensional plane and mixed images of reality and virtuality. Photogram made people experience both two-dimensional images and three-dimensional effects concurrently, and Photomontage combined various photos and mixed reality and virtuality. Next, Cinema tried to combine virtuality and reality using objets and CG. Early Cinema composed films and real objets. As computer technology developed, Cinema composed objet CG on real images and then tried background CG compositing. Finally, Telepresence Art tried a new possibility of Mixed Reality breaking the boundary between reality and virtuality, subject and object. It oscillates between virtual space in reality and real space in virtuality, or represents Mixed Reality by remote control of long distance participants. In the future, for the development and direction of Mixed Reality, there will be more need of referring to Visual and Interactive Art.

Interactive Art that informs the seriousness of cyber verbal violence - 'Blame'

  • Eom, Taein;Lim, Chan
    • International Journal of Advanced Culture Technology
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    • v.8 no.1
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    • pp.188-198
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    • 2020
  • In the cyber space represented by Sns, the problem of cyber verbal violence, which sends slander messages such as abusive messages through chats, bulletin boards, malicious comments, and messages, is getting worse. Leveraging the power of cyberspace's anonymity, people can't hesitate to say what they can't say in the real world. In extreme cases, cyber verbal violence can lead to the death of a person. This paper focuses on the creation of media content that helps to inform and prevent the seriousness of cyber verbal violence prevalent on the Internet through interactive art. The nature of Interact art goes beyond the work and the audience to the people in the relationship between the work and the participants, allowing participants to directly and indirectly feel the seriousness of cyber verbal viol.

Interactive VR film Storytelling in isolated space

  • Kim, Tae-Eun
    • International journal of advanced smart convergence
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    • v.9 no.1
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    • pp.163-171
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    • 2020
  • There are many differences in narrative delivery between common movies and Virtual Reality(VR) films due to their differences in the appreciation structure. In VR films, scene changes by cuts have hindered the immersion of the audience instead of promoting narrative delivery. There are a range of experiments on narratives and immersion to solve this issue in VR films. Floating Tent applies hand gestures and immersive effects found in game elements and does not disturb narrative delivery by setting proper spaces and employing a direction technique to enable the melting of narratives into the characteristics of the spaces. There are time limits to offsound and mission performance, and devices fit for apocalyptic spatial expressions are made through a program. One of measures for the increasingly growing interactive storytelling in VR films is effective immersion. In narrative delivery, it is important to consider spatial setting and immersion to enable active intervention into events for immersion rather than passive audience only supposed to watch characters' acting.

A Suggestion for Structure of Interactive Storytelling that Mediates Online and Offline: Focusing on the Comparison between ARG and AR Games (온·오프라인 매개 인터랙티브 스토리텔링 구조 제안 : 대체현실게임과 AR게임의 비교를 중심으로)

  • Kim, Ji-Young;Kwon, Byung-Woong
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.687-700
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    • 2021
  • The advent of realistic technologies such as AR has extended the interaction area from the computer environment to the offline space. As demand is expected to increase in the future, the need for study on interactive storytelling that mediates online and offline is emerging. This study proposes a storytelling structure to achieve a balance between interactivity and narrativity in interactive narrative characterized by online and offline mediation. According to a case study of ARG and AR games based on Henry Jenkins' theory of 'Environmental Storytelling', there should be a balance between the space designed by the game designer and the space created by the player's interaction, and the roles should be properly distributed in both online and offline spaces to contribute to the formation of narrative together. In addition, it is necessary to borrow the characteristics of ARG that achieves a balance of interactivity and narrativity based on offline spatiality. The significance of this study is to expand the area of interactive storytelling, which has been discussed centering on online, to offline, and to suggest the interaction area as a factor to consider. In addition, as a basic study related to storytelling that mediates online and offline, it is expected to provide a direction for the development of content based on realistic technologies.

Design of Smart Bike Studio for Sportainment (스포테인먼트를 위한 스마트 바이크 스튜디오 설계)

  • Bang, Green;Sung, Bokyung;Ko, Ilju
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.89-102
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    • 2017
  • With the increase in interest in health in the society, a variety of fusion studies have been conducted by ICT to sports. This study develops a smart bicycle that is run only when a rider maintains balance, and proposes an interface of studio space where the smart bicycle can be experienced. The studio consists of interactive smart bike, a geodesic dome for immersion of content for a single person, and virtual reality content that is implemented to enjoy various sceneries in real space. This study contributes to attempts of design and production of studio that is optimized to interactive space of smart bike for single person. This studio has a scalable interface, which can be applicable to various other interactive contents for sportainmnet.

A Study on the Interactive relationship of Object factors and Space (공간과 오브제 요소의 인터랙션에 관한 연구)

  • Lee Chan;Bae Yun-Joon
    • Korean Institute of Interior Design Journal
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    • v.14 no.6 s.53
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    • pp.103-111
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    • 2005
  • Since the Industrial Revolution in the 18th century, the production system adopted mechanization and mass production to popularize and standardize overall society. The architectural space removed basic desire of men on the decoration to neglect historical and regional continuity of the architecture and to make uniform designs, so that human sensibility and emotion were excluded. The architectural space had arbitrary and functionalism features in accordance with such a social change to display abstract space having no personality. The limitation expanded value of the space that was not lot possession and residence but for communication with men to express object factors. However, the object factors of the space were expressed in each factor consisting of either material factors or non-material factors. This study investigated interaction of the space by both expressive interaction and potential interaction to find out key words for making frames of the investigation and to examine cases comprehensively. The purpose of the study was to recover relations between the space and men in horizontal way and mutual communication and to present possibility integrating men and space.

Development of Motion based Training Contents: "3D Space Exploration" Case Study (동작 기반의 훈련콘텐츠 : "3D 우주탐험" 개발사례)

  • Lim, C.J.;Park, Seung Goo;Jeong, Yun Guen
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.63-72
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    • 2013
  • To enhance the effect of science educational contents, we developed a motion based training content: 3D space exploration. In this content, we used the 3D depth camera for user's motion recognition. Learners have to conduct the space station maintenance mission using the motion based natural and intuitive interface. The result this study is expected to propose the immersive training simulation for young science learners.

A Study on the Characteristics of Active Information and Opinion Giver in the Interactive-Public Communication Space of Internet: Focused on the Characteristics of Opinion Leader (인터넷의 양방향.공개 커뮤니케이션 장을 창출한 적극적 발신행위자의 속성에 관한 연구: 오피니언 리더의 속성을 중심으로)

  • Kim, Kwan-Kyu
    • Korean journal of communication and information
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    • v.31
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    • pp.51-84
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    • 2005
  • The purpose of this paper is to investigate characteristics of active information and opinion giver in the interactive-public communication space of internet. More specifically, this study explores that the active information and opinion giver have the same traits with opinion leader, which are personal attributes (topic involvement and individuation), social activity, source of information and influentials, and socio-demographic attributes. The research consisted of a questionnaire, which was administered using e-mail, and 175 replies were returned. The results show that higher activity of sending information and opinion is associated with characteristics of opinion leader. First, It was found that higher activity group in sending information and opinion have higher degree of topic involvement and individuation than lower group. Second, the former is more active behavior than the latter in social activity. Third, it was examined that behaviors of sending and giving information and opinion with interpersonal communication channel was connected with those of the interactive-public communication space in internet. Also, the result of analysis with mass communication channel was found the distinction in three different kinds of magazines which is related with specific media. Finally, characteristics of socio-demography were not different between two group, with the exception of gender.

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Interactive Visualization for Patient-to-Patient Comparison

  • Nguyen, Quang Vinh;Nelmes, Guy;Huang, Mao Lin;Simoff, Simeon;Catchpoole, Daniel
    • Genomics & Informatics
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    • v.12 no.1
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    • pp.21-34
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    • 2014
  • A visual analysis approach and the developed supporting technology provide a comprehensive solution for analyzing large and complex integrated genomic and biomedical data. This paper presents a methodology that is implemented as an interactive visual analysis technology for extracting knowledge from complex genetic and clinical data and then visualizing it in a meaningful and interpretable way. By synergizing the domain knowledge into development and analysis processes, we have developed a comprehensive tool that supports a seamless patient-to-patient analysis, from an overview of the patient population in the similarity space to the detailed views of genes. The system consists of multiple components enabling the complete analysis process, including data mining, interactive visualization, analytical views, and gene comparison. We demonstrate our approach with medical scientists on a case study of childhood cancer patients on how they use the tool to confirm existing hypotheses and to discover new scientific insights.

A Study on the Interactive Lighting Methods by LED Light Module & Sensor (LED 광원 모듈과 센서를 통한 인터랙티브 라이팅 기법에 관한 연구)

  • Chung, Kang-Wha
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.18 no.3
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    • pp.1-6
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    • 2004
  • Recently the examples of a designing a building-lighting to which LED, a solid state Lighting, is applied are increasing in number, but the development of lighting apparatus and the techniques applied to a designing lighting apparatus frequently don't fit to a new source of light. This essay refers to the matters relevant to the techniques for designing a lighting, which are controlled with a digital technology, and the effectiveness of a "Interactive-lighting technique" which has a ductility by a sensor with developing a digital source of light module and applying it to a real designing a building-lighting . In the negative aspect that a digital technology can standardize a space for a lighting, a "Interactive-lighting Technique", which detects an analogic change of nature through a sensor and produces it, can become a new alternative one.