• Title/Summary/Keyword: Mobile Media Art

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Study on Mobile Interactive Media Art based on The Interaction of Experiential Communications (체험적 커뮤니케이션의 상호작용을 기반으로 한 모바일 인터랙티브 미디어아트에 관한 고찰)

  • Jung, Yoon-Sung
    • Cartoon and Animation Studies
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    • s.39
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    • pp.297-320
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    • 2015
  • Modern technology in the development and convergence of art brought the rapid development of the media arts actively accommodating 'media art' digital media. It has to go to expand the area and limitations as a basis of communication in the 21st century, a new artistic creativity, through the gathering of the existing chain of modern digital mobile technologies and new genre public art that is based on interactive communication break down the boundaries between sectors It has evolved into. This fusion of high technology and the art of mobile interactive media art is to overcome the limitations of time and physical space, as an active subject of interaction and participation, and expanding the range of experiential communications, such as art and science, cultural industries giving provides a flexible platform for a variety of applications. This study presents an expanded paradigm of the new communication and interactive media that define the reporting year review through the literature on art, experiential mobile communications through a case study of mobile interactive media art that is used as a medium of artistic expression the interactive effect was analyzed as a possible new public art. Convergence and interactivity, mobile interactive media art as a buzzword experience has proposed a new approach to high-tech and art and meet the new sensibility of our life and communication, unlimited possibilities worthy of the contemporary trend of convergence and consilience with a new art genre is expected to continued to evolve and develop.

Media Literacy Education in the Australian Curriculum: Media Art (호주 국가교육과정 예술과목 'Media Art' 에 나타난 미디어 리터러시 교육)

  • Park, Yoo-Shin
    • Cartoon and Animation Studies
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    • s.48
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    • pp.271-310
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    • 2017
  • This paper examines the composition and the content of media art which is an art education subject in a national curriculum of Australia; and discusses implications for Korean education curriculums. Media covered by Media Art subject in Australia are the multi types of general media including TV, movie, video, newspaper, radio, video game, the internet, and mobile media; and their contents. The purpose of ACARA's media art education curriculum is to improve creative use, knowledge, understanding, and technology of communication techniques for multiple purposes and the audiences. Through the Media Art subject, both the students and the community are able to participate in the actual communications with the rich culture surrounding them and to develop the knowledge and understanding of the 5 core concepts of language, technology, system, audience and re-creation while testing the culture. The implication of this study is as the following. ACARA's media art education curriculum has been developed as an independent educational program and has a special significance within Australian education curriculums. Although ACARA's media art education curriculum is formed as an independent subject, it is suggested within the curriculum to instruct in close connection with other subjects upon execution. Its organization and elaborateness in curriculum composition are very effective in terms of the teacher's teaching-learning design and as well as the evaluation. This seems to show a good model of leading media literacy curriculum. ACARA's media art education curriculum can be a great reference in introducing media literacy to Korean national education curriculums.

Color Path : A Location Based Drawing and Storytelling Project (위치기반의 드로잉과 스토리텔링 연구)

  • Woo, Suk-Young;Park, Seung-Ho
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.65-78
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    • 2007
  • The mobile phone and wireless network, location based technology and other newly introduced technologies and communication media gave birth to the new terminology "ubiquitous" and are changing our daily life. Influence of such technologies and communication media is not an exception in the arts. New media art pieces using these technologies are increasing, and taking on the characteristics of public art within a wider scope of a city as a backdrop, beyond the traditional boundaries of art galleries. Of such art, locative media art using locative media has a closer relationship with city space than any other form of an, and makes various attempts to allow the spectator to reinterpret and experience city space and induce communication. These characteristics of locative media art can be considered as a method that can solve quality problems of the city space, especially the loss of the sense of place and the absence of communication. is one such locative media project with a purpose of solving quality problems of city space, especially the recovery of commercial sites and inducing communication. This project uses the paths of the city as its canvas, movement of people as its brush, the color of the roads as its pallet, and by allowing the partakers to draw paths of their own and to share their paths with others. People are encouraged to share stories about their paths. The project proceeds using barcodes that are frequently used commercially. When users wish to create their own place, they can enter their place and colors of their choice using input devices installed in the city space. Paths that are created through such a process will be displayed in public areas throughout the city, shared with others, and can create and share a stories about the city using on/off-line media.

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Availability of Mobile Art in Smartphone Environment of Augmented Reality Content Industrial Technology (증강현실 콘텐츠 산업기술의 스마트폰 환경 모바일 아트 활용 가능성)

  • Kim, Hee-Young;Shin, Chang-Ok
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.48-57
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    • 2013
  • Smartphones provide users with environment for communication and sharing information and at the same time play an important role of mobile technology and mobile art development. Smartphone technology-related researches are being accelerated especially with the advent of mobile Augmented Reality(AR) age, but the studies on user participation that is essential for AR content industry were insufficient. In that regard, the assistance from mobile art area that has already developed these characteristics is essential. Thus, this article is to classify mobile art that has not been studied a lot domestically into feature phone usage and smartphone usage and to analyze each example case with the three most used methods. The usage of feature phones which use the sound and images of mobile devices can be divided into three: installation and performing methods, single channel video art method and five senses communication method. On the other hand, the usage of smartphones that use sensors, cameras, GPS and AR can be divided into location-based AR, marker-based AR and markerless AR. Also, as a result of examining mobile AR content utilization technology by industries, combined methods are utilized; tourism and game-related industries use location-based AR, education and medicine-related industries use marker-based AR, and shopping-related industries use markerless AR. The development of AR content industry is expected to be accelerated with mobile art that makes use of combined technology method and constant communication method through active participation of users. The future development direction of mobile AR industry is predicted to have minimized HMD, integration of hologram technology and artificial intelligence and make the most of big data and social network so that we could overcome the technological limitation of AR.

A Study on Visitor Engagement of the Audio Guide and Curating-bot at Museum of Modern and Contemporary Art

  • Bo-A Rhee;Ye-Eun Seo;Yeon-U Ro;Gyu-Hyun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.10
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    • pp.185-195
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    • 2024
  • In this paper, we propose a comparative evaluation framework for digital services in the Museum of Modern and Contemporary Art, focusing on user experience analysis of both mobile apps and curating-bots. Our method assesses the efficiency, support, and innovative attributes of these services, particularly regarding their Pragmatic Quality (PQ) and Hedonic Stimulation (HS). The proposed framework combines empirical user engagement data via survey with hypothesis testing to determine the influences of digital services such as the mobile app and curating-bot on visitor satisfaction and immersion. The research team demonstrates the suitability of the Technology Acceptance Model (TAM) and the Quality-Value-Loyalty (QVL) Chain in evaluating digital services in the art museum context and the impact of these services on the visitor experiences.

Implementation of Sexual Violence Prevention Education App (성폭력 예방 교육 시스템의 구현 사례 연구)

  • Kim, Donguk;Kwak, Jeonghoon;Sung, YunSick;Park, HyungJin;Park, KyungMin
    • Annual Conference of KIPS
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    • 2015.10a
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    • pp.1322-1323
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    • 2015
  • 최근에는 다양한 형태의 성폭력을 발생하면서 이를 방지하기 위한 교육이 따라가지 못하고 있는 실정이다. 모바일 기기의 보급이 활성화되면서 모바일 기기 기반의 교육 프로그램이 만들어지기 시작하고 있으며 성폭력 방지를 위한 어플리케이션이 하나의 좋은 교육 프로그램 형태가 될 수 있다. 이 논문에서는 성폭력 예방 교육을 위한 시스템 제작 사례를 소개한다. 제안한 시스템은 플래시 기반으로 제작되었으며 클라이언트는 개인용 컴퓨터 및 각종 모바일 장치에서 수행된다.

Sensual Aisthesis of the Communication Visualization through Twitter (트위터를 이용한 상호소통 시각화의 감각적 경험)

  • Yoo, Miohk;Park, Kyoungju
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.3
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    • pp.29-35
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    • 2012
  • As the distribution rate of the Smart mobile increased, the software technology and ideas for the ubiquitous systems advanced day after day to establish an environment where the public can easily access and experience such technologies. The communication between an individual and the many became more convenient through the social network services (SNS) and the individuals started to attempt to communicate in various methods. The communication methods and techniques became more diverse and the media art pieces focusing on the communications among many also became more interesting. This study attempted to create a prototype of the visual communication media art through the indirect participation of one of the widespread SNS, Twitter, for the communication and also to suggest the direct and indirect communication routes among the humans. In addition, the use of the typography in the pieces also attempted to examine a new type of work that combines the SNS and media art while delivering the text messages.

Establishment of Win-Win Network Operational Platform for Mobile Game (모바일게임의 상생형 네트워크 운영 플랫폼 구축에 관한 연구)

  • Kim, Seongdong;Cho, Teresa;Lee, Seunghak;Chun, Kihyung
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.27-36
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    • 2018
  • In this paper, we propose a win-win network operating platform for mobile games. The characteristics of the service structure suggested is to form a marketing network that can influence the mobile game market by linking with the mobile game industry, and the excellent game content of the game developer in the industrial complex may not disappear. We also would like to propose a network operating platform that would help it enter the market area steadily. The proposed platform technology is used to distribute rapidly through a win-win network between game companies and publishers. When new games are commercialized, they can support continuous target marketing through various data indicators and analytics by the developed platform. In particular, G-Cross marketing strategy is considered to be a low-cost, high-efficiency marketing method in that it can provide users with information about new games by utilizing the given game infrastructure and utilize the user group possessed by each game company.

A Study on the Use of Art Information Based on Digital Media - Focusing on Art Appreciation Mobile Application - (디지털미디어 기반 미술 정보 활용 방안 연구 - 미술 감상 모바일 애플리케이션을 중심으로 -)

  • Hur, Yukyoung;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.5
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    • pp.1-19
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    • 2016
  • The emergence of digital media has enabled visitors' active intervention based on the existing art information archiving. Accordingly, this study was conducted to analyze how archiving data that art museums have developed so farcan be provided significantly to visitors and generate a contemporary appreciation code. This study intended to solve the problems in case study analysis through the restructuralization of information that reflected visitors' appreciation activities as the principal agent. The structure of information, which was reframed for multilayered information approach and use by keyword, is meaningful as it has developed an information structure to mainly enhance visitors' understanding. It is expected that the use of art information proposed in this study will be helpful for setting the specific direction of actual transmedia storytelling service by art museums based on web later on.