• Title/Summary/Keyword: New Media Arts

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The study for the analysis and implementation of Alternate Reality Game by media convergence (미디어 융합에 따른 대체현실게임의 분석 및 구축에 관한 연구)

  • Kim, Jae-Ha
    • Journal of Broadcast Engineering
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    • v.13 no.5
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    • pp.752-759
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    • 2008
  • The latest convergence of broadcasting and communication makes the boundary between medias be ambiguous. It pursues the new type of culture that the unspecified many participants seek the satisfaction for the same target in an realtime environment. ARG(Alternative Reality Game) is a new alternate real game created by media convergence and it processes the more realistic interactivity between users through ARS, SMS, BLOG, Cafe and Messages. This paper analyzes the implementation, design, and construction schemes of ARG in the side of the human thinking and media. We also propose the evolution and role of the broadcasting by combining broadcasting for the activation of ARG.

Netart Implementation Using Visualization of Image Color Data (이미지 컬러 데이터의 시각화를 통한 넷아트 구현)

  • Kim, Byeung-Won;Kim, Jong-Seo;Kwak, Hoon-Sung
    • The Journal of the Korea Contents Association
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    • v.9 no.6
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    • pp.53-61
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    • 2009
  • Among the properties of new media art works, interaction with audience has now become a big issue, and its influence to general arts, in particular media art, is being stressed more and more. Under the this influence, various experimental works using digital media are being produced and having a try to combination of art and multimedia technology on the network. This paper analyses studies about netart and suggests visualization expression of color data to be interactive between users and art works. The work is to make formative elements based fluid shapes on the analysis of color data extracted from images. This is a new experiment in picturesque expression of data and aesthetic visualization of data.

A Study on the Method of Creating Realistic Content in Audience-participating Performances using Artificial Intelligence Sentiment Analysis Technology (인공지능 감정분석 기술을 이용한 관객 참여형 공연에서의 실감형 콘텐츠 생성 방식에 관한 연구)

  • Kim, Jihee;Oh, Jinhee;Kim, Myeungjin;Lim, Yangkyu
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.533-542
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    • 2021
  • In this study, a process of re-creating Jindo Buk Chum, one of the traditional Korean arts, into digital art using various artificial intelligence technologies was proposed. The audience's emotional data, quantified through artificial intelligence language analysis technology, intervenes in various object forms in the projection mapping performance and affects the big story without changing it. If most interactive arts express communication between the performer and the video, this performance becomes a new type of responsive performance that allows the audience to directly communicate with the work, centering on artificial intelligence emotion analysis technology. This starts with 'Chuimsae', a performance that is common only in Korean traditional art, where the audience directly or indirectly intervenes and influences the performance. Based on the emotional information contained in the performer's 'prologue', it is combined with the audience's emotional information and converted into the form of images and particles used in the performance to indirectly participate and change the performance.

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 Dependency and Public Skepticism in Authoritarian States: Discursive Trends in Disseminating Information about COVID-19 in Iran

  • Alireza Azeri Matin
    • Journal of Information Science Theory and Practice
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    • v.11 no.4
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    • pp.1-13
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    • 2023
  • Being one of the first and hardest hit countries by the coronavirus, Iran still continues to preserve its place among nations with the highest rates of infection and COVID-19 related deaths. While on the surface, such worrying status evinces the failure of the authorities in handling the crisis, at deeper levels, it points to the fundamentalist nature of the government and political system of the country. In this view, the current devastating condition in Iran is a clear indication of the all-out influence of the Islamic regime's ideologies on officials' decision-making and their political agendas throughout the pandemic. Accordingly, the staterun mainstream media, as the most preeminent institution of power, have been incessantly engaged in disseminating a series of ideology-laden information around the issues concerning the coronavirus, and in line with the developing political discourses during pandemic. Far from being based on factual accounts or scientific facts, these disseminated messages inevitably grew into a source of disinformation, ultimately resulting in overall public confusion and skepticism. Through examining the data gathered from some of the most prominent online news agencies run by the government, this study identifies five major discursive trends through which the mainstream media propagated ambiguous and manipulative information about COVID-19. These findings are then explained in the light of media system dependency theory, leading to the argument that within autocratic nation-states, public reliance on media during a national/global crisis brings about new opportunities for state exploitation, and further distressing consequences for the people.

Modeling Metaverse Avatars and K-Fashion Apparel 3D Production -Focus on Developing Styling Work with K-Designer Items- (메타버스 아바타 및 K-패션의류 3D 제작 모델링-K 디자이너 아이템을 활용한 스타일링 작업물 개발을 중심으로-)

  • Sojin Kim;Boyoung Kang
    • Journal of Fashion Business
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    • v.27 no.5
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    • pp.60-77
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    • 2023
  • The scale of the industry utilizing the Metaverse platform is gradually growing around the world. Fashion brands are also starting to utilize the Metaverse platform as a new market to replace the next e-commerce platform by targeting new consumers, MZ generation, and even Alpha generation. In this study, a real K-fashion designer's outfit was made into a 3D outfit using CLO 3D program to express it in a new market, the Metaverse 3D platform. It was then compared with a real outfit. An avatar prototype was completed using Max program to simulate the 3D digital fashion outfit and produce an avatar through an optimization process. The 3D outfits showed the same level of results as the actual outfits in terms of fabric surface, material texture, drapability, overall outfit, details, and trimmings. In addition, we proposed a 2D work on total styling suggestion and modeling to secure data sets for future AI-based styling services. In conclusion, this study revealed that actual outfits and 3D outfits had the same results. It is significant that it can be a sample work to build a styling data set through styling suggestion and content production as a significant amount of styling DB construction will be required before AI styling automation services.

Digital Generation's Media Use and Political Participation : Focusing on SNS and Smart Phone Use (디지털 융합 세대의 미디어 이용과 정치참여의 특징 : SNS와 스마트폰을 중심으로)

  • Lee, Young-Soo;Kim, Sung-Joong
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.39-60
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    • 2019
  • The purpose of this study is to examine new types of political participation using the new media of digital convergence generation. For this purpose, groups were classified according to age and characteristics of media usage to investigate whether there are differences in media-related tendencies, SNS and characteristics of Smartphone usage political-related characteristics, and political participation by types. The results of the study is that the media usage characteristics by generation showed a difference between groups according to the high and low motivation for using media, and there was a generation differences in politics-related characteristics and types of political participation. Digital generation showed lower political involvement, political efficiency and offline political participation than Web 1.0 generation. In addition, political efficacy showed the moderating effect that had the greatest effect on political participation by types.

A Study on User Presence and Satisfaction according to the Position and Height Difference of 360-degree VR Cameras in Exhibition/Performance VR Content (전시·공연 VR 콘텐츠에서 360도 VR 카메라의 위치와 높이 차이에 따른 사용자 프레즌스 및 만족도에 관한 연구)

  • Kim, Sang-il;Lee, Jae-Hyun
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.508-518
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    • 2021
  • Recently as a result of covid 19, it has emphasis on the importance of non-contact. VR content has been attracting attention as an alternative to visual arts, media art, new media exhibitions and performances with limited offline activities. Although interest in 360 VR video contents such as VR contents for exhibitions and performances is increasing, research on immersion and satisfaction is focused on games and animation VR contents. In this paper, it verified the effect of the difference in the position and height of the VR camera in exhibitions and performances on the user's presence and satisfaction. For this experiment, the presence and satisfaction were measured after experiencing the VR contents of the convergence exhibition and performance filmed at different locations and heights. As a result of the experiment, the difference of VR camera's position had a significant effect on presence and satisfaction, the difference of VR camera's height had a significant effect only Realistic immersion of the presence.

The Study on the Issue of K-Pop Major in Colleges and Opportunity for New Curriculum (전문대학의 K-Pop 전공 개설 및 교과과정에 관한 연구)

  • Oh, Han-Seng
    • Proceedings of the KAIS Fall Conference
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    • 2012.05a
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    • pp.91-93
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    • 2012
  • 본 논문에서는 새롭게 떠오르고 있는 대중음악계의 K-Pop이라는 트렌드 속에서 전문대학이 이 특정한 분야의 학과 또는 전공을 개설하려고 하는 시도에 대한 제안적인 연구이다. 실용음악과와 방송연예과 등 기존의 유관 학과 및 전공과의 유사점과 차별성을 잘 활용하여 교과과정을 만든다면 K-Pop 전공이 대학에 개설되는 것이 불가능한 일은 아닐 것이다.

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Reconsidering Film Culture from the Perspective of Contents: Back Into The Theatres (콘텐츠 관점에서의 영화문화에 대한 재고찰)

  • Park, Rebecca Yon Soo;Park, Hung Kook
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.112-114
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    • 2010
  • Mainly through the pervasive emergence of portable devices (laptops, PDAs, now iPods), the screen arts, that is, the cinematic arts has suffered the loss of what constitutes the core of its existence: the theatre and theatre-audience. This paper discusses cinema's distinct place and significance in culture and its difference from television and other forms of mass media. The most pressing question at hand would be, "how do you bring back attention to the medium that is distinctly cinematic?" "How do you bring people back to the theatres?" This paper argues that cinema, and the film industry as a whole must push for a technological leap that is in conjunction with culture. With mentioning of the rapid development of 3D technologies in the moving images, this paper proposes that such technological novelties and innovation are necessary conditions for a new kind of film culture to emerge.

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