• Title/Summary/Keyword: interactive digital contents

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Management of Interactive Contents for Digital Broadcasting: Proper Use of Personal Video Recorder (디지털 방송의 양방향 콘텐츠 관리: 개인형 비디오 레코더를 중심으로)

  • Oh, Jong-Sir
    • The Journal of the Korea Contents Association
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    • v.7 no.3
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    • pp.87-92
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    • 2007
  • This paper describes the personal video recorder-based approach to realise enhanced services for interactive programmes on digital television. So far it is very difficult that most of interactive programmes included the vast quantities of contents, whatsoever it is data-broadcasting or HD-ready, are broadcasted on digital television via the current set-top box. Furthermore it was not possible to envisage until IPTV has been appeared. Even though IPTV makes possible for streaming the interactive services via high-speed broadband, it is not easy to receive the tremendous contents with interactivity through the current set-top box in a single effort. In this paper it suggests the effective solution to resolve the download dilemma for providing the interactive services on digital television by employing the set-top box fitted with the personal video recorder.

A Study on management of interactive contents for digital television cooperated with digital video recorder (디지털 비디오 레코더와 연동한 DTV의 양방향 콘텐츠 관리에 대한 연구)

  • Oh, Jong-Sir
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.309-311
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    • 2006
  • This paper describes a digital video recorder-based approach to realising interactive programmes on digital television. So far, it is very difficult that the most interactive programmes included the vast quantities of the content, whatever it is data or HD-ready broadcasting, are broadcasted on digital television via the set-top box. Furthermore it is not possible to envisage until IPTV was appeared. Even though IPTV makes possible for streaming the interactive services via broadband, it is not easy to receive tremendous contents for interactivity as set-top box at once. In this paper it will suggest an effective solution to resolve the download dilemma for the interactive services on DTV by employing the set-top box fitted with digital video recorder.

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Interactive Multiview Contents Authoring System based on MPEG-4 (MPEG-4 기반 대화형 복수시점 영상콘텐츠 저작 시스템)

  • Lee, In-Jae;Ki, Myung-Seok;Kim, Wook-Joong;Kim, Kyu-Heon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2005.11a
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    • pp.209-212
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    • 2005
  • This paper introduces interactive multi-view contents authoring system based on MPEG-4. The MPEG-4 standard, which aims to provide an object based audiovisual coding tool, has been developed to address the emerging needs from communications, interactive broadcasting as well as from mixed service models resulting from technological convergence. Due to the feature of object based coding, it has been considered that MPEG-4 is the most suitable for interactive broadcasting content production. This feature is suitable for creation of the content which provides multiple views of object or scene in interactive manner. In this paper, we categorize the multi-view visual content into two types: panoramic multi-view content and object multi-view content. And design and implementation of the authoring system for interactive multi-view contents is presented. We believe that the proposed method can be effectively used for further deployment of MPEG-4 content to various interactive applications.

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Influences of the User's Experienced Space Perception on the Flow at Digital Interactive Contents (디지털 상호작용 콘텐츠에서 체험적 공간감이 몰입에 미치는 영향)

  • Yun, Han-Kyung;Song, Bok-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.5 no.4
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    • pp.198-205
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    • 2012
  • This study deals with development of an evaluating tool for flow experience and presence to evaluate interactive digital contents. The tool is able to measure the grade of flow and presence by surveying with their factors which are known to affect flow experience and presence. One of reasons for reducing flow experience and presence in 3D digital contents is that the experience in the virtual world is different from user's prerequisite learning in the real life. The recent interactive contents using physical movement of users as an input is possible to provide unsafe situation to users due to the different experience. The suggested flow measurement tool is able to evaluate presence and flow experience of an interactive 3D contents as well as flow and presence factors are possible to use as a general guideline for all stages of producing interactive 3D digital contents.

A Research of User Experience on Multi-Modal Interactive Digital Art

  • Qianqian Jiang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.80-85
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    • 2024
  • The concept of single-modal digital art originated in the 20th century and has evolved through three key stages. Over time, digital art has transformed into multi-modal interaction, representing a new era in art forms. Based on multi-modal theory, this paper aims to explore the characteristics of interactive digital art in innovative art forms and its impact on user experience. Through an analysis of practical application of multi-modal interactive digital art, this study summarises the impact of creative models of digital art on the physical and mental aspects of user experience. In creating audio-visual-based art, multi-modal digital art should seamlessly incorporate sensory elements and leverage computer image processing technology. Focusing on user perception, emotional expression, and cultural communication, it strives to establish an immersive environment with user experience at its core. Future research, particularly with emerging technologies like Artificial Intelligence(AR) and Virtual Reality(VR), should not merely prioritize technology but aim for meaningful interaction. Through multi-modal interaction, digital art is poised to continually innovate, offering new possibilities and expanding the realm of interactive digital art.

DEVS Modeling for Interactive Motion-based Mobile Contents Authoring Tool (모바일 기기 환경의 인터렉티브 모션 기반 콘텐츠 개발 도구와 DEVS 모델링)

  • Ju, Seunghwan;Choi, Yohan;Lim, Yongsoo;Seo, Heesuk
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.2
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    • pp.121-129
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    • 2015
  • Interactive media is a method of communication in which the output from the media comes from the input of the users. The interactive media lets the user go back with the media. Interactive media works with the user's participation. The media still has the same purpose but the user's input adds the interaction and brings interesting features to the system for a better enjoyment. We need a digital content using a dynamic motion and gesture of the mobile device. We made an authoring tool for content producers to easily create interactive content. We have tried to take advantage of the interaction by using a touch screen and a gravity sensor of the mobile device. This interaction may lead to allow the user to participate in the content, it can be used as a key device to assist in engagement. Furthermore, our authoring tool can be applied to various fields of publishing content.

Educational Framework for Interactive Product Prototyping

  • Nam Tek-Jin
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.93-104
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    • 2006
  • When the design profession started, design targets were mainly static hardware centered products. Due to the development of network and digital technologies, new products with dynamic and software-hardware hybrid interactive characteristics have become one of the main design targets. To accomplish the new projects, designers are required to learn new methods, tools and theories in addition to the traditional design expertise of visual language. One of the most important tools for the change is effective and rapid prototyping. There have been few researches on educational framework for interactive product or system prototyping to date. This paper presents a new model of educational contents and methods for interactive digital product prototyping, and it's application in a design curricula. The new course contents, integrated with related topics such as physical computing and tangible user interface, include microprocessor programming, digital analogue input and output, multimedia authoring and programming language, sensors, communication with other external devices, computer vision, and movement control using motors. The final project of the course was accomplished by integrating all the exercises. Our educational experience showed that design students with little engineering background could learn various interactive digital technologies and its' implementation method in one semester course. At the end of the course, most of the students were able to construct prototypes that illustrate interactive digital product concepts. It was found that training for logical and analytical thinking is necessary in design education. The paper highlights the emerging contents in design education to cope with the new design paradigm. It also suggests an alterative to reflect the new requirements focused on interactive product or system design projects. The tools and methods suggested can also be beneficial to students, educators, and designers working in digital industries.

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A Study on the Interactive Storytelling Structures of Digital Comics (디지털 만화의 인터랙티브 스토리텔링 구조에 관한 연구)

  • Kim Young-Geun;Ahn Seong-Hye
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.35-44
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    • 2006
  • Whereas comics were printed on a paper in the past, it is now possible to produce digital comics thanks to the development of computer technology. However, it only came to be implemented on a monitor instead of paper and did not fully utilize a digital environment. That is because most digital comics have been made to be transferred in 'one-way' which means that contents of authors are transferred only to readers not vice versa. Recently, the notion of the 'interactive' in the digital contents takes its own shape even at the 'interactive way' of the communications change through the author and the reader's interactivity using the digital technology. As such, the study put more importance on the digital comics in a proper interactive story-telling structure and one of its category through the suggestion of the above and the soil where to develop the following study.

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Study on Application of Interactive Contents for Effective Smart Education (효과적인 스마트 교육을 위한 인터랙티브 콘텐츠 적용에 관한 연구)

  • Son, Joon Ho;Oh, Moon Seok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.3
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    • pp.207-221
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    • 2014
  • Education environment of modern society is rapidly changing along the usage of various device and development of contents. Learners of diverse age groups and genders are exposed in smart education environment. Thus in order to investigate effective smart education contents production, this study classified interactive types that affect learning satisfaction into CAI (Computer Assisted Instruction) based , NCS (Network Communication System) based , and NTS (New Technology System) based . Then we investigated how each interactive types affect immersion, utility, self-efficacy, practicality, and stimulation. The effects were measured according to the learner's gender and age. As the result, interactive types do affect smart education, where male had higher learning satisfaction for CAI based, game type, and wiki type while female had higher satisfaction for relationship establishment type and experience type. Also, for age group, the 10s preferred NTS based, 20~30s NCS based, and 40s and over CAI based interactive type. Thus, if satisfaction levels according to gender and age are considered when producing smart education contents, it may be possible to create educative contents that meet the dispositions of the learners.

A Study on the Limitation of Nintendo Wii using Physical Interactive Interface (체감형 인터페이스를 사용하는 닌텐도 위(Wii)의 한계에 대한 연구)

  • Lee, Jang-Won;Yoon, Joon-Sung
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.93-104
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    • 2011
  • For development of physical interactive game recognized as next generation game, this study examines the present situation of physical interactive games and analyzes the problem that game contents lack development compared to the hardware. This paper firstly divides the problem of physical interactive game contents into three parts: demand of the contents and biased game genre, low level of game difficulty, and limited use and/or misuse of the motion controller. Then, the possible solutions for each part are suggested afterward. As the discussion on the development methods in physical interactive game will also develop and therefore, as the next generation game, physical interactive game will play a positive role in th growth of game industry as well as game culture.