• Title/Summary/Keyword: interactive digital media

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Interactive Case Study on Fashion Media: Focused on Showstudio's Fashion Projects (패션 미디어에 나타난 상호작용 사례 연구: 쇼스튜디오(Showstudio)의 패션프로젝트를 중심으로)

  • Kim, Jiyoung
    • Journal of Fashion Business
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    • v.17 no.5
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    • pp.101-119
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    • 2013
  • The purpose of this study is to consider the interactivity which appeared on the fashion media that focus on Showstudio's fashion projects. Showstudio is a famous fashion site that was founded by the famous photographer, Nick Knight, which has displayed interactive projects with fashion designers and artists. The methods of this study are undertaken by theoretical studies and project analysis. The 38 projects under the 'interactive' category are being chosen among archive data and the project explanations, photos and videos provided from the site are studied. Interactivity of fashion projects in Showstudio is considered by main factors such as two-way communication, participation, user control, and responsiveness. Two-way communication appears as transactional communication in the creation process and feedbacks from contents of users. The characteristic of participation appears as participation in the creation process and the practical use of contents. User control appears as control of contents, user interface and streaming media systems. The characteristic of responsiveness appears as real time and synesthesia responsiveness between the user and contents. Showstudio show free communication through digital information transmit system and also indicate the opportunity of innovative interactions among users, media, and contents.

An Error Control running on Digital Carousel System for Media Object Sharing (미디어 객체 공유를 위한 디지털 캐로절 시스템에서의 오류 제어)

  • Ko Eung-Nam;Kang Heau-Jo
    • Journal of Digital Contents Society
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    • v.6 no.1
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    • pp.79-83
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    • 2005
  • Our Digital Carousel enables user to share media objects through media synchronization mechanism. We implemented the Digital Carousel so that the users participated in collaborative work may refer shared media or error objects as the same view to others. This paper explains the design and implementation of the EC_DXS(Error Control in Digital Carousel System). EC_DCS is a system that is suitable for detecting sharing and recovering software error based on multimedia CSCW(Computer Supportes Cooperated Work). With error sharing system, a group cooperating users can share me. applications. From the perspective of multimedia collaborative environment, an error application becomes another interactive presentation error is shared with participant engaged in a cooperative work.

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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 Probe into The Modernity of Chinese Oil Painting

  • Huang Yihan
    • International Journal of Advanced Culture Technology
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    • v.12 no.3
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    • pp.199-205
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    • 2024
  • Background: The integration of new media technologies marks a significant evolution in public art. Shifting from traditional forms to a digital and virtual environment diversifies artistic expression and transforms how art interacts with the public, fostering a more inclusive and engaging public sphere. Methods: Using a qualitative research design, this study explores the impacts and roles of new media public art within virtual spaces. Through a series of in-depth case studies, it examines how virtualization technologies enhance interactivity, immersion, and public accessibility of art, thus revolutionizing its engagement and reception. Results: Findings reveal that spatial virtualization significantly enriches the interactive potential and diversity of public art. It facilitates novel forms of artistic expression and immersive experiences, promoting deeper levels of audience engagement and participation. Challenges such as technological accessibility and the necessity for interdisciplinary collaboration are also identified. Conclusions: We advocate for a strategic and deliberate integration of virtual technologies in public art projects, emphasizing the need for a comprehensive approach that considers the perspectives of artists, patrons, and the public. We believe that addressing the digital era's challenges and opportunities can enable new media public art to leverage virtualization effectively, fostering a dynamic and participatory art landscape.

A Study on Game-Playing Plasticity of Modern Art Focused on Media Arts (미디어아트를 중심으로 한 현대미술의 유희성에 관한 연구)

  • Lee, See-Jeung;You, Hyun-Bea
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.503-511
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    • 2010
  • While various artistic trends coexisting in the 20th century, media arts that formed with the medium of a material attempts in various ways to induce the establishment of the artwork through the public communication. The visual arts that use the media satisfy both the artistry and the popularity in the area of popular culture as the form of variable. Moreover, visual arts stimulate a playful sense of human to maximize the public satisfaction that works here. This paper aims to discuss the potentials and the trends in the contemporary art by understanding the conceptual and principle background of the contemporary media art which shows the active employment the playful sense of human nature in the work in order to establish the effective communication with the public. Consequently, as the digital environment and advanced network technology which were thought to be the key elements of the popularization of media art were reached its limit, media artist, Tony oursler's artwork which was created based on human playful nature and interactive artwork that supports the audience to interact with artwork and its space are proven to be the useful devises for the public communication.

Customer participatory design for mass customization(Focused on development of interactive design toolkit) (매스커스터마이제이션을 위한 소비자 참여 디자인 방법(인터랙티브 디자인 툴킷의 개발을 중심으로))

  • 변재형
    • Archives of design research
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    • v.16 no.4
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    • pp.5-14
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    • 2003
  • This study suggest the development and application of the Interactive Design Toolkit as a participatory design method for general customer who are non-expert on design activity to participate in design process of mass customization. In order to let general customers to express their design needs, we have to make a familiar and direct communication method for them. And, customer's design needs should be transformed into digital media. This study define the Interactive Design Toolkit as a design tool for customer participation by direct manipulation of computer system for simulation of design needs by customer themselves. The Interactive Design Toolkit is based on a PC-based image perception system and its application. User can make virtual models in virtual space by manipulating physical objects in real world. And, The toolkit can be used in the field of participatory design for deliverer side customization, especially in system kitchen which is manufactured and distributed in modular system. More improved design toolkit for manipulating 3 dimensional shape is needed for consumer product design and car styling.

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Development of BIFS Contents Authoring System for T-DMB Interactive Data Service (지상파 DMB 대화형 서비스를 위한 BIFS 콘텐츠 저작 시스템 구현)

  • Ah Sang-Woo;Cha Ji-Hun;Moon Kyung-Ae;Cheong Won-Sik
    • Journal of Broadcast Engineering
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    • v.11 no.3 s.32
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    • pp.263-275
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    • 2006
  • This paper introduces an interactive contents authoring system which can easily and conveniently produce interactive contents for the Terrestrial Digital Multimedia Broadcasting (T-DMB). For interactive broadcasting service, T-DMB adopted MPEG-4 BIFS technology. In order to the interactive service becomes flourishing on the market, various types of interactive contents should be well provided prior to the service. In MPEG-4 BIFS, broadcasting contents are described by the combination of a large number of nodes, routes and descriptors. In order to provide interactive data services through the T-DMB network, it is essential to have an interactive contents authoring system which allows contents authors to compose interactive contents easily and conveniently even if they lack any background on MPEG-4 BIFS technology. The introduced authoring system provides powerful graphical user Interface and produces interactive broadcasting contents in the forms of binary and textual format. Therefore, the BIFS contents authoring system presented in this paper would vastly contribute to the flourishing interactive service.

Visual Dynamics Model for 3D Text Visualization

  • Lim, Sooyeon
    • International Journal of Contents
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    • v.14 no.4
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    • pp.86-91
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    • 2018
  • Text has evolved along with the history of art as a means of communicating human intentions and emotions. In addition, text visualization artworks have been combined with the social form and contents of new media to produce social messages and related meanings. Recently, in text visualization artworks combined with digital media, communication forms with viewers are changing instantly and interactively, and viewers are actively participating in creating artworks by direct engagement. Interactive text visualization with additional viewer's interaction, generates external dynamics from text shapes and internal dynamics from embedded meanings of text. The purpose of this study is to propose a visual dynamics model to express the dynamics of text and to implement a text visualization system based on the model. It uses the deconstruction of the imaged text to create an interactive text visualization system that reacts to the gestures of the viewer in real time. Visual Transformation synchronized with the intentions of the viewer prevent the text from remaining in the interpretation of language symbols and extend the various meanings of the text. The visualized text in various forms shows visual dynamics that interpret the meaning according to the cultural background of the viewer.

Digital Mirror using Particle System based on Motion Detection (움직임 감지 기반의 파티클 시스템을 이용한 디지털 거울)

  • Lim, Chan;Yun, Jae-Sun
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.62-69
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    • 2011
  • Development of sensing technology and progress of digital media have been creating new art genre named interactive media art. digital mirror working based on convergence between computer vision technology and video art, is expressing reconstituted spectator's visual image through various mediums. From this aesthetical point and high accessibility towards spectators, many types of digital mirrors have been introducing. However, the majority of digital mirrors express visual images unrelated to degree of spectator's participation and this caused obstruction to spectator's continuous participation and interaction. This paper proposes digital mirror operated by spectator's movements read through particle system synchronized with motion detection algorithm based on analyzing image difference. This work extracted the data of spectator's movement by image processing and designed particle system changed by this data. And it expressed reconstructed spectator's image.