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A Study on the Properties of the Relation between Digital Computer Games and Media Performance with a Focus on the Kinect Device

첫 페이지 보기
  • 발행기관
    보안공학연구지원센터(IJMUE) 바로가기
  • 간행물
    International Journal of Multimedia and Ubiquitous Engineering SCOPUS 바로가기
  • 통권
    Vol.9 No.7 (2014.07)바로가기
  • 페이지
    pp.109-120
  • 저자
    Hyun Yi Jung, Sungdae Hong, Hyunggi Kim
  • 언어
    영어(ENG)
  • URL
    https://www.earticle.net/Article/A230519

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원문정보

초록

영어
The development of digital media has ended the conceptual and technical division between the gaming industry and the performing arts. Digital games based on computers provide the experience of enhanced immersion in the game as one enters a virtual environment and leads the story by selecting and manipulating independently. In the case of media performance in which the digital media functions as an important element, a new visual expression of the arts and the opportunity to go beyond the limits of expression are provided through the interactivity between the performer and the media. In this sense, these two fields have common properties, and they interact and allow the story to unfold within the frame of the virtual environment through the independent actions of the actors. Therefore, it can be said that actors’ gestures and media interactivity are the most important properties of digital media, and these play the important role of connecting the notions of digital games and the performing arts. Moreover, as the body of the player or performer works as an interface and manifests the most basic interactivity, this becomes an important notion in understanding the similarities of the two fields. Accordingly, through cases of digital game contents and media performances that utilize Kinect, a popular piece of technical equipment that recognizes gestures, this paper aims to examine the possibility of a connection between the two fields and to explore the possibility of development through a mutual interchange.

목차

Abstract
 1. Introduction
 2. Relationship between Gaming and Performing Arts
 3. Interactivity
 4. Body Interface
 5. Use of Kinect Device in Games and Media Perform
  5.1. Kinect
  5.2. Kinect Games
  5.3. Kinect in Media Performances
 6. Conclusion
 References

키워드

Digital Game Media Performance Kinect Interactivity Interface

저자

  • Hyun Yi Jung [ Graduate School of Advanced Imaging Science Multimedia & Film, Chung Ang University ]
  • Sungdae Hong [ Dept. of Film and Digital Media, Seokyeong University ]
  • Hyunggi Kim [ Graduate School of Advanced Imaging Science, Multimedia and Film, Chung Ang University ]

참고문헌

자료제공 : 네이버학술정보

간행물 정보

발행기관

  • 발행기관명
    보안공학연구지원센터(IJMUE) [Science & Engineering Research Support Center, Republic of Korea(IJMUE)]
  • 설립연도
    2006
  • 분야
    공학>컴퓨터학
  • 소개
    1. 보안공학에 대한 각종 조사 및 연구 2. 보안공학에 대한 응용기술 연구 및 발표 3. 보안공학에 관한 각종 학술 발표회 및 전시회 개최 4. 보안공학 기술의 상호 협조 및 정보교환 5. 보안공학에 관한 표준화 사업 및 규격의 제정 6. 보안공학에 관한 산학연 협동의 증진 7. 국제적 학술 교류 및 기술 협력 8. 보안공학에 관한 논문지 발간 9. 기타 본 회 목적 달성에 필요한 사업

간행물

  • 간행물명
    International Journal of Multimedia and Ubiquitous Engineering
  • 간기
    월간
  • pISSN
    1975-0080
  • 수록기간
    2008~2016
  • 등재여부
    SCOPUS
  • 십진분류
    KDC 505 DDC 605

이 권호 내 다른 논문 / International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.7

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