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논문 기본 정보

자료유형
학술대회자료
저자정보
Jungeun Choi (계명대학교) Cheeyong Kim (동의대학교)
저널정보
한국멀티미디어학회 한국멀티미디어학회 국제학술대회 MITA 2008
발행연도
2008.7
수록면
214 - 217 (4page)

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초록· 키워드

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The period from the latter half of the 18th to the former half of the 19th is considered as the time that the change of view point occurred as well as one that the technique of design developed with the Industrial Revolution. The cultural factors were changing as the society changed at that time, and the artists of that times created the methods of various expression with new view point. Hereupon visual effect enlarged, but emotional factors were absent still. We can recognize the change just in the aspect that the design with artistic value changed from functional factor to emotional one.
We can say this play is grafted into even method of digital escaping from method of analog in these modem days, and this is the beginning of curiosity that perfects communication between contents and users in the U-1ife times. We meeting new age shall observe that contents are harmonized with life soon. It indicates that we may meet with emotion of amusement through a method of expression, modeling. This means that peoples' attitude toward things changed. The key point is that what kind of pleasure the technique may give 'me' rather than preferring new technique. Autonomous will of behaviour is included in it by expressing man's instinctive emotion fundamentally.
I intend to find amusement(entertainment quality, pleasure, etc) in play actor's internal aspect rather than objective behaviour of play. Play actor's internal aspect doesn't indicate the behaviour observed directly but play actor's emotional activity. It means that play contents of digital media using technique of technology have character of high perceptive interaction with users and make users be more absorbed in contents and give pleasure of communication with contents in addition to it, comparing with traditional media. Hereupon I intend to inquire about contents that amusement of which background is play is applied to, and to study about influence made as human playfulness is grafted into contents.

목차

Abstract
1. Introduction
2. The Change of Media as a Play
3. Communication using Interaction
4. The Necessity of Media Art in the Type of Multiplex Participation
5. The Case of Media Art in the Type of Multiplex Participation
6. Conclusions
7. References

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