Remediating tradition with technology: a case study of From Tangible to Intangible: A Media Showcase of Kisa chin p’yori chinch’an uigwe

IF 1.3 4区 艺术学 0 ART
Bo A Rhee, Federico Pianzola, Nayea Oh, Gangta Choi, Jungho Kim
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引用次数: 7

Abstract

ABSTRACT This paper presents the remediation of a nineteenth century Korean manuscript (the 1809 Uigwe) as an interactive digital experience using creative algorithms and gesture recognition developed by LG Electronics. The interactive media project we created using sound visualization invites visitors to jointly experience Joseon’s royal music and the manuscript’s pictorial illustrations. We present the media development process and the results of a survey assessing users’ engagement. Our findings show that technological remediation can be a fruitful way to elicit interest for cultural heritage. The Uigwe media project enhanced the participants’ curiosity for the 1809 Uigwe, and the added sound of the traditional court music (Yeominlak) and the images of the musical instruments increased users’ understanding of the 1809 Uigwe and of royal court music. Overall, the study provides evidence about the use of multisensory digital media for fostering learning about and cultural appreciation of historical artefacts.
以技术修复传统:以《从有形到无形:吉萨·钦普尤里·钦奇安维格的媒体展示》为例
本文介绍了19世纪韩国手稿(1809年威格文)的修复,作为使用LG电子开发的创造性算法和手势识别的交互式数字体验。我们利用声音可视化创造了互动媒体项目,邀请游客共同体验朝鲜皇家音乐和手稿的图像插图。我们展示了媒体发展过程和一项评估用户参与度的调查结果。我们的研究结果表明,技术补救可以是一种富有成效的方式来引起人们对文化遗产的兴趣。威歌媒体项目提高了参与者对1809威歌的好奇心,加上传统宫廷音乐的声音和乐器的图像,增加了用户对1809威歌和皇家宫廷音乐的了解。总体而言,该研究提供了使用多感官数字媒体促进对历史文物的学习和文化欣赏的证据。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
3.10
自引率
9.10%
发文量
19
期刊介绍: Digital Creativity is a major peer-reviewed journal at the intersection of the creative arts, design and digital technologies. It publishes articles of interest to those involved in the practical task and theoretical aspects of making or using digital media in creative disciplines. These include but are not limited to visual arts, interaction design, physical computing and making, computational materials, textile and fashion design, filmmaking and animation, game design, music, dance, drama, architecture and urban design. The following list, while not exhaustive, indicates a range of topics that fall within the scope of the journal: * New insights through the use of digital media in the creative process * The relationships between practice, research and technology * The design and making of digital artefacts and environments * Interaction relationships between digital media and audience / public * Everyday experience with digital design and artwork * Aspects of digital media and storytelling * Theoretical concepts
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