• Title/Summary/Keyword: 디지털 콘텐츠 제작

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온디콘법, 산업진흥인가? 권리보호인가?

  • Lee, Sang-Su
    • Digital Contents
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    • no.11 s.162
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    • pp.113-115
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    • 2006
  • 온라인디지털콘텐츠산업 발전법은 일반적인 입법례와는 달리 관련 산업의 진흥과 권리자 보호라는, 두마리 토끼를 모두 잡아야 하는 특성을 가지고 있다. 권리보호에 치중하다 보면 산업진흥에 어려움을 겪을수있고, 반대로 산업진흥에 중점을 두다보면 콘텐츠 제작의지 감소등의 우려가 예상된다. 온디콘법의 성패는 시장을 둘러싸고 있는 여러 가지 환경을 고려하여 얼마나 효율적으로 균형을 잡고 적용을 할 것인가에 달려있다.

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콘텐츠라인- 세계 디지털돔영상 페스타

  • Gwon, Gyeong-Hui
    • Digital Contents
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    • no.5 s.132
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    • pp.72-73
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    • 2004
  • 한국정보문화진흥원이 운영하는 정보통신체험관‘IT월드’(과천 서울대공원내)에서 지난 4월 3일부터 11일까지 미국 자연사박물관, 영국 내셔널 스페이스센터, 스페인 아일라 메지카 등 선진 체험학습관에서 제작해 선보여 왔던‘세계 디지털 돔영상 페스타’를 개최해 가족단위 관람객들이 몰려 매회 매진사례를 기록했다.

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Developing a Virtual Drone Flight Training Contents for Beginner (드론 기초 운항법 교육을 위한 가상드론 트레이닝 콘텐츠 제작)

  • Park, Min-Ah;Yun, Chan;Woo, Tack
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.53-62
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    • 2019
  • A drone market is growing fast. Nevertheless, basic drone flight training contents are not actively developing or studying. For solving this problem, first, the researcher has studied a method of training basic drone flight skills and analyzed various existing drone training contents. Then, the researcher designed a game via the researched method above that trains drone flight skills. The modern gamepad, like an Xbox controller, was key mapped to operate as a standard drone radio controller. Further research will develop drone training content for specialized purpose fields.

Research on the Technique to Produce Stereoscopic Animation Contents using 3D Computer Graphics (3D 컴퓨터 그래픽을 이용한 입체 애니메이션 콘텐츠 제작기법 연구)

  • Kim, Jung-Hyun
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.112-124
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    • 2012
  • The remarkable development of digital technologies and the success of 3D stereoscopic films have led to started drawing attention to stereoscopic images. The stereoscopic images have not become a passing fad in the present time unlike in the past, but have constantly showed their potentials. Unfortunately, the domestic stereoscopic images market is faced with difficulties, such as lack of the capital strength and of insufficient production infrastructure, and the production of 3D from 2D. As a result, it is not easy to produce creative stereoscopic animation contents. Therefore, in Korea, more efforts should be made in accumulating a plenty of data on production techniques. In order to make film production reflecting stereoscopy and effective stereoscopic implementation, which are necessary to produce high-quality stereoscopic contents, this thesis gave an explanation about a production technique studied on the basis of 3D graphic. Stereoscopic images are definitely one of the most promising image contents in the 21st digital contents industry. For the reason, in order to produce stereoscopic animation contents with high quality, fundamental studies on the stereoscopic images should be performed in a constant and cautions way.

The Study on the Retro-based Television Programs (레트로 소재의 텔레비전 작품 분석)

  • Liu, YuJie;Choi, Won-ho
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.97-98
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    • 2019
  • 최근 몇 년 동안, 레트로를 소재로 한 드라마가 다수 제작되고 있다. 레트로의 소재는 시청자의 과거의 기억을 상기시키면서, 감정에 호소한다. 바로 레트로 소재가 가지는 특징이자, 장점이기도 하다. 이에 연구자는 레트로를 소재로 한 텔레비전 드라마를 중심으로 분석하여 그 특성을 객관화하여 향후의 드라마 제작에 기여하고자 한다.

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A Study on Legal Protection of Digital Contents in Library (도서관에서의 디지털콘텐츠 법적 보호에 관한 연구)

  • Hong, Jae-Hyun
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.17 no.2
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    • pp.83-114
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    • 2006
  • The research investigated definition, scope and feature of digital contents in order to discuss legal protection of digital contents. The protection law and current trend of protection of digital contents in United States of America, EU and Japan were examined. As the law which protects digital contents in Korea. the contents and characteristics, etc. of copyright act of Korea and online digital contents industry development act were examined and analyzed. And then relationship of digital contents and copyright, namely, the relationship of database and copyright, relationship of digital contents by translation. arrangement, alteration, dramatization, cinematization, etc. of an original work and copyright; relationship of other digital contents and copyright; relationship of file sharing of digital contents and copyright, were examined and copyright issues were discussed in library. And also the research suggested concretely necessary countermeasure of copyright which the library must take. Finally, this paper suggested the improvement direction for legal protection of digital contents we must aim ultimately.

A Study on the Production Techniques of Indoor and Outdoor 3D Advertising Content

  • Byong-Kwon Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.9
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    • pp.137-144
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    • 2024
  • Digital advertising, both indoors and outdoors, is evolving from traditional 2D formats to more immersive 3D forms. 3D advertising involves creating 3D content and displaying it through large LED installations on two sides of a building's corner, or using 3D hologram projectors indoors. This study examines the production process of 3D hologram projectors used indoors and LED-based 3D content used outdoors, analyzing potential issues and considerations when creating 3D digital advertising content. The findings reveal that while indoor hologram projector content provides 3D effects, the low resolution of the devices makes it challenging to implement complex content. However, they are cost-effective and easy to operate. On the other hand, LED-based 3D advertising content, produced in high resolution, requires more time for content creation and incurs higher hardware installation costs. Despite this, it effectively represents complex content and maximizes visibility due to its enhanced 3D effects. In conclusion, it is crucial to create tailored content that matches the resolution of the display device to maximize 3D effects in advertising. Specifically, when producing 3D billboard-style outdoor advertising content, the structure of the building on which it will be installed must be carefully considered.

Using Camera Tracking and Image Composition Technique in Visual Effect Imaginary Production (시각효과 영상제작에서 카메라 추적과 영상합성 기술의 활용)

  • Kim, Myung-Ha;Yu, Jung-Jae;Hong, Hyun-Ki
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.135-143
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    • 2011
  • Visual effect production by computer graphics techniques has become more important in these days. However, there are three problems in the domestic contents production environments. First of all, most Korean film companies have insufficient generally potential to maintain and support their R&D (Research and Development) teams. Secondly, they are much dependent on the abroad commercial software tools. Finally, many people have to participate in the image production pipeline, called the labor-intensive pipeline. In producing a demonstration work, "The Sixty -miles-an-hour man", we have evaluated the usefulness of the developed camera tracking and image composition methods and then examined various production consideration elements. In addition, in order to develop a productive technical element and write a competitive film script, mutual understanding between the developers and the production users should be achieved. Also, this paper describes a role of the technical supervisor to direct the production environment in detail.

Watermarking Technique for the Digital Contents Protection (디지털콘덴츠 보호를 위한 워터마킹 기술)

  • Song Hag-hyun;Kim Yoon-ho
    • Journal of Digital Contents Society
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    • v.5 no.1
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    • pp.66-72
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    • 2004
  • Beyond the digital world from the analog age, the contents are very easily copied under the illegal conditions and these are rapidly distributed by the information super highway. The increase of ilegal usage and conflict in digital content market would diminish motivation of creators for their work, furthermore break down digital content market on cyberspace. Watermarking technology support to the legal users by the protection technique based chi the digital content copyright protection method(DRM). Most of previous digital watermarking have embeded to the content. In this paper, we have researched the standardization of digital rights management and developed more efficient watermark embedding method.

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DRM Standardization and Evaluation Technology (DRM 표준화 및 평가 기술)

  • Oh, W.G.
    • Electronics and Telecommunications Trends
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    • v.20 no.4 s.94
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    • pp.139-154
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    • 2005
  • 인터넷 및 정보통신 기술의 발달로 우리 산업에서 콘텐츠 산업이 차지하는 비중이 날로 증가하고 있고, 질적으로도 중요한 위치를 차지하고 있다. 아울러 콘텐츠 관련 기술도 종래의 단순 요소 기술에서 차세대 IT 환경의 발달과 더불어 복잡하면서도 관련 기술이 통합되는 추세이다. 즉, 초고속, 대용량, 유무선 통합 환경에서는 콘텐츠가 사용자중심, 실감성, 이동성 및 저작권 보장이라는 특성을 갖게 되며 이러한 형태의 콘텐츠를생성/제작, 저장/관리, 보호/유통 및 서비스하는 새로운 기술의 개발이 필요하다. 특히, 매년 생성되는 모든 콘텐츠의 약 80%(1엑사 바이트(ExaByte=$10^18$, 100경 바이트), 1018바이트)를 차지하는 디지털 콘텐츠는, 그 특성상 내용의 손실이 없이 무한복제가 가능하기 때문에 인터넷상에서 유통될 때 디지털 콘텐츠의 저작권을 관리하는 기술이 절실하게 요구된다. 현재, 일반적으로 사용되고 있는 디지털 콘텐츠의 저작권 보호기술 중 대표적인 기술이 DRM 기술이다. 본 고에서는 이러한 DRM 기술에 대해, 최근 IT기술의 발전에 있어서의 DRM 기술의 의미와 역할, 그리고 표준화 및 평가 기술에 대한 국내외 동향과 디지털 비디오 콘텐츠에 대한 활용 예에 대해 설명한다.