• Title/Summary/Keyword: 문화예술콘텐츠

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Study of "Type of Broadcasting Communication"on NCS (국가직무능력표준에 대한 "방송통신직종"의 고찰)

  • Kim, Young-Chul
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2014.06a
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    • pp.155-156
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    • 2014
  • 최근 이슈화되고 있는 국가직무능력표준(NCS : National Competency Standard)에 관하여 "방송통신직종"에 대한 직무분석과 "자격검정"에 관하여 알아보고자 한다. 국가직무능력표준은 학벌 중심의 사회에서 능력 중심의 사회로 전환하기 위한 정부의 정책방향에 따라 856종의 표준을 14년도까지 완료하고, 이를 현장성 있게 학교교육(전문대학) 직업훈련 및 자격제도 개편을 하고자 시행되고 있다. 방송통신직종은 대분류가 정보통신이고, 중분류가 방송기술, 소분류가 방송제작기술, 방송플랫폼기술, 방송서비스로 세 분류가 있다. 또한 일부 콘텐츠적인 방송은 대분류 중에 문화 예술 디자인 방송에 속하여 있다. 결과적으로 "방송통신직종"의 자격검정 제도는 정보통신분야에 속하며, 국가직무능력표준에 따라 직무분석을 별도로 하기 보다는 현재의 검정제도를 순차적으로 변경토록 요구하도록 하여야 하며, 업무능력에 따른 경력자 관리도 이루어져야 할 것이다.

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분쟁사례를 통해 본 DC 법률문제 4

  • Son, Seung-U
    • Digital Contents
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    • no.4 s.143
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    • pp.108-111
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    • 2005
  • 이 세상에 완전히 새로운 창작물이 있을까? 현존하는 대부분의 창작물은 그 이전의 창작물을 학습하고 분석해서 그 토대 위에 보다 발전적으로 또는 개성 있게 표현한 것들이다. 지난 호에서 설명한 바와 같이, 저작권법은 특허법과 달리 창작성이 있는 표현(expression)을 보호하고 아이디어(idea) 자체는 보호하지 않는다. 그 이유로서, Idea는 창작이라는 빌딩을 지을 때 가장 기초가 되는 벽돌(building blocks)의 역할을 하는 것으로 그 도구를 특정인의 독점하에 두지 않고 만인(public)이 자유롭게 이용함으로써 문화, 예술 및 과학의 발전을 도모할 수 있기 때문이다. 영화나 음악과 같은 문학저작물과 달리 소프트웨어나 게임은 기능성이 강한 저작물로서, 개발자가 소스코드(source code)를 공개하지 않으면 그것의 구조나 운용원리 및 아이디어를 쉽게 이해할 수 없다. 이러한 비공개 소프트웨어의 기능적 구성요소를 이해하기 위해 산업계에서는 역분석(reverse engineering)이란 공정을 활용해 오고 있다. 그런데 아이디어를 얻기 위해 수행된 프로그램역분석 과정은 필연적으로 원프로그램(original program)의 복제를 수반 하게 되므로 그것의 저작권 침해여부가 미국과 유럽 등을 중심으로 뜨겁게 논의돼 왔다. 이에 SW 역분석이 무엇인지 그리고 역분석 을 하면 타인의 저작권을 침해하게 되는 것인지 여부를 소니 플레이스테이션 사건을 중심으로 검토해 봤다. 또한 역분석은 영업비밀을 밝혀내는데 중요한 수단으로서도 사용될 수 있는데, 그것의 법률관계도 함께 살펴봤다.

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Study on Ubiquitous Society (유비쿼터스 사회에 대한 고찰)

  • Yoo, Byeong-Seok
    • 한국IT서비스학회:학술대회논문집
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    • 2007.05a
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    • pp.494-499
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    • 2007
  • 1988년 한국이동통신서비스 주식회사에서 휴대폰 서비스를 개시하고, 1994년 한국통신에서 인터넷 상용서비스를 실시할 때 만해도 2007년 현재 우리의 삶이 휴대폰과 인터넷이라는 정보통신 환경에 이렇게 깊이 의존할 것을 예측한 사람은 거의 없었다. 이제 인터넷과 휴대폰은 우리 생활에서 없어서는 안 될 삶의 일부가 되었고, 사회를 구동시키는 중요한 요인이 되었다. 현재 우리는 누구나, 언제, 어디서나, 어떤 기기를 사용하더라도 원하는 정보에 접근할 수 있는 유비쿼터스 시대를 향해 나아가고 있다. 유비쿼터스는 단순히 정보통신 컴퓨팅 환경이라는 기술적 의미를 뛰어넘어, 사회를 변혁시키는 유비쿼터스 혁명이라는 시대적 패러 다임의 변화를 의미하게 되었다. 유비쿼터스의 특징으로는 센싱, 네트워킹, 지능화를 들 수 있다. 센싱은 센서를 이용하여 사람, 사물(기기)에 대해서 모니터링하는 것이며, 네트워킹은 네트워크 통신기술을 이용하여 사람, 사물(기기)간 모니터링된 정보, 서비스될 정보를 서로 연계하는 것이며, 지능화는 기기, 사물이 단순히 정보와 지식을 전달하는 것에서 자동화 단계로까지 발전하는 것을 의미한다. 유비쿼터스 기술이 뒷받침되는 유비쿼터스 사회는 개방, 공유 참여가 가능한 열린 사회이며, 사물, 기기가 지능화되는 지능형 사회이며, 기기, 산업, 조직, 시스템간 융복합이 이루어지는 융복합 사회이며, 개인의 기호와 요구에 부웅하게 되는 개인중심 사회이며, 지식과 문화, 예술, 아이디어가 가치를 창출하는 콘텐츠 사회라는 특징을 보일 것이다.

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Paired Objects Tracking to Improve Re-Identification for Multiple Object Tracking (다중 객체 추적의 재인지 성능 개선을 위한 개체 쌍 추적 기법)

  • Nam, Da Yun;Lim, Seong Yong
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.06a
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    • pp.1329-1332
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    • 2022
  • 다중 객체 추적 기술은 스포츠, 문화 예술 공연, VR 등 여러 방송 콘텐츠에서 자주 사용되고 있다. 방송 영상 안에 등장하는 여러 객체들은 객체간 상호작용에 의해 가려짐, 사라짐 (Occlusion) 등의 현상이 빈번하게 발생하고, 이 경우 기존에 추적되어온 객체들의 ID 가 소실되거나 교환되는 문제가 발생한다. 본 논문에서 더 강인한 다중 객체 추적을 위해, 주 개체 뿐만 아니라 주 개체에 종속되는 하위 개체 또한 함께 추적하는 개체-쌍-추적 기법을 제안한다. 한 쌍으로 묶인 주 개체와 종속 개체의 추적 정보와 매칭 정보는 상호보완적으로 사용되어, 소실 및 교환된 ID 도 복원할 수 있는 가능성을 높일 수 있다. 본 논문에서는 재인지 성능 향상을 위한 개체 쌍 추적 기법을 기술하였고, 성능 평가를 통해 제안 방법이 재인지 성능 향상에 기여할 수 있음을 확인하였다.

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A Study on the Collaboration System through Media Conversion Process of Webtoons (웹툰의 매체변환 과정에서의 협업체계 연구)

  • Lee, Seung-Hyung;Na, Yun-Bin
    • The Journal of the Korea Contents Association
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    • v.19 no.4
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    • pp.227-240
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    • 2019
  • This study, To find practical problems with the imaging of webtoons, propose their alternatives, and secure the professionalism of research along with 22 field experts including writers, directors, producers, investors and importance survey was carried out with 30 practical experts. There were four major interview areas including the stages of imaging production, investment and support for imaging, difficulties with imaging, and improvement of production methods and systems. Responses were collected from a total of 13 questions. All agreed that the biggest difficulty with imaging was a low level of collaboration, but they had different ideas about an ideal collaboration system. A low level of collaboration was mainly attributed to a shortage of professionals and lack of communication. There should be an effort to bring up such experts in three major areas including professional adaptation writers, professional IP producers, and investment agencies specialized in content.

A Study on the Effectiveness of the Image Recognition Technique of Augmented Reality Contents (증강현실 콘텐츠의 이미지 인식 기법 효과성 연구)

  • Suh, Dong-Hee
    • Cartoon and Animation Studies
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    • s.41
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    • pp.337-356
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    • 2015
  • Recently augmented reality contents are variously used in public such as advertisements or exhibits as well as children's books. Therefore, it is certain that the market, development of augmented reality contents, is gradually growing. Those who are the producer of augmented reality may be familiar with the skill where those images are used as a marker which is created by image recognition technique. In case of using image recognition technique, they usually use the augmented reality marker platform from Qualcomm since it is able to recognize self-produced images and 3-dimensional figures at no cost. This study was started when undergraduate students began to use those general techniques in their contents producing process. AR majoring students in Namseoul University applied image recognition technique to 3 AR contents exhibited in Sejong Center. Creating 3 different images, they have registered images at Image Target Manager provided by Vuforia to use as a marker. Moreover, they have modified the image producing method to raise the recognition rate by research. The higher recognition rate brings the more stable use of augmented reality contents. To achieve the satisfied rate, they have compared the elements of color contrast, pattern and etc. in the use of platform. Thus, the effective image creation method has been drawn. This study is aiming to suggest the production of stable contents by recognizing smart devices' limitation and producing educational contents. The purpose of this study is to help practically augmented reality contents developers by illustrating the application of augmented reality contents which are based on image recognition technique and also its effectiveness at the same time.

A Study on the Factors to Customers Attitude for the Goods and Service Introduced in Review UGC (체험형 1인 미디어콘텐츠에서 소개하는 상품에 대한 소비자 태도 영향요인 연구)

  • Son, Jaeyoung
    • 지역과문화
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    • v.7 no.2
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    • pp.155-172
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    • 2020
  • This study analyzed the factors to customer attitude on the goods and service introduced in UGC(User Generated Contents) and explored the difference between Korean and Chinese customers. For the first research question, the hypothetical factors were selected through literature review, the area of which are media consumption, social media and effect of advertising. In this study examined 4 independent variables: information, reliability, BJ attractiveness and customer innovation. Methodologies are confirmatory factor analysis, correlation analysis and multi regression. Result showed that reliability, BJ attractiveness and customer innovation are statistically significant. According to the β value, the biggest one is customer innovation, the second one is BJ attractiveness and the third one is reliability. The influence of information on customer attitude is not statistically significant. The result is well-aligned with the prior studies. The information factor's influence, however, is disputable because some prior studies shows that it is not significant when the research samples are recently developed channel such as mobile or social media commerce platforms. It is necessary to identify the root causes why the information factor is not significant in some research cases. For the second research question, this study used independent t-test between Korean and Chinese customers. The result shows that the difference in reliability, BJ attractiveness and attitude are stastically significant, and the ratings of Chinese customers are higher. This result caused by the difference of media commerce environment between Korea and China. Information and customer innovation didn't show significant difference.

The Way of Connecting to Tradition through Content (콘텐츠를 통해 전통을 잇는 방식 - 단원미술관 전시사례를 중심으로)

  • Kim, Sangmi
    • Trans-
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    • v.9
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    • pp.17-36
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    • 2020
  • This study is aimed at discussing the possibility of content production, utilization and expansion, focusing on the exhibition case of Danwon Art Museum run by Ansan Cultural Foundation. In 1991, the Ministry of Culture, Sports and Tourism named Ansan as the City of Danwon since it is believed to be the hometown of Danwon Kim Hong-do (1745~?), a painter of the late Joseon Dynasty and a well-known master of genre painting. As a result, Ansan is making various efforts to utilize Danwon Kim Hong-do for its unique resource through internal and external business such as the creation of Danwon Sculpture Park, the operation of Danwon Art Museum, and the planning of Danwon Kim Hong-do Festival. However, the biggest problem with Ansan is that there are not many collections of Kim Hong-do. Ansan has owned a total of six works as of May this year: a deer and a boy, flowers and a bird, A view of clouds on the water, Daegwallyeong, Yeodongbin, A way to Singwangsa. Accordingly, Danwon Contents Center has set up a vision to systematically collect, preserve, and display various visual and artistic materials related to Kim Hong-do, offering high-quality information based on digital data. In other words, it is a complex cultural information agency of One-Source Multi-Use, which combines the functions of libraries, archives and art galleries so that visitors' desire is satisfied. It reflects the contemporary trend of overcoming the limitations of the ancient paintings and satisfying the role and function of the art museum. From the opening of the Danwon Contents Hall, the original work of Kim Hong-do has been interpreted and produced as media contents or recreated as a new form of art by modern artists. Exhibition using technologies such as touch screen and 'deep zoom' helps visitors to heighten their experience of the archives and get inside the world of the genius painter.

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The Research of Industrial Application through Digitalization of the Jewelry of Imperial Princess YEONG (영친왕비(英親王妃) 수식(首飾) 장신구(裝身具)의 디지털화를 통한 산업적 활용 연구)

  • Chung, A-Young
    • The Journal of the Korea Contents Association
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    • v.11 no.4
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    • pp.186-195
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    • 2011
  • Historically, Korea has made and weaved beautiful jewelry based on delicate metal craft technique. Especially jewelries in Chosun dynasty among these jewelry shows practicality, fanciness and social symbolism at the same time, which is one of representative cultural origins to express characteristics of Korean culture. Since jewelry of imperial princess YEONG, an object of a study herein, was made for a court ceremony although it is an artifact of the end of Chosun dynasty after the time of enlightenment, it is expected be made based on traditional shape and standard in accordance with strictly respected court dress code in Chosun dynasty. It is also an important data of research for a court style and system as well as its artistry in its diversity of type, preservation condition similar to original form and its producers who are master craftsman parted in Sang-Uiwon (an institute in charge of dress and accessaries of court) at the end of dynasty. Thus, a study herein aims to research formatively valuable 11 selected jewelries among jewelries of imperial princess YEONG used at the end of Chosun dynasty, and search for industrial application method with digitalization of the shape and design and preservation of original form of traditional culture. Moreover, in accordance with proposing design data through review of traditional women jewelry, it aims to suggest possibility of application into modern jewelry design and cultural industry.

A Direction of Developing a Traditional Cultural Content of Korean Court Dance Oyangseon - With a Base on the Historical Transmission, Reception of Asian Traditional Dance - (궁중정재 <오양선>의 전통문화콘텐츠화 시론 - 아시아 전통춤의 전파와 변용을 바탕으로 -)

  • Huh, Dong-sung
    • (The) Research of the performance art and culture
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    • no.35
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    • pp.509-541
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    • 2017
  • The basic intent of this thesis lies in proposing a meaningful direction of developing cultural content by combining Asian traditional dance forms which hold cultural closeness in common historically. For this study, this paper selected Oyangseon(五羊仙; 'Five Taoist Hermits on Five Sheep'), a Korean court dance of Chinese origin as an example as the Oyangseon story is commonly found in ancient Vietnam and China as well as Korea. Its original narrative is a mythic story that five hermits had come down to ancient Vietnam region riding on five sheep of five colors to bestow 6 ears of milets to people. Later, the story was spread to other regions to be reformed into Woljeongjeon(越井傳; Vietnam), Choi Wee(崔?; China) and Oyangseon(Korea) that have different plot and background. While Woljeongjeon and Choi Wee were adapted into novels that describe the hero Choi Wee's mysterious adventure to be repaid his father's previous devotion to ancient King's shrine. Meanwhile, the epic narrative of Korean Oyangseon proves the modification of the original myth by adding a Seowangmo(西王母; a Chinese mythic heavenly queen) motif while it was enacted as a court dance to praise king's long life and pray country's prosperity following Confucian concept. Based on this historical lineage of Oyangseon story, I searched for the possiblity of constructing a cultural content program by combining the Oyangseon dance of three countries. While there was Oyangseonmu(五羊仙舞) in China which was recently composed by referring to Korean Oyangseon, any traditional dance item based on Oyangseon story was not available in Vietnam. Thus, I tried to propose the Vietnam Dance College to choreograph a new dance item with Woljeongjeon story while using the traditional dance technique, music, costume, etc. of Vietnam as most as possible. As a result, I could display a direction of developing a cultural content by staging three countries' dance items based on Oyangseon story at Korean National Haneul Theater in Oct 2016.