• Title/Summary/Keyword: 문화컨텐츠

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Design and Implementation for Expression of Motion Digital Animation Contents (동작 표현 컨텐츠를 위한 디지털 애니메이션 설계 및 구현)

  • Hong, Sung-Soo;Yoon, Yeo-Min
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.11a
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    • pp.789-792
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    • 2002
  • 컴퓨터 기술의 발달에 따라서 최근 애니메이션이 학계나 산업계의 주목을 받고 있다. 결코 예술로서는 존중받고 있지 않으나 늘 가까이 두는 기호 식품처럼 애니메이션은 예술성이나 문화성과는 별개로 자연스럽게 두터운 매니아 계층을 확보하고 있다. 이러한 환경아래서 애니메이션과 웹과의 결합은 앞으로 영상매체나, 영화, 광고, 텔레비젼 등의 시장을 쉽게 석권하리라고 생각된다. 이러한 애니메이션 필요성에 따라서 국내에서도 이와 관련된 학과들이 수없이 많이 생겨나고 있으나 애니메이션 제작에 대한 디지털 컨텐츠가 매우 부족해서 수 작업이나 과거 만화 애니메이션 형태에 국한하고 있는 곳이 대부분이다. 본 논문은 이러한 점에 착안해서 애니메이션에 가장 기본적인 동작인 "다양한 동물의 움직임", "인물표현과 동작", "자연현상", 등의 원시자료와 기본이미지, 애니메이션 과정 등을 수록한 디지털 애니메이션 모델을 선계하고 구현하였다.

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Sentimental Analysis of YouTube Korean Subscripts Using KoBERT (KoBERT기반 Youtube 자막 감정 분석 연구)

  • Choi, Da-Eun;Kim, Hyo-Min;Lee, Hae-Rin;Hwang, Yu-Rim
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.05a
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    • pp.513-516
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    • 2022
  • YouTube 이용자의 급증으로 많은 사람이 유튜브 알고리즘에 의해 무분별한 영상에 노출되고 있다. 이는 YouTube 이용자에게 부정적인 영향을 미칠 수 있으며 더 나아가 사회적으로 미성숙한 미디어 문화를 조장할 수 있다. 본 논문에서는 YouTube 컨텐츠에 대한 감정분석 연구를 처음으로 시도한다. 구체적으로, YouTube 컨텐츠 자막에 대해 기존의 자연어 처리 기반 감정분석 기법을 적용하여 성능을 분석한다.

A Study on the Cultural and Educational Function of Public Libraries for Regional Development (지역주민을 위한 공공도서관의 문화 및 교육적 기능 확대에 관한 연구)

  • Kim, Hong-Ryul
    • Journal of Korean Library and Information Science Society
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    • v.35 no.4
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    • pp.339-360
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    • 2004
  • The purpose of this study is to present strategies for activating cultural and educational functions provided by public libraries. For this purpose, it reviews various functions of public libraries based on community as well as theoretical studies about cultural services and programs of public library. And then, it also analyzed cultural and educational programs for communicated provides by public libraries of Korea. This analysis is based on (1) educational program (2) reading education program (3) user education program (4) a various cultural activities for communities

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P2P DRM Algorithm for the protection of contents copyright (콘텐츠 저작권 보호를 위한 P2P DRM 알고리즘)

  • Ha Tae-Jin;Kim Jong-Woo;Han Seung-Jo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.8 no.8
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    • pp.1783-1789
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    • 2004
  • It is evaluated that there is infinit capability of creating new e business using P2P program. but the research for the method to protect the copyright of digital contents is urgent even for development of the p2p service because the problem of copyright protection for digital contents is not solved. Though this article, it can be induced that reliable contents sharing use to a flow fund by secure settlement architecture, user authentication and contents encryption and then it as the problem of copyright fee is solved, it is able to discontinue which trouble with a creation work for copyright fee and protection it's once again as growth of p2p market, p2p protocal is will be grow into a important protocal of advanced network. In this article, When users send digital contants to each other in internet, we proposed the P2P DRM algorism to offer a security function which using the technology of copyright management to use a AES Algorithm based on PKI.

Delphi Study on Game Content Valuation Model Element Extraction and Analysis (게임 컨텐츠 가치 평가 모델 분석 및 요소 추출에 관한 연구)

  • Lee, Sung Tae;Cho, Ok Hue
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.145-155
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    • 2018
  • This study aims to extract additional elements to the existing game value evaluation using Delphi technique to 23 game experts. As a result of reviewing the characteristics of the development model using the evaluation model of the existing game contents, it was found that the evaluation factor was selected when selecting the content. The Delphi analysis was conducted two times, the first was the expert FGI and the second was the Delphi questionnaire. More detailed elements were presented in the related items such as results, technology transfer and dissemination, and details for promoting commercialization. Through focus group interviews, we extracted additional factors and predicted market size, growth potential, regulatory and market appeal and risk through market analysis of content success in the game industry. This will allow the industry to understand market size, growth potential, regulation, market appeal and risk through a market analysis of its success targets. This study suggests that the proposed evaluation factors can be applied to the entire game and cultural contents industry and will also help to construct market factors such as market value evaluation of contents, goal and goal setting, selection of entry method, and strategic factors.

A Study on Development of Major Curriculum for Broadcasting, Entertainment and Acting in Connection with Cultural Content Industry (문화 컨텐츠 산업과 연계된 방송 연예, 연기학과 전공 교육과정개발에 관한 연구)

  • Park, Moon-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.3
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    • pp.1061-1072
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    • 2013
  • In order to improve executive ability in response to need of job ability in cultural content industry and in connection with industrial scene, it is required to develop curriculum for department of broadcasting, entertainment and acting First of all, environmental analysis of cultural content industry, survey on industry demand, survey on demand by enrolled students and graduated students, survey on demand by local community were made and conducted to draw job competency for acting art. In addition, the existing curriculum was analyzed through evaluation by field experts, enrolled students, and graduated students. Based on the analysis results, major curriculum was developed for department of broadcasting, entertainment and acting. Such curriculum development enables providing acting education that focuses on core competency to maximize education effect and cultivating actor who is suitable for the age of multimedia based on local infrastructure. Moreover, the curriculum development helps cultivating versatile actor, rather than famous actor.

Gamification of Cultural Experience (게이미피케이션(Gamification) 문화체험 플랫폼 구축)

  • Park, Gwang-Deok;Kwon, Gu-Yoon;Shin, Jae-Yoon;Lim, Jong-Deok
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.11a
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    • pp.946-949
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    • 2017
  • ICT의 융합과 4차 산업혁명이 도래하면서 이론만으로 존재하던 기술들이 실현가능해졌다. 우리는 이 중에서 가상현실 기술에 초점을 맞추었고, SNL Korea에서 방영한 GTA조선에서 영감을 받아 VR기술을 게임이라는 컨텐츠와 융합하였다. 이는 공간적인 제약성을 극복하고, 생동감 있는 경험을 제공해 다문화 가정 및 관광객들에게 손쉽게 전통문화를 체험할 수 있는 좋은 기회를 마련할 것이다.

Requirements Analysis for Local Festival Management System Using Intelligent Reservation System (지능형 예매 시스템을 이용한 지역축제 관리시스템의 요구분석)

  • Jung, Bok-Hee;Kim, Soon-Gohn
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.04a
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    • pp.1125-1127
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    • 2012
  • 오늘날의 지역축제는 역사적, 문화적, 지역적 특징을 기반으로 하여 기획된 다양한 축제가 지방 곳곳에서 개최되고 있다. 이에 따라 각 지방자치단체들은 지역경쟁력을 강화하고 활성화하기 위한 방안으로 지역축제를 적극 활용하고 있다. 우리나라의 지역축제 중에도 그 지역의 문화컨텐츠와 상관없이 획일화된 축제내용과 진행, 홍보 노력의 부족 등으로 축제의 가치를 발휘하지 못하고 있는 실정이다. 본 논문에서는 오늘날 대부분의 축제 예매 관리시스템이 현장예매와 인터넷으로만 이루어지고 있는 단점을 보완하여 지방자치단체나 백화점, 대형마트 등에서도 홍보 및 예매를 할 수 있도록 지능형 예매 시스템을 구현하기 위한 요구분석 내용을 기술한다.

Requirement of Cultural City : Focusing on the Cultural Environmental Policy of Nam-gu, Incheon (문화도시의 충족조건: 인천 남구의 문화환경정책을 중심으로)

  • Kim, Eun-Kyoung;Byun, Byung-Seol
    • Journal of the Economic Geographical Society of Korea
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    • v.9 no.3
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    • pp.441-458
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    • 2006
  • Culture is an indispensable element in modern society in improving the quality of life for city dwellers and stimulating the urbanization. The conspicuous emergence of cultural cities, which is a new paradigm, can be understood in that context. Global cities are pursuing cultural cities, and autonomous regions in Korea are also pushing ahead with the urbanization which combines cultural elements. Specifically, Nam-gu of Incheon has set an example of successful cultural city for other autonomous regions. The cultural environmental policy of Nam-gu is deemed to have retained the infrastructure, cultural urban landscape and living space, and a plenty of contents. The real significance of cultural city lies in the pursuit of sustainable urban development as a culture-friendly city. For that, the direction of cultural environmental city has to be firmly set, and related law and system should be strengthened. Above all, it is critical to pursue human-oriented cultural city by showing citizens what roles they have to play, setting the right direction, and improving the partnership.

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The Comparative Study on Contemporary Cultural Facilities in the City Environment (도시 환경과 디자인 계획으로 본 현대 문화시설 비교 연구)

  • 김선영
    • Archives of design research
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    • v.16 no.4
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    • pp.323-334
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    • 2003
  • This study examines the multi-functionality of the cultural facilities and explores the architectural characteristics of cultural facilities in city environment. For this purpose, 1 examine the major cultural facilities in USA and Singapore. Recently, the inter-cultural communication methods have been diversified and the cultural facilities need to be designed to effectively accommodate the public's interests in these activities. It is also necessary to reexamine cultural facilities' functions in terms of how the multi-functionality facilities reflect the surrounding environment. This study also sheds a new light on the meaning of the relationships between cultural activity, and the cultural facility design. For this, I primarily look at the various design categories of cultural buildings and their main functions. Finally, I demonstrate how both cultural activity and cultural facility design elements are embodied in the city environment.

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