• Title/Summary/Keyword: 문화콘텐츠기술

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MBC의 미디어AI 서비스

  • 성시훈
    • Broadcasting and Media Magazine
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    • v.28 no.2
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    • pp.53-59
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    • 2023
  • (주)문화방송(MBC)은 콘텐츠 제작 및 유통 워크플로우에 인공지능(Artificial Intelligence, AI) 기술을 적용한 미디어AI 서비스를 운영하고 있다. 영상아카이브에 보관되어 있는 수십만 개의 아날로그와 SD급 콘텐츠를 대상으로 HD급 수준의 영상화질로 품질을 향상시키기 위해서 AI영상화질개선시스템을 2020년에 개발 구축해서 여러 목적에 활용하고 있으며, HD급 콘텐츠를 대상으로 4K 초고화질급으로 변환하는 기술로 고도화해서 실서비스 적용을 눈앞에 두고 있다. 그리고 2년의 STT(Speech-To-Text, 음성문자변환) 베타서비스를 통해 얻어진 사용성 검증과 운영 경험을 바탕으로 STT HUB 서비스를 개발 구축해서 2022년부터 보도와 시사교양 프로그램의 제작 워크플로우에 적용하고 있다. 이들 서비스의 주요 기능들과 기술적 요소들의 구현, 미디어AI 서비스 운영의 경험을 나누고자 한다.

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Structural Relationships among Protean Career Attitude, Career Commitment and Informal Learning Activity: Focusing on Workers in Cultural Contents Industry (문화콘텐츠산업 인력의 프로티언 경력 태도, 무형식 학습 활동 및 경력 몰입의 구조적 관계)

  • Lee, Hyoungwoo;Kim, Mansoo;Kim, Jungwon
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.425-432
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    • 2021
  • The purpose of this study was to examine the mediating effects of Informal Learning Activity on the relationship between Cultural Contents Industry Workers' Protean Career Attitude and Career Commitment. The results of this study were as follows: First, Protean career attitude of cultural contents industry workers had positive effect on career commitment. Second, Informal learning activity of cultural contents industry workers had partial mediating effect on the relationship between protean career attitude and career commitment. Based upon these results, several suggestions were suggested to promote cultural contents industry workers' protean career attitude, career commitment, and informal learning activity.

Development of a Mobile Augmented Reality Application using Cultural Products

  • Kim, Ki-Hong;Yu, Jeong-Min
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.1
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    • pp.85-92
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    • 2021
  • In this paper, we propose a cultural heritage mobile augmented reality application that allows visitors to experience artifacts by augmenting prototypes, audio, video, and text information of 3D graphic artifacts of museum cultural assets. By applying augmented reality technology to a cultural product, products can be recognized on mobile phones and various historical information can be received through interaction of digital artifacts, and information can be easily and quickly checked through augmented reality mobile digital contents regardless of time and place. Through this study, we contribute to the development of digital cultural contents via mobile augmented reality and the expansion of augmented reality contents according to the types of cultural heritage for use, such as education, industry, and tourism promotion.

Design of Educational Training System for Contents Specialist for development of cultural contents in Asia (아시아 문화콘텐츠 시장개척을 위한 교육지원시스템 설계 및 구현)

  • Lee, Eun-Ryoung;Kim, Kio-Chung
    • Journal of Digital Contents Society
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    • v.11 no.1
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    • pp.47-55
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    • 2010
  • Cultural Content Industry, a core industry based on knowledge, is becoming an economic model making new benefits by adding human creativity, imagination, sensitivity and style in to information technology. Cultural Contents Industry representing cultures of each countries is facing major changes towards a new competitive industry of each nation. Cultural content of a country is upbringing new contents power developing into a new industry by flattening the barriers within nations. But cooperations face difficulties in launching the industry because of limited information about the current market and lack of understanding in cultural differences. In order to solve this problem, this paper aims to create global network leading to increase of export and creation of new market with cultural contents and train local specialists. In order to search for the ways to maintain Korean contents in other nations and expand exportation. cooperations invite leading cultural contents groups to South Korea, let the groups experience Korea's contents. Cooperations initiated invite training, dispatch training by Korean companies and international students training. The purpose of this paper is to support education system, ETS-CS(Educational Training System for Contents Specialist) and analyse practices applied in the field to develop a better cultural contents industry.

A Study on Technology Operator Retraining of the Theater (공연장 기술 운영자 재교육에 관한 연구)

  • Lee, jang-weon
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.297-298
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    • 2012
  • 국민들의 문화적 욕구를 만족시키고 생활의 질을 향상시키며 관련 산업의 발전 등 다양한 시너지 효과를 얻을 것으로 기대가 된다. 그렇기 때문에 이제는 더 이상 정부는 문화산업의 초석을 다지는 일을 늦추어서는 안된다. 앞선 문화적 욕구를 만족시키기 위해서는 공연장 기술 운영자들의 재교육 및 프로그램을 기획하고 개발하여 지원 정책을 수립해야 될 것으로 보아 공연장 기술 운영자들의 재교육에 관한 연구를 하였다.

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Technology Trends of Realistic Contents and Application to Educational Contents (실감형 콘텐츠의 기술동향과 교육용 콘텐츠로의 적용 방안)

  • Shim, Youn Sook
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.315-320
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    • 2019
  • In the era of the fourth industrial revolution, the education industry is expected to grow further. It is expected that growth rate of future education using VR/AR technology will be very high. Realistic contents based on VR/AR technology provides high realism and experience through characteristics of immersion, interaction and intelligence. This paper tries to analyze the trends of realistic contents technology at home and abroad, and to come up with measures that can be applied to future educational content through case analysis of realistic contents development.

Effects of Contents Narrativity on the Related Contents Preference: Surveying on Korean College Students (문화콘텐츠의 서사성이 그와 연관된 콘텐츠 선호도에 미치는 영향: 한국의 대학생을 대상으로)

  • Lee, Yun-Jeong;Shin, Hyung-Deok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.1
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    • pp.62-69
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    • 2015
  • This study examined the effects of the level of narrativity of a culture content on the level of preference of a related culture content. The culture contents were categorized into novels, cartoons and TV programs according to the content type, and into dramas, comedies, and actions by the contents genre because previous studies found a high level of narrativity in novels and dramas. Based on the survey data on the movie preference, the following were found. First, when people prefer novels with high-level narrativity, rather than TV programs, which have low-level narrativity in a certain genre, they prefer watching movies in the same genre. Second, this relationship is even more reinforced when the genre of the original of the movie is drama, which has high-level narrativity, rather than comedies or actions, which have low-level narrativity. Narrativity plays an important role in the movie preference, especially when it comes to movie originals.

Project Based Learning for University-Led Urban Regeneration: A Case Study on the Strategic Communication Campaign Class for the Sinchon Regeneration Project (공간문화콘텐츠 창제작 프로젝트 기반 수업 :신촌 도시재생 커뮤니케이션 캠페인 PBL 효과분석을 중심으로)

  • Yoo, Seungchul;Jung, Kwanghee;Ryoo, Jeongmin
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.207-215
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    • 2020
  • The purpose of this study is to examine the effectiveness of PBL in a college AD/PR class. This class was run under the theme of 'Sinchon Regeneration Project' in the 'Seodaemun-gu & University Collaborative Project Program'. As a result of the pre-post surveys, the authors found a significant increase in the place attachment to Sinchon, which was considered as a critical variable in this program. This research is an important study with high practicality in the area of cultural content production education PBL. The PBL teaching method can contribute to enhancing the class satisfaction and strengthening the competitiveness of students in cultural content related majors.

Virtual Reenactment of Royal's Procession in the Joseon Dynasty via Mobile Augmented Reality (모바일 증강현실 기술을 활용한 조선시대 왕실 행차 복원)

  • Kim, Eun-Jin;Kim, Hye-Weon;Yu, Jeong-Min
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.361-362
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    • 2019
  • 조선시대 반차도는 왕실 행차에 관한 배열을 나타낸 시각자료이다. 반차도는 구성요소를 평면적이고 간략하게 표현했기 때문에 전문적인 지식이 없는 일반 관람객이 왕실 행차의 내용을 파악하기는 쉽지 않았다. 기존 왕실 행차와 관련된 콘텐츠는 모니터 상에서 2D 이미지를 애니메이션으로 상영하거나 간단한 조작을 통해 3D 콘텐츠를 감상하는 방식으로 재현되었다. 그러나 공간적으로 한정된 모니터를 통해 관람해야 했기 때문에 행렬의 전체적인 모습을 충분히 전달하지 못하는 단점이 있었다. 본 논문에서는 3D 객체를 반차도에 직접 증강시킴으로써 기존 콘텐츠의 문제를 극복하고 왕실 행차에 관한 정확하고 구체적인 이미지를 전달하고자 한다. 이 연구를 통해 관람객에게 문화유산에 관한 높은 품질의 경험을 제공할 수 있을 것으로 기대한다.

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