• Title/Summary/Keyword: 사진 콘텐츠

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Practical Use of New Media in Making Cultural Content of The Cultural Archetype (뉴미디어를 활용한 전통 문화 원형의 문화콘텐츠화에 관한 연구 - 문화원형을 소재로 한 미디어아트 작품 사례를 중심으로)

  • Lim, Kyung-Ho;Kim, Min-Kyung;Choi, Moon-Sun;Yoon, Joon-Sung
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.640-644
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    • 2008
  • In this paper, firstly, I take the concept of korean traditional cultural archetype and cultural content, and discuss about methodology that the cultural archetype can be cultural content. As the methodology of making cultural content of cultural archetype, analyzing media art which used material of the painting and korea traditional dance in the Chosun Dynasty, the photograph in the era from the end of the Chosun Dynasty to modern age, and a folk play, etc. And then I would like to suggest that the method of making cultural content of the cultural archetype using new media.

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Design and Development of e-Learning Multimedia Resource Management System for e-Learning Contents (이러닝 콘텐츠 개발을 위한 멀티미디어 자원관리시스템의 설계 및 개발)

  • Son, Kyung-A
    • The Journal of Korean Association of Computer Education
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    • v.10 no.4
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    • pp.73-82
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    • 2007
  • The purpose of the study was to develope e-Learning multimedia resource management system to support developing of e-Learning contents. This system is to create and manage multimedia resources like video, audio, and image more easily. We analyzed and redesigned media asset management system that would be used in broadcast, press, and industry. This system has SCORM metadata and is consisted of Windows 2003 server and RDBMS. The survey was conducted to investigate usability and satisfaction for the developed system.

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Analysis and Design of Live Streaming O2O Real Estate Brokerage Service using 3D VR Technology (3차원 VR 기술을 활용한 실시간 스트리밍 O2O 부동산 중개 서비스 분석 및 설계)

  • Hyun, Min-Ji;Koo, Jahwan;Kim, Ung-Mo
    • Annual Conference of KIPS
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    • 2018.10a
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    • pp.504-508
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    • 2018
  • 최근 ICT 산업게는 가상현실에 주목하고 있다. 시공간의 제약을 극복하고 실제 체험하는것과 비슷한 효과를 제공하는 VR 콘텐츠는 향후 유통 분야에도 폭넓은 활용이 예상된다. 대부분의 O2O 서비스에서 사용하고 있는 VR 기술은 단순히 360도 파노라마 형식의 사진을 보여주거나 VR 카메라로 중계 방송을 하는 콘텐츠가 대부분이었다. 따라서 본 논문에서는 3차원 VR 영상 스트리밍 서비스를 이용한 콘텐츠를 O2O 부동산 중개 서비스에 접목하여 360VR 컨텐츠 확장 가능성을 제시하고자 한다.

GPS-absed Smart Phone Blog Service (GPS를 이용한 스마트폰 블로그 서비스 개발)

  • Hwang, Hee-Seung;Chang, Ji-Su;Choi, Sung-Won;Han, Ik-Ju;Rho, Young J
    • Annual Conference of KIPS
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    • 2010.11a
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    • pp.1029-1031
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    • 2010
  • 스마트폰이 활성화 되면서 자신만의 콘텐츠(사진, 글, 메모)를 스마트폰에서 작성하는 경우가 많아지게 되었다. 하지만 맛 집이나 데이트 코스 같은 핫스팟을 담은 콘텐츠를 블로그를 통해 공유하고 싶지만 그 방법이 한정되어 있다. 본 논문에서 다루는 GPS 블로그 서비스는 스마트폰에서 직접 블로그로 업로드 함으로써, 콘텐츠에 포함된 위치 정보를 블로그에 보다 빠르게 공유할 수 있다. 또한 현재 위치 정보를 맵을 통해서 블로그에 포스팅되기 때문에, 핫 스팟을 운영하는 업체 및 기업의 홍보를 보다 쉽게 가능하게 하는 효과가 있다.

Table Tower Display based contents that use AR (증강현실을 이용한 테이블 탑 디스플레이 기반 전통문화 콘텐츠)

  • Song, Dae-Hyeon;Park, Jae-Woan;Lee, Chil-Woo
    • Annual Conference of KIPS
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    • 2007.11a
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    • pp.108-110
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    • 2007
  • 본 논문에서는 테이블 탑 디스플레이 기반 증강현실을 이용한 전통문화 콘텐츠 제작에 대하여 기술한다. 멀티 터치가 가능한 지능형 인터페이스 플랫폼인 테이블 탑 디스플레이를 기반으로 동시의 여러 사용자가 시스템을 조작 할 수 있다. 테이블 탑 디스플레이는 새로운 형태의 컴퓨터시스템으로 디스플레이가 되는 동시에 별도의 디바이스나 콘솔을 필요로 하지 않고 터치로 입력이 가능한 상호작용 시스템이다. 이러한 테이블 탑 디스플레이 위에 구동되는 콘텐츠는 역사적인 유물을 사진으로 보여주면서 역사적인 의미를 설명하고 있다. 그리고 여기에 게임적인 요소를 가미하여 어린이들이 즐겁게 게임을 하면서 우리나라 전통문화 체험을 할 수 있는 시스템이다.

Implementation of Image Block Linked Contents to Improve Children's Visual Perception and Cognitive Function (유아의 시지각 인지기능 개선을 위한 이미지 블록 연동형 콘텐츠 구성과 구현)

  • Kwak, Chang-Sub;Lee, Young-Soon
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.76-84
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    • 2022
  • In this paper, in order to compose the visual perception cognitive function training content that can be linked with the IPUZZLE image block, an interactive content device that utilizes photos and videos of smartphones. Four areas of visual memory, visual continuity, spatial relationship, and visual discrimination were derived and the content operation, application method, and scenario were written. It was intended to continuously give and induce children's desire to participate in training by designing the content image and developing the existing learning terrain visual and perceptual cognitive function training materials in the form of mobile mini-games. Experiential activities were conducted for general children and their guardians using the developed contents, and the results were found to be significant in terms of concentration, effect, and effect compared to basic puzzle toys. It is expected that this thesis will be a meaningful data for the study of cognitive function improvement activities based on digital toys and contents.

A Study on 3D modeling data acquisition method for sculpture scan (조형물 스캔에 대한 3D 모델링데이터 획득 방법연구)

  • Park, Junhong;Lee, Junsang
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.612-614
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    • 2018
  • Today, technologies that can acquire modeling data by using image are emerging. That 3D modeling production method, which is frequently utilized in contents industries, creates modeling data by using creator's intuitive sense, with drawings sketched without accurate measurement tools is also true. Recently, technologies that can facilitate modification and amendment of existing design by producing and reorganizing three-dimensional data of a sculpture through combination of image information are developing. This thesis gives suggestion of how to utilize and study the way to produce accurate three-dimensional modeling data by utilizing multiple image data.

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The Effects of the Presentation Mode of Web Contents on the Children's Information Processing Process (웹 콘텐츠의 정보제시유형이 어린이 뉴스정보처리과정에 미치는 영향)

  • Choi E-Jung
    • The Journal of the Korea Contents Association
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    • v.5 no.3
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    • pp.113-122
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    • 2005
  • The major purpose of this study is to explore the effect of the presentation undo combined by main four media(moving Image, audio, turf image) of web contents on the children's information processing process. So children were assigned to one of five experimental medium conditions: 'moving Image1 (auditory-visual redundancy)', 'moving Image2 (auditory-visual dissonance)', 'text', 'text-with-image', 'audio'. Results indicated that the moving image was found to be the most effective transmitter of internet news information for children's recall. And the recall advantage of moving image was found to be particularly pronounced for verbal information supplemented with redundant visual.

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Image based Shading Techniques for Surfaces with Irregular and Complex Textures Formed by Heterogeneous Materials (이종물질에 의해 복잡한 불규칙 무늬가 형성된 물체 표면의 영상 기반 셰이딩 기법)

  • Lee, Joo-Rim;Nam, Yang-Hee
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.1-9
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    • 2010
  • In this paper we present a shading technique for realistic rendering of the surfaces with irregular and complex textures using a single photograph. So far, most works have been using many photographs or special photographing equipment to render the surfaces with irregular and complex textures as well as dividing texture regions manually. We present an automatic selection method of the region segmentation techniques according to properties of materials. As our technique produces a reflectance model and the approximated Bidirectional Reflection Distribution Function(BRDF) parameters, it allows the recovery of the photometric properties of diffuse, specular, isotropic or anisotropic textured objects. Also it make it possible to present several synthetic images with novel lighting conditions and views.

A study of new business creation on digital contents industries (디지털콘텐츠 산업분석을 통한 기술사엄화 기회창출 연구)

  • Park, Dong-Un;Kim, Eun-Sun;Park, Young-Seo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.759-762
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    • 2006
  • Historically, internet is the fastest growing media together with the ICT development and the key of the development is contents. Digital contents indicate information which covers voice, DB, game, publications and music etc. and the areas have been creating new technology business opportunities. The value chain of digital contents consists of production, collection, processing, services, connection and navigation and is expected to be reorganized around business players of production and distribution areas. This paper presents on those changes occurring in business environment and examples of business models, and further provides industries and academias with technology commercialization strategies.

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