• Title/Summary/Keyword: 영상문화

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A Study on the Application of Virtual Space Design Using the Blended Education Method - A La Carte Model Based on the Creation of Infographic - (블렌디드 교육방식을 활용한 가상공간 디자인 적용에 관한 연구 -알 라 카르테 모델 (A La Carte) 인포그래픽 가상공간 제작을 중심으로-)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.279-284
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    • 2022
  • As a study of the blended learning method on design education through the blended learning method, I would like to propose that more advanced learner-led customized design education is possible. Understanding in face-to-face classes and advantages in non-face-to-face classes can be supplemented in an appropriate way in remote classes. Advanced artificial intelligence and big data technology can provide personalized and subdivided learning materials and effective learning methods tailored to learners' levels and interests based on quantified data in design classes. In this paper, it was proposed to maximize the efficiency of the class by applying a method that exceeds the limitations of time and space through the proposal of the A La Carte model (A La Carte). It is a remote class that can be heard anytime, anywhere, and it is also possible to bridge the educational quality and educational gap provided to students living in underprivileged areas. As the goal of fostering creative convergence-type future talents, it is changing with a rapid technological development speed. It is necessary to adapt to the change in learning methods in line with this. An analysis of the infographic virtual space design and construction process through the A La Carte model (A La Carte) proposal was presented. Rather than simply acquiring knowledge, it is expected that knowledge can be sorted, distinguished, learned, and easily reborn with its own knowledge.

Study On Online Platform For Personal Exhibition In Metaverse Emvironment (메타버스환경에서 온라인 개인 전시 방법 연구)

  • Park, Yu Mi;Shin, Choon Sung
    • Smart Media Journal
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    • v.11 no.6
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    • pp.37-50
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    • 2022
  • This proposes a direction to build and provide an exhibition space based on the metaverse platform so that artists can independently open their own exhibitions in an online environment. Although many artists are produced every year, offline exhibitions are becoming difficult due to not many art galleries, and offline exhibitions are becoming impossible due to Corona, which began at the end of 2019, and online exhibitions are emerging as an alternative. We analyze cases of existing online exhibition methods and visit online exhibition methods such as web, video, and virtual reality and metaverse environment then present a plan for individual exhibitions in consideration of the recent metaverse environment. The proposed metaverse-based personal exhibition method is structured so that artists can construct a space on the metaverse and place their works, and then viewers can freely take a look on it from a remote location. Based on the proposed exhibition direction, the representative metaverse platform was applied to confirm the characteristics and possibilities of exhibition space and composition of works and users' exhibition experience. In the face of the rise of online exhibitions, space can be constructed in the direction the artist pursues in online exhibitions as well as offline exhibitions, but also online exhibitions, and hopes that online exhibitions will become another genre of exhibitions rather than incidental after the end of Covid-19.

A Study on the Adequate HD Camera Focal Length in the Broadcasting Studio using LED Video Wall (LED 비디오월을 사용하는 방송환경에서 HD 카메라의 적정 초점거리 연구)

  • Choi, Ki-chang;Kwon, Soon-chul;Lee, Seung-hyun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.713-721
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    • 2022
  • In order to use the LED video wall in the broadcasting studio, there are a few things to be aware of. First, since the pixels are closely arranged, a moire phenomenon may occur due to a short arrangement period, and second, the distance between pixels (pixel pitch) may be recorded on the image sensor of the broadcasting camera. When moire occurs or pixel pitch is observed, viewers feel uncomfortable. Moire effect can be reduced by adjusting the shooting distance or angle of the camera, but in order to prevent the pixel pitch from being recorded on the image sensor, secure a sufficient distance between the LED video wall and camera. even when the distance secured, the zoom lens used in the broadcasting studio must be operated by appropriately changing the magnification. If the focal length is changed by changing the magnification to obtain a desired angle of view, the pixel pitch may be unintentionally recorded. In this study we propose the range that the pixel pitch is not observed while changing the magnification ratio of the zoom lens when the distance from the video wall is sufficiently secured. The content was played back on the LED video wall and the LED video wall was recorded on the server using an HD camera equipped with a B4 mount zoom lens

Priming Effects of Disaster-related TV News: Focusing on the Interactions of Geographical and Psychological Distance (재난 뉴스의 점화 효과: 지리적·심리적 거리의 상호작용을 중심으로)

  • Bu Jong, Kim;Yun Kyeung, Choi
    • Korean Journal of Culture and Social Issue
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    • v.29 no.1
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    • pp.53-74
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    • 2023
  • The purpose of this study was to identify the priming effects of disaster-related news. Specifically, this study aimed to examine the priming effects about trauma words and neutral words according to the geographical and psychological distance from the disaster. The participants in this study were 75 college students who had not experienced the Daegu subway fire accident, and whom were not ruled out after completing the screening measure completing the screening measure the completion of questionnaires for screening. All participants conducted a lexical decision task after watching a news video about the Daegu subway fire accident. The design was a 2 (Geographical distance: close vs. distant) × 2 (Psychological distance: close vs. distant) × 2 (Priming type: trauma priming vs. neutral priming) mixed-design. The results of this study are summarized as follows: First, the group which was geographically closer to the disaster tended to revealed a largerbigger priming effect than the distant group-a trend toward significance. Second, within the psychologically closer to the disaster, group, for those who were geographically closer too, the priming effect was larger for those who were geographically closer geographically closer than for the geographically distant group. Third, the geographically closer group had a largerbigger neutral priming effect than the distant group. Fourth, the psychologically distant group had a largerbigger neutral priming effect than the close group. To sum up, this study identified that disaster news coverage may have an implicit effect on people, and this influence can change according to the geographical and psychological distance. Finally, this study discussed the limitations of the study and recommendations for further research.

Dance Characteristics of Nongsapul-inong-ag (농사풀이농악의 춤특성 - 갑비고차농악을 중심으로 -)

  • Kim, Ki-Hwa;Back, Hyun-Soon
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.2
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    • pp.111-122
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    • 2019
  • The advent of the Fourth Industrial Revolution provides new civilized convenience, while the humanistic ecological environment is at stake. Therefore, looking at our culture and arts ecological foundations is ultimately for the preparation of a rich life for the future. Therefore, establishing a desirable cultural ecosystem begins with an enduring tradition of traditional art.This study examined the dancing characteristics of gabbigochanong-ag, which maintains the nongsapul-inong-ag performance pattern. Two field studies and image analysis studies showed that gabbigochanong-ag maintained the characteristics of traditional nong-ag, which strengthened the solidarity and cooperation of village community members and shared community identity. gabbigochanong-ag encourages the participation of the members of the village community through mechanistic dance movements based on soundness, imitative dance movements with minimal movement, repetitive dance movements, and communicative dance movements, As a result of the change, the members of the group were attracted to each other. Although gabbigochanong-ag was not sophisticated or sophisticated, it had a dancing structure that could create aesthetics and marginal aesthetics of slowness from the swiftness and convenience of civilization and bring harmony among the members of the community with warm emotion.

The Development and Application of Non-Face-to-Face Wearable Technology Curriculum Activities: Improving Creative Convergence Learning Competency of College Students (대학생의 창의융합 학습역량 향상을 위한 비대면 웨어러블 테크놀로지 교육과정 활동의 개발과 적용)

  • Lee, Ji Sun;Yun, Eunju;Kim, Min-Jeong;Kim, Hye Rim;Lim, Ho-Sun;Kim, Yoonmi
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.327-338
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    • 2023
  • The purpose of this study is to develop and apply curriculum activities using non-face-to-face wearable technology in a pandemic situation. It is to improve the creative convergence learning ability of college students. Based on the results of 5 preliminary studies, 8 courses were conducted for 16 university students at A University in Seoul. In conclusion, real-time non-face-to-face interaction with professional professors in each field played a major role in improving the creative convergence learning competency of college students. This point shows the possibility of future-oriented creative convergence talent development along with the expandability of wearable technology in university education.

A Study on the Effects of Selfie in the Museum Exhibition on Customer Experience Satisfaction (미술관 전시에서의 사진 촬영이 체험 만족도에 미치는 영향)

  • Ko, Jeongmin;Shin, Hanna;Choi, Jiwon
    • Korean Association of Arts Management
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    • no.49
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    • pp.37-63
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    • 2019
  • This study aims to find out how the photographing affects the satisfaction of visitor experience in the art gallery. We surveyed the visitors who visited the exhibition hall. In order to see if the selfie photographs positively affect the visitor satisfaction level, one-way ANOVA was conducted and the mediating effect of the flow and the moderating effect of narcissistic tendency and involvement was examined. As a result of study, First, in the relationship between photography and satisfaction, the group who took a photo but did not take a self-shot showed higher satisfaction than the group who did not take a photo and self-shot in the exhibition area. This result shows that photographing the art work in the exhibition hall gives experience-based satisfaction to the visitors, but self-shot does not show positive effect on the satisfaction. Second, the hypothesis that the flow degree will play a mediating role of the visitor's experience-based satisfaction in the relationship between art work photo-shot and self-shot type in exhibition hall was rejected. Third, the positive effect of involvement was shown only in the groups that did not take self-shot but took pictures in the exhibition hall. This shows that the satisfaction of the self-shot visitor is not affected by the degree of involvement of art. The results of this study are expected to help determine the policy for permission to take photographs in art galleries.

A Study on Lip Sync and Facial Expression Development in Low Polygon Character Animation (로우폴리곤 캐릭터 애니메이션에서 립싱크 및 표정 개발 연구)

  • Ji-Won Seo;Hyun-Soo Lee;Min-Ha Kim;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.409-414
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    • 2023
  • We described how to implement character expressions and animations that play an important role in expressing emotions and personalities in low-polygon character animation. With the development of the video industry, character expressions and mouth-shaped lip-syncing in animation can realize natural movements at a level close to real life. However, for non-experts, it is difficult to use expert-level advanced technology. Therefore, We aimed to present a guide for low-budget low-polygon character animators or non-experts to create mouth-shaped lip-syncing more naturally using accessible and highly usable features. A total of 8 mouth shapes were developed for mouth shape lip-sync animation: 'ㅏ', 'ㅔ', 'ㅣ', 'ㅗ', 'ㅜ', 'ㅡ', 'ㅓ' and a mouth shape that expresses a labial consonant. In the case of facial expression animation, a total of nine animations were produced by adding highly utilized interest, boredom, and pain to the six basic human emotions classified by Paul Ekman: surprise, fear, disgust, anger, happiness, and sadness. This study is meaningful in that it makes it easy to produce natural animation using the features built into the modeling program without using complex technologies or programs.

Automatic 3D data extraction method of fashion image with mannequin using watershed and U-net (워터쉐드와 U-net을 이용한 마네킹 패션 이미지의 자동 3D 데이터 추출 방법)

  • Youngmin Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.825-834
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    • 2023
  • The demands of people who purchase fashion products on Internet shopping are gradually increasing, and attempts are being made to provide user-friendly images with 3D contents and web 3D software instead of pictures and videos of products provided. As a reason for this issue, which has emerged as the most important aspect in the fashion web shopping industry, complaints that the product is different when the product is received and the image at the time of purchase has been heightened. As a way to solve this problem, various image processing technologies have been introduced, but there is a limit to the quality of 2D images. In this study, we proposed an automatic conversion technology that converts 2D images into 3D and grafts them to web 3D technology that allows customers to identify products in various locations and reduces the cost and calculation time required for conversion. We developed a system that shoots a mannequin by placing it on a rotating turntable using only 8 cameras. In order to extract only the clothing part from the image taken by this system, markers are removed using U-net, and an algorithm that extracts only the clothing area by identifying the color feature information of the background area and mannequin area is proposed. Using this algorithm, the time taken to extract only the clothes area after taking an image is 2.25 seconds per image, and it takes a total of 144 seconds (2 minutes and 4 seconds) when taking 64 images of one piece of clothing. It can extract 3D objects with very good performance compared to the system.

Integrating AI Generative Art and Gamification in an Art Education Model to Enhance Creative Thinking (AI 생성예술과 게임화 요소가 통합된 미술 교육 모델 개발 : 창의적 사고 향상)

  • Li Jun;Kim Yoojin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.425-433
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    • 2023
  • In this study, we developed a virtual artist play lesson model using gamification concepts and AI-generated art programs to foster creative thinking in freshman art majors. Targeting first-year students in the Digital Media Art Department at Sichuan Film & Television University in China, this course aims to alleviate fear of artistic creation and enhance problem-solving abilities. The educational model consists of four stages: persona creation, creative writing, text visualization, and virtual exhibitions. Through persona creation, students established their artist identities, and by introducing game-like elements into writing experiences, they discovered their latent creativity. Using AI-generated art programs for text visualization, students gained confidence in their creations, and in the virtual exhibitions, they were able to enhance their self-esteem as artists by appreciating and evaluating each other's works. This educational model offers a new approach to promoting creative thinking and problem-solving skills while increasing learner engagement and interest. Based on these research findings, we expect that by developing and implementing educational strategies that cultivate creative thinking, more students will grow their artistic capacities and creativity, benefiting not only art majors but also students from various fields.