• Title/Summary/Keyword: 영상문화

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A Study on the Creative Process of Creative Ballet <Youth> through Motion Capture Technology (모션캡처 활용을 통한 창작발레<청춘>창작과정연구)

  • Chang, So-Jung; Park, Arum
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.809-814
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    • 2023
  • Currently, there is a lack of research that directly applies and integrates science and technology in the field of dance and translates it into creative work. In this study, the researcher applied motion capture to creative dance performance 'Youth' and described the process of incorporating motion capture into scenes for the performance. The research method involved utilizing practice-based research, which derives new knowledge and meaning from creative outcomes through the analysis of phenomena and experiences generated on-site. The creative ballet performance "<Youth>" consists of a total of 4 scenes, and the motion-captured video in these scenes serves as the highlight moments. It visually represents the image of a past ballerina while embodying the meaning of a scene that is both the 'past me' and the 'dream of the present.' The use of motion capture enhances the visual representation of the scenes and plays a role in increasing the audience's immersion. The dance field needs to become familiar with collaborating with scientific and technological advancements like motion capture to digitize intangible assets. It is essential to engage in experimental endeavors and continue training for such collaborations. Furthermore, through collaboration, the ongoing research should extend the scope of movement through digitized processes, performances, and performance records. This will continually confer value and meaning to the field of dance

A Study on the evaluation technique rubric suitable for the characteristics of digital design subject (디지털 디자인 과목의 특성에 적합한 평가기법 루브릭에 관한 연구)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.525-530
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    • 2023
  • Digital drawing subjects require the subdivision of evaluation elements and the graduality of evaluation according to the recent movement of the innovative curriculum. The purpose of this paper is to present the criteria for evaluating the drawing and to propose it as a rubric evaluation. In the text, criteria for beginner evaluation were technical skills such as the accuracy and consistency of the line, the ratio and balance of the picture, and the ability to effectively utilize various brushes and tools at the intermediate levels. In the advanced evaluation section, it is a part of a new perspective or originality centered on creativity and originality, and a unique perspective or interpretation of a given subject. In addition, as an understanding of design principles, the evaluation of completeness was derived focusing on the ability to actively utilize various functions of digital drawing software through design principles such as placement, color, and shape. The importance of introducing rubric evaluation is to allow instructors to make objective and consistent evaluations, and the key to research in rubric evaluation in these art subjects is to help learners clearly grasp their strengths and weaknesses, and learners can identify what needs to be improved and develop better drawing skills accordingly through feedback on each item.

A Study on Social Value Creation in Social Enterprise by Sector - Focusing on Social Enterpreise in Incheon (업종별 사회적기업의 사회적가치 창출에 관한 현황 연구 - 인천의 사회적기업을 중심으로)

  • Yong-Gu kim;Jae Ho Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.1119-1126
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    • 2023
  • This study measured the social value of social economy enterprises in Incheon Metropolitan City using the Social Value Index (SVI) developed by the Korea Social Enterprise Promotion Agency. The results showed that the social value orientation of the business activities of SSEs averaged 9.3 out of 15 points, and their innovation efforts were 8.0 out of 10 points. The average monetary and non-monetary social contribution efforts of SSEs was 5.1 out of 10. When comparing the average sales and social value scores by industry, the manufacturing sector shows that social enterprises have higher average sales and social value orientation of business activities, but lower social return efforts. Social work facility management and business support services have high average sales, but low social value orientation of business activities and efforts to make monetary or non-monetary social contributions. On the other hand, education services; arts, sports, and leisure-related services; and publishing, video, broadcasting, communication, and information services have lower average revenues but higher social value orientation of business activities. These SVI indicators are well utilized by local governments, but not yet by the central government. In the future, governments and public institutions should reflect the differences between sectors when formulating policies for social enterprises.

A Study on the Current Status and Qualitative Development of AI Midjourney 2d Graphic Results (AI미드저니 2d그래픽 결과물의 현황과 질적 적용에 관한 연구)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.5
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    • pp.803-808
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    • 2024
  • As a service that creates graphic work images with AI, DALL-E2, Midjourney, Stable Diffusion, BING image generator, and Playground AI are widely used. It is that graphic also enables learner-led customized education. With this, it is worth studying detailed design customized learning materials and methods for designing efficient design in future 2D graphic work, and it is necessary to explore the areas of application. The current situation is that it is necessary to develop a design education system that can indicate the lack of AI technology through text security and questions. In this study, a successful proposal for a process that is produced through a process of creating AI design work through proxy work can be presented as a conclusion. Design, advertisement, and visual content companies are already using and adapting, and the trend is to reflect the AI graphic utilization ability and results in the portfolio along with interviews when hiring new employees. In line with this, detailed consideration and research on visual and design production methods for AI convergence between instructors and learners are currently needed. In this paper, proposals and methods for image quality production were considered in the main body and conclusions, and conclusive directions were proposed for five alternatives and methods for future applications.

A Study on the Necessity of Making Online Marketplace for the Korean Animation Industry (국내 애니메이션 산업의 온라인 마켓플레이스 구축 필요성 연구)

  • Han, Sang-Gyun
    • Cartoon and Animation Studies
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    • s.24
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    • pp.223-246
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    • 2011
  • Today, cultural content industry could be defined to service business rather than manufacturing business because of its own trait. Also, it has the realistic restriction that it can't hold the dominant position in the market competition when it can't provide consumers satisfaction regardless of its quality or degree of completion. In other word, it can only expect great success when the business plan and the activities get the perfect balance with its best quality and perfect of completion. As the result, it emphasizes the importance of business competition in the global market. In briefly, there is no doubt that the creativeness of content is very important in the cultural content industry but in the future, making system to maintain the distribution process and share the profits fairly will be taken more important role. Especially, animation genre has the feature, which compares to other genres, such as film or TV drama, would be free from cultural barriers, and it is a great advantage. So to speak, animation can get little influence from cultural discount. However, Korean animation can't use the advantage properly for the foreign distribution because of its poor infrastructure and short of professional human resources. For those reasons, it has been needed to set up the realistic and specific action plan to overcome the situation. Therefore, considering those needs and the situations of Korean animation facing, making B2B online marketplace could be a great solution. The online marketplace stands for taking more efficient and broad distribution channel instead of the passive way, which we have now. If we have the B2B online marketplace, we can share all the information about the Korean animation with the potential customers whom live outside of Korea at real time. It also could be use to the windows of multiple distribution, which can make additional profits and activate the optional markets for the Korean animation. Through the method, Korean animation would be expected to get the higher international competitiveness, and it would be developed in quality and quantity of the business. Finally, it would be a great chance to Korean animation, which can get the unique brand power by improving the backward distribution circumstances.

Development and Evaluation of the PBL Teaching/Learning Process Plan of 'Housing Culture and Practical Space Use' for Home Economics in Middle School (중학교 가정과 문제 중심 '주생활 문화와 주거 공간 활용' 교수·학습 과정안 개발과 평가)

  • Cho, Jiwon;Cho, Jaesoon
    • Journal of Korean Home Economics Education Association
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    • v.32 no.2
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    • pp.59-76
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    • 2020
  • The purpose of this study was to develop and evaluate the teaching/learning process plan of 'housing culture and practical space use' for home economics in middle school according to the problem based learning(PBL) model. The plan consisting of 4-lessons has been developed and implemented following the steps of ADDIE model. Various activity materials (4 scenarios, 6 individual activity sheets, 10 reading texts, and 5 working resources) and visual materials (4 sets of ppt and 4 moving pictures) as well as questionnaire were developed for the 4-session lessons. The plans were implemented to a single class of 21 junior students at H middle school in rural area, Kyeongnam, from 1st to 12th of April, 2019. Students highly enjoyed and were satisfied with the whole 4-lessons in aspects such as understanding of the contents, adequacy of materials and activities, and usefulness in one's own daily life. Additionally, they have more actively participated in the lessons than usual and even interested in learning more of such lessons. Students also reported that they highly accomplished the goal of each lesson as well as overall objectives. They showed interest in the major part of PBL lesson such as scenario and group activities. And they engaged themselves in drawing the share housing space plan with '5D planner' web program which they described as the best part of the lessons. The teaching/learning process plan developed in this study may be used as a theme of maker education, which is emerging these days. It can be concluded that the PBL teaching/learning process plans for 'housing values and practical space use' would contribute to improving students' attitude on living with others and ability to manage one's individual life.

The Establishment of the Third Medium and Long Term Development Plan of the Comics Industry and the Policy of Training Professional Manpower (3차 만화산업중장기발전계획 수립과 전문인력양성 정책)

  • Kim, Byoung Soo;Lee, Won Seok
    • Cartoon and Animation Studies
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    • s.32
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    • pp.189-220
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    • 2013
  • It is expected that interests and supports for 'the creative economy' will increase considerably since the establishment of the Park Geun Hye Administration. According to a report with respect to its cultural policy handed in by the Minister of Culture to the president on March 28, 2013, the administration will set up a basic plan of establishing regional fusion-typed laboratories including such genres as story telling, animations, games, cartoons, performances, etc. in May this year, and opening contents Korea laboratories across the country by the first quarter in 2014 as part of its core task. Furthermore, it will focus on implementing such policies for training professional manpower as creative mentoring programs, expansion of education for field employees and expansion of a creative education for young students, including a plan to train 1,000 creative contents talents by 2017 as described in the report. Since the Comics Promotional Law took effect in August 2012, the Korea Culture and Content Agency and the Comics Industry have been establishing the third plan for medium and long term development of the comics industry together. One of the most important policy is about training professional manpower. "Joint Business with Creative Talents," in which the amount of 4.5 billion won was invested, has already been implemented, and "Support Business for Field Employees of Comics Creating Enterprises," in which the amount of 0.6 billion won was invested, has been performed so far through the Korea Comics Contents Agency upon the request of the Comics Industry. The government's plan to train professional manpower is interlocked with its foundation and employment policies, and thus, this will be a good opportunity for colleges and universities that have comics related majors, especially for those that need proper measures for bring their graduates a chance to get a job. Accordingly, it seems that if the government develops more aggressive policies, reflects this on the third medium and long term development plan of the comics industry, and then organizes policy and study meetings led by the learned societies to implement this, it will be able to generate a significant synergy effect. This Article will concentrate on first examining the flow and patterns of the policy to train special manpower by the comics industry, the Ministry of Culture and related institutions since the establishment of the Comics Promotional Law, analyzing some problems in the first and second medium and long term development plan of the comics industry to be implemented from 2003 through 2013 and the third medium and long term development plan to be announced in June 2013 to train professional manpower, and then suggesting an effective direction and some alternatives to train professional manpower in universities in a medium and long term way.

Analysis on the Popularity and Storytelling of Pokomon GO (<포켓몬GO>의 인기요인과 스토리텔링 분석)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.159-168
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    • 2016
  • $Pok{\acute{e}}mon$ Go is an augmented reality (AR) game developed jointly by Niantic and Nintendo. It's a new type of augmented reality role-playing game (RPG) where AR elements like location information, visual recognition technology and GPS navigation technology are integrated with the intellectual property of the popular $Pok{\acute{e}}mon$ anime. The global success of $Pok{\acute{e}}mon$ Go can be attributed to the innovative incorporation of AR technologies into the game but also to the utilization of the Pokemon story which had been developed for 20 years. In summary, Pokemon Go is the fruitful result of a successful storytelling that combines the humanistic imagination of a popular, cultural archetype and the engineering imagination of AR game technologies.

The analysis of an Animation Effectiveness in the Web (In case of Education portal site) (웹 상에서 애니메이션 효과분석계 (교육 포탈사이트를 중심으로))

  • Shin Soon-Ho
    • Journal of Digital Contents Society
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    • v.2 no.2
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    • pp.199-208
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    • 2001
  • The industries of culture contents is the trend to enforce the power of National competitions in the world economy knowledge foundation which tries to exchange a labor industry to the knowledge business. The spread of internet is the apparently turning point to be devide the world economy into the industrial society and the digital society. Also the communication with internet has been recognized as it is not any more newly means of communication in Korea. Net value which is a multinational internet survey corporation clarified that Korea was the most nation in the world by the result of its research in the rate of using internet. This research look into the characteristic of the media and type of the animation in internet, also analysis a need of user and a degree of convenience of using internet in the web of education site. This study is designed to study the evaluation criteria of web interface with visual perception and to seek its development in relation to the quality of visual perception in case of web animation.

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A Case of Tracheobronchomegaly with Pneumonia (폐렴을 동반한 기관 및 주기관지의 확장 소견)

  • Joo, Kyu Re;Oak, Ju Hyun;Lee, Sung Eun;Jang, Suk Tae;Kim, Sung Kyoung;Lee, Sang Haak;Song, Jeong Sup;Park, Sung Hak;Moon, Hwa Sik;Lee, Bae Young;Kim, Hyeon Sook
    • Tuberculosis and Respiratory Diseases
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    • v.61 no.4
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    • pp.403-406
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    • 2006
  • A 66-years-old man was refered to our hospital because of cough, sputum, chill and fever. Enlargement of the trachea and main bronchi on radiography and bronchoscopy is compatible with Mounier-Kuhn syndrome. Mounier-Kuhn syndrome or tracheobronchomegaly is a rare disorder of uncertain etiology, characterized by marked dilatation of the trachea and major bronchi. This syndrome is associated with tracheal diverticulosis, bronchiectasis and recurrent respiratory tract infection. We report a rare case of Mounier-Kuhn syndrome with pneumonia and literature reviews.