• Title/Summary/Keyword: 창작과정

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A theoretical review on the limitations of applying copyright law in the arts (예술창작에서 저작권법 적용의 한계에 대한 이론적 고찰)

  • Hong, Kiwon
    • Korean Association of Arts Management
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    • no.51
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    • pp.167-190
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    • 2019
  • Copyright law has functioned to certify the authorship and artistic identity of an artist as well as to remunerate the artist's labor in monetary terms. However, the legal stability of copyright law may be questioned and even challenged because it shares the ground with unfixed notions of the concept of art. This study is an attempt to find theoretical argument where such instability of copyright law stems from, by looking into the theories of Aesthetics and history of arts. The first argument builds up on the ambiguity of discriminating between the Aesthetic concept of expression and idea. The second argument illuminates how new conventions of creating art work and emerging ideals of making art prevents to accommodate copyright law in the fields of art. New art forms such as conceptual art and place specific art are such examples. Increasing role of public arts projects also questions the conventional adoptions of copyright law. Arts management is closely related with this phenomena since their job is to administer the complex situation of introducing artists to the knowledge of copyright law.

Interchange study of the Korean late intellectual group (조선후기 지식인집단의 교류양상 연구 - 서천매화사를 중심으로 ­-)

  • Maeng, young-ill
    • (The)Study of the Eastern Classic
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    • no.73
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    • pp.35-63
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    • 2018
  • The intellectuals of the Joseon Dynasty were Yangban Sadaebu who had knowledge based on Confucianism(Neo-Confucianism), enjoyed cultural powers by expressing their knowledge in words or writing, and entered government posts to guide society with such knowledge or included some pre-officials. Sisa(Poem Society) was a major place of knowledge transmission to acquire and impart knowledge of creating Chinese poems that traditional intellectuals of the Joseon Dynasty possessed. Seocheonmaehwasa(西泉梅花社) was a group of writers from the late Joseon Dynasty gathered together based on the commonality of kinship and political iniquity although they were different factions like Nam'in and Soron, and they enjoyed apricot blossoms and wrote poems there. Seocheonmaehwasa(西泉梅花社) was basically the meeting making poems. They improved their creative abilities with creating poems. Seocheonmaehwasa(西泉梅花社) was a major place of knowledge transmission to acquire and impart knowledge of creating Chinese poems that traditional intellectuals of the Joseon Dynasty possessed.

The Possibilities in Craft Creation through Convergence (융합에 의한 공예 창작의 가능성)

  • Park, Jungwon;Xie, Wenqian;Ro, Hae-Sin;Kim, Won-Seok
    • Journal of the Korea Convergence Society
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    • v.9 no.1
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    • pp.51-58
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    • 2018
  • The late 20th century saw the industrial period end only to transform into the digital era where people have begun to pay attention to craft because it a field that respects emotion as the essential value, an alternative to overcome the side effect that people have created. Today a new world - where the virtual and the real co-exist through artificial intelligence (AI) - has suddenly approached us and the future of craft is faced with a new situation as it needs to present a new creative solution as a tool that is necessary for human way of life - a tool that has been a necessity throughout history and the evolution of life. As a result for a continued development, craft attempts to establish a new paradigm through current trends represented by our modern society, which is the emergence of creative development through convergence. This study presents creative experiments attempted through the convergence of craft with other heterogeneous tendencies connected to the field. The objective of the study is to enable makers to acquire a more creative way of thinking at the same time as inspiring them and suggesting new creative possibilities in order to develop their work through creative convergence. In Chapter 2, the study investigates on the current status of craft in general, and compares it with what is taking place in Korea; in Chapter 3 the significance of convergence in craft and the process of creating is addressed through case studies. Lastly in Chapter 4, with the basis on analytical case studies, the attribute and the potential of convergence in the field of craft is observed. By analyzing different phenomena presented through attempts to converge in contemporary craft, it has been possible to view the future of the 21st century craft through assessments on what is active and what is as yet hidden potential.

Concept and Properties of Transmedia Storytelling (트랜스미디어 스토리텔링의 개념과 특성)

  • Lee, Sang-Min
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.193-200
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    • 2009
  • Transmedia storytelling is that a number of contents based on various media platform establish a world, and refereed as newly appeared mode in the age of digital convergence. Transmedia storytelling, each different media organically creates and produce various meaning to create a world, makes alteration in not just only producer's area but also consumer's area. The first property of Transmedia storytelling is joint producing in creation and intelligence collectiveness for enjoyment. The second property is the differentiation of story through crossover and combination, which offer new experience and penetration to consumers. As last property, it is the process of collecting and transpiring story by making relationship to establish that world. Such properties of Transmedia storytelling will act as an analysing base for transmedia contents establishing through various media platform.

A study of creating character which has the image of ideal human body (이상적 몸의 이미지를 갖춘 캐릭터의 창작 연구)

  • Kim, Boo-Ja
    • Journal of Korea Game Society
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    • v.3 no.2
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    • pp.86-92
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    • 2003
  • Today, the visual description of body is viewed in various categories, and the circumstance of computers is regarded as new type of communication beyond the circumstance of individual body. In cyber space, when existence and role of character in computer game constitute communication, the ideal body description of each character depicts dramatic beauty, which rises above reality. On this thesis, analyzing the body description and transition on visual in, I grope for a method to utilize in creating game character which is modeled from ideal human being. Although the progress of producing character has already come to limit, concluding that we have to create character model which has marked individuality and beauty by adding modem and future analysis to the golden ratio, which has established since ancient Greece, this paper suggests the method of creating character which has the image of ideal human body.

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Exploring the Possibility of using Game Character Maengseung (게임 캐릭터로서 맹승(盲僧)의 활용 가능성 모색)

  • Qiu, Tian
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.413-423
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    • 2021
  • The purpose of this study is to explore the possibility of using game character Maengseung in game content and to present the method. At first we made a study on the Maengseung's history and cultural status of Korean folklore. Based on this, we reviewed the value and utilization of the character as a cultural prototype in the game content and proposed the basic components of character creation according to the folk cultural characteristics of the character.

Analysis of Keyword-based Content Search Service Requirements in Video Archive for Media Creation (미디어 창작을 위한 비디오 아카이브 키워드기반 내용 검색 서비스 요구사항 분석)

  • Jung, Byunghee;Park, Wan;Lee, Yunseong;Lee, Hajoo;Kim, Sansung
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.06a
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    • pp.1265-1267
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    • 2022
  • 방대한 분량의 콘텐츠 홍수 속에서 원하는 소재를 찾기 위해 콘텐츠 내용을 검색할 수 있는 효과적인 방법이 지원되는 것은 창작을 자유롭게 하고, 콘텐츠 활용도를 높이기 위해 매우 중요하다. KBS 바다 서비스의 경우 분류체계 방법을 사용하고 있으나. 최근 딥러닝을 이용한 인공지능 기술의 발전으로 콘텐츠의 내용을 인공지능 기술로 태깅하고, 태깅된 텍스트 정보를 이용하여 검색할 수 있는 기술 개발이 활발히 수행되고, 국가적으로도 해당 기술을 지원하고 있다. 본 논문에서는 이러한 기술 개발의 선행 요소인 방송사의 제작과정에서 요구되는 동영상 소재 콘텐츠 검색의 요구사항을 KBS 비디오 아카이브 검색 키워드 실제 사용 데이터를 이용하여 분석하였다. 약 1,000여건의 검색 키워드 분석과 이용자와 운영자의 응답 내용을 고찰한 결과, 특정 키워드에 집중하여 검색할 수 있도록 보완하여 주는 것이 필요함을 알아내었다. 또한, 검색 범위를 효과적으로 축소하여 검색을 손쉽고 빠르게 할 수 있는 방법을 고찰하였다. 본 논문에서는 미디어 창작에서 필요한 소재 콘텐츠를 찾기 위해 연구 개발해야 할 미디어 속성 추출 기술의 방향성을 제시하였다.

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기술연재 / 벤치마킹은 또 다른 창작의 디딤돌

  • Kim, Yong-Seop
    • Digital Contents
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    • no.4 s.95
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    • pp.24-29
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    • 2001
  • 웹비즈니스를 위한 일차적 준비과정은 벤치마킹에서부터 시작된다. 웹비즈니스의 역사가 짧은 관계로 체계화된 이론서적이나 연구논문 등 이미 정형화된 틀 속에서의 참고자료를 찾기에는 무리가 따른다. 벤치마킹은 동종업계의 유사전략에 대한 분석에서부터 자사의 사업방향 및 향후 진행에 따른 설계를 위한 기본적 과제임을 명심해야 한다. 따라서 벤치마킹을 단순히 다른 사이트를 보고 분석하는 단계에서 그치지 말고, 자사의 전략과 비교하고 자사의 전략에 대한 수정과 향후 방향 설정 등에 참조하길 바란다.

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Design and Implementation of a Music Composition System : Probabilistic Algorithm by Using Markov chain Model (마코프 체인을 이용한 확률적 알고리즘 음악 작곡 시스템의 설계 및 구현)

  • Kim, Seong-Hyun;Choi, Hyun-Kyu
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.11a
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    • pp.988-991
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    • 2014
  • 일반적으로 인간은 원하는 정보를 얻거나 어려운 계산과정을 더 빠르고 쉽게 처리하기 위해 컴퓨터를 사용한다. 또한 컴퓨터를 이용해 자연 속에서 일어나는 일들을 과학적으로 분석하여 시뮬레이션을 하기도 한다. 본 연구는 인간의 전유물로 여겨졌던 예술적 창작 활동을 컴퓨터로 모방하는 실험이다. 작곡가가 음악을 통해 음악의 특성을 학습하여 새로운 곡을 작곡하는 과정을 컴퓨터로 모방해보았다.

A Instructional Method Design of Copyright Education using Game-Themed Programming in Elementary School Computer Class (초등컴퓨터 교육에서 게임소재 프로그래밍 학습과정을 통한 저작권 교수방법 설계)

  • Rim, Hwa-Kyung;Cho, Yong-Nam
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.12
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    • pp.121-130
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    • 2011
  • In this paper, we designed instructional method through process that make digital work for active copyright education. This design composed by game-themed programming. We made students realize the effort of creation in algorithm and flow chart, coding progress. And, expressed the effort as copyright sign and cost. Also, we evaluate mutually and did so that confirm value. We applied proposed method to class. And, analyzed effect observing change of inside of students.