• Title/Summary/Keyword: 창작도구

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Case study of AI art generator using artificial intelligence (인공지능을 활용한 AI 예술 창작도구 사례 연구)

  • Chung, Jiyun
    • Trans-
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    • v.13
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    • pp.117-140
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    • 2022
  • Recently, artificial intelligence technology is being used throughout the industry. Currently, Currently, AI art generators are used in the NFT industry, and works using them have been exhibited and sold. AI art generators in the art field include Gated Photos, Google Deep Dream, Sketch-RNN, and Auto Draw. AI art generators in the music field are Beat Blender, Google Doodle Bach, AIVA, Duet, and Neural Synth. The characteristics of AI art generators are as follows. First, AI art generator in the art field are being used to create new works based on existing work data. Second, it is possible to quickly and quickly derive creative results to provide ideas to creators, or to implement various creative materials. In the future, AI art generators are expected to have a great influence on content planning and production such as visual art, music composition, literature, and movie.

Analysis and Design of Arts and Culture Content Creation Tool powered by Artificial Intelligence (인공지능 기반 문화예술 콘텐츠 창작 기술 분석 및 도구 설계)

  • Shin, Choonsung;Jeong, Hieyong
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.489-499
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    • 2021
  • This paper proposes an arts and culture content creation tool powered by artificial intelligence. With the recent advances in technologies including artificial intelligence, there are active research activities on creating art and culture contents. However, it is still difficult and cumbersome for those who are not familiar with programming and artificial intelligence. In order to deal with the content creation with new technologies, we analyze related creation tools, services and technologies that process with raw visual and audio data, generate new media contents and visualize intermediate results. We then extract key requirements for a future creation tool for creators who are not familiar with programming and artificial intelligence. We finally introduce an intuitive and integrated content creation tool for end-users. We hope that this tool will allow creators to intuitively and creatively generate new media arts and culture contents based on not only understanding given data but also adopting new technologies.

A Study Based on Quantifying Theory for a Non-fiction Creation Tool : Focus on Comparative Analysis of and (정량화 이론을 활용한 논픽션 창작도구 모델 연구 : <소트 오피스> 및 <스토리헬퍼> 비교분석 중심으로)

  • Lyou, Chul-gyun;Park, Eun-kyung
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.247-256
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    • 2016
  • This paper points out that the existing digital story creation tools are biased in the field of entertainment storytelling, so it proposes a specialized tool for non-fiction creation. This paper selects Quantifying Theory to design this tool. When creating nonfiction storyline, it is important to have the appropriate combination between the actual events and fictional elements. A Gossip System, based on Quantifying Theory, is suitable for that work. Before designing a Gossip System as a nonfiction creation tool, this analysis evaluated that the Gossip System in and . As a result, the linked structure in is useful in searching for material for non-fiction creation, and the separated structure in is ideal for arranging dramatic events. This paper proposed a method of switching the fact to fiction through a combination of this two Gossip System structure. I conclude that this is the best method for non-fiction creation tool.

A Development of Curriculum Model on Information Ethics and Creation Tools for Elementary School Students (초등학생을 위한 정보윤리 및 창작도구 교육과정 모델 개발)

  • Kim, Hyunbae
    • Journal of The Korean Association of Information Education
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    • v.19 no.4
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    • pp.545-556
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    • 2015
  • 2015 Software Education Guidelines aim to foster the capacity to solve the problem by extending the learners ICT literacy. However, this guidance does not include ICT literacy education content. This study develop a model curriculum on information ethics and creation tools for elementary school students. And 7 levels of learning contents and achievements on information ethics and creation tools are proposed in this study.

A Comparative Study on the CBR Model of Story Creation Program : focusing on the and the (디지털 서사 창작도구의 CBR 모델 비교 연구 : <민스트럴>과 <스토리헬퍼>를 중심으로)

  • Lyou, Chul-Gyun;Yun, Hye-Young
    • Journal of Digital Contents Society
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    • v.13 no.2
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    • pp.213-224
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    • 2012
  • Creative writing process begins with memory that contains general experience of the human. In the past creative writing was regarded as exclusive ability of the human. But today, thanks to digital technology digital story creation programs are being developed. This study compares and analyzes the story creation programs, the and the , that imitate a process of interaction between human's long term memory and creative writing. The tried to create probable story by emphasizing character's goal in building case database and retrieving cases. On the other hand, the tried to assist writer's ideation by emphasizing violating motif in building case database and retrieving cases. Hereafter, use of digital media in creating story is expected to accelerate. In this prospect, this study hope to help a development of story creation program in the future.

A Study on the use of generative AI in creative and artistic fields (창작·예술 분야의 생성형 aI 활용 방법에 대한 연구)

  • Dong-Hoo Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.569-572
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    • 2023
  • 최근 하루가 다르게 발전하고 있는 생성형 AI가 창작과 예술 분야에 어떤 영향을 미칠 수 있는지, 새롭게 등장하고 있는 다양한 분야에서 활용 가능한 획기적인 기능 등을 살펴보고 이를 바탕으로 새로운 창작 방향을 제시할 수 있는 방법들을 살펴보려 한다. 최근, 작곡가와 소설가들은 물론, 디지털 아티스트들까지도 생성형 AI를 활용하여 독특한 음악, 글, 그리고 이미지를 창조하는데 성공했다는 사례들이 속속 드러나고 있고 영상, 게임, 웹툰 등 많은 산업현장에서 직접적인 활용방법에 대한 연구결과가 등장하고 실제 적용 사례도 늘어나고 있다. 이미지 생성기인 미드저니와 스테이블디퓨전 같은 도구들은 혁신적인 방법으로 빠르게 높은 퀄리티의 이미지를 생성하고 다양한 아이디어를 제공 받을 수 있는 도구로 창작과 예술 분야에서 큰 관심을 받고 있다. 이러한 발전은 창작과 예술 분야에서 생성형 AI의 무한한 가능성을 보여주는 한편, 인간의 창의성 침해와 예술가들의 노력 희석에 대한 비판적 시각을 불러일으키기도 한다. 본 연구는 이런 다양한 관점에서 창작·예술 분야의 생성형 AI 활용을 깊이 있게 탐구한다. 그 과정에서 여러 생성형 AI 도구들, 특히 이미지 생성기 미드저니와 스테이블디퓨전의 기능과 활용 방안, 그로 인한 사회적, 윤리적 측면을 분석하며, 창작·예술 분야에서의 생성형 AI 활용의 적절한 방향성과 미래 전망을 제시해 보고자 한다.

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Development of Network and Digital creation tools Curriculum Model to consider understanding concepts and learning activity (개념이해와 학습활동을 고려한 네트워크 및 디지털 창작도구 교육과정 모델 개발)

  • Sung, Younghoon;Jeong, Youngsik;Park, Namje
    • Journal of The Korean Association of Information Education
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    • v.20 no.6
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    • pp.563-574
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    • 2016
  • This paper is a research on the curriculums of network and digital creation tools among SW education in order to apply them to SW curriculum in education fields. For doing so, a curriculum model was developed by extracting main key words through the analyses of domestic and foreign SW curriculum, and reorganization of concept understanding and learning activity elements was made so as to be fit to characteristics of each curriculum. And curriculums were remodeled by curriculum such like concept understanding was focussed in network, activities in digital creation tools and its validity was suggested through expert verification by composing contents elements based on the results. Also, this model was proposed so that each school could recompose it easily by combining contents elements of other curriculums. Therefore, the suggested model could be utilized as a basic research data in applying domestic SW curriculum standard model.

CEO 칼럼- 오드패밀리’와 함께 한 국산 애니메이션‘활로찾기’

  • Kim, Su-Hun
    • Digital Contents
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    • no.7 s.134
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    • pp.42-45
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    • 2004
  • 서태지 등이 인터뷰에서 종종‘창작의 고통을 덜기 위해 은퇴하고 싶다’란 말을 했던 것처럼 애니메이션에 있어서도 창작’이라는 요소는 그야말로 방대하고, 까다로우며, 결과를 예측하기 힘든 집단작업임이 분명하다. 소위 지난 시절 1억달러 이상 수출 효자노릇을 했던‘2D 하청제작’이란 것도 갓 출발한 3D 애니메이션과는 다소 거리가 있어 3D 제작사들에게는 처음부터 창작이라는 깃발이 무거우면서도 뭔가 한 번 도전해 볼만한 짐이 돼버린 것이다. 그러나 창작의 선언, 그리고‘3D’라는 작업도구는 무언가를 담을 그릇에 불과했다. 그릇이 번지르르하면 처음에는 시선을 끌 수 있으나 결국 사람들의 관심은 그 안을 채울 먹을거리가 아니겠는가. 자연스럽게 관심은‘새로운 컨셉, 새로운 캐릭터, 그리고 3D 안에서도 새로운 비주얼의 창작’이 됐다.

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A Study on Developing Model and Implementation of Intelligent Contents Planning Supporting System(ICPS) in familyHistory (지능형 스토리텔링 콘텐츠 기획지원도구 모델설계 및 구현에 관한 연구 - 가족이야기(familyHistory)를 중심으로 사례연구)

  • Lee, Eun-Ryoung;Kim, Kio-Chung
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.607-614
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    • 2010
  • History centered knowledge based story-telling project planning tool supports the process of story creation in narrative genre about history of families or individuals. Narrative fields not only include drama, mythology, legend, history but also non-verbal epics such as movie, play, ballet and opera. But as verbal epic, this research paper focuses on the family history and individual history of each household. This story-telling planning tool redevelops each genre of story-telling about family history through sampleDB and informationDB, and it is widely applicable in concreting high quality stories in both its content and value. Reduces the time of planning story-telling, and impose minimum expenses in human resources. Content about family history is one of the most the fundamental and renowned contents in Story-telling but planning tool that is easily applicable in creating such content does not exist in statue quo. In this current system lacking creative infra, this research paper seeks to provide a planning tool that public can easily utilize, and by systemizing the tool. it aims to create a creative contents tool model applicable in variety of genres.

Media & Visual Cualture (매체가 시각문화에 끼친 영향)

  • Kim, kwang-hwan
    • Proceedings of the Korea Contents Association Conference
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    • 2004.11a
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    • pp.74-77
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    • 2004
  • 미디어의 발달은 인간의 문화 전반에 걸쳐 근본적인 혁신을 가져왔다. 인쇄술의 발달에서부터 오늘날의 컴퓨터에 이르기 까지 인간의 표현수단으로 여겨져 왔던 매체들이 오늘날이 이르러서는 인간의 사고와 가치관에 대한 새로운 해석을 야기 시키고, 창작의 도구로서가 아니라 창작 자체를 주도하는 능동적인 역할을 하게 되었다. 특히 시각문화에서의 매체의 기능과 시각문화와의 관계를 살펴보고자 한다.

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