• 제목/요약/키워드: 창작론

검색결과 90건 처리시간 0.023초

A Discussion on AI-based Automated Picture Creations (인공지능기반의 자동 창작 영상에 관한 논구)

  • Junghoe Kim;Joonsung Yoon
    • The Journal of the Convergence on Culture Technology
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    • 제10권3호
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    • pp.723-730
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    • 2024
  • In order to trace the changes in the concept and understanding of automatically generated images, this study analogously explores the creative methods of photography and cinema, which represent the existing image fields, in terms of AI-based image creation methods and 'automaticity', and discusses the understanding and possibilities of new automatic image creation. At the time of the invention of photography and cinema, the field of 'automatic creation' was established for them in comparison to traditional art genres such as painting. Recently, as AI has been applied to video production, the concept of 'automatic creation' has been expanded, and experimental creations that freely cross the boundaries of literature, art, photography, and film are active. By utilizing technologies such as machine learning and deep learning, AI automated creation allows AI to perform the creative process independently. Automated creation using AI can greatly improve efficiency, but it also risks compromising the personal and subjective nature of art. The problem stems from the fact that AI cannot completely replace human creativity.

A study about Gollyun(昆侖) Choe, Changdae(崔昌大)'s prose theory (곤륜(昆侖) 최창대(崔昌大)의 문장론 연구)

  • Kwon, Jin-ok
    • (The)Study of the Eastern Classic
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    • 제73호
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    • pp.9-33
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    • 2018
  • This paper examines the literary theory of Gollyun(昆侖) Choe, Changdae(崔昌大, 1669-1720). He has authored a variety of works, and his works have been recognized in many literatures. Because of this, studying his literature is a meaningful. The theory of poem creation is as follows. It is the basic poem creationism that expresses the feelings that I experienced and felt as it is. The utility is to multiply and control the artist's feelings through his poem. However, the creative theory of being the best writer is different from this. It must be premised on finding from the heart and studying various books. If these qualities was provided, the words are clear and the meaning is condensed. He distinguished between general works and the best works, and presented their own creative theory and discussed their utility. The theory of prose utility is as follows. He emphasizes the importance of communicating with contemporaries and establishing important things of the day and making them easier to understand, without specifying the morality. This is a thoroughly realistic utility theory. In the classical chinese prose's history, 'Sadal(辭達)' and 'Susa(修辭)' were issues. He transcends the recognition of 'Sadal(辭達)' and 'Susa(修辭)' as zero-sum. In addition, he gives priority to the meaning of the writer and emphasizes self-realization, which is in common with other political soron(少論) writers' theories. When creating prose, simplicity and bizarreness were issues. He emphasizes concise writing. However, it can be realized when a writer with high opinion is aware of the reason and raises the core. Through various sources, he has completely rejected Ming(明) dynasty's former and latter seven master(前後七子). However, he did not exclude their work unilaterally, and recognized the work of Chin-Han dynasty(秦漢) and Dang-Song dynasty(唐宋). This is the same as his father Choiseokjung(崔錫鼎). He recognized Chin-Han dynasty(秦漢) and Dang-Song dynasty(唐宋) equally, and sought a simplified and summarized style.

A Study on the Creation List of Game Scenarios (게임시나리오 창작 리스트 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • 제17권5호
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    • pp.61-70
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    • 2017
  • The fusion of virtual and reality and the revolution of gamification are beginning in human culture. As the quaternary industrial revolution enters the era, major developments of convergence main content games are expected as human-made play products. Now that we need a diverse game IP, we need a methodology that makes it easy to approach game scenario creation. The creation of the game scenario has a very large difference due to interactivity with the general video scenario. Therefore, without interactive knowledge, it is difficult to challenge game scenario creation. In this paper, 'Game Scenario Creation List' was created in order to lower the barriers to entering game scenario creation. I hope that this paper will be even a little positive for the development of game contents.

the Diaspora Aspects of Some Comments on Sijo Reflected in the Sijo-Anthologies of Korean-American Authors (미주 시조 선집에 나타난 디아스포라 시조론)

  • Park, Mi-Young
    • Sijohaknonchong
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    • 제30집
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    • pp.53-90
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    • 2009
  • This study discusses the aspects of Korean-American Sjjo writers' consciousness of sijo and its significance, focusing primarily on the Sijo-Anthologies of Korean-American authors, "The Moon of the Desert" (1989), "The Dandelion of the Desert" (1994), and The Stars of the Desert" (1996) published by the Sijo Society of America. For this purpose, I thoroughly examined "Notes of Writing Sijo' attached to the authors' works and some other sijos added at the end of the paper. They started writing sijos quite early. Sijo has been recognized as a typical traditional genre of literature, and even foreigners came to write them in English. The following is the summary of the view on sijo propounded by Korean-American authors. Firstly, they follow traditional view on the theory of sijo in terms of its nature and utility, and at the same time they emphasize the utility of katharsis through self expressions. Secondly, their recognition of the value of sijo boils down to its formal patterns. Lastly, they develop the idea of national literature through their significance of writing sijos. They think that they can contribute to the development of national literature as well as the expression of patriotism through writing sijos. Therefore, they recognize themselves as spreaders of Korean culture to the local residents, and as the main stream enhancing the status of Korean culture through the competition with other nations.

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Devising Methodology of Creative VaQi -Focused on (2017)- (극단 크리에이티브 VaQi의 공동창작 방법론 -연극 <워킹 홀리데이>(2017)를 중심으로-)

  • Lee, Kyung-Sung
    • The Journal of the Korea Contents Association
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    • 제19권8호
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    • pp.370-388
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    • 2019
  • From 2010, new keyword of so-called devising theatre in the Korean performing arts scene has emerged. The backdrop is the antipathy to the hierarchical creative environment, the search for a language that can reflect increasingly complex societies, and the influx of new performances from abroad. Of course, devising theatre can be realized in a wide variety of forms in the actual field, so it cannot be defined as one methodology. But commonly all these various forms of the attempts aim to create a democratic relationship among participants, and process-centered breakthrough in the hierarchy of creative materials such as texts, sounds. light and human body. In 2017, Creative VaQi seeks to find new keyword called 'Reality of Division in Korean Peninsula' and to develop it into performance languages experimenting inter-disciplinary devising methodology. The company conducted a walking trip alongside the division line(300km) and tried to achieve the landscape and traces of division. After the walking, they created a specific form and performing contents called "Walking Holiday" out of their experiences. In this thesis, I will analyze the whole process of the devising "Walking Holiday" and examine what kind of result it led to. Furthermore, I, as the director of "Walking Holiday" will continue to discuss new possibilities and limitations of devising theatre methods that the company tries and aim at this time.

The influence of the literary theory of the Ming Dynasty in Sangchon(象村) Shin-Heum(申欽)'s Uigoakbu(擬古樂府) - Focused on 「Han-Yoga (漢鐃歌)」 18 songs (상촌(象村) 신흠(申欽)의 의고악부(擬古樂府) 창작에 미친 명대(明代) 문학론(文學論)의 영향 - 「한요가(漢鐃歌)」 18곡을 중심으로 -)

  • Chung, Yong-gun
    • (The)Study of the Eastern Classic
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    • 제70호
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    • pp.59-89
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    • 2018
  • This thesis examines that Shin-Heum(申欽)'s Uigoakbu(擬古樂府) was created under the context of acceptance of the Ming Dynasty's literary theory, and searched the influence of the former and latter seven master(前後七子)'s methodology of imitation through analysis of "Han-Yoga(漢?歌)" 18 songs. As well as Shin-Heum created unprecedented number of uigoakbu, he conducted imitation to "Han-Yoga(漢?歌)" 18 songs for the first time in the Joseon Dynasty. This was attributed to deep interest about the Ming Dynasty's literary theory in the middle of the Joseon Dynasty. Agreeing to the Ming Dynasty's reactionism literary theory, he hoped to reproduce the literature of the past such as the Han(漢) Dynasty and Wei(魏) Dynasty by using methodology of imitation. So he created his works referencing the Ming Dynasty's uigoakbu in both expression and subject consciousness. This aspect is not only a basis to widen the understanding of the motive of creation and existence pattern of Shin-Heum's uigoakbu that have not been studied in enough interest, but also a case to show that the former and latter seven master's literary orientation and methodology of imitation were deeply accepted by the Joseon dynasty's writers.

The Effects of Storytelling of Korean Food Purchase Intention - Focused on sentence style and preliminary Knowledge - (스토리텔링이 한식의 구매의도에 미치는 영향 -문장의 문체, 사전지식을 중심으로-)

  • Song, Young-Ai
    • Proceedings of the Korea Contents Association Conference
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    • 한국콘텐츠학회 2015년도 춘계 종합학술대회 논문집
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    • pp.105-106
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    • 2015
  • 본 연구는 스토리텔링 전공자, 음식 전공자, 마케팅 전공자가 음식 관련 스토리 창작을 위한 방법론을 제공하기 위한 기초 실험연구이다. 기존 음식 스토리텔링 관련 선행연구에서는 스토리가 [왜 필요한가?], [왜 중요한가?]에 대한 답을 제공해주었다. 그러나 본 연구에서는 한 단계 나아가 [어떻게 창작할 것인가?]에 답을 제공하고자 스토리 창작을 위한 첫 번째 고민인 스토리의 문체에 집중하였다. 따라서 독립변수로 음식 스토리텔링의 유 무, 음식과 스토리텔링에 관한 지식의 정도(초심자 전문가), 스토리의 문체(구어체 문어체)가 음식 구매의도에 어떠한 영향을 미치는지 면밀히 검증하였다.

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A Study on the Creation Method of Cultural Content - TRIZ Training using Folklore Edutainment - (문화콘텐츠 창작방법 연구 - 민담 에듀테인먼트를 활용한 트리즈교육 -)

  • Lee, Myoungja
    • The Journal of the Convergence on Culture Technology
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    • 제6권2호
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    • pp.91-98
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    • 2020
  • In this paper, the creation method of edutainment content among cultural content types was studied. Edutainment aimed to enhance the creative thinking power through the "TRIZ theory" as an element of fun and education for learners at the same time. In this study, the modified OSTM-TRIZ theory was used not only in the technical field but also in the general sector. I proposed a model in which creative thinking can be enhanced to solve problems by analyzing contradictions encountered in the process of presenting problems. Nonlinear digital storytelling in animated folktales can elicit sufficient curiosity from learners, and problem presentation, problem resolution and contradiction analysis using OTSM-TRIZ work as an educational system to develop learners' creativity.

Analysis of Story-Retelling Structure in Digital Storytelling Applications for Infants (유아용 서사 창작 어플리케이션의 스토리-리텔링 구조 분석)

  • Han, Hye-Won;Ryu, Min-Soo
    • The Journal of the Korea Contents Association
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    • 제13권5호
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    • pp.146-158
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    • 2013
  • The purpose of this study is to analyze the story-retelling structure of tablet PC-based applications that designed to help infants to create stories. Owing to the popularization and the usability of smart devices, infants have become from content consumers to creators who reconstruct stories in creative ways, based on the stories they heard. In those participatory process, infants experience enjoying stories independently and expanding the meaning of texts. Story-retelling is an adequate methodology that cultivates creativity, expressiveness, and literacy ability to infant. Consequently, this study investigates three types of story-retelling in , , and , and searches structure elements and methods of story-retelling in integrated approach. In conclusion, the story-retelling applications that provide 'creative gap' have educational value, because they allow infants to demonstrate imagination by filling in the gap and to realize the rule of stories.