• Title/Summary/Keyword: 창작자

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Desktop Documentary & Database Narrative (데스크톱 다큐멘터리와 데이터베이스 내러티브)

  • Cha, Minchol;Lee, Sanghoon
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.75-86
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    • 2018
  • Desktop Documentary is a new documentary mode which uses a screen capture technology to complete the multitasking process of the creator who searches in the Internet Open Archive instead of shooting with a camera and remixes the selected multimedia contents using a computer interface. In this paper, we explore the desktop documentary that transforms potential archives into database narratives in the new media environment, converts cinematic mise-en-$sc{\grave{e}}ne$ into computational mise-en-interface, and transcends the boundaries between creation and criticism through creative mechanism as curation through stream of consciousness. We also examine the concept, type and characteristics of the desktop documentary which emerges since 2010s as an experimental attempt of new media art, a new hybrid genre of mainstream horror film, a new mode of fiction film, a new mockumentary style, and a new form of video essay and audiovisual critique.

Morphological Study Of The 「Kyeong Syeong Baek In Baek Saek()」 - Focusing On the Declensions (<>의 형태논적(形態論的) 고찰(考察))

A Phenomenological Study on Reading Therapy through After-school Picturebook Making Activity Program for Adolescents (청소년의 방과후학교 그림책 창작 프로그램을 매개로 한 그림책 치료에 대한 현상학적 연구)

  • Ji, Sangsun;Hyun, Eunja
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.369-385
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    • 2022
  • This thesis was a phenomenological study of an after-school picture book making program for middle school students. This study attempted to establish a theoretical system for picture book making activity by analyzing the process of self-discovery and healing through the picture book making activity. The participants were six middle school students, the picture book making activity program was organized into five stages, and in-depth interviews of the study participants and their interpretation of picture books were described. According to the research results, first, the making activity of picturebooks can construct one's own world through hyper-reality that is more excessive than the original. Second, it can be said that the fearful existence of a monster has developed awareness and insight to view its own problems from various angles through defamiliarization. These results might be that the making activity of picturebooks is a way of revealing one's existence to the world, and through this, the process of exploring and constructing the meaning of oneself and daily life. Discussion was made based on this about the creation of another world where the picturebook making activity is different from the original, the stimulating effect of the subconscious mind through the defamiliarization device, and the establishment of self-existence in picturebook creation.

AI Art Creation Case Study for AI Film & Video Content (AI 영화영상콘텐츠를 위한 AI 예술창작 사례연구)

  • Jeon, Byoungwon
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.85-95
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    • 2021
  • Currently, we stand between computers as creative tools and computers as creators. A new genre of movies, which can be called a post-cinema situation, is emerging. This paper aims to diagnose the possibility of the emergence of AI cinema. To confirm the possibility of AI cinema, it was examined through a case study whether the creation of a story, narrative, image, and sound, which are necessary conditions for film creation, is possible by artificial intelligence. First, we checked the visual creation of AI painting algorithms Obvious, GAN, and CAN. Second, AI music has already entered the distribution stage in the market in cooperation with humans. Third, AI can already complete drama scripts, and automatic scenario creation programs using big data are also gaining popularity. That said, we confirmed that the filmmaking requirements could be met with AI algorithms. From the perspective of Manovich's 'AI Genre Convention', web documentaries and desktop documentaries, typical trends post-cinema, can be said to be representative genres that can be expected as AI cinemas. The conditions for AI, web documentaries and desktop documentaries to exist are the same. This article suggests a new path for the media of the 4th Industrial Revolution era through research on AI as a creator of post-cinema.

Reinventing the revenue model for the content platform (콘텐츠 플랫폼의 수익모델 혁신 전략에 대한 고찰)

  • Choi, Kwang-Hun;Kim, Junic
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1267-1280
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    • 2017
  • This study examines the changes of the online music market and revenue models by the theory of network society and communications of Manuel Castells for the content platform. As a result of this study, we found that active communications among the members in the network, played a crucial role in the creation of contents and the promotions of profit for platform providers. It is especially important to create an environment in which members can voluntarily communicate rather than an artificial control. The content platform business consists of people, thus it has been proven that providing play elements of culture and society are important, as well as necessary conditions to the generation related to content based platform businesses.

A Study on the Creation of Interactive Text Collage using Viewer Narratives (관람자 내러티브를 활용한 인터랙티브 텍스트 콜라주 창작 연구)

  • Lim, Sooyeon
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.297-302
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    • 2022
  • Contemporary viewers familiar with the digital space show their desire for self-expression and use voice, text and gestures as tools for expression. The purpose of this study is to create interactive art that expresses the narrative uttered by the viewer in the form of a collage using the viewer's figure, and reproduces and expands the story by the viewer's movement. The proposed interactive art visualizes audio and video information acquired from the viewer in a text collage, and uses gesture information and a natural user interface to easily and conveniently interact in real time and express personalized emotions. The three pieces of information obtained from the viewer are connected to each other to express the viewer's current temporary emotions. The rigid narrative of the text has some degree of freedom through the viewer's portrait images and gestures, and at the same time produces and expands the structure of the story close to reality. The artwork space created in this way is an experience space where the viewer's narrative is reflected, updated, and created in real time, and it is a reflection of oneself. It also induces active appreciation through the active intervention and action of the viewer.

Study on the creative development of China Cartoon & Animation - Focusing on changes in a production environment with supporting the policy of the State Administration of Press, Publication, Radio, Film and Television of China - (중국 만화 애니메이션 창작과 발전 방향에 관한 연구 -국가광전총국(國家廣電總局) 지원정책에 따른 제작환경 변화를 중심으로-)

  • Xie, Shu-Fu;Kim, Jong-Du
    • Cartoon and Animation Studies
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    • s.35
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    • pp.209-226
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    • 2014
  • Chinese cartoon industry lately was able to see a rapid development which changed cartoon creative personnel associated with increased production technology development, new technologies, government support policy and a variety of environments. It was likely to have high expectations for changes in the policy environment of the country supported the comic creators and authors to develop its own comic industry. The State Administration of Press, Publication, Radio, Film and Television of China promoted the production for the development of Chinese animation with "domestic little video about the development of the animation industry's opinion", and "documents Documents". Animation industrial base and animation education was established in institutions such as the organization one after another. In the meantime, the spread of Japanese comics picture on the creative activation admitted but their comic creation and activation was slump. It would produce that the creation of its traditional culture based activation strategy to built comics. Since 2004, It was well represented for the creators of the cartoon creation of the tradition and uniqueness of Chinese history. In the prior to 2004, comics and strategies was to be differentiated. Today, China is an important source of comic marked the fact that the tradition was recognized and it was further developed with combining creativity of the past and the present production system. Comic creators comic story of traditional culture were excavated in order to have a sense of awareness and modern. The difference between China Cartoon and comics in other Asian countries is true that cartoon story came out naturally in a traditional culture. In this study, It would lead in the future to allow directional presented for the digital cartoon making development policy awareness through the comic creation and production of new media content industry enabled to China. Now, in the new media industry for the development of China's neighboring countries coped with climate change for the active exchange of information. It poured out ceaseless technical development and a range of policies to support business expansion. New China Cartoon was leaped to re-fit the industry.

A Study on the current and Development of the Korea Independent Short Animation (한국 독립 단편애니메이션의 현재와 발전방향에 대한 연구)

  • Son, Gook-Whan
    • Cartoon and Animation Studies
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    • s.48
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    • pp.1-22
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    • 2017
  • Independent short animation was the expression method for young animation creators through creative and progressive representation. Since the birth of animation, independent short animation has become a driving force for qualitative development and diversification of animation. This has brought many works to the world that emphasize experimentation and challenges in the history of animation and in countries that have the rich animation resources such as France, Japan, and Canada, they recognize its importance and supports young creators in order to maintain the value of it. However, Korean animations are evaluated the quality of works by the popularity of the children, moreover, companies that focus on developing and selling products, including toys, rather than animation works themselves and public awareness that accepts them are formed throughout the Korean animation industry. Because of these points, Korean animation creators can not express the creative vision for the future and philosophical awareness of the problem and they are trapped in commercial animation markets. In order to re-leap and expand the Korean animation industry, which has reached the saturation level with infant animation, it is necessary to reestablish the value of independent short animations with challenging and experimental characteristics and requires the creative environment and support system for the diversity of Korean animation industries, including the achieving commercial goals through good planning, story development and technological innovation. For this purpose, this paper analyzes the current state of production, screening, distribution, and government support of independent short animation in Korea, and explores the structural problems and solutions.

Creativity Photo CMS (창의력 포토 CMS)

  • Kim, Young-Chul
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.429-432
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    • 2019
  • 본 작품은 학생들의 캡스톤디자인 작품이다. 본 작품은 부모와 아이(유아기)가 집에서 책을 단순히 읽는 것을 벗어나 동화를 직접 창작할 수 있는 미래형 포토 CMS를 개발하고자 한다. 또한 스마트기기에 저장되어 있는 부모와 아이의 사진을 동화에 감정이 이입되는 방법으로 개발되었으며, 창작자에 따라서는 부모와 아이의 역할을 바꾸어 수행해 봄으로써 상대방의 소중함을 깨우칠 수 있다는 장점이 있다. 본 작품은 스마트 교육과 디지털 교과서 등의 융합교육으로 소비자 니즈(Consumer needs) 변화로 새로운 트랜드를 정립하고, 특히 부모와 아이가 동시 출연하여 동화를 창작해 나가는 친화적/창의력 학습을 할 수 있기 때문에 아이의 인지 및 감성력 향상에 도움을 주고자 개발하였다.

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예술 플랫폼 창업 기업 형태 분석

  • Jo, Jong-Hyeok
    • 한국벤처창업학회:학술대회논문집
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    • 2021.04a
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    • pp.119-123
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    • 2021
  • 수많은 예술 관련 분야 대학 졸업생들과 예술가들은 많은 시간과 열정을 투자하여 예술 공부와 창작활동을 하지만 창작물을 통해 수익을 창출하는데 많은 어려움을 겪고 있다. 최근에는 이런 문제를 해결하기 위해 많은 예술 플랫폼 창업 기업들이 생기고 있으며 이 기업들은 수익 창출이 어려운 많은 예술가들에게 수익 창출의 기회를 제공하고 있다. 예술가들의 창작물인 그림, 글, 음악, 패션 등을 사업화하여 수익을 창출하는 예술 플랫폼 창업 기업은 그림 대여 및 판매 플랫폼, 예술가 창작물 상품화 플랫폼, 예술 크라우드 펀딩 플랫폼, 공연 전시 플랫폼 이렇게 4가지 분야로 분류해 볼 수 있다. 또한, 국내 창업 생태계의 발전과 함께 예술 플랫폼 창업 기업에 대한 관심이 더욱 증가하고 있지만 예술 플랫폼 형태 분석 및 사례 적용 연구는 미흡한 실정이다. 따라서 본 연구는 예술 플랫폼 창업 기업 형태를 분야별로 분석하여 예술 플랫폼 창업을 준비 중인 예비 창업자들에게 향후 예술 창업 전략 수립에 있어 시사점을 제고시하고자 한다.

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