• Title/Summary/Keyword: 창작 방법

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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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A Study on the Protection of Creators' Rights Using Social Media for Non-fungible Token Marketplaces (대체 불가능 토큰 마켓플레이스를 위한 소셜미디어를 활용한 창작자 권리 보호 방법에 대한 연구)

  • Lee, Eun Mi
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.667-673
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    • 2021
  • Unauthorized generations and sales of non-funable tokens (NFTs) without the consent of the creator is one of the biggest problems that arise in NFT Marketplaces. This study proposes a method to practically reduce the problem of NFT sales without the consent of the creator by means of authentication with social media accounts. Through the proposed method, creators who are already using social media as a means of communication and marketing for creative activities can authenticate with their own accounts. Creators who have difficulty authenticating with their own accounts will be provided with alternatives to authenticate using human networks. In addition, the proposed method of protecting creator rights was designed using a flowchart to enable development using only the public API (Application Programming Interface) provided by social media. The proposed method can protect creators' rights and reduce damage caused by NFT fraud by inducing buyers to trade NFTs of authorized sellers through social media.

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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    • v.10 no.3
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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.

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.

Transmedia and Sungkyunkwan University (DAW 소프트웨어의 UI가 대중음악 창작에 미치는 영향 - Pro Tools의 Edit Window 중심으로)

  • Cho, Hyunjin
    • Trans-
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    • v.8
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    • pp.55-78
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    • 2020
  • Among various tools for pop music composition, what is most frequently used by K-Pop composers is the digital sequencer program, or DAW software (Digital Audio Workstation). When it comes to making commercial music such as K-Pop, the proportion of using these programs is extremely high. By using those software, composers come to undergo an entirely different art creation process. User interface (UI) of the DAW software has a profound effect on the process of making music, particularly vis-a-vis usability and visibility. This study is an attempt to analyze the Avid Pro Tool's UI with a focus on its inherent characteristics revealed in relation with the real effect throughout music composition. This study categorizes the UI elements in the Edit Window of the Pro Tools as Grid, Track, Slip, Clip, and Fade. Those categorized elements would be analyzed through Douglas Morgan's Creative-Process theory, thereby clarifying how visual interface of the DAW software functions in music composition practically.

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How to Prove the Identity of Artist When Creating Non-fungible Tokens (대체불가능 토큰을 생성할 때 어떻게 예술가의 신원을 증명할까?)

  • Kim, Taekyung;Yang, Ji Yeon
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.669-676
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    • 2022
  • Non-fungible tokens (NFTs) have the advantage of being able to reliably manage details after minting, but how can ideas be protected before being converted to NFTs? The use of NFTs to increase the value of digital assets is increasing, but the problem of creating and selling NFTs without the consent of the creator is also increasing. Existing methods for protecting creators include a method of using a traditional authentication system and a method of using a social network, but each has limitations. Therefore, in this study, an identity token utilization method is proposed as a way to supplement the existing limitations. When an identity token is used, a certified NFT is issued through an existing identity authentication authority, so the verification of the authenticity of the token becomes clear. In addition, in inheritance and transfer, it becomes possible to respond to legal problems related to the transfer of creative rights.

Research on the Dynamic Application of Cultural and Creative Products based on Museum Resources (박물관 자원에 기초한 문화 창작물의 활성화 응용 연구)

  • Qi, xiao;Pan, Younghwan;Jang, Wan-Sok
    • Journal of the Korea Convergence Society
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    • v.13 no.2
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    • pp.151-166
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    • 2022
  • Museum is the carrier and symbol of history and cultural accumulation, and the museum cultural relics are clues with the spirit of history. Moreover, the museum cultural and creative products are portable history. Museum has changed form the traditional "object-basic" model to the modern "people-basic" model, which pays more attention to its living inheritance. Therefor, the museum cultural and creative products is also the way of expression of its living inheritance. This paper analyzes the opportunities and difficulties of cultural and creative products of Chinese museums by means of network survey, field survey and expert interview. In order to improve the design method of cultural and creative products. By exploring the cultural connotation, broadening the functional factors, innovating the design factors and creating the empathy factor between products and people to explore and the verify. Trying to make up the imperfect design methods of cultural and creative products in small and medium-sized museums which leads to the lack of function, innovation and communication of cultural and creative products. We try to attract more people's attention, spread traditional culture and realize the resonance between people and objects.

A Study on the effect of Secondary Work of Game on Users and Game Companies (게임의 2차 창작물이 유저와 게임사에 미치는 영향에 관한 연구)

  • Kim, Min-Ju;Kim, Ji-Hye;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.289-292
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    • 2019
  • 매년 수많은 게임이 출시되면서 유저들이 게임을 즐기는 방법도 다양해졌다. 이중 게임을 바탕으로 유저가 창의성을 더해 2차 저작물을 제작하는 방법이 주류를 이루고 있다. 자신이 좋아하는 게임에 대한 애정을 표현하는 한 가지 방법이라고 할 수 있으며, 이러한 2차 창작 활동은 유저의 심리적인 만족감을 채워주는 것과 동시에 게임의 홍보기능도 한다. 하지만 게임사마다 2차 저작물과 관련된 규제가 다르며 유저들은 그 규제를 모르는 경우가 많아 원저작자의 권리를 침해하기도 한다. 본 논문에서는 2차 창작 활동에 대한 유저의 의견과 게임사의 정책 및 대응을 조사하고 유저와 게임사 모두가 만족할 수 있는 방안을 제시하고자 한다.

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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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    • v.19 no.8
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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.

A Study on User Experience through Analysis of the Creative Process of Using Image Generative AI: Focusing on User Agency in Creativity (이미지 생성형 AI의 창작 과정 분석을 통한 사용자 경험 연구: 사용자의 창작 주체감을 중심으로)

  • Daeun Han;Dahye Choi;Changhoon Oh
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.667-679
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    • 2023
  • The advent of image generative AI has made it possible for people who are not experts in art and design to create finished artworks through text input. With the increasing availability of generated images and their impact on the art industry, there is a need for research on how users perceive the process of co-creating with AI. In this study, we conducted an experimental study to investigate the expected and experienced processes of image generative AI creation among general users and to find out which processes affect users' sense of creative agency. The results showed that there was a gap between the expected and experienced creative process, and users tended to perceive a low sense of creative agency. We recommend eight ways that AI can act as an enabler to support users' creative intentions so that they can experience a higher sense of creative agency. This study can contribute to the future development of image-generating AI by considering user-centered creative experiences.