• Title/Summary/Keyword: 창작 방법

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Study on Design of Protest Song Metadata based on OAIS Reference Model (OAIS 참조모형 기반 민중가요 메타데이터 설계에 관한 연구)

  • Kang, Minjeong;Chang, Wookwon
    • Journal of Korean Society of Archives and Records Management
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    • v.21 no.1
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    • pp.211-230
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    • 2021
  • This study aims to design folk song metadata based on the OAIS reference model for the folk songs' preservation and permanent use. Thus, the folk songs' general characteristics were investigated by researching literature and related technical standards. The type of records, the methods and standards for long-term storage of records, OAIS reference models, and each package's metadata elements were identified through opinions from the popular songs' creators and researchers. The results awere that first, folk songs were created for social transformation, serving as a cultural heritage different from popular songs given their noncommercial quality. Second, the types of folk song records were identified, and the long-term preservation system suitable for the types of records was based on the OAIS reference model. Third, the metadata were edited, and the OIS reference model was applied such that respect was given to the folk songs' characteristics, context, and original order. Fourth and last, information package metadata elements matching the folk songs' records were derived and applied to the representative Korean folk song, "The March for Being."

Emotional Approach to Music Creation for Mindfulness Meditation : Focusing on the Use of Theremin Instruments (마음 챙김 명상을 위한 음악 창작의 감성적 접근 방안 : 테레민 악기의 활용을 중심으로)

  • Kim, Hi-Yeon
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.1
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    • pp.39-51
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    • 2021
  • This study is based on literature review and theoretical background, we will explore the interrelationship between music and meditation and meditation image production through music, discuss the relationship between theremin instruments and musical meditation. It also describes whether the musical direction through an emotional approach meets the purpose of music meditation, focusing on the creative process and analysis of the work. In this study, the emotional aspect of music was developed, centering on the auditory characteristics of music and the inner element of meditation, to find the relationship between each other, and to prepare a specific plan for music directing to induce the inner emotion of meditation. This study deduced a way to apply music meditation with an emotional approach centering on the melody through the use of the Theremin instrument, and tried to approach the inner meaning and methodology of the work academically. It is hoped that these studies will contribute to the development of music meditation programs and the expansion of music meditation.

Analysis of Game Video Production in Streaming Media Environment (스트리밍 환경에서 게임 영상 제작 분석)

  • Lee, JianBo;Ryu, Seuc-Ho;Hyun, Seung-Hoon
    • Journal of Industrial Convergence
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    • v.20 no.5
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    • pp.69-76
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    • 2022
  • This paper summarizes the features and functions of game video on each platform through a study on streaming technology. Game videos have a high relationship with game content itself for the purpose of marketing and disseminating game play methods using games as the subject matter. The video length is short and it is easy to spread. The main types of game video content are game commentary, game strategy, funny, imitative, music video, and game information. As a game promotion video function, etc., it is used as a direct or indirect publicity for the game by the producer and the user for each reason. This article analyzed the production subject and production conditions of game videos, focusing on the production process. The production subject is divided into professional creators, non-professional creators, and general users. The motive for producing game videos is mainly to obtain economic benefits. The production process was extracted and presented through examples of game videos.

Utilization Strategies of Generative AI Platforms for CG Education (CG 교육을 위한 생성형 인공지능 플랫폼 활용 방안)

  • Donghee Suh
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.357-364
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    • 2023
  • Due to the rapid advancement of AI technology, generative artificial intelligence platforms are experiencing innovative applications in various fields. In this paper, it examines research cases involving the utilization of AI in education, explore instances where generative AI platforms are applied in the realm of creative endeavors, and discuss the direction of utilizing generative AI in educational contexts. In the field of computer graphics, this study introduced generative AI platforms that are applicable for image creation, editing, and video editing. It also proposed platforms that can be utilized in the video editing production process. These generative AI platforms not only offer advantages in terms of efficiency, by reducing the efforts of creators and saving time in the production process, but they also present positive aspects in enhancing individual capabilities. It is advocated that their swift integration into education is necessary, considering these benefits. This study aims to provide direction for the expansion of creative education utilizing generative AI platforms.

A Case Study on New Product Development in Collaborative Virtual Environments(CVE) : A Design Research Leveraging a Virtual Space of Web 2.0 (가사의 협업 환경을 통한 신제품 개발 사례연구 : Web2.0 가상 공간을 이용한 디자인 리서치)

  • Kwon, Hee-Jung;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.634-639
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    • 2008
  • 사회적 컴퓨팅(social computing)의 현상이 Web 2.0 공급사슬(supply chain)의 변화관점에서 새로운 변화의 단계를 맞이하고 있다. Web 2.0 플랫폼을 어떤 형태로 기업 활동에 활용할 것인가 하는 문제제기에 대하여 다양한 기업 활동의 변화사례가 발견되고 있다. 본 논문은 그와 같은 다양한 Web 2.0 환경 확산에 대한 기업 활동의 변화현상 중에서 Web 2.0 플랫폼을 기반으로 한 신제품개발(New Product Development) 사례연구를 통하여 진행한 결과를 반영하였다. 신제품 개발을 위한 플랫폼으로서 Web 2.0 의 협업적 환경을 설계하게 될 경우, 고객의 내재적 요구사항(latent requirement)이 제품개발에 효과적으로 반영될 수 있도록 하는 절차(process)가 기존의 제품개발방법론과 연관되어, 어떤 형태로 적용되고 개선되어 발전될 수 있는가에 대한 경험적 사례를 사례연구방법의 탐험적 경향을 활용하여 살펴보았다. 본 논문에서 다루어졌던 사례는 Web 2.0 플랫폼을 기반으로 사용자 창작 콘텐츠(User Created Content)를 생산하고 증가된 연세대학교 UCC의 양적 팽창에 의해서 수익모델이 발생하는 전형적인 Web 2.0 비즈니스 모델의 구조를 보여주는 경우였다. 본 연구를 통해서 사용자의 내재적 요구사향을 Web 2.0 기술특성을 통해서 참여적 사용자, 혹은 사용자 디자이너들의 적극적인 활동에 의해서 개선 및 구현해 가는 과정을 구체적 개발방법론의 틀로서 정착하려는 시도를 하였다.

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Development of Applied Music Education Program for Creative and Convergent Thinking-With a Focus on the Capstone design Class (창의·융합적 사고를 위한 실용음악 교육프로그램 개발-캡스톤디자인 수업을 중심으로)

  • Yun, Sung-Hyo;Han, Kyung-hoon
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.285-294
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    • 2024
  • This study aims to enhance learners' creative and integrative thinking through the use of a practical music education program, facilitating high-quality artistic activities and the integration of various disciplines. To achieve this, a practical music education program incorporating the PDIE model was designed, and the content validity of the developed program was verified. Through this process, We have researched and described methodologies for multidisciplinary research that can be applied in practical music education. This paper focuses on the fourth session of the study, which deals with the creative and integrative education of practical music and mathematics. The mathematical theory of interest in this research is the Fibonacci sequence, fundamental to the golden ratio in art. The goal is to enable balanced and high-quality creative activities through learning and applying the Fibonacci sequence. Additionally, to verify the validity and effectiveness of the instructional plan, including the one used in the 15-week course, we have detailed the participants involved in the content validation, the procedures of the research, the research tools used, and the methods for collecting and analyzing various data. Through this, We have confirmed the potential of creative and integrative education in higher practical music education and sought to develop educational methodologies for cultivating various creative talents in subsequent research.

Performance Analysis and Generation Technology for Creation of Empirical Learning about Traditional and Popular Dances (전통 및 대중 무용의 체험학습 창작을 위한 퍼포먼스 분석 및 생성기술)

  • Kim, Y.J.;Woo, S.S.;Baek, S.M.;Kim, J.S.;Kim, M.G.
    • Electronics and Telecommunications Trends
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    • v.29 no.1
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    • pp.21-30
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    • 2014
  • 무용, 춤, 연기 등의 전문가 퍼포먼스를 분석, 학습, 보급하는 콘텐츠 기술개발은 문화산업의 중요한 당면과제이나 기존 기술은 동작만 인식하고, 감성 및 도구를 포함하지 않으며, 단순 열람은 가능하나 체험 및 학습할 수 있는 효율적인 방법이 부재하다. 따라서 전문가의 퍼포먼스 동작을 일반인 시점에서 학습할 수 있는 체감형 콘텐츠를 제공하기 위해서는 빠르고 능동적인 동작 영상 획득 시스템의 개발과 동작 데이터를 분석 및 생성하는 기술들이 필요하다. 따라서, 본 논문에서는 퍼포먼스 무용의 학습 콘텐츠 제작을 위한 핵심 기술들의 동향을 분석하고자 한다.

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Study on Electronic Music Production Techniques 'Focused on Sampling Techniques' (전자음악 제작 기법에 관한 고찰 '샘플링 기법을 중심으로')

  • Kwon, Hyun-woo;Lee, Seny
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.97-98
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    • 2015
  • 기술의 발전과 함께 한 전자음악 제작 기법은 디지털 시대가 본격화 되면서 컴퓨터와 소프트웨어로 확대되고 있다. 샘플링 기법 또한 컴퓨터와 소프트웨어의 발달로 새로운 음악 창작 기법 영역으로 인정받고 있다. 저작권과 윤리적인 문제가 남아 있지만 변형의 음악으로서 새로운 음악 기법과 창조적인 음색 창조가 가능한 샘플링은 현재까지 많은 뮤지션들에의해 사용되고 있다. 본 연구는 샘플링의 발전 양상과 실제 전자음악에서 사용된 샘플링을 분석해 전자음악 제작에서의 샘플링의 과정과 음색 제작을 분석해 보고자 케미컬 브라더스(Chemicl Brothers)의 <스타 기타(Star Guitar)>의 샘플링 방법을 분석해 보았다.

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A Performance Analysis of Weaving Pattern Elimination Filter for Virtual Textile Wearing System (가상 직물 착용 시스템의 직조 패턴 제거 필터의 성능 분석)

  • Kwak, No-Yoon;Ahn, Eun-Young
    • Proceedings of the Korea Multimedia Society Conference
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    • 2012.05a
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    • pp.10-13
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    • 2012
  • 본 논문은 가상 직물 착용을 위한 직조 패턴 제거 필터의 성능 분석에 관한 것이다. 명도 차분 맵을 이용한 가상 직물 착용 시스템은 의류 형상 영역의 명도 차분 맵을 이용하여 조명과 음영 특성을 추출할 시, 의류 형상 영역의 색상에는 무관하지만 의류 모델의 직조 패턴에는 영향을 받는다. 본 논문에서는 바이래터럴 필터(bilateral filter)와 측지 형태학 필터(geodesic morphological filter)에 기반하여 모델 의류 영역의 직조 패턴을 제거하는 방법을 소개하고 그 성능을 분석함에 목적이 있다. 가상 직물 착용 시스템에 직조 패턴 제거 필터를 채택할 경우, 최대한 모델 영상의 직조 패턴에 무관하게 직물 원단의 디자인이 의복의 외관에 미치는 영향을 시뮬레이션할 수 있음에 따라 직물 디자이너의 창작활동을 도와줄 수 있다. 또한 온라인상에서 직물 원단이나 의류를 거래할 시에 구매자로 하여금 모델 영상의 직조패턴에 종속되지 않은 상태에서 의사결정을 할 수 있도록 지원해 B2B 또는 B2C 전자상거래 행위를 촉진할 수 있다.

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A Study on Timing in Stop-motion Animations (스톱모션 애니메이션에서의 타이밍에 관한 연구)

  • Bang Woo-Song;Kim Soon-Gohn
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.461-465
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    • 2005
  • How to express movement in animation is one of the most important elements which form a work. An Interaction of the expression of a movement and the timing is a basic element which we need to understand and create an animation as a visual art. At this point the timing is an amount of the time required to move object or characters. This paper clears up the fundamental principle of the timing in stop-motion animations and shows Ideal timing methods by comparisons and experiments of the timings which change on a camera's angles.

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