• Title/Summary/Keyword: 창작 방법

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A Case Study of Afterlife Myths in Korean and Japanese Cultural Contents Industry : Focusing on the Game of Baridegi and Persona4 (한국 · 일본 저승신화의 문화콘텐츠 활용 사례 연구 : <바리공주의 전설>과 <페르소나4>게임을 중심으로)

  • Choi, Su-Yeong;Lee, Nam-Hee
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.45-56
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    • 2016
  • "The Legend of Princess Bari" mostly accepted the story and character of the Myth of Baridegi. Each player has their own storyline from the beginning. "The Legend of Princess Bari 2" was released less than a year after the release of "The Legend of Princess Bari 1," but it fell short of creating additional contents from its original version. However, "The Persona4" applied and transformed the Myth of Inajagi & Ijanami according to our present time. The protagonist's each have their own designated "Persona" skills and Ijanami is their ultimate enemy. Interestingly, each player starts with the same storyline but all have different endings. Based on the existing story elements of Persona series, various genres of games were produced through remakes and spinoffs.

A Stylized Font Rendering System for Black/White Comic Book Generation (흑백 만화 제작을 위한 스타일 폰트 설계 시스템)

  • Lee, Jeong-Won;Ryu, Dong-Sung;Park, Soo-Hyun;Cho, Hwan-Gue
    • The KIPS Transactions:PartA
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    • v.15A no.2
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    • pp.75-86
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    • 2008
  • Black/white comic rendering is one of the researches in the field of non-photorealistic rendering(NPR). Black/white comics have been produced manually as yet. But these previous systems require lots of time and manual work. So we propose the COmics Rendering system on VIdeo Stream (CORVIS) which transforms video streams into black/white comic cuts. Stylized font, one of comic representations, can be used to express onomatopoeic words and mimetic dialogue exaggeratively. But current comic generation systems do not provide enough effects of stylized font. This paper proposes a model for stylized fonts to express various effects. Effects of stylized fonts we proposed include geometric deformations. Thus we could represent stylized fonts on the still cut of movies and the background texture on a cuts of plain black/white comics. The final quality of our system produced is good enough to compare with manual black/white comics.

The Development of the Game Addiction Remedy Program based on Scratch Programming (스크래치 프로그래밍을 활용한 게임중독 치료 프로그램의 개발)

  • Han, Seon-Kwan;Kim, Soo-Hwan;Seo, Jung-Bo
    • Journal of The Korean Association of Information Education
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    • v.14 no.1
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    • pp.61-68
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    • 2010
  • In this paper, we proposed the education program using Scratch as an alternative activity for the remedy program of game addiction. We tried to find the solution through computer and game that affect the problem of game addiction. We choose the high-risk students about game addiction disposition and took a programming lesson for educational game development with consultation class. We also analysed the effectiveness of our remedy program. We found the positive results between before and after the program and we analysed that game connectivity rates were decreased during recess time. In interview and observation about students, we found that the students were changed to the positive tendency about game addiction. We expect this program will give many help for solving the problem of game addiction, if this research is applied to the regular class in elementary school.

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A Study on the Development of Intelligent Contents and Interactive Storytelling System (지능형콘텐츠 개발과 인터렉티브 스토리텔링 시스템 연구)

  • Lee, Eun Ryoung;Kim, Kio Chung
    • Journal of Digital Convergence
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    • v.11 no.1
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    • pp.423-430
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    • 2013
  • The development of information technology introduced digital contents and Social Network Services(SNS), and allowed the virtual transaction and communication between users called "the experience knowledge" advanced from "the objective knowledge." This paper will analyze interactive storytelling system creating different types of stories on narrative genre about family history, personal history and so on. Through analysis on narrative interviews, direct observations, documentations and visual records, contents about CEO story, corporate story, family story and especially family history will be categorized into sampleDB and informationDB. Accumulated contents will allow the user to increase the value and usage of the contents through interactive storytelling system by restructuring the contents on family history. This research has developed writing tool data model using different digital contents such as texts, images and pictures to encourage open communications between first generations and third generations in Korea. Furthermore, researched about connected system on interactive storytelling creation device using various genre of family story that has been data based.

Design of robust Watermarking Algorithm against the Geometric Transformation for Medical Image Security (의료 영상보안을 위한 기하학적 변형에 견고한 워터마킹 알고리즘 설계)

  • Lee, Yun-Bae;Oh, Guan-Tack
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.12
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    • pp.2586-2594
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    • 2009
  • A digital watermarking technique used as a protection and certifying mechanism of copyrighted creations including music, still images, and videos in terms of finding any loss in data, reproduction and pursuit. This study suggests using a selected geometric invariant point through the whole processing procedure of an image and inserting and extracting based on the invariant point so that it will be robust in a geometric transformation attack. The introduced algorithm here is based on a watershed splitting method in order to make medical images strong against RST(Rotation Scale, Translation) transformation and other processing. It also helps to maintain the watermark in images that are compressed and stored for a period of time. This algorithm also proved that is has robustness against not only JPEG compression attack, but also RST attack and filtering attack.

An Analysis of Game Scenario Variations in Literature Using Actant Model - Focused on "Hamlet" and "Mabinogi" (행위소 모형을 통한 문학의 게임시나리오 변용 양상 분석 - 「햄릿」과 「마비노기」를 중심으로)

  • Kim, HwaLim;Kim, Hanil
    • Smart Media Journal
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    • v.6 no.3
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    • pp.64-67
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    • 2017
  • Literary works are used as materials for various cultural contents including plays, movies, cartoons, and games. According to the results of the previous study, it is possible to create a game story that is plausible and universal even if the game storytelling is carried out using the elements extracted from the source data. It is expected that the analysis of the transformed contents of literary works will be analyzed. In this paper, we analyze the scenario of "Mabinogi" using literary works in domestic online games using Greimas' s actant model. The analyzed results are compared with Hamlet, which is the source of the source, and analyzed the structure, age, background, heroine, goal, theme. This study confirms the change of the narrative when the literature is contents, and the analysis is meaningful in analyzing the transformational patterns of game scenarios based on literary works. I hope that it will contribute to the study of various methods of storytelling by various materials of literature works.

Developing of Text Plagiarism Detection Model using Korean Corpus Data (한글 말뭉치를 이용한 한글 표절 탐색 모델 개발)

  • Ryu, Chang-Keon;Kim, Hyong-Jun;Cho, Hwan-Gue
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.2
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    • pp.231-235
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    • 2008
  • Recently we witnessed a few scandals on plagiarism among academic paper and novels. Plagiarism on documents is getting worse more frequently. Although plagiarism on English had been studied so long time, we hardly find the systematic and complete studies on plagiarisms in Korean documents. Since the linguistic features of Korean are quite different from those of English, we cannot apply the English-based method to Korean documents directly. In this paper, we propose a new plagiarism detecting method for Korean, and we throughly tested our algorithm with one benchmark Korean text corpus. The proposed method is based on "k-mer" and "local alignment" which locates the region of plagiarized document pairs fast and accurately. Using a Korean corpus which contains more than 10 million words, we establish a probability model (or local alignment score (random similarity by chance). The experiment has shown that our system was quite successful to detect the plagiarized documents.

Analysis on changes in work autonomy of content industry workers (콘텐츠산업 인력의 업무 자율성 변화 분석)

  • Lee, Yong-Kwan
    • Review of Culture and Economy
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    • v.20 no.2
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    • pp.3-18
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    • 2017
  • The purpose of this study is to analyze changes in work autonomy of content industry workers using Korea Working Conditions Survey(2010, 2014) and difference-differences estimation method. The results find that there was no significant change in the work autonomy (work order, work method, work speed) of the content industry worker in In the overall sample. On the other hand, analyzing the sample of 30 or more employee establishment size shows that work autonomy of the content industry worker is greatly reduced. Also, work autonomy is high when the rank or capability is high, whereas work autonomy decreases when the establishment size is large. This study implies that the content industry workers have shown quantitatively the reduction of work autonomy. It also suggests that compensation and management systems are needed to enhance the competitiveness of the content industry.

A Study on the Activation Plans of Chinese Animation Industry (중국 애니메이션 산업의 활성화 방안에 관한 연구)

  • Yan, Ni;Zhang, Meng-Ze;Bae, Ki-Hyung
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.236-251
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    • 2019
  • The animation industry is an emerging and promising industry of the 21st century, characterized by a wide range of consumer segments, high market demand, and a long life cycle of products. The paper is aimed at examining the current situation of the animation industry of Korea, the U.S., China and Japan, analyzing the success factors and presenting measures for activation of problems in China's animation industry, and contributing to the promotion of China's animation policies in the future. To realize this goal, the study methods were adopted literature review by using Internet data, statistical data, reports, papers and academic journals which are related to the Chinese animation industry and presented methods for activation. The aviations as follows, firstly, it is suggested actively train creative men of animation for profession. Secondly, it is advised to encourage the creativity and originality of Chinese animation works through various ways. Thirdly, it is suggested to develop an industry chain of animation which is suitable for the market circumstances. Fourthly, it needs to expand its viewer and strengthen its reality in the form and content of animation works.

A case study of ceramic design that combines 3D printing technology (3D 프린팅 기술을 융합한 도자디자인 사례 연구)

  • Choi, Jung-Hwa;Kim, Won-Seok
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.309-317
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    • 2019
  • The purpose of this study is to review the influence of 3D printing technology on the formability and artistic value of ceramic works through a theoretical review of 3D printing technology and a case study of ceramic works that incorporate them creatively. Thus, the following conclusions were drawn from the analysis of the ceramic works of seven artists and two design teams. First, digital production that incorporates 3D printing technology into works can be applied to data applications and changes, unlike the existing manual methods, and the artist's unique creative artwork is possible. Second, a new paradigm has emerged that expresses the new material, method, advanced digital technology, and more stereoscopic and colorful sculptures out of the traditional ceramic concepts. In the future, I hope to find new methodology that meets the developing digital technology through continuous research and utilization of 3D printing and realizing new value of ceramic design.