• Title/Summary/Keyword: 창작 진흥

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A Study on the Expansional Aspects and Supporting Schemes of Scenario (시나리오의 확장 양상과 지원 방안에 관한 연구)

  • Lee Chang-Jo;Kim Yong-Do
    • Journal of Game and Entertainment
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    • v.2 no.1
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    • pp.56-63
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    • 2006
  • It is handled here in this paper, the orality and literacy of scenario, as a basic study for the expansional aspects of scenario at first. And next, it is grasped the specialness and potential energy of scenario checking various matter of Gutenberg Galaxy provided as a literal civilization. Further, basing on the former, various peculiarities of scenario have been linked to the digital storytelling of the internet basic and image writing of visual culture, and the various supporting schemes for new scenario format and creative circumstances in order to build the importance and the ranking of scenario have been presented in the era of the digital image contents. After all, the intention of this study particularly is to lay great emphasis on the supporting schemes and Scenario Galaxy such as a specialized graduate school and national story & scenario agency from a national point of view.

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Emotion Coding of Sijo "The Light of the Sun in June" by Lee Jin-moon (이진문의 시조 「유월 쬐는 볕」의 감정 코딩)

  • Park, Inkwa
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.3
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    • pp.203-207
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    • 2019
  • This researcher is working on coding emotional codes from the Sijos that were created. So the purpose of this study is to derive the potential for literary therapy with Sijo's emotional coding. This time, we are going to study Lee Jin-moon's Sijo "The Light of the Sun in June." In this Sijo, the code of joy is generated in the first line, the code of joy in the second line, and the code of sadness in the last line. These emotional codes can be combined in different ways in the Emotion Codon. What this combination means is that the human body can be treated with literary emotion. It is believed that we will be able to continue this research and learn a better way of life.

The commonality between German Neo-expressionism and Chinese Modern ink painting (독일 신표현주의와 중국 현대 수묵의 상통성)

  • LI QING;Hong Sun Hoan
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.509-518
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    • 2023
  • Although German Neo-expressionism and Chinese modern ink painting are separated by thousands of miles in geographical space, they have a similar origin time, and there are many commonalities between them. In the aspect of creative attitude, artists of both styles can absorb and resist foreign styles, return to the past and conquer the tradition. In the aspect of formal expression, the objects of both paintings are representational rather than realistic, and the material characteristics of the media are emphasized. At the inner spiritual level, both expressionism and modern ink painting pay attention to social concern, and show the uncertainty of postmodernism together. The commonality between German neo-expressionism and Chinese modern ink painting does not mean to eliminate the difference, but to maintain the coexistence of difference and commonality.

A Study on Lacan's Desire in <Parasite> (<기생충>에 나타난 자크 라캉의 욕망)

  • Zhou Xin;Choi Won-Ho
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.299-310
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    • 2023
  • According to Jacques Lacan, human desire stems from a primitive lack, This lack acts as a driving force, propelling humans to continually seek pleasure and satisfaction. Given its intricacies, the interplay between the subject's and the overall human desire is intricate, making complete realization of desire unattainable. Through Jacques Lacan's theory of desire, the researcher aims to explore the balance achieved as the subject in the movie navigates ideals, frustrations, and growth. This paper focuses on the analysis of the movie 'Parasite' using Amedeo Giorgi's phenomenological method. By doing so, the researcher seeks to uncover the essence of human desire, offering insights and a theoretical framework for cinematic creation.

Children's Perception of Generative AI : Focusing on Type and Attribute Classification (생성형 AI에 대한 아동들의 인식 연구 : 유형과 속성 분류를 중심으로)

  • Suyong Jang;Jisu Han;Hyorim Shin;Changhoon Oh
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.591-601
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    • 2024
  • As generative AI-based educational content and services targeting child users rapidly increase, the need for research related to children's perception of generative AI is increasing. Accordingly, this study sought to determine the type of generative AI recognized by children and whether cognitive, behavioral, and emotional properties were assigned to it. To understand this, we collected responses through workshop activities to create storybooks with children, semi-structured interviews, and drawing. As a result, children viewed generative AI as an artifact with a high cognitive level, but it was not a type of existing artifact.

A Study on the Literature Therapy Using Sijo (시조를 통한 문학치료 연구)

  • Park, Inkwa
    • The Journal of the Convergence on Culture Technology
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    • v.1 no.1
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    • pp.37-64
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    • 2015
  • This technical research paper attempts to examine literature therapeutic significance of Sijo. This research analyzes how the therapeutic mechanisms of literature or sentence can be physiologically applied to human nerve system. To study such interactions between therapeutic mechanisms of literature and human physiological mechanisms, diverse on- and offline Sijo activities, such as a Facebook group "Sijoya Nolja", were studied, as well as various publications in literature and medicine. For the three years this research was being conducted, 27 out of 488 Sijo poets debuted through Sinchunmunye, and many have gone professional through various contests. 19 of them became members of Sijo Poet Associations of Korea, with globalization of Sijo in mind. Their aggressive activity proves that the quality of live was elevated through literature therapy. The therapeutic effects are especially dramatic for older authors, and authors with traumatic experience. Through this research, Sijo turned out to be a form of literature with the quickest effect on elevating quality of life. To solve problems such as depression, emotional isolation, and other mental conditions, literature therapy through Sijo should be implemented, and therapeutic approach of literature should be more professionalized.

Value Chain System and Management of Cultural Contents Industry in Daegu (대구 문화콘텐츠산업의 가치사슬 체계와 경영 특성)

  • Park, Kyung-Sook;Lee, Chul-Woo
    • Journal of the Korean association of regional geographers
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    • v.13 no.2
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    • pp.171-186
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    • 2007
  • This paper was to examine the existing foundation of cultural contents industry through analyzing the development process, the location pattern, and the value chain system and the management of cultural contents industry in Daegu. Most cultural contents industry in Daegu had less than ten employees: so, it was classified into the early stage of commercialization. The firms that dealt with on-line distribution were recently founded. The high portion of the finns was located in the center of city such as Jung-Gu and Nam-Gu in which the Center for Digital Industry Promotion of Daegu (DIP) is located. The value main system consisted of four nodes such as creation node, production node, marketing node and distribution node. The production node was played the most important role. Based on value chain system, the cultural contents industry firms in Daegu could be divided into four types: Type I is a contents production firm with a single value chain in the cultural contents industry. Type II is a contents production firm with two or three value chains. Type III is a contents production firm with comprehensive value chain. Type IV is a non contents production firm with multiple value chains.

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Integrating AI Generative Art and Gamification in an Art Education Model to Enhance Creative Thinking (AI 생성예술과 게임화 요소가 통합된 미술 교육 모델 개발 : 창의적 사고 향상)

  • Li Jun;Kim Yoojin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.425-433
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    • 2023
  • In this study, we developed a virtual artist play lesson model using gamification concepts and AI-generated art programs to foster creative thinking in freshman art majors. Targeting first-year students in the Digital Media Art Department at Sichuan Film & Television University in China, this course aims to alleviate fear of artistic creation and enhance problem-solving abilities. The educational model consists of four stages: persona creation, creative writing, text visualization, and virtual exhibitions. Through persona creation, students established their artist identities, and by introducing game-like elements into writing experiences, they discovered their latent creativity. Using AI-generated art programs for text visualization, students gained confidence in their creations, and in the virtual exhibitions, they were able to enhance their self-esteem as artists by appreciating and evaluating each other's works. This educational model offers a new approach to promoting creative thinking and problem-solving skills while increasing learner engagement and interest. Based on these research findings, we expect that by developing and implementing educational strategies that cultivate creative thinking, more students will grow their artistic capacities and creativity, benefiting not only art majors but also students from various fields.

A Study on the Depression Relief Effect of Visual Psychological Stabilization Image Using EEG Analysis (뇌파 분석을 이용한 시각 심리 안정 영상의 우울감 완화 효과에 대한 연구)

  • Gurim Kang;Sooyeon Lim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.563-568
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    • 2023
  • The government's strengthening of the standards for mentally ill patients and expanding the scope of examinations to the entire nation reflects the changing times. According to the OECD's announcement (2021), the incidence of depression and anxiety has more than doubled since the prolonged COVID-19 pandemic in countries around the world, with Korea's prevalence ranking first. However, only 12.1% of those who have been diagnosed with mental disorders received counseling and treatment from experts. The difference between depression and simple depression is significant depending on whether it is medically treated or temporary, but it can be seen that the continuation of depression is depression. In order to reduce this depression, Kandinsky's work was visualized and created. In a study conducted by changing the playback speed of the produced Kandinsky image, beta and gamma values, which showed the largest deviation when compared to depressive patients and normal people, increased significantly when viewed at 90fps, which was most effective in relieving depression. Artistic creations are bound to be accepted differently depending on the individual's perspective, but it is hoped that research that can improve the phenomenon of individuals suffering from depression by integrating artificial intelligence and traditional mental health approaches will be further developed and widely used for treatment.

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.