• 제목/요약/키워드: Content creation

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콘텐츠 제작을 위한 소프트웨어 디자인 프레임워크 (Software Design Framework for Content Creation)

  • 오정민;문남미
    • 정보처리학회논문지:소프트웨어 및 데이터공학
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    • 제2권11호
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    • pp.815-822
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    • 2013
  • 최근에는 터치형 단말기에서 소비되는 어플리케이션 형태의 콘텐츠 제작을 지원하는 소프트웨어가 다양하게 등장하고 있는데 이러한 콘텐츠 제작 기반의 소프트웨어는 기존의 사용자 태스크와 다른 형태를 갖는다. 사용자 인터랙션을 고려하는 시점이 콘텐츠 제작과 소비, 양 측면에서 모두 중요한 역할을 담당하기 때문이다. 이러한 변화의 흐름 가운데 본 논문은 태스크 모델링에 기반을 둔 모델 기반 유저 인터페이스 개발(Model Based User Interface Design, MB-UID)과 사용 중심 디자인(Usage Centered Design, UCD) 모델을 기반으로 콘텐츠 제작 소프트웨어 유저 인터페이스 디자인 프레임워크를 새롭게 제시한다. 본 프레임워크는 비즈니스 규칙 모델, 제작 역할 모델, 제작 흐름 모델, 제작 행동모델, 표현 모델의 다섯 단계로 구성된다. 본 연구를 통해 콘텐츠 제작시 사용자와 소프트웨어 간의 인터랙션을 효율적으로 통제함과 동시에 콘텐츠 소비시 발생 가능한 사용자 인터랙션 유형을 콘텐츠 제작 단계에서 미리 고려할 수 있다.

인공지능 기반 문화예술 콘텐츠 창작 기술 분석 및 도구 설계 (Analysis and Design of Arts and Culture Content Creation Tool powered by Artificial Intelligence)

  • 신춘성;정희용
    • 방송공학회논문지
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    • 제26권5호
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    • pp.489-499
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    • 2021
  • 본 논문은 콘텐츠 창작에 새로운 방법과 다양한 가능성을 제공하고 있는 인공지능 기반의 문화예술 콘텐츠 창작기술을 조사하고 이를 바탕으로 일반인을 위한 직관적인 창작도구를 제안한다. 최근 인공지능을 활용한 창작 기술이 다양하게 제안되고 있지만, 정해진 목적으로 개발 및 서비스되고 있어서 창작과 융합 측면에서 확장성과 활용성에 매우 제한이 많다. 본 논문은 인공지능을 바탕으로 한 다양한 데이터 분석과 처리, 콘텐츠 생성 및 창작 및 시각화 기술동향을 살펴보고, 이를 바탕으로 일반인 창작자를 위한 직관적인 창작도구를 제안한다. 제안된 창작도구는 사용자, 창작환경 및 인공지능 특성을 반영하였으며 문화예술 콘텐츠 창작과정에 문화예술 데이터를 처리 및 변환하면서 인공지능 모델을 접목해 새로운 콘텐츠를 생성하기 위한 요소로 구성된다. 이러한 인공지능을 활용한 창작 도구는 방대하고 다양한 문화예술 데이터를 효과적으로 처리 및 구조화하고 다양한 생성 및 창작 모델을 적용하여 창작에 필요한 시간을 줄이는 동시에 새로운 아이디어를 실험하도록 지원한다. 제안한 문화예술 콘텐츠 창작도구는 창작자들이 인공지능과 관련 기술을 쉽게 다루면서, 주어진 데이터를 다각적으로 이해하면서 새로운 아이디어와 창의성을 발현하기 위한 초석을 제공할 것으로 기대된다.

DMB 환경에서 웹 콘텐츠를 활용한 뉴스 어플리케이션 생성 시스템 설계 (DMB News Application Creation System for DMB Based on Web Content)

  • 장윤용;최윤철;임순범
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 1부
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    • pp.612-617
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    • 2008
  • DMB를 위한 데이터 방송 애플리케이션을 개발할 때 서비스 될 콘텐츠를 직접 작성해야 하므로 뉴스와 같이 실시간으로 업데이트가 이루어지는 콘텐츠의 경우 지속적인 반영이 어렵다. 이에 본 논문에서는 실시간으로 바뀌는 웹 뉴스 콘텐츠를 가져와 DMB 데이터 방송용 뉴스 어플리케이션을 생성할 수 있는 시스템을 설계하였다. 이 시스템을 통해 웹 콘텐츠의 배급을 위한 XML 기반의 RSS를 이용하여 빠르게 업데이트 되는 뉴스 콘텐츠를 실시간으로 수집하여 데이터 방송용 어플리케이션에 적용 가능한 형대로 변환한 후 DMB 기기에서 실행할 수 있는 MPEG-4 BIFS 프로그램을 저작할 수 있다.

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A Comparative Study on the Features and Applications of AI Tools -Focus on PIKA Labs and RUNWAY

  • Biying Guo;Xinyi Shan;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권1호
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    • pp.86-91
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    • 2024
  • In the field of artistic creation, the iterative development of AI-generated video software has pushed the boundaries of multimedia content creation and provided powerful creative tools for non-professionals. This paper extensively examines two leading AI-generated video software, PIKA Labs and RUNWAY, discussing their functions, performance differences, and application scopes in the video generation domain. Through detailed operational examples, a comparative analysis of their functionalities, as well as the advantages and limitations of each in generating video content, is presented. By comparison, it can be found that PIKA Labs and RUNWAY have excellent performance in stability and creativity. Therefore, the purpose of this study is to comprehensively elucidate the operating mechanisms of these two AI software, in order to intuitively demonstrate the advantages of each software. Simultaneously, this study provides valuable references for professionals and creators in the video production field, assisting them in selecting the most suitable tools for different scenarios, thereby advancing the application and development of AI-generated video software in multimedia content creation.

A study on Innovation Methods for the Content Industry in the post-COVID-19 Era

  • Lee, Gun-Woong;Bang, Mee-Young
    • International Journal of Advanced Culture Technology
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    • 제9권3호
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    • pp.142-151
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    • 2021
  • The content industry was greatly affected by the pandemic that hit the world in 2020. The release and production of major Hollywood films were postponed. Performances, festivals, and mega-events such as tourism and the Olympic Games were also canceled or postponed. The innovation of the content industry became inevitable in line with these rapid environmental changes, and the industry had to undergo internal changes according to these external environmental changes. Representative examples are talent fostering and job creation for young people. This study conducts both SWOT analysis and PEST analysis on the South Korean content industry, thereby analyzing cases of talent fostering and job creation suitable for the new environment.

Impact of Knowledge Creation and Sharing on Knowledge Use Among Librarians in Federal Universities in Nigeria

  • Thomas Ayinla Ogunmodede;Sunday Olanrewaju Popoola
    • International Journal of Knowledge Content Development & Technology
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    • 제14권2호
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    • pp.65-80
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    • 2024
  • This paper aims to determine the impact of knowledge creation and sharing on use by librarians in federal universities in Nigeria. The study adopted the survey method of the correlation type, where 518 librarians were surveyed through a close-ended questionnaire, descriptive statistics, Pearson Product Moment Correlation coefficient and multiple regression were used to test the hypotheses. Findings indicate that significant relationships exist between knowledge creation and knowledge sharing (r=0.52), knowledge sharing and knowledge use (r=0.63) and knowledge creation and knowledge use (r=0.52), respectively. Knowledge created and shared by the librarians is used for better work performance. The paper adds value to the existing body of knowledge by proposing the need to understand the importance of knowledge creation and sharing as facilitators of knowledge use by librarians. This will, in turn, enhance service delivery to library patrons, thereby improving library patronage. This paper is limited to knowledge creation and sharing and its impact on knowledge use. Types of knowledge created and channels through which knowledge is shared are outside the focus of this article.

Credibility Assessment of Online Information in Context

  • Rieh, Soo Young
    • Journal of Information Science Theory and Practice
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    • 제2권3호
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    • pp.6-17
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    • 2014
  • The purpose of this study is to examine to what extent the context in which people interact with online information affects people's credibility perceptions. In this study, credibility assessment is defined as perceptions of credibility relying on individuals' expertise and knowledge. Context has been characterized with respect to three aspects: Context as user goals and intentions, context as topicality of information, and context as information activities. The data were collected from two empirical studies. Study 1 was a diary study in which 333 residents in Michigan, U.S.A. submitted 2,471 diary entries to report their trust perceptions associated with ten different user goals and nine different intentions. Study 2 was a lab-based study in which 64 subjects participated in performing four search tasks in two different information activity conditions - information search or content creation. There are three major findings of this study: (1) Score-based trust perceptions provided limited views of people's credibility perceptions because respondents tended to score trust ratings consistently high across various user goals and intentions; (2) The topicality of information mattered more when study subjects assessed the credibility of user generated content (UGC) than with traditional media content (TMC); (3) Subjects of this study exerted more effort into making credibility judgments when they engaged in searching activities than in content creation. These findings indicate that credibility assessment can or should be seen as a process-oriented notion incorporating various information use contexts beyond simple rating-based evaluation. The theoretical contributions for information scientists and practical implications for web designers are also discussed.

Motives for Consumer Behavioral Engagement on Brand-Related Social Media Content: A Study Based on Organismic Integration Theory and Personality

  • Chi T.K. Nguyen;Jusik Park
    • Asia Marketing Journal
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    • 제25권4호
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    • pp.173-193
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    • 2024
  • This study adopts organismic integration theory (OIT) to classify and contrast the predominant roles of five motivations (i.e., economic incentives, self-presentation, information acquisition, altruism, and enjoyment) in fostering three levels of behavioral engagement on brand-related social media content. This study further examines the moderating effect of personality (thinkers vs. feelers) on these relationships. The results of PLS-SEM reveal the greater impact of autonomous motivations on content consumption (enjoyment and information acquisition) and content contribution and creation (altruism and information acquisition), compared with controlled motivations (self-presentation and economic incentives). This study also finds that thinkers mostly engage on brand-related content for information acquisition and economic incentives, whereas feelers are mostly driven by enjoyment for content consumption and by altruism for content contribution and creation. This study addresses the inconsistency in prior research findings and provides practical implications to social media marketers.

A Study on Automatic Service Creation Method of Cloud-based Mobile Contents

  • Park, Jong-Youel
    • International Journal of Internet, Broadcasting and Communication
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    • 제10권4호
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    • pp.19-24
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    • 2018
  • Recently, people can create small content by themselves and it improved into a form that can be promoted. Also, as active small business owners increase, they produce the content for promotion by themselves without external professional help and they utilize it. This paper studies the method to make Mobile Apps, Mobile Web and homepage services available by automatically generating the mobile based mini content. The automated content creation system suggests the method that small business owners and groups can easily communicate with new people by bringing Single Page Application, hybrid mobile web app, N-Screen based content building, private cloud-based PaaS building technology, P2P network based file sharing and multimedia thread technologies together and creating the content.

소비자 스마트니스와 지각된 패션기업 지적자본이 가상세계에서의 가치공동창출행동 의도에 미치는 영향 (The impact of consumer smartness and the perceived intellectual capital of fashion firm on value co-creation behavior intention in virtual worlds)

  • 안수경;류은정
    • 복식문화연구
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    • 제32권2호
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    • pp.148-163
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    • 2024
  • With the digitalization of production and consumption environments, consumers are no longer merely targets of marketing, but key players in creating value jointly with companies by participating in various decision-making processes. Much virtual content in particular, such as fashion shows, exhibitions, games, social activities, and shopping, which fashion brands implement in virtual worlds, cannot be completed without consumers' active engagement and interaction. Thus, this study considers consumers' participation in virtual content provided by fashion brands as value co-creation in virtual worlds. This study aims to examine how consumer (i.e., consumer smartness) and fashion firm (i.e., perceived intellectual capital) factors influence value co-creation behavior intention in virtual worlds. Data were collected from 410 consumers in their 20s nationwide through an online survey, and a higher-order structural equation modeling analysis was conducted to test the research model. The results showed that both consumer smartness and perceived intellectual capital positively influenced customer participation behavior and citizenship behavior intentions. Specifically, perceived intellectual capital had a greater impact on value co-creation behavior in the virtual world than consumer smartness. The findings provide empirical evidence that the fashion firms' intangible assets and consumers' competence in the digital shopping environment encourage their intentions to co-create value in virtual worlds.