• Title/Summary/Keyword: Content creation

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3D Volumetric Capture-based Dynamic Face Production for Hyper-Realistic Metahuman (극사실적 메타휴먼을 위한 3D 볼류메트릭 캡쳐 기반의 동적 페이스 제작)

  • Oh, Moon-Seok;Han, Gyu-Hoon;Seo, Young-Ho
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.751-761
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    • 2022
  • With the development of digital graphics technology, the metaverse has become a significant trend in the content market. The demand for technology that generates high-quality 3D (dimension) models is rapidly increasing. Accordingly, various technical attempts are being made to create high-quality 3D virtual humans represented by digital humans. 3D volumetric capture is spotlighted as a technology that can create a 3D manikin faster and more precisely than the existing 3D model creation method. In this study, we try to analyze 3D high-precision facial production technology based on practical cases of the difficulties in content production and technologies applied in volumetric 3D and 4D model creation. Based on the actual model implementation case through 3D volumetric capture, we considered techniques for 3D virtual human face production and producted a new metahuman using a graphics pipeline for an efficient human facial generation.

A Study on Realistic 360 Degree Panorama Webtoon-Metaverse Service

  • Lee, Byong-Kwon;Jung, Doo-Yong
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.10
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    • pp.147-153
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    • 2022
  • Most of the metaverse service is a gamification type of metaverse solution composed by placing 3D objects on a 360 panoramic world base. However, the metaverse webtoon service is lacking in implementation and research. In this study, a method for realizing a 2D flat image form in a 3D space and a realistic 360-degree panoramic webtoon metaverse service were studied. The research process consisted of basic storytelling and design work for webtoon production, panoramic image creation to convert the produced image into 360-degree form, and content creation process for viewing 360-degree directions. Finally, we implemented shading and material work with game engine tools so that you can enjoy virtual reality-based webtoons. The webtoon-based metaverse study studied the process of creating a 360-degree panoramic webtoon from content that can only be viewed in 2D format. Accordingly, it is thought that webtoons will also be presented as a standard for the production and implementation method for the metaverse service.

An Exploratory Study on Advertising Copywriting Using ChatGPT - With the focus on in-depth interviews with college students majoring in advertising - (ChatGPT를 활용한 광고카피라이팅에 대한 탐색적 연구 - 광고전공 대학생 심층면접을 중심으로-)

  • Chung, Hae Won;Cho, Woo Ri
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.5
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    • pp.751-757
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    • 2024
  • This study evaluates the effectiveness of advertising copywriting using the artificial intelligence language model, ChatGPT, and explores its potential applications and limitations within the advertising industry. We established five key research questions and conducted in-depth focus group interviews (FGI) with university students in Busan. The findings reveal that there was no significant preference difference between copies written by ChatGPT and human copywriters. However, ChatGPT's copies were particularly effective in age-targeted advertising but showed limitations in gender targeting and reflecting cultural contexts. Additionally, consumer acceptance of AI copywriting was generally positive, though concerns were raised about the creativity and naturalness of AI-generated copies. This research provides practical insights into how AI can be utilized in advertising content creation and stimulates discussion on the appropriate use of AI technology and ethical considerations within the industry. These results offer important implications for both advertising professionals and the academic community.

AI Art Creation Case Study for AI Film & Video Content (AI 영화영상콘텐츠를 위한 AI 예술창작 사례연구)

  • Jeon, Byoungwon
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.85-95
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    • 2021
  • Currently, we stand between computers as creative tools and computers as creators. A new genre of movies, which can be called a post-cinema situation, is emerging. This paper aims to diagnose the possibility of the emergence of AI cinema. To confirm the possibility of AI cinema, it was examined through a case study whether the creation of a story, narrative, image, and sound, which are necessary conditions for film creation, is possible by artificial intelligence. First, we checked the visual creation of AI painting algorithms Obvious, GAN, and CAN. Second, AI music has already entered the distribution stage in the market in cooperation with humans. Third, AI can already complete drama scripts, and automatic scenario creation programs using big data are also gaining popularity. That said, we confirmed that the filmmaking requirements could be met with AI algorithms. From the perspective of Manovich's 'AI Genre Convention', web documentaries and desktop documentaries, typical trends post-cinema, can be said to be representative genres that can be expected as AI cinemas. The conditions for AI, web documentaries and desktop documentaries to exist are the same. This article suggests a new path for the media of the 4th Industrial Revolution era through research on AI as a creator of post-cinema.

Study on the Creation of Jobs in the Social Farming of People with Developmental Disabilities (발달장애인의 사회적 농업분야 일자리 창출방안 연구)

  • Lim, Jae-Hyun
    • The Journal of the Korea Contents Association
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    • v.20 no.8
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    • pp.466-479
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    • 2020
  • The purpose of this study was to explore the possibility of jobs for people with developmental disabilities in social farming and to derive job-creation plans. To this end, we analyzed the cases of social farms targeted for people with developmental disabilities among overseas social farming activities. And we visited and observed 5 social farms in Korea and interviewed the person in charge. The content of the study was to grasp the meaning and possibility of social farming as a job for people with developmental disabilities, and to explore ways to create a sustainable job for people with developmental disabilities in social farming. As a result of the study, social farming in Korea is in its infancy, and most of the activities are centered on agricultural experiences focused on healing and care for people with developmental disabilities. In the future, it was concluded that continuous agricultural education and activities are sufficient as suitable agricultural jobs for people with developmental disabilities. Based on these results, this study proposed a job model for people with developmental disabilities in social farming. The job model presented in this study is largely divided into a healing-oriented experience model, a care-oriented protective work model, and a social job model. In addition, a smart farm model and a plant factory model were added to the social job model.

Measures for the Job Creation in the Convergence Content Industry : Focused on the VR/AR Game Industry (융합 콘텐츠 산업의 일자리 창출방안:VR/AR 게임 산업을 중심으로)

  • Kim, Ji-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.9
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    • pp.1110-1116
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    • 2019
  • With the rapid development of scientific technologies and the appearance of new industrial areas, the 4th industrial revolution is rapidly progressed while new values are created and realized by the conversion between industries. The researcher wrote the main questions through the preceding research on domestic and overseas major new technology convergence products and services. The researcher planned the in-depth interview, which is one of the qualitative research methodologies, and conducted the Kano method questionnaire that can embody multidimensional and strategic judgment rather than grasp fragmentary preference trends. According to the results, In addition to strengthening the technical capabilities of the VR/AR game industry, policy needs to raise professional manpower have been raised. Practical workforce development through close collaboration between industry and educational institutions, and continuous supply of human resources through retraining of existing game contents personnel. It gave direction to the creation of new jobs in the VR/AR game industry.

A Study on the Gamification of SNS Challenge Contents (SNS 챌린지 콘텐츠의 게이미피케이션 연구)

  • Oh, Yoon-Ji;Lee, Jin
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.1-9
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    • 2022
  • The purpose of this study is to comprehensively consider the challenge contents enjoyed based on SNS through the concept of Gamification and MDA framework. Regardless of the top-down and bottom-up divisions, in common, the participants show an active figure leading the creation and enjoyment of contents. As a result of analyzing the challenge contents using the MDA framework, the mechanics of 'relative level', 'challenge with expressive purpose', and 'Paidia rules' were found. This leads to the dynamics of participants who express an inner sense of achievement such as 'selection and competition for better expression' and 'selflessness and superiority', creating an environment where they can continuously participate in the challenge contents. Lastly, looking at the aesthetics of the challenge contents, it can be seen that participants are actively forming a play culture that leads the creation and enjoyment of contents. This phenomenon has resulted in breaking down the hegemony of content creation and distribution, which was the responsibility of society in the field of information transmission and commercial advertising.

The Study on Development and Effectiveness of Web-based Cyber Class Contents for University Student's Career Education (대학생의 진로교육을 위한 웹기반 사이버강의 콘텐츠 개발 및 효과검증)

  • Han, Mi-Hee
    • Journal of Information Technology Applications and Management
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    • v.23 no.2
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    • pp.225-238
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    • 2016
  • The purpose of this study is to develop cyber class contents on website and to verify the effectiveness of the program to reinforce a career education. The participants of the experiment in this study are from Namseoul University who took the cyber class 'Self management and creation of vision.' of the second semester in 2015. They took the class fifty-sixty minutes a week. The control group also includes the students who took the classes 'Theory and practice of school violence prevention' and 'Youth Education theory.' To verify the effectiveness of career education, the data processing in performing this study utilized t-test for homogeneity with the effective variable of career identity and career decision and the result was proved by using paired t-test. The result suggests that the experiment group significantly shows improvement compared with the control group in the view of career identity and career decision level. Therefore we recognize that the web based cyber course has its effect on content development and career education and we anticipate the continuous development and activation of effective cyber education on website for university students in future.

Research Trends of Generative Adversarial Networks and Image Generation and Translation (GAN 적대적 생성 신경망과 이미지 생성 및 변환 기술 동향)

  • Jo, Y.J.;Bae, K.M.;Park, J.Y.
    • Electronics and Telecommunications Trends
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    • v.35 no.4
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    • pp.91-102
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    • 2020
  • Recently, generative adversarial networks (GANs) is a field of research that has rapidly emerged wherein many studies conducted shows overwhelming results. Initially, this was at the level of imitating the training dataset. However, the GAN is currently useful in many fields, such as transformation of data categories, restoration of erased parts of images, copying facial expressions of humans, and creation of artworks depicting a dead painter's style. Although many outstanding research achievements have been attracting attention recently, GANs have encountered many challenges. First, they require a large memory facility for research. Second, there are still technical limitations in processing high-resolution images over 4K. Third, many GAN learning methods have a problem of instability in the training stage. However, recent research results show images that are difficult to distinguish whether they are real or fake, even with the naked eye, and the resolution of 4K and above is being developed. With the increase in image quality and resolution, many applications in the field of design and image and video editing are now available, including those that draw a photorealistic image as a simple sketch or easily modify unnecessary parts of an image or a video. In this paper, we discuss how GANs started, including the base architecture and latest technologies of GANs used in high-resolution, high-quality image creation, image and video editing, style translation, content transfer, and technology.

A Study of AI Impact on the Food Industry

  • Seong Soo CHA
    • The Korean Journal of Food & Health Convergence
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    • v.9 no.4
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    • pp.19-23
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    • 2023
  • The integration of ChatGPT, an AI-powered language model, is causing a profound transformation within the food industry, impacting various domains. It offers novel capabilities in recipe creation, personalized dining, menu development, food safety, customer service, and culinary education. ChatGPT's vast culinary dataset analysis aids chefs in pushing flavor boundaries through innovative ingredient combinations. Its personalization potential caters to dietary preferences and cultural nuances, democratizing culinary knowledge. It functions as a virtual mentor, empowering enthusiasts to experiment creatively. For personalized dining, ChatGPT's language understanding enables customer interaction, dish recommendations based on preferences. In menu development, data-driven insights identify culinary trends, guiding chefs in crafting menus aligned with evolving tastes. It suggests inventive ingredient pairings, fostering innovation and inclusivity. AI-driven data analysis contributes to quality control, ensuring consistent taste and texture. Food writing and marketing benefit from ChatGPT's content generation, adapting to diverse strategies and consumer preferences. AI-powered chatbots revolutionize customer service, improving ordering experiences, and post-purchase engagement. In culinary education, ChatGPT acts as a virtual mentor, guiding learners through techniques and history. In food safety, data analysis prevents contamination and ensures compliance. Overall, ChatGPT reshapes the industry by uniting AI's analytics with culinary expertise, enhancing innovation, inclusivity, and efficiency in gastronomy.