• Title/Summary/Keyword: Content creation

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Investigating EFL Learners' Reactions to Digital Competence using the DigComp Framework

  • So-Hee Kim
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.149-155
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    • 2023
  • Since developing digital technology requires new skills in digital literacy, digital competence also has become a keystone in English classes. This study explores three aspects of English as a Foreign Language (EFL) learners' digital confidence: information and data literacy, communication and collaboration, and digital content creation, based on the European Digital Competence Framework for Citizens (DigComp). The participants were 150 Korean college students enrolled in two general English classes, and their English proficiency levels were from basic to advanced; each level consisted of 30 participants. In order to assess their digital confidence, I designed a Google survey form and collected data during two semesters. The survey results revealed that the participants had highest digital confidence in information and data literacy and overall, the female participants showed higher digital confidence than their male counterparts. It also showed that the learners' English proficiency and computer skills are important factors.

Transforming Text into Video: A Proposed Methodology for Video Production Using the VQGAN-CLIP Image Generative AI Model

  • SukChang Lee
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.225-230
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    • 2023
  • With the development of AI technology, there is a growing discussion about Text-to-Image Generative AI. We presented a Generative AI video production method and delineated a methodology for the production of personalized AI-generated videos with the objective of broadening the landscape of the video domain. And we meticulously examined the procedural steps involved in AI-driven video production and directly implemented a video creation approach utilizing the VQGAN-CLIP model. The outcomes produced by the VQGAN-CLIP model exhibited a relatively moderate resolution and frame rate, and predominantly manifested as abstract images. Such characteristics indicated potential applicability in OTT-based video content or the realm of visual arts. It is anticipated that AI-driven video production techniques will see heightened utilization in forthcoming endeavors.

A Study about the software interface factors for multi content creation (멀티 콘텐츠 저작 소프트웨어 인터페이스 요소 연구)

  • Oh, Jung-Min;Moon, Nammee
    • Annual Conference of KIPS
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    • 2011.11a
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    • pp.479-480
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    • 2011
  • 콘텐츠를 직접 제작하는 사용자들이 증가하면서 콘텐츠 저작용 소프트웨어에 대한 사용자 인터페이스 디자인 이슈가 제기되고 있다. 이에 본 논문은 저작 소프트웨어의 핵심적 인터페이스 요소를 도출하기 위해 최근에 개발된 저작 소프트웨어를 대상으로 레이아웃과 인터랙션 요소를 도출하였다. 인터랙션 요소는 사용자와 시스템, 시스템과 콘텐츠, 콘텐츠와 소비자가 상호 영향을 주고받는다. 기존과는 달리 사용자와 소비자가 각기 다르게 인터랙션 하는 부분을 고려할 필요성이 존재한다.

Design and Implementation of Editor for Efficient Creation of Web Panorama Content (웹 파노라마 콘텐츠의 효율적인 생성을 위한 에디터 설계 및 구현)

  • Yoon, Kyung-Seob;Hur, Jeong-Min
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.311-314
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    • 2020
  • 본 논문에서는 효율적인 웹 파노라마(panorama) 콘텐츠의 효율적인 생성을 위한 에디터를 설계하고 구현한다. 이 에디터는 360° 카메라로 촬영한 파노라마 사진을 활용하여 제작하는 웹 콘텐츠의 주요소인 파노라마 관리, 핫스폿(hotspot) 지정, 추가 및 수정 관리, 파노라마 방향 보정 등의 기능을 구현 할 수 있게 마련하여 누구나 손쉽게 웹 파노라마 콘텐츠를 제작, 관리 할 수 있게 한다. 또한, 파노라마 에디터에 대한 라이브러리와 자료구조를 마련하여 콘텐츠를 개발하고자 하는 초보자나 전문 지식을 가지고 있는 개발자에게도 생산성 향상을 기대할 수 있을 것이다.

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Who knows what and to what extent - modeling the knowledge of the narrative agent

  • Hochang Kwon
    • Trans-
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    • v.14
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    • pp.65-92
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    • 2023
  • The knowledge of the narrative agent not only constitutes the content and meaning of the narrative itself, but is also closely related to the emotional response of the recipient. Also, the disparity of knowledge between narrative agents is an important factor in making a narrative richer and more interesting. But It tends to be treated as a sub-topic of narration theory or genre/style studies rather than an independent subject of narrative studies or criticism. In this paper, I propose a model that can systematically and quantitatively analyze the knowledge of narrative agents. The proposed model consists of the knowledge structure that represents a narrative, the knowledge state that expresses the knowledge of narrative agent as a degree of belief, and the knowledge flow that means changes in the knowledge state according to the development of events. In addition, the formal notation of the knowledge structure and a probabilistic inference model that could obtain the state of knowledge were proposed, and the knowledge structure and knowledge flow were analyzed by applying the model to the actual narrative. It is expected that the proposed model will be of practical help in the creation and evaluation of narratives.

Off-chip droplet manufacturing technology for self-healing capsule production (자가 치유 캡슐 제작을 위한 off-chip 방식의 드랍렛 제작 기술)

  • Ji, Dong-Min;Song, Won-Il;Lee, Ja-Sung;Ramos-Sebastian, Armando;Park, Se-Jin;Choi, Geon;Kim, Sung-Hoon
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2022.11a
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    • pp.247-248
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    • 2022
  • The microfluidic controlled droplet production system is one of the most powerful methods for capsule manufacturing. However, stable production is not possible when the powder is included. We solved the above problem by developing an off-chip droplet production system. we checked the droplet creation mechanism and created a simple repair model. It was possible to produce a uniform and stable droplet regardless of the powder content.

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Methodology for Visual Communication Design Based on Generative AI

  • Younjung Hwang;Yi Wu
    • International journal of advanced smart convergence
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    • v.13 no.3
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    • pp.170-175
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    • 2024
  • The field of Generative AI(Artificial Intelligence) involves a technology that autonomously comprehends user intentions through commands and learns from provided data to generate new content, such as images or text. This capability, which allows autonomous creativity even with design keywords, is anticipated to play a significant role in the domain of visual communication design. This article delves into the tools of generative AI applicable to visual design and the methodology for design creation using these tools. Furthermore, it discusses how designers can interact visually with AI technology in the era of generative AI.

Service Platform and Mobile Application for Smart Tour Guide (스마트 투어 가이드를 위한 서비스 플랫폼과 모바일 앱)

  • Jwa, Jeong-Woo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.6
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    • pp.203-209
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    • 2016
  • Digital tourism is the digital support of the tourist experience before, during and after the tourist activity[1]. The GPS-enabled mobile phones provide location-based mobile applications such as tour guide and storytelling services. In this paper, we propose the smart tour guide service platform based on GIS and develop the mobile application to provide the smart tour guide service. The proposed smart tour guide service platform consists of CMS, the multi-modal navigation system, the tour attraction content creation and management system, the tour commodity creation and management system, the smart search system, and the user terminal. The smart tour guide application supports digital tourism in the pre-tour, during tour, and post-tour using the proposed smart tour guide service platform in the popular tourist attractions in Jeju.

A Study on role of Science Museum for STEAM Education (융합교육에 있어서 과학관의 역할 연구)

  • Yoon, Young-doo;Choi, Hun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.6
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    • pp.1353-1358
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    • 2015
  • The creative economy is the industrialization era, the information age, knowledge-based economy, linking the new economic paradigm. The core words of the creative economy are stand for creativity, innovation, consumer protection and utilization of intellectual property. Creative ideas are combined with software technology will make innovative ecosystem-based structured market such as Apple, Google, Facebook. Intangible assets attributable to creativity than ever before in human history that is important as the economic value. In addition, innovative ideas, creativity and economic growth beyond the knowledge and information society is required. Because the core has a fusion of science and technology, industry, culture and industry convergence, various genres of creative activity support, and cultural and high-tech fusion industries, such as content creation and job creation through economic traction is needed. In this study, we analyze the case of the US Smithsonian Institution proposes the direction of Science Museum in creative workforce.

Studies on Role Model of 'Korea Comics Museum' of Bucheon for Promoting Comics Creation (만화 창작 진흥을 위한 부천시 한국만화박물관의 역할 모델 연구)

  • Park, Shin-Eui
    • Cartoon and Animation Studies
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    • s.13
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    • pp.13-27
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    • 2008
  • This paper is studios about a new role model of 'Korea Comics Museum' which will be extended Into 'Korea Institute for the MANWHA & Moving Image Content's planning. Scanning all activities of 'Korea Comics Musium' until now, I'd like to suggest how to promote the comic industry by a Comic Museum's practical contribution. It needs conditions for doing its intrinsic activities, faithfully, most, than a value of Bucheon's city brand or superiority in industrial aspects. And also it is Important that establishing collection policy for spreading excellence of Korean comics, internationally and setting structure for mating network among the museums in abroad and institutions related comic industry. Finally comic museum has to equip a new working structure, furthermore, perform exhibition planning and cultivating system of artists and for this, it needs its own independent organization.

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