• Title/Summary/Keyword: Content creation

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The Poetic Techniques and Morality of Marianne Moore (마리안 무어의 시적 기교와 도덕성)

  • Choi, Tae-Sook
    • Journal of English Language & Literature
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    • v.56 no.2
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    • pp.219-236
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    • 2010
  • As a poet, a reviewer of books, and an editor of a major literary journal, Marianne Moore participated in aesthetic revolution which invented the American poetry of the twentieth century. Of all the modernists, she was one of the few truly technical originals, and became an endearing mascot of poetry. Innately attentive to detail, Moore wrote a myriad of poems about animal and plant subjects, and set out to develope and secure her own particular paradigm for modernist poetic and the poetry of objective and scientific description. Foregrounding a mind scientifically trained, Moore used her verse to demonstrate a means by which to see the reality beyond the obvious. Ironically enough, however, a central difficulty with understanding Moore's poetry lies with her concern for such scientific or surface description and precision. In order to understand Moore's poetry fully, it is of special necessity to appreciate relativity among the seemingly disparate entities such as science and literature, as Moore herself did. This paper explores the way in which the poetic techniques of Moore substantiate her sense of morality that underlies the creation of her poetry. Rather than merely addressing her artistic genius or craftsmanship as a modernist poet, Moore's methods engage the power of imagination, magic, lifting the human spirit and eschewing anthropocentric perspectives. For Moore, the poet's magic comes by diligence. In so doing, as I would argue here, Moore draws on the nature of language, especially what Bakhtin insisted with his notions of polyphony and carnival. By introducing openness to various perspectives and meanings in her verse, Moore succeeds in maintaining her own sense of creativity while continuing to acknowledge morality. In a similar skein, her use of active verbs in animal poems and the kaleidoscopic descriptions demonstrate how Moore accommodates imagination and reality, and form and content.

Korean Hair Style Trends and 3D Hair Modeling for Metaverse Content Creation Guidelines (메타버스 저작 가이드라인 제공을 위한 한국인 헤어스타일 트렌드와 3D헤어 모델링)

  • Chae-Rim Lee;Seongah Chin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.501-508
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    • 2023
  • This research endeavors to categorize a diverse range of hairstyles for both men and women in South Korea using hair images and subsequently generate 3D hair models based on this classification. The classification process relies on prominent visual features, resulting in the division of hairstyles into 14 distinct categories, including six styles for men and eight styles for women. By accurately matching the most appropriate hairstyle to the given hair image, the study aims to provide recommendations for the necessary hair models required for metaverse authoring tools, thus enabling realistic hair styling. This capability can be effectively utilized on platforms like metaverse, allowing users to seamlessly find and apply the 3D hair model that closely resembles their remotely captured or pre-existing hair images. Through this innovative approach, users can be presented with the most similar 3D hair model, enhancing their virtual hairstyling experience.

Work Environment and Depressive Symptoms of Webtoon Writers

  • Jinwoo Lee;Jeehee Min;Yu Min Lee;Min Young Park;Hyoung-Ryoul Kim
    • Safety and Health at Work
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    • v.15 no.2
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    • pp.172-180
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    • 2024
  • Background: Webtoon, a digital form of comics created in the Republic of Korea, has spread widely with advantages that anyone can become a cartoonist and that autonomy of creation is guaranteed. The purpose of this study is to identify the working conditions of webtoon writers and analyze the relationship between these conditions and depressive symptoms. Methods: A survey was carried out on webtoon writers and a survey data of 312 webtoon writers were analyzed. The questionnaire included basic socio-demographic characteristics, webtoon writers' contractual type, fields of activity (webtoon creator, story writer, illustrator), and working environment (labor discretion etc.). We investigated depressive symptoms and analyzed its relation to the work environment of webtoon writers. Results: Webtoon writers were exposed to long working hours, high labor intensity, limited labor discretion, negative comments from readers, and had a high prevalence of depressive symptoms. Compared to story writers who contracted directly with platforms, story writers and the illustrators who contracted with content providers (CPs) were 9.51 times (OR = 9.51, 95% CI = 1.47 - 61.33) and 6.47 times (OR = 6.47, 95% CI = 1.08 - 38.75) more likely to have depressive symptoms, respectively. Conclusions: This study emphasizes the urgent necessity to improve the overall working environment in the webtoon industry and implement measures to tackle the escalating mental health challenges faced by illustrators and story writers contracted with CPs, especially given the increasing popularity of novel comics.

Changes in 2D Animation Production Methods Due to Technological Advancements (기술 발전에 따른 2D 애니메이션 제작 방식의 변화)

  • Rea Sung
    • Journal of Information Technology Applications and Management
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    • v.31 no.4
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    • pp.139-148
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    • 2024
  • This study takes a comprehensive look at how technological advances have changed the way 2D animation is created. Humans are constantly looking for new ways and technologies to express movement, which has led to many changes in the way 2D animation is produced. In this study, we will examine the impact of these changes on 2D animation production and explore the possibilities for future developments. In the early days of 2D animation, the production method was repeatedly changed by the invention of technologies such as celluloid sheets, rotoscopes, and multiplane cameras, while the advent of digital technology has led to revolutionary changes such as the development of CAPS(computer animation production systems), various digital tools, and the combination of 2D and 3D. In addition, the recent introduction of generative AI is rapidly changing the way 2D animation is produced by automatically handling various tasks. These advances have not only streamlined the production of animation, but have also reduced costs by shortening the production period, and greatly improved the quality of animation by making it easier to implement complex and sophisticated visual effects. The introduction of generative AI has pushed the boundaries of what can be represented in 2D animation. On the other hand, the introduction of digital technology has its drawbacks, as the mechanical and uniform style produced by digital tools can reduce originality and individuality, but advances in technology will open up the possibilities for 2D animation to be produced in a variety of ways, as it fosters the creation of new expressions and creative content.

A Survey on the Latest Research Trends in Retrieval-Augmented Generation (검색 증강 생성(RAG) 기술의 최신 연구 동향에 대한 조사)

  • Eunbin Lee;Ho Bae
    • The Transactions of the Korea Information Processing Society
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    • v.13 no.9
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    • pp.429-436
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    • 2024
  • As Large Language Models (LLMs) continue to advance, effectively harnessing their potential has become increasingly important. LLMs, trained on vast datasets, are capable of generating text across a wide range of topics, making them useful in applications such as content creation, machine translation, and chatbots. However, they often face challenges in generalization due to gaps in specific or specialized knowledge, and updating these models with the latest information post-training remains a significant hurdle. To address these issues, Retrieval-Augmented Generation (RAG) models have been introduced. These models enhance response generation by retrieving information from continuously updated external databases, thereby reducing the hallucination phenomenon often seen in LLMs while improving efficiency and accuracy. This paper presents the foundational architecture of RAG, reviews recent research trends aimed at enhancing the retrieval capabilities of LLMs through RAG, and discusses evaluation techniques. Additionally, it explores performance optimization and real-world applications of RAG in various industries. Through this analysis, the paper aims to propose future research directions for the continued development of RAG models.

The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.45
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    • pp.197-214
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    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.

Contents Conversion System for Mobile Devices using Light-Weight Web Document (웹 문서 경량화에 의한 모바일용 콘텐츠 변환 시스템)

  • Kim Jeong-Hee;Kwon Hoon;Kwak Ho-Young
    • Journal of Internet Computing and Services
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    • v.6 no.6
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    • pp.13-22
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    • 2005
  • This paper aims to develop a system for converting web contents to mobile contents that can be used on mobile devices. Since web contents generally consist of pop-up ad windows, a bunch of unnecessary images and useless links, it is difficult to efficiently display them on common mobile devices that have lower bandwidth and memory, as well as much smaller screen, than the online environment. It is also troublesome for mobile device users to directly access contents. Thus, there has been a great demand for a new method for extracting useful and adequate contents from web documents, and optimizing them for use on mobile phones, In the paper, a system based on WAP 2,0 and XHTML Basic, which is a content creation language adopted for WAP 2,0, has been suggested. The system is designed to convert web contents by using the conversion rules of the existing filtering method after making the size of web documents smaller. The adopted conversion rules use the XHTML Basic's module units so that modification and deletion can be carried out with ease. In addition, it has been defined in a XSL document written in XSLT to maintain the extensibility of conversion and the validity of documents, In order to allow it to efficiently work together with WAP l.X's legacy services, the system has been built in a way that can have modules, which analyze information about CC/PP profiles and mobile device headers.

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Application of Emotional Video Contents Using Car Windows (자동차 윈도우를 활용한 감성 영상콘텐츠 적용 방안)

  • Jung, Su-Young;Choe, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.37-46
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    • 2014
  • Industrialization and urbanization have led automobiles to transform into more than just modes of transportation; they have become daily necessities as well as extensions of living spaces where a variety of activities can be done and automotive applications of the latest information technology are accelerated. Though material abundance has increased in the modern society, the conflicts and the stress emerging from a social structure focused on competition have increased as well. Such lifestyles generate a need for personal space and media content for healing the body and the mind. This research explores the automotive application of video content with the goal of refreshing the minds of the passengers. To this end, previous studies have investigated the emotional effect of videos, focusing on the responses of diverse groups of adults (age group of 20 to 60) who frequently used automobiles, which had video displays installed in them. The results showed that watching video contents on a full window inside a car influenced the creation of positive feelings7 and emotional satisfaction. The research attempts to study the methods of providing video contents and the effects of watching them that could aid the emotional well-being of passengers, and presents the possibility of emotional satisfaction created by a convergence of cars and multimedia contents in the future.

Electrical and Rheological Behaviors of VGCF/Polyphenylene Sulfide Composites (기상성장 탄소섬유/폴리페닐렌설파이드 복합체 제조 및 전기적$\cdot$유변학적 거동)

  • Noh, Han-Na;Yoon, Ho-Gyu;Kim, Jun-Kyung;Lee, Hyun-Jung;Park, Min
    • Polymer(Korea)
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    • v.30 no.1
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    • pp.85-89
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    • 2006
  • The effect of vapor grown carbon fiber (VGCF) contents on electrical and rheological properties of VGCF filled polyphenylene sulfide (PPS) composites prepared through melt mixing using a twin screw exruder was studied. This method was proved to be quite effective to produce good dispersion of VGCF in the matrix even for highly filled PPS. From the dependence of the electrical conductivity on VGCF content, the percolation phenomena began to occur above $10\;wt\%$. While there is only a marginal increase of viscosity for 1 and $5\;wt\%$ VGCF filled PPS, the composites containing $10\;wt\%$. While VGCF showed abrupt increase in viscosity as well as flattening of frequency vs modulus curve, indicating a transition from a liquid-like to a solid-like behavior due to the creation of VGCF network. This result agrees well to the fact that the network formation in the composite can be composite by rheological property dependence on filler content as well as by electrical conductivity measurement.

Analysis of the Influence of Environmental Factors on the Density of Ecosystem-Disturbing Plant Sicyos angulatus - Centering on Miho Stream - (생태계교란 식물 가시박의 개체밀도에 대한 환경요인 영향 분석 - 금강수계 미호천을 중심으로 -)

  • Lee, Younggi;Kim, Hojoon;Kim, Leehyung
    • Journal of Wetlands Research
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    • v.22 no.4
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    • pp.295-301
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    • 2020
  • This research analyzed the relationship between environmental factors and the density of Sycios angulatus in the Miho Stream, Geum River water system in order to secure basic data for the control of the ecosystem-distrubing plant Sycios angulatus. As a result of the soil particle size analysis of Sycios angulatus habitat, it was found that the density of Sycios angulatus decreased as the silty and clay contents increased. Most of the Sycios angulatus habitats had high sandy and silt content, and low clay content of less than 2%. The increased flow rate reduced the density of Sicyos angulatus. This is because when the flow rate is increased, the Sicyos angulatus cannot grow due to the change in soil characteristics. Water quality plays a role in supplying nutrients when Sicyos angulatus are submerged. However, due to the change in soil characteristics during flooding, the density of Sicyos angulatus tended to decrease due to impaired growth. The Sicyos angulatus can be managed through artificial and natural techniques. The appropriate natural control technique is the creation of a natural waterway in the habitats to change the water contents.