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Comparative Analysis of AI Painting Using [Midjourney] and [Stable Diffusion] - A Case Study on Character Drawing -

  • Pingjian Jie;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.403-408
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    • 2023
  • The widespread discussion of AI-generated content, fueled by the emergence of consumer applications like ChatGPT and Midjourney, has attracted significant attention. Among various AI applications, AI painting has gained popularity due to its mature technology, user-friendly nature, and excellent output quality, resulting in a rapid growth in user numbers. Midjourney and Stable Diffusion are two of the most widely used AI painting tools by users. In this study, the author adopts a perspective that represents the general public and utilizes case studies and comparative analysis to summarize the distinctive features and differences between Midjourney and Stable Diffusion in the context of AI character illustration. The aim is to provide informative material forthose interested in AI painting and lay a solid foundation for further in-depth research on AI-generated content. The research findings indicate that both software can generate excellent character images but with distinct features.

A Study on the Plan of Activation of Library by Utilizing the Virtual Reality and Augmented Reality

  • Noh, Younghee;Shin, Youngji
    • International Journal of Knowledge Content Development & Technology
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    • v.12 no.1
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    • pp.85-104
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    • 2022
  • In this study, in line with the era of the fourth industrial revolution, general concepts, technologies, trends, and examples of virtual reality and augmented reality were examined, and based on this, a plan that could be applied to libraries in the future was proposed. As a result of the study, first, it is necessary to construct a smart space as an experiential play space that can satisfy cultural desires transcending time and space by providing immersive contents using 4th technology such as VR and AR. Second, it is necessary to expand experiential cultural support services through VR, AR and MR. Third, to develop educational contents based on augmented reality technology. In order to apply and activate virtual reality and augmented reality in libraries in the future, based on a survey of librarians and users of public libraries, a survey on the application status, satisfaction, and demand of current public libraries should be conducted.

The Comparative Study about General Education Curriculum of Engineering College in the United states (미국의 공과대학 교양교육과정에 대한 비교 연구)

  • Kim, Myoung-Lang;Park, Hye-Young;Chang, Sun-Young
    • Journal of Engineering Education Research
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    • v.10 no.1
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    • pp.5-19
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    • 2007
  • A general education course is different from a major course in an engineering college. Therefore, they influence a learning outcomes according to their forms and contents. In particular, an engineering college in korea is open to argument against a general education course. Because a general education course has to observe the criterion of ABEEK. Consequently, the purpose of this study is to compare general education courses of engineering colleges in USA. For it, this study analyzes the completion method and academic area of a general education course. In result, this study suggests the property and implication of a general education course in an engineering college.

The Case Study of Contents Development for Online Museum Art Appreciation based on Smart Media (스마트 미디어 기반의 온라인 미술관 예술 감상 프로그램 콘텐츠 개발 사례 연구)

  • Yang, Yeon Kyoung
    • Journal of Information Technology Services
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    • v.16 no.1
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    • pp.139-162
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    • 2017
  • Museums contain a significant meaning as a place that reflects empirical knowledge that have been accumulated socially and scientifically in overall life of the public and provides the opportunity to enjoy prestigious culture, while serving as the extended place of education. The first objective of this study is to increase the accessibility of general public through the development of online museum programs as service contents and to present the ultimate direction the development of in art appreciation contents that can effectively expand the infrastructure of culture and art. Second, the effectiveness of online art appreciation programs by registered private museums, which continuously develop smart media-based online museum contents and systemization of archive as the distribution rate of smart devices is increased due to generalization of digital environments, was analyzed by each case to examine the objective distinctions strategies. Third, in terms of museum visitors and smart contents users, this study examines the expected effects of popular distribution by seeking various ways that can enhance the desired exhibit appreciation and autonomous utilization of educational programs, while not being restricted by the physical accessibility and limitation of space at the museums. The subjects of this study included cases of BoroomSan Museum, Savina Museum of Contemporary Art, Imageroot, Sangwon Museum of Art, Hello Museum, etc. and the online smarts contents art appreciation educational programs by registered private museums were analyzed. Results expected to achieve from such processes are as follows. First, the possibility to expand cultural participation in museum exhibition appreciation and museum education infrastructure became widen. Second, the educational program resources can be utilized as the culture and art asset that strengthens the museums' responsibilities in their social role. Third, museum archive can be constructed in more systematic way, and the efficiency of museum archive system can be enhanced to maintain the museum collection database in a consistent format. Fourth, the museum's smart contents users' continued access to museum's online contents may induce the exhibition effect of the site and voluntary participation in education, and can also expect an economic synergy effect as the users become potential visitors that may actually visit the museum in the future.

A Study of Digital Convergence And Integration Contents Utilizing Ink Painting Technique (수묵화 기법을 활용한 디지털 융복합 콘텐츠연구)

  • Guo, Dawei;Chung, Jeanhun
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.391-397
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    • 2019
  • Ink painting is an important art creation method in oriental culture. Although ink painting lacks of sense of reality compared to western painting, it contains its unique drawing skills, which is of great significance to the inheritance and development of Oriental culture. Animation or game utilizing by ink painting technique are derivative contents from ink painting. This paper will through research the brief history of 3D ink contents works and traditional drawing skills to research existing ink works' art characters and the general production method. Also describe the extensibility of 3D ink animation contents. There has extremely high research value of new convergence contents as mobile game, VR / AR etc. And according to those research ink style image contents can be assumed get further development in the future.

A study on the exploration of domestic cases about the life-cycle policy related to educational digital contents (교육용 디지털 콘텐츠 수명주기 정책에 대한 국내 사례 탐색 연구)

  • Cha, Hyunjin
    • Journal of Digital Convergence
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    • v.17 no.5
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    • pp.11-21
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    • 2019
  • In rapidly changing educational technology and trends, services providing educational digital contents have been focused on offering new contents customized on the state-of-the-art technology and trends, rather than re-evaluating or eliminating the contents on service based on the changed topics and video quality. This study explores domestic cases about educational digital contents in order to draw implications on proper life-cycle models and effective re-evaluation periods for the quality assurance of the contents. To achieve this objective, representative services in primary-secondary, higher, and lifelong education sectors were selected, and experts in the services were participated in focused group interview. Based on the interview results, the re-evaluation process and life-cycle issues in the management of contents were analyzed according to the educational levels and the implications on the life-cycle models were drawn. This study contributes to establishing a basis for the systematic life-cycle policy of the services in order to make more sustainable management of the digital contents.

Application of B-Grade Cultural Contents to Small City Marketing Strategy: Focused on the Case of Chungju City, Korea (B급 문화콘텐츠의 활용을 통한 소도시 마케팅 전략: 충주시의 사례를 중심으로)

  • Kwon, Eva;Lee, Byung-min
    • Journal of the Economic Geographical Society of Korea
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    • v.25 no.1
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    • pp.87-107
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    • 2022
  • This study aims to understand the possibility of small city marketing strategies using B-grade cultural contents. This research focused on the case of Chungju City which applied B-grade cultural contents to city marketing. The process using B-grade cultural contents to small city marketing was investigated and hash-tags and comments on social media were coded and analyzed based on grounded theory. Also, the details were examined through in-depth interviews with the local government official in charge. The result has shown the characteristics of B-grade cultural contents describing the differences from the original B-grade culture as subcuture. First, publicity materials showed the characteristics of general B-grade culture such as retro, puns, and escape, showing the process of communication/participation/empathy. Second, improbability, intertextuality, extensibility, subversiveness, and authenticity were the five main factors for responses and empathy from the audience. Third, the ripple effect was formed through the simple narrative structure of 'intro-conclusion'. Finally B-grade cultural contents of Chungju showed new possibilities for sustainable small city marketing through the formation of new cultural assets.

New ODS Retrieval Service in the Mobile RFID Environment (모바일 RFID 환경에서 개선된 ODS 검색 서비스)

  • Oh, Jeong-Jin;Koh, Hyung-Dae;Choi, Han-Suk
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.45-52
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    • 2008
  • The Object Directory Service(ODS) of the mobile RFID is the core technology of the object information service for the object information retrieval among objects with RFID tags. The ODS service returns an URL information of a specific object application service after recognizing the mRFID tag in real time. The general ODS service is suitable for the global mRFID environment, but it is not good in the local networks and private networks that information security is needed. This paper proposes a new ODS service algorithm for the improvement of the general ODS service algorithm.

Recognition of Designer's role between Designers and Non-designers

  • Kang, Bum-Kyu
    • International Journal of Contents
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    • v.7 no.4
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    • pp.84-89
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    • 2011
  • General recognition on the role of a designer has differently changed according to the age and region respectively. This research has clarified general recognition on a designer's role among a designer, experts that designers mainly perform co-work and an ordinary people in a period when the design identity is more confused than any other time. The results of this research are as follows. First, the 13 definitions on a role of a designer in a company were identified through field interview survey by presidents and practical responsible persons in design-specialized companies. Second, it was proved whether there is a difference in recognition on a role of a designer between designers and non-designers. Third, this research divided a group of non-designers into two groups such as a design job-related group mainly performing co-work with designer, and an ordinary people's group that doesn't major design. After that, this research found out the most sympathizing definition on a role of a designer at a company in three groups divided into a designer's group, a design job-related group and an ordinary people's group. The awareness on the role of designer was more objectively regulated three-dimensionally in all aspects of a designers group and a non-designers group. In addition, the findings of recognition difference of each group on a designer's role will help comprehensive understanding on each experts group and an ordinary people. The findings of the research will help in performing co-work of designers and non-designers in design decisionmaking based on understanding of this recognition.

Using RESRAD-BUILD for Potential Radiation Dose Estimation the Korea Research Reactor-1 When It Opens to the Public as a Memorial Hall

  • Lee, Sangbok;Yoon, Yongsu;Kim, Sungchul
    • International Journal of Contents
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    • v.16 no.2
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    • pp.102-108
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    • 2020
  • The purpose of this study was to estimate and analyze the potential radiation dose that the future visitors and the cleaning staff will be exposed to when the KRR-1 reactor is converted into a memorial hall. The radiation doses were estimated using the RESRAD-BUILD software, where case, building, receptor, shielding, and source parameters were applied as the input data. Also, the basic data for the assessment of the radiation doses were determined in an indirect manner using the data on the waste generated during the decommissioning process of the reactor. The assessment results indicate that the potential radiation dose to the visitors and the cleaning staff will be less than 1 mSv, the annual dose limit for the general public. However, if anyone for a significant period of time is close to the reactor, the overall dose will increase. The radiation dose for the future visitors and the cleaning staff was determined to be lower than the annual dose limit for the general public. Given such a risk, systematic measures, such as periodic monitoring or limiting hours, are imperative.