• Title/Summary/Keyword: Web Storytelling

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A Study on the Library Services by 'Podcast' Information Communication Technology Based on Web 2.0 in USA (웹 2.0기반의 '팟캐스트' 정보통신기술을 이용한 미국의 도서관서비스에 관한 연구)

  • Jung, Jong-Kee
    • Journal of Korean Library and Information Science Society
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    • v.41 no.1
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    • pp.99-120
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    • 2010
  • The purpose of this study is to introduce the Podcast's concept, to perform the theoretical research of Podcast services based on Web 2.0, to analyze the application cases of Podcast for academic and public library services in USA, and to propose the proper application programs of Podcast in Korean academic & public libraries. As the results of this study, through the Podcast, the public libraries have served these : library & events introduction, user instruction, community news, special lecture, storytelling, library tour, etc, and the academic libraries have served these : special topic librarian introduction, special lectures, seminar, forum, addition to library tour. The results of this study will give the good examples for planning Podcast programs in Korean academic & public libraries.

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A study on the up-cycling characteristics of the marquage paintings in contemporary fashion (현대패션에 나타난 마카쥬 기법의 업 사이클링 표현 특성)

  • Han, Yeon-Hee;Kim, Jung-Sook
    • Journal of the Korea Fashion and Costume Design Association
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    • v.21 no.2
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    • pp.139-151
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    • 2019
  • This study intends to present the directions for effective up-cycling design using Marquage painting through analysis of trends and the formative characteristics of fashion products. Research was conducted through a literature review (published papers, books and web site contents). Cases were analyzed by examining the contents of web sites of global luxury brands, representative workshops, and social network sites (SNS). The results of the study are categorized as follows, First, Marquage paintings are continuously used by global luxury brands and have developed as an expression of self-ownership and the personalization of one's identity. Second, fashion brands use Marquage painting as a customized service for sales. On the other hand, Marquage paintings are used as a kind of up-cycling to present old goods as brand new ones. Third, the patterns used in Marquage painting were classified into five types: geometric patterns, logo patterns, character patterns, lettering patterns, and art patterns. Moreover, formalization by Marquage patterns is represented by identification, customization, and up-cycling. Finally, to up-cycle the expressive features of Marquage- sustainability, scarcity, storytelling, and originality based on factors of up-cycling need to be reflected.

Research on Character's Consistency in AI-Generated Paintings

  • Chenghao Wang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.199-204
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    • 2024
  • This study aims to explore the issue of character consistency in AI-generated artwork. First, the concept of character consistency is explained, including the consistency of appearance, actions, and lighting, and its importance in continuous creation and storytelling is analyzed. Next, the study examines current mainstream AI drawing tools such as MidJourney and Stable Diffusion-based WebUI and ComfyUI, evaluating their strengths and limitations in maintaining character consistency. Finally, methods to improve AI drawing technology were proposed to enhance character consistency, aiming to achieve a higher level of consistency in AI art creation.

Analysis on User Behavior of Social Game (소셜 게임의 사용자 특성 분석)

  • Han, Hye-Won;Shim, Se-Ra
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.137-145
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    • 2010
  • Humans are social existences who connect with others and live together. Communication between human has evolved into diverse formats and contents beyond time and space. Social Network Service builds social relationship based on web and its users increase rapidly in a global environment due to the user-friendly web circumstances, easy access and wide-spread supply of the smart phones. One of the aspect that is taking the center of Social Network Service is a Social Game. Social Games are based on web that has simple rules to play in fictional time and space background. This research is to analyze the relationship between social game, Social Network and user behavior through the Social Games Farm Villand Cafe World.This paper, firstly, is going to observe the characteristics of people who participate in the two social games 'Farm Ville' and 'Cafe World'. It, then, attempts to analyze individual and social human desires depicted in the games. In the social games, personal perception is revealed through an image of "possession", while one's social activity is displayed by an image of "consumption."

Students' Perception on the Effects of the SSI Instruction Using Digital Storytelling Approaches (디지털스토리텔링 활동 기반 과학관련 사회쟁점 수업의 교육적 효과에 대한 인식 탐색)

  • Park, Sehee;Ko, Yeonjoo;Lee, Hyunju
    • Journal of The Korean Association For Science Education
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    • v.37 no.1
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    • pp.181-192
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    • 2017
  • This study aims to examine the educational effects of the SSI program using Digital Storytelling (DST) approaches. Since DST provides students opportunities to express their own opinions in the form of stories and to share learning outcomes through the web, we developed and implemented SSI program by adopting the concept of DST in order to produce synergistic effects on student learning. Twenty-four 9th graders who enthusiastically engaged in the DST-based SSI program participated in this study. The students responded to focus group interviews after the instruction, and all interviews were transcribed for analysis. The results indicated that the students became aware of socio-ethical perspectives of each SSI topic while searching and collecting data by themselves. They also felt the necessity to consider multiple perspectives around the issues by having discussions with group members. Second, pre-producing DST allowed students to negotiate to settle on a group discussion, and to use emotional contents that can lead viewers to have sympathy. In addition, while producing DST, students considered various factors such as design, soundtrack, visual effects, and screen composition in order to express their opinions and convey their messages more effectively. In the stage of sharing DST outcomes and receiving feedback, they realized new perspectives that they did not perceive in the previous production process, and to move them into an action for resolving the problems caused by SSI. This study showed the potentials of DST-based SSI instruction as a good strategy to support students' SSI engagement.

A Study on the Modern Understanding of SimChong-Jeon and its Storytelling Strategy in the Movie (심청전에 대한 현대적 상상력과 스토리텔링 전략 - 영화 <마담 뺑덕>(2014)을 대상으로 -)

  • Shin, Horim
    • (The)Study of the Eastern Classic
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    • no.66
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    • pp.303-330
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    • 2017
  • The purpose of this article is figuring out the modern understanding of SimChong Jeon's narrative and its storytelling strategy in the movie (2014). In the movie, there are three steps which are based on the temporal flow of narrative. shows the web-like structure of desire especially by focusing on the male character Sim Hakkyu. The relationship among characters in is gradually broken because of the desire. Moreover, the desire pushes Sim Chong who is Sim Hakkyu's daughter into the sacrifice. This part seems similar with the narrative of SimChong-Jeon which has been transmitted since 18~19 century in Choson dynasty. However, also tells a different story which describes the progress of Sim Hakkyu's seeking the real relationship filled with love. This difference is able to make people read with the 'stroytelling' point of view. All the lack or problem in is closely related to the desire of Sim Hakkyu. His narrative is something different from the typical story of SimChong-Jeon. A new narrative of Sim Hakkyu is not Sim Chong centered story but rather the anti of it. 'The other narrative' in seems social practice of storytelling in order to break down the preconception of SimChong-jeon called 'cannon'. This is the storytelling strategy of and it suggests the another way of creating new narrative which is based on the classical cannon.

An Analysis on Research Trends of Digital Humanities (디지털 인문학 분야의 국내외 연구 동향 분석)

  • Jeong, Yoo Kyung
    • Journal of the Korean Society for information Management
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    • v.37 no.2
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    • pp.311-331
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    • 2020
  • The purpose of this study is investigate the research trend on digital humanities. Previous studies focused on analyzing representative cases and national policies, not overall research trends in the digital humanities field. To this problem, this study intends to identify the intellectual structure of the digital humanities by adopting bibliometric approach. In this study, 1,765 articles retrieved from Web of Science and 514 records from RISS were analyzed to investigate research trends. Structural topic models were applied to examine research topics and to grasp the time-series trend. The results show that humanities-based convergence studies and digitization were main research interests in both side. In Korea, research topics related to cultural contents and storytelling were prominent, while in terms of providing digitized data, library and information science field was one of the important research topic abroad.

Web-based Cyber Exhibition Development Model Proposal - Focused on the Case of 'Lewis&Clark' Cyber Exhibition - (웹 기반 가상 전시 구축 모델 제안 - '루이스&클락(Lewis&Clark)' 가상 전시 사례를 중심으로 -)

  • Kim, Hee-Kyung
    • The Journal of the Korea Contents Association
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    • v.8 no.5
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    • pp.123-133
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    • 2008
  • This dissertation is a web-based cyber exhibition website and a clear difference between the general framework of the development breaks out, the cyber exhibition framework can be a model for the purpose of the proposal. The basic elements that comprise the exhibition model is archives layer, exhibit layer, and experience layer for the three-layer planed. In fact, the model has been applied throughout the analysis of cases with the application of the model presented, while others are considering goal direction also suggests the development of a cyber exhibition. If you take advantage of the cyber model of development brilliant display of the content rather than technology-driven 'material and value+media and CT' to the convergence of content through their own cyber exhibition area can expect to be recognized.

ShK: A Mobile Contents for Studying English Stories of Children (ShK: 모바일 어린이 영어동화학습 콘텐츠)

  • Hwang, Yun-Jung;Yang, Yu-Ran;Kim,, Ji-Ae;Park, Young-Ho;Kim, Mok-Ryun;Yoon, Yong-Ik;Lim, Soon-Bum;Lee, Jong-Woo
    • Journal of Digital Contents Society
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    • v.10 no.1
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    • pp.159-168
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    • 2009
  • Recently, the mobile retention and use rates for the children are increasing. And early-childhood english education is all the rage. Thus, we propose a mobile contents for studying english stories of children. The proposed content provides children with studying english via a mobile phone in anywhere, anytime. We call the proposed contents "ShK". ShK is an abbreviation for "Say, hi Kids!". ShK induces a motive and interest about studying through a storytelling and avatars. And parents of students can manage studying contents of children through a private web site. Thus, "Say, hi Kids!" will became the epochal ubiquitous english educational contents for children.

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An online storytelling authoring and viewing tool using user defined sketch (사용자 스케치를 이용한 온라인 이야기 저작 및 감상 도구)

  • Kim, Jeong-Sik;Lee, Eun-Woo;Nam, Yang-Hee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.04a
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    • pp.179-182
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    • 2002
  • 웹을 저작 공간으로 사용한 Wiki Wiki Web[4]은 텍스트 자원을 사용한 복잡하고 다양한 이야기의 표현이 가능하며 실시간은 아니지만 시분할 방식의 이야기 공동 저작과 감상을 지원한다. 하지만 이러한 도구를 사용하여 그림일기와 같은 그림과 텍스트 내공이 복합된 이야기를 저작하는 경우, 저작자는 텍스트 자원을 사용하여 이야기를 구성해야 하기 때문에 그림이 표현되어야 하는 부분을 표현할 수 없으며 공동저작을 손쉽게 하는 자동화 도구를 제공하지 않기 때문에 저작도구의 사용에 대한 불편함을 느끼게 된다. 이처럼 그림일기나 동화 등의 다양한 형태의 이야기를 표현하기 위해서 사용자가 멀티미디어 자원들을 사용하도록 하고 손쉬운 이야기를 구성하도록 하는 디지털 스토리텔링 저작도구가 요구된다. 본 논문에서는 저작자가 온라인상에서 직접 그린 스케치 영상을 사용하여 이야기의 배경과 캐릭터를 만들고 그것을 이야기 저작 소재로 사용하도록 하는 배경 및 액터 생성도구를 제공하고 다양한 형태의 이야기를 저작자가 손쉽게 표현하도록 하는 이야기 구성의 자동화 도구를 제공하면서 여러 사용자들이 실시간으로 이야기 저작과 감상에 공동으로 참여하도록 하여 저작된 결과를 애니메이션으로 감상할 수 있도록 하는 디지털 스토리텔링 도구를 설계하고 구현하였다.

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