• Title/Summary/Keyword: international media

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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.

2D Interpolation of 3D Points using Video-based Point Cloud Compression (비디오 기반 포인트 클라우드 압축을 사용한 3차원 포인트의 2차원 보간 방안)

  • Hwang, Yonghae;Kim, Junsik;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.26 no.6
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    • pp.692-703
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    • 2021
  • Recently, with the development of computer graphics technology, research on technology for expressing real objects as more realistic virtual graphics is being actively conducted. Point cloud is a technology that uses numerous points, including 2D spatial coordinates and color information, to represent 3D objects, and they require huge data storage and high-performance computing devices to provide various services. Video-based Point Cloud Compression (V-PCC) technology is currently being studied by the international standard organization MPEG, which is a projection based method that projects point cloud into 2D plane, and then compresses them using 2D video codecs. V-PCC technology compresses point cloud objects using 2D images such as Occupancy map, Geometry image, Attribute image, and other auxiliary information that includes the relationship between 2D plane and 3D space. When increasing the density of point cloud or expanding an object, 3D calculation is generally used, but there are limitations in that the calculation method is complicated, requires a lot of time, and it is difficult to determine the correct location of a new point. This paper proposes a method to generate additional points at more accurate locations with less computation by applying 2D interpolation to the image on which the point cloud is projected, in the V-PCC technology.

A Study on the Role of Cultural Intermediaries for the Practice of Local Culture : Focusing on Space Beam, Space Imsi, Incheon Spectacle in Incheon (지역문화의 실천을 위한 문화매개자의 역할 연구 : 인천의 스페이스빔, 임시공간, 인천스펙타클을 중심으로)

  • Lee, Jeongeun
    • 지역과문화
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    • v.7 no.2
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    • pp.1-29
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    • 2020
  • The purpose of this study is to have an opportunity to enhance the role of cultural intermediaries in the region as interest in the cultural media sector increased with the implementation of the Law for Promotion of Regional Culture. First, I discussed the need to pay attention to the local Cultural Intermediaries group as the background of the discussion, confirming that the existing research on the cultural mediation sector was focused on cultural workers in public institutions and government projects. Next, for the theoretical discussion, I reviewed the role of cultural intermediaries contributing to the production of meaning via the concept of cultural intermediaries by Pierre Bourdieu, and described that the mediation of regions and cultures began to emerge as an alternative to the existing centralized structure of cultural production in the context of Korea after the late 1990s. It was found that practices that mediate the region and culture were developed around the group of public artists and cultural activists and the intermediary group played a role in revealing various aspects of the region and dynamically constructing the local public sphere through these cultural practices. Lastly, local curator's cases (Space Beam, Space Imsi, Incheon Spectacle) were studied. The actual cases of activity were analyzed through the cultural practices by focusing on what alternative meanings had been produced in the region and how the region was represented. Each case showed the mediating activity that attempts to change the environment of life while sharing local issues with communities, projects that reconstructs the local professional art sector into a public sphere, and mediating activity that represents local daily culture and form networks through independent publications.

Digital color practice using Adobe AI intelligence research on application method - Focusing on color practice through Adobe Sensei - (어도비 AI 지능을 활용한 디지털 색채 실습에 관한 적용방식 연구 -쎈쎄이(Adobe Sensei)을 통한 색채 실습을 중심으로-)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.801-806
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    • 2022
  • In the modern era, the necessity of color capability in the digital era is the demand of the era, and research on improving color practice on the subdivided digital four areas that are not in the existing practice is needed. For digital majors who are difficult to solve in existing paint color practice, classes in digital color practice in four more specialized areas are needed, and the use of efficient artificial intelligence was studied for classes in digitized color and color sense. In this paper, we tried to show the expansion of the color practice area by suggesting digital color practice and color matching method based on Photoshop artificial intelligence and big data technology that existing color and color matching were practice that only CMYK could do. In addition, based on the color quantification data of individual users provided by the latest Adobe Sceney program artificial intelligence, the purpose of the practice was to improve learners' predictions of actual color combinations and random colors using filter effects. In conclusion, it is a study on the use of programs that eliminate ambiguity in the mixing process of existing paint practice, secure digital color details, and propose a practical method that can provide effective learning methods for beginners and intermediates to develop their senses through artificial intelligence support. The Adobe program practice method necessary for coloration and main color through theoretical consideration and improvement of teaching skills that are better than existing paint practice were presented.

A comparison of working alliance, session evaluation and participants' experience of university student clients by counseling media -Comparison of face-to-face, phone, video, and video with digital mask counseling- (대학생 내담자를 대상으로 한 상담 작업동맹과 회기 평가 및 내담자 경험 비교 연구 - 전화, 화상 및 디지털가면 화상상담과 대면상담 비교 -)

  • Cho, Eunsuk;Oh, Yoon-Seok;Jang, Eun-Hee
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.49-58
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    • 2022
  • The purpose of this study is to find out how on-line counseling modalities (phone, video, and video counseling using digital mask) differ from face-to-face counseling in terms of clients' perception of working alliance, depth and smoothness of each session, satisfaction, and their qualitative counseling experience. 40 university students participated in the experiment, divided into 4 groups, received 3 personal counseling sessions per person. The quantitative data revealed no significant difference among the four counseling groups in working alliance. Also, the "depth" of the session was similar in the four groups, but phone and video with mask counseling group who did not expose their faces showed higher "smoothness" in the first and second sessions than face-to-face counseling group, indicating that anonymity was helping the clients' inhibition overcome. Through the post-interview data, subtle differences in experience of each counseling method were identified by the participants. The results are expected to provide primary information for developing and implementing various online counseling modalities in the future.

A Study on the Influence of Augmented Reality Experience in Mobile Applications on Product Purchase (모바일 어플리케이션의 증강현실 이용경험이 제품구매에 미치는 영향 연구)

  • Kim, Minjung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.971-978
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    • 2022
  • As a marketing method in a non-face-to-face society, the purpose of this study is to test how AR experience affects purchase intention in the process of consumers recognizing product information to purchase products and to secure the basis for the effectiveness of developing and introducing augmented reality functions in future product brand applications. Literary research methods and empirical research methods were used to verify the research purpose, and to measure this, an application of domestic tableware brand 'Odense', which implements augmented reality functions, was produced and used as an experimental tool. Also, a direct causal relationship was attempted by constituting a questionnaire by deriving a measurement scale for perceived usefulness, perceived ease, perceived pleasure, and purchase, which are factors of technology acceptance theory (TAM), and empirical analysis was conducted using the SPSS 25.0 statistical package to achieve the purpose of the study. As a result of the study, significant results were derived from all factors in the effect of perceived usefulness, ease, and pleasure on purchase intention, and several significant differences were found among factors according to gender, age, and internet shopping usage time in general characteristics. In conclusion, the user experience of the medium in which the augmented reality function is introduced in the information recognition stage of the product has a positive effect on purchase compared to the user experience of existing applications.

A Study On the Narrative of VR Disaster and Safety Education Introduced by Disaster Film Narrative (가상현실(VR) 재난안전교육에서 재난영화 내러티브 도입 연구)

  • Kang, Nae Young
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.561-568
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    • 2022
  • The purpose of this study is to explore the narrative of VR disaster and safety Education introduced by disaster film narrative. VR(Virtual Reality) is be suitable technology for disaster and safety Education due to media characteristics as 'immersion', 'presence', 'interactivity', 'pleasure'. Disaster film narrative is able to be worth VR disaster and safety education as a variety of stories and educational effect. For this study, examine a theoretical study and a visiting research of 'Busan 119 Safety & Experience Center'. This study concludes that Firstly need to introduce catharsis effect, Secondly, build 'interactive narratives' that ensure active participation of users, Thirdly, introduce an 'adventure game' narrative element, Fourthly, introduce a hero-shaped narrative in which the user becomes a one-man hero, And lastly, need education as use user's multiple access and group experience learning. Therefore, This thesis is of academic value in that it suggest a desirable new direction of narrative in VR disaster and safety education.

A Systematic Review of Mobile Health Applications Using Self-Acupressure (자가혈위지압을 활용한 모바일 의료 어플에 대한 체계적 문헌고찰)

  • Seokyung Park;Johyun Lee;Ga-Young Jung;Celine Jang;Sang-Ho Kim
    • Korean Journal of Acupuncture
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    • v.40 no.1
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    • pp.1-12
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    • 2023
  • Objectives : This study aims to provide information regarding the status and quality of mobile applications (MAs) using self-acupressure by performing a systematic review. Methods : We conducted comprehensive searching on five international databases and two app markets from inception to July 31, 2022 to identify MAs using self-acupressure. We analyzed the characteristics of each MA regarding the name of the MA, registered app markets, target symptoms, developers, the year and country of development, cost, target age, media function, and expertise. We assessed the quality of each MA using Mobile Application Rating Scale (MARS). Results : We identified a total of 30 MAs using self-acupressure (25 MAs from the app market and 6 MAs from clinical studies, with 1 MA in common). 17 out of 24 MAs from the app market provided self-acupressure regimens for various symptoms and the others provided regimens for specific symptoms such as memory, anxiety, depression, asthma, allergy, low back pain, and headache. 14 developers were reported. 23 MAs were developed after 2013. The largest number of MAs were developed in the United States. The target age group of 12 MAs was above the age of 3, and that of 11 MAs was above the age of 12. 14 MAs provided multimedia functions such as videos. 13 MAs provided information of expertise. From clinical studies, only 3 out of 6 MAs were accessible through the app market. 4 MAs were developed by the researchers of the study. In terms of MARS, the score of MAs from the app market was higher than that of MAs from clinical studies in both objective and subjective evaluation areas. Conclusions : This study summarizes the characteristics of MAs using self-acupressure. More MAs using self-acupressure should be developed and further clinical research for MA on each symptom and disease is warranted for the diversification of MA fields using self-acupressure.

The Effect of Single Hairdresser Service Quality on Behavioral Intention through Customer's Emotional Response (1인 미용실 서비스 품질이 소비자의 감정반응을 통해 행동 의도에 미치는 영향)

  • Kim, Do-Eui;Noh, Hyeyoung;Chae, Young-Il
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.635-648
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    • 2023
  • In the current situation of social distancing due to COVID-19, the use of one-person hair salons, which are safer than franchise hair salons, is emerging again. One-man hair salons provide personalized services at high prices, so they can be said to be an industry that required high quality services than franchise hair salons. Despite these characteristics, many studies on hair salon services are focused on franchise hair salons. Therefore, this study was conducted through empirical analysis with the purpose of finding out how the service quality of a one-man hair salon, which required high service quality, affects behavioral intention through the coexistence of customer satisfaction and dissatisfaction. As a result of this study, it was found that the pleasure of consumers in one-person hair salons increases the intention to revisit the most. Those pleasure showed that it is more important to respond and empathize with consumers as well as its expertise of hair designers than the appearance of beauty salons. Through this study, the characteristics of a one-man hair salon were examined and significant results were found.

A Study on Lip Sync and Facial Expression Development in Low Polygon Character Animation (로우폴리곤 캐릭터 애니메이션에서 립싱크 및 표정 개발 연구)

  • Ji-Won Seo;Hyun-Soo Lee;Min-Ha Kim;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.409-414
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    • 2023
  • We described how to implement character expressions and animations that play an important role in expressing emotions and personalities in low-polygon character animation. With the development of the video industry, character expressions and mouth-shaped lip-syncing in animation can realize natural movements at a level close to real life. However, for non-experts, it is difficult to use expert-level advanced technology. Therefore, We aimed to present a guide for low-budget low-polygon character animators or non-experts to create mouth-shaped lip-syncing more naturally using accessible and highly usable features. A total of 8 mouth shapes were developed for mouth shape lip-sync animation: 'ㅏ', 'ㅔ', 'ㅣ', 'ㅗ', 'ㅜ', 'ㅡ', 'ㅓ' and a mouth shape that expresses a labial consonant. In the case of facial expression animation, a total of nine animations were produced by adding highly utilized interest, boredom, and pain to the six basic human emotions classified by Paul Ekman: surprise, fear, disgust, anger, happiness, and sadness. This study is meaningful in that it makes it easy to produce natural animation using the features built into the modeling program without using complex technologies or programs.