• Title/Summary/Keyword: new creation

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A Case Study of Human-AI Co-creation(HAIC) in Fashion Design (패션 디자인에서의 인간-AI 공동창조(HAIC) 사례 연구)

  • Kyunghee Chung;Misuk Lee
    • Journal of Fashion Business
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    • v.27 no.4
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    • pp.141-162
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    • 2023
  • With the prospect that integrating creative AI in the fashion design field will become more visible, this study considered the case of creative fashion design development through Human-AI Co-creation (HAIC). Methodologically, this research encompasses a literature review and empirical investigations. In the literature review, the fashion design and creative HAIC processes, and the possibilities of integrating AI in fashion design were considered. In the empirical study, based on the case analysis of generating fashion design through HAIC, the HAIC type according to the role and interaction method, and characteristics of humans and AI was considered, and the HAIC process for fashion design was derived. The results of this study are summarized as follows. First, HAIC types in fashion design are divided into four types: AI-driven passive HAIC, human-driven passive HAIC, flexible interaction-based HAIC, and integrated interaction-based value creation HAIC. Second, the stages of the HAIC process for creative fashion design can be broadly divided into semantic data integration, visual ideation, design creation and expansion, design presentation, and design/manufacturing solution and UX platform creation. Third, in fashion design, HAIC contributes to human ability, enhancement of creativity, achievement of efficient workflow, and creation of new values. This research suggests that HAIC has the potential to revolutionize the fashion design industry by facilitating collaboration between humans and AI; consequently, enhancing creativity, and improving the efficiency of the design process. It also offers a framework for understanding the different types of HAIC and the stages involved in the creative fashion design process.

A Discussion on AI-based Automated Picture Creations (인공지능기반의 자동 창작 영상에 관한 논구)

  • Junghoe Kim;Joonsung Yoon
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.723-730
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    • 2024
  • In order to trace the changes in the concept and understanding of automatically generated images, this study analogously explores the creative methods of photography and cinema, which represent the existing image fields, in terms of AI-based image creation methods and 'automaticity', and discusses the understanding and possibilities of new automatic image creation. At the time of the invention of photography and cinema, the field of 'automatic creation' was established for them in comparison to traditional art genres such as painting. Recently, as AI has been applied to video production, the concept of 'automatic creation' has been expanded, and experimental creations that freely cross the boundaries of literature, art, photography, and film are active. By utilizing technologies such as machine learning and deep learning, AI automated creation allows AI to perform the creative process independently. Automated creation using AI can greatly improve efficiency, but it also risks compromising the personal and subjective nature of art. The problem stems from the fact that AI cannot completely replace human creativity.

Determinants of the Knowledge Combinative Capability Based on Social Capital Theory (사회적 자본의 관점에서 본 결합능력의 형성요인 -특허청 사례를 중심으로-)

  • Park, Rhoyun
    • Knowledge Management Research
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    • v.5 no.2
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    • pp.67-98
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    • 2004
  • New knowledge is created through the dynamic interaction of knowledge that depends largely on a social context within the organization. Social processes influence the nature of knowledge and learning. This paper is rooted in the concept of social capital. Social capital theory emphasizes the importance of social relationship. Using social capital theory, this paper suggests three factors that must be satisfied for the development of knowledge combinative capability. The first factor is that the opportunity exists to make the exchange or combination of knowledge. The second factor is that people is motivated for the creation of new knowledge. The third factor is that people must share the common knowledge. This paper examines the change case of KIPO (Korean Intellectual Property Office). This case provides evidence that the three factors can develop social relationship, and build knowledge combinative capability. The man finding from this research is that social factors play an important part in the creation of knowledge, and processes of knowledge exchange and combination heavily rely upon social patterns, practices and processes in ways which emphasize the value and importance of collective action and knowledge sharing. This research may have several implications for the development of the knowledge creation mechanisms.

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A Study of the Reception and Development of the Concept of Rhythm in the History of Architectural Theory -19th and 20th Century German Architectural Theory- (건축에서 리듬 개념의 수용과 전승에 관한 연구 - 19-20세기 독일어권의 건축이론을 중심으로 -)

  • Kim, Young-Cheol
    • Journal of architectural history
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    • v.29 no.5
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    • pp.51-61
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    • 2020
  • Historically, rhythm has played a key role not only in musical composition, but also in architectural design. In 1893, architectural theorist and art scholar August Schmarsow, in "The Essence of Architectural Creation," created a new definition of architecture as space-creation and characterized rhythm as a design principle. However, this new idea was confronted by Heinrich Wölfflin. While Schmarsow's theory represents a dynamic world-view based on anthropomorphism, the architectural theory of Wölfflin is based on the notion of harmony, displaying a kind of conservative stasis. These two main streams have greatly influenced the development of modern architecture. The concept of space has prevailed in the discourse of modern architecture, but the principle of rhythm has seldom received any positive recognition. This article introduces and develops the concept of rhythm and disputes whether Behrens and Frankl in particular, two who dispute Schmarsow's theories, have used the concept of rhythm in terms of space. I conclude that they could not overcome the notion of the physical-the body-, thus their use of the term rhythm is incongruous with the notion of space. The idea of rhythm in architectural creation remains an up and coming idea.

A Study on the Creation Proceed of Cartoon Market through Genre-mixed Knowledge-Cartoon (장르융합형 지식만화의 만화시장 창출과정에 관한 연구)

  • Lee, Yong-Hun
    • Cartoon and Animation Studies
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    • s.27
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    • pp.51-78
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    • 2012
  • The types of cartoon market are classified with publishing cartoon(a cartoon magazine & comics) and webtoon. The revitalization of the cartoon market makes cartoonist create many cartoons. By studying many methods for the revitalization of the cartoon market, this paper argues the expanded methods of comics market which is a sort of publishing cartoon market. The expanded methods of comics market are two kinds, one is the revitalization of the comics market and the other is the creation of the comics market. This paper focuses on Genre-mixed Knowledge-Cartoon in order to extend the cartoon market. Also, After studying the Creation Proceed of cartoon market through Genre-mixed Knowledge-Cartoon, we would like to develope the New Creation Model of Cartoon Market. We selected three case(the Real Estate Agency expressed as Cartoon, Let's find an answer in sided figure blank, miraculous English grammar) for this study. With this, we analyzed the case that the matters for analysis is the essential particulars of plan-publishing-distribution's proceed. As a result, we found out the possibility of new cartoon market's creation through Genre-mixed Knowledge-Cartoon. For that reason, we was able to develop 'the New Creation Model of Cartoon Market through Genre-mixed Knowledge-Cartoon'. This paper provides the possibility about the New Creation Model of Cartoon Market through Genre-mixed Knowledge-Cartoon. With this, we will make many plans for creation of Genre-mixed Knowledge-Cartoons. Therefore, This plans will help cartoonists to create the Genre-mixed cartoons.

A User-centered Classification Framework for Digital Service Innovation : Case for Elderly Care Service

  • Lim, Hong-Tak;Han, Jeong-Won
    • International Journal of Contents
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    • v.14 no.1
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    • pp.7-11
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    • 2018
  • Digital technology has been changing everyday life of ordinary people let alone the structure of world industry. The elderly care service is also going through changes influenced by the unavoidable impact from torrents of digital technologies. There are numerous reports and news about the digital technologies increasing the efficiency and effectiveness of care service yet lacking systematic understanding of the sources of such improvement. This study aims to present a new classification framework for digital elderly care service innovation to fully utilize the power of digital technologies drawing on insights from innovation studies and service studies. First, 4 features of digital technologies are identified as sources of new value in service innovation. The co-creation of value by users and producers in service and technology development is discussed to illuminate users' contributions to service innovation. Communication of needs and ideas with producers and application of new technologies into everyday practice of life are identified as the source of new value which can be attributed to the elderly. Customization along with efficiency gains is the key to digital elderly care service innovation. The classification framework, thus, incorporates the needs of the elderly as one axis of criteria in the conventional technology-centered framework. The new classification framework would help give due weight to user-driven or demand-driven innovation in the elderly care service R&D activities.

A Study on the Rule for Creation of the Pattern Language of Christopher Alexander (크리스토퍼 알렉산더의 패턴언어 생성규칙에 관한 연구)

  • Jung, Sung-Wook;Kim, Moon-Duck
    • Korean Institute of Interior Design Journal
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    • v.26 no.1
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    • pp.75-82
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    • 2017
  • This study reviews the process of creating the patterns through the Christopher Alexander's books to discover the fundamental rules for creation of the pattern language. The essential ideas of 11 rules describing the characteristics of the pattern language are organized by keyword depending on the characteristics of each rule. Then, this study analyzes which keyword was applied importantly and how it had been developed chronologically in the Alexander's books. As a result, 5 keywords - reflection of cultural difference, reflection of human desires, solving the repeated problem, function suitable for principal purpose, and network structure - are applied to his early books in which the pattern language was theoretically developed, the pattern of traditional society was discovered and the network structure was developed. Another 5 keywords - user participation method, new problem solving, structure preserving transformation, post-mechanization method, and central invariant structure - are applied to the books in his mid-term after completion of the pattern theory which discover new pattern for contemporary society and apply the pattern language to time and space. In his later books which organize the theory of pattern language and suggest the direction for using the pattern language, 5 keywords - wholeness, post-mechanization method, user participation method, new problem solving, and structure preserving transformation - are applied. Users may use the pattern language more precisely if he/she considers the keywords of the early period in searching the patterns of existing environment, the keywords of the intermediate period in searching the patterns of new environment or in regard to time and space, and the keywords of the later period in considering direction of the application of the pattern language.

Measures for the Job Creation in the Convergence Content Industry : Focused on the VR/AR Game Industry (융합 콘텐츠 산업의 일자리 창출방안:VR/AR 게임 산업을 중심으로)

  • Kim, Ji-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.9
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    • pp.1110-1116
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    • 2019
  • With the rapid development of scientific technologies and the appearance of new industrial areas, the 4th industrial revolution is rapidly progressed while new values are created and realized by the conversion between industries. The researcher wrote the main questions through the preceding research on domestic and overseas major new technology convergence products and services. The researcher planned the in-depth interview, which is one of the qualitative research methodologies, and conducted the Kano method questionnaire that can embody multidimensional and strategic judgment rather than grasp fragmentary preference trends. According to the results, In addition to strengthening the technical capabilities of the VR/AR game industry, policy needs to raise professional manpower have been raised. Practical workforce development through close collaboration between industry and educational institutions, and continuous supply of human resources through retraining of existing game contents personnel. It gave direction to the creation of new jobs in the VR/AR game industry.

A Study on Spatial Characteristics by Nietzsche's Dionysian Outlook on Nature (니체의 디오니소스적 자연관에 의한 공간 특성 연구)

  • Kim, Eun-Hee;Lee, Chan
    • Korean Institute of Interior Design Journal
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    • v.20 no.3
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    • pp.89-97
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    • 2011
  • An interest in modern space is expanded to search for the relationship among human, space and environment, not limited the fixed or typical material place. For grasping and analyzing the characteristics and aims of modern space, this study is focusing on 'Dionysian outlook on nature' among the Nietzsche's philosophies. Nietzsche's 'Dionysian outlook on nature' based on his 'philosophy of creation and positiveness' has great implications for modern space because it focuses on not only circulation of existence and creation but also dynamic vitality the mostly. The reason is that modern space is required by the tendency changing the goal and aesthetic value by planner or user, not fixed and unchangeable any longer. The concept of space in modern construction is developed by forming various paradigms. Especially, various examples based on Nietzsche's Dionysian outlook on nature, philosophy of creation and positiveness, will be analyzed and possibility of new spatial concept's extension will be researched.