• Title/Summary/Keyword: originality convergence

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A Study on Webtoon Background Image Generation Using CartoonGAN Algorithm (CartoonGAN 알고리즘을 이용한 웹툰(Webtoon) 배경 이미지 생성에 관한 연구)

  • Saekyu Oh;Juyoung Kang
    • The Journal of Bigdata
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    • v.7 no.1
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    • pp.173-185
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    • 2022
  • Nowadays, Korean webtoons are leading the global digital comic market. Webtoons are being serviced in various languages around the world, and dramas or movies produced with Webtoons' IP (Intellectual Property Rights) have become a big hit, and more and more webtoons are being visualized. However, with the success of these webtoons, the working environment of webtoon creators is emerging as an important issue. According to the 2021 Cartoon User Survey, webtoon creators spend 10.5 hours a day on creative activities on average. Creators have to draw large amount of pictures every week, and competition among webtoons is getting fiercer, and the amount of paintings that creators have to draw per episode is increasing. Therefore, this study proposes to generate webtoon background images using deep learning algorithms and use them for webtoon production. The main character in webtoon is an area that needs much of the originality of the creator, but the background picture is relatively repetitive and does not require originality, so it can be useful for webtoon production if it can create a background picture similar to the creator's drawing style. Background generation uses CycleGAN, which shows good performance in image-to-image translation, and CartoonGAN, which is specialized in the Cartoon style image generation. This deep learning-based image generation is expected to shorten the working hours of creators in an excessive work environment and contribute to the convergence of webtoons and technologies.

A Study on the evaluation technique rubric suitable for the characteristics of digital design subject (디지털 디자인 과목의 특성에 적합한 평가기법 루브릭에 관한 연구)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.525-530
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    • 2023
  • Digital drawing subjects require the subdivision of evaluation elements and the graduality of evaluation according to the recent movement of the innovative curriculum. The purpose of this paper is to present the criteria for evaluating the drawing and to propose it as a rubric evaluation. In the text, criteria for beginner evaluation were technical skills such as the accuracy and consistency of the line, the ratio and balance of the picture, and the ability to effectively utilize various brushes and tools at the intermediate levels. In the advanced evaluation section, it is a part of a new perspective or originality centered on creativity and originality, and a unique perspective or interpretation of a given subject. In addition, as an understanding of design principles, the evaluation of completeness was derived focusing on the ability to actively utilize various functions of digital drawing software through design principles such as placement, color, and shape. The importance of introducing rubric evaluation is to allow instructors to make objective and consistent evaluations, and the key to research in rubric evaluation in these art subjects is to help learners clearly grasp their strengths and weaknesses, and learners can identify what needs to be improved and develop better drawing skills accordingly through feedback on each item.

A Literature Review of Traditional Fishing Instrument with Bamboo Weir in the Southern Coast of Korea Peninsula (남해안의 전통적인 수산 어로방식인 죽방렴의 문헌적 고찰)

  • Lee, Kyung-Joo;Kwon, Hojong;Jeong, Dae-Yul
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.2
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    • pp.469-480
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    • 2019
  • The purpose of this study is to enhance the cultural heritage value of the Juk-Bang-Ryeum (Bamboo Weir) and prove the originality through the review of historical literature. The main industry of Korean was agriculture and fishery from ancient. In the ancient, fishery instruments are not enough due to the lack of fishing technology. The Juk-Bang-Ryeum was considered as important national resources and asset. It give us many implications about the wisdom of our ancestors because of it's scientific principle of the structure. It is surely a cultural heritage to preserve in the future because it is considered as important community asset as well as more natural and environment oriented fishing method. In the literature, the origin of 'Juk-Bang-Ryeum' can be found as 'Eo-Ryang' or 'Bang-Ryeum'. The records on this terminology go back to the Corea Dynasty, but their documentary records are rare, and most of them are records of the Chosun Dynasty. In this study, we surveyed mainly the literature records about the southern coast region in the period of Chosun Dynasty. This study contributes for preserving the cultural assets of our ancestors who pursued eco-friendly fishery method, and it is also of great significance to produce objective data based on records for the registration of the World Record Heritage.

A Study on the Digital Craft Convergence Cases Using 3D Printing Technology (3D Printing 기술을 활용한 Digital Craft 융합적 사례 연구)

  • Jang, Jisu;Chung, Jeanhun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.3
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    • pp.105-110
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    • 2022
  • In line with the trend of the 4th Industrial Revolution, we tried to study the scalability of the craft sector in the art field in the wake of the convergence of new fields through the combination of different fields. To this end, a craft case using 3D printing technology was analyzed based on the theoretical background of the definition and value of digital craft. As a result of the study, craft works using 3D printing technology could be divided into four forms according to the fusion expression method. First, the mixed type was most characterized by harmonious production without significantly deviating from the traditional craft type. Second, the component type was produced in the form in which the characteristics of digital technology, which has advantages of certain shapes and detailed work, were best exhibited. Third, the structural type became a work with analog sensibility by adding traditional craft techniques based on the results output from a 3D printer. Finally, the connection type was the work that showed the greatest glimpse of originality and uniqueness among the analysis cases of this study. As digital technology is positively widely used, future studies will also deal with effective work directions.

Market KU Project (마켓 KU 프로젝트)

  • Kim, In-Kyung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.12 no.3
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    • pp.83-92
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    • 2010
  • The current design paradigm shift which has been in progress around the world would be a good opportunity for Korea, which has led the age of information, to build design competence and gain international competitiveness. In addition, it would be a good idea for colleges as well as firms to develop a new educational system and create academia-industry-research synergy. This paper researches the market KU project promoted by Design Venture KU which has been established by the College of Artand Design of Konkuk University as a part of differentiation strategy. The methods to improve the competitiveness of Korean fashion design by uniting college creativity and market practicality are as follows: First, for convergence of creativity and practicality, it is necessary to come up with a systematic design-based educational system. In other words, the undergraduate program needs to gradually expand courses by focusing on creativity instead of functions while the graduate program should be able to develop design pattern, textile and marketing products and secure the market to gain competitiveness as a business incubator. Second, the working-level engineers as well as professors will be encouraged to participate in special lectures or seminars and take necessary lessons. In addition, academia-industry cooperation courses will be further strengthened. It is also important to actively participate in an official contest or exhibition and receive a prize. Third, to elicit creativity from students, it is necessary to help them think in a flexible and experimental way with voluntary and interesting programs. As mentioned above, it is expected that 'Market KU Project' would help students build expertise by offering them a chance to experience the real world and become the world's leading designers in Korean fashion design.

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Trend of the Convergence Stud in Arts & Culture Education - Focused on Music Technology (문화예술교육에서의 융복합 학문의 시대적 흐름- 음악테크놀로지를 중심으로)

  • Kim, Eun-Jin;Lim, Byung-Ro
    • The Journal of the Korea Contents Association
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    • v.12 no.3
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    • pp.102-113
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    • 2012
  • The effort to generate new values in this age of digital technology characterized by rapid changes in information and knowledge demands transformations not only in the sociocultural and educational spheres but also specifically in the field of arts and culture education. One of the greatest transformations is emphasis on integration and consilience among different fields which has impacted the field of arts and culture, giving birth to the practice of arts and culture education. Digital technology actively utilizes in lots of subjects, which, also becomes a challenging factor for the field of arts and culture education. In this context, this study theoretically considered to approach music technology to use for the field of arts and culture education. Utilization of music technology takes interdisciplinary approaches combining various subjects in the field of arts and culture education. Considering the current circumstances in which there is a lack of teaching and learning methodologies which reflect the unique, specialized nature and the intrinsic originality of the field of arts and culture education. It is deemed that by accumulating more case studies applying music technology in practice to a wider variety of targets and situations. Music technology will serve the role of an important a learning tool for the arts and culture education field.

Seaport Concentration and Competition Development in the Arctic Region of Russia along the North Sea Route (러시아 북극지역 항만의 집중 및 경쟁현상에 관한 연구-북극해 항로를 중심으로)

  • Krivoshchekov, Peter;Pham, Thi Yen;Yeo, Gi-Tae
    • Journal of Digital Convergence
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    • v.16 no.4
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    • pp.49-54
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    • 2018
  • Russia has access to unique port locations and routes, one of them is North Sea route, which have been a major debate topic for last several decades. In order to handle any shipments along the route, an adequate and capable port system must be present. This study aims to identify development and competition patterns from 2007 to 2016 of Russian ports in the Arctic basin, concentration trends in particular. The objectives achieved through utilizing the Herfindahl-Hirschman Index (HHI), concentration ratio (CR), the Gini coefficient and Lorenz curve, and shift-share analysis. Results demonstrate concentration trend, positive overall growth and lack of real competition. Originality of this study lies in the fact that certain analysis had not been done in previous studies, but importance of it may be found in several papers. Findings of this paper may assist policy-makers, port authorities and other researchers in understanding and further study on the region.

A Study on Craft Design Using Storytelling -Focusing on the story of the Byeoljubujeon- (스토리텔링을 활용한 공예디자인에 관한 연구 -별주부전 이야기를 중심으로-)

  • Choi, Jung-Hwa
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.359-366
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    • 2017
  • As the quality of life increases and the aesthetic value of the product is emphasized, it tend to consider the sensitivity of consumers in designing goods. The importance of storytelling is becoming more prominent as the purchasing factor of products shifted from the center of the product to emotional of products. In this paper, the purpose of developing emotional marketing craft design using storytelling is to understand the storytelling concept and analyze the case of craft design using storytelling. Craft is an easy-to-value or aesthetic value of the goods in the fields of design, diversity and originality can be pursued and has unlimited potential. Now, in addition to the semantic value of expressive values with a consumer sensibility needs requires the development of this research craft crafts design industry has established itself as a high value-added industry could do more to take advantage of the Foundation.

Development achievement criteria of Creativity and Personality in Expressive Activity (체육과 표현활동 영역 창의·인성 성취기준 개발)

  • Hong, Hee-Jung
    • Journal of Digital Convergence
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    • v.14 no.6
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    • pp.519-525
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    • 2016
  • The purpose of the study was to develop achievement criteria of Creativity and Personality in Expressive Activity. For the study, a Delphi survey was conducted with the selected Delphi experts including doctors of sports pedagogic, physical education teachers and doctors of dance studies who have more than 10-year teaching experience in the expressive activity. In this way, the following study result was obtained. First, 27 elements of creativity in the expressive activity were suggested such as originality, sensitivity, trust, courage, moderation. Second, 54 achievement criteria which were drawn up based on the 27 Creativity and Personality-elements. Achievement criteria of creativity and personality was presented in a modular fashion that could be applied in the creation, representation, appreciation which was composed of main content in expressive activity. By using these modules, physical education teachers could plan a lesson by choosing a various factors of creativity and personality, depending on the intended educational goals.

Privacy-preserving Custom Manufacturing Service Protocol based on Smart Contract in Smart Factory (스마트 컨트랙트 기반의 프라이버시를 제공하는 스마트 팩토리 주문제작 서비스 프로토콜)

  • Lee, Yong-Joo;Woo, Sung-Hee;Lee, Sang-Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.635-638
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    • 2018
  • The Cost for introducing smart factory will decrease and the service type will change from a large scale to small quantity manufacturing, when 3D printing technologies have actively applied and smart factory related technologies have more stably developed. If customers have to provide private information, the availability of developed technology may cause slow progress. We propose a new protocol for custom manufacturing service of smart factory. The proposed approach is designed for smart contract based IoT convergence network. We analyzed the requirements of the proposed approach which provides anonymity, privacy, fairness, and non-repudiation. We compared it with closely related studies to show originality and differences.

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