• Title, Summary, Keyword: 창작도구

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A Study on Developing Model and Implementation of Intelligent Contents Planning Supporting System(ICPS) in familyHistory (지능형 스토리텔링 콘텐츠 기획지원도구 모델설계 및 구현에 관한 연구 - 가족이야기(familyHistory)를 중심으로 사례연구)

  • Lee, Eun-Ryoung;Kim, Kio-Chung
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.607-614
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    • 2010
  • History centered knowledge based story-telling project planning tool supports the process of story creation in narrative genre about history of families or individuals. Narrative fields not only include drama, mythology, legend, history but also non-verbal epics such as movie, play, ballet and opera. But as verbal epic, this research paper focuses on the family history and individual history of each household. This story-telling planning tool redevelops each genre of story-telling about family history through sampleDB and informationDB, and it is widely applicable in concreting high quality stories in both its content and value. Reduces the time of planning story-telling, and impose minimum expenses in human resources. Content about family history is one of the most the fundamental and renowned contents in Story-telling but planning tool that is easily applicable in creating such content does not exist in statue quo. In this current system lacking creative infra, this research paper seeks to provide a planning tool that public can easily utilize, and by systemizing the tool. it aims to create a creative contents tool model applicable in variety of genres.

A Study on the Curriculum by the Process of Actual Use of 3D printer -Focus on the College of Design- (3D 프린터 활용 프로세스를 통한 교육과정 연구 -디자인대학을 중심으로-)

  • Sung, Kug-Joo;Kim, Suk-Rae
    • Journal of Digital Convergence
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    • v.14 no.6
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    • pp.381-393
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    • 2016
  • The new paradigm of 3D printing is that no one is clearly easy to regulate or estimate the impact adverse on existing industry or the form of new business models. Nevertheless, it will be judged that there is no person to deny about potential possibility of implicated 3D printing technology by industrial and business aspects. This study has the purpose and significance of that to suggest practical education which is available as practical application because new creative tools in design department are expected to have greater impact and use of 3D printing technology. Based on the analysis of research on the work process of 3D printing technology for this purpose, we composed the step-by-step curriculum linkages which combined theory and practice for student to create the well-made final output.

A Study on the Simulation System for Taekwondo Poomsae Creative Techniques (태권도 창작 품새 시뮬레이션 시스템에 관한 연구)

  • Jang, Il-Ki;Park, Hyeon-Geun;Lee, Hee-Suk;Lee, Sang-Moon
    • Proceedings of the Korean Society of Computer Information Conference
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    • pp.261-263
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    • 2011
  • 이 논문에서는 컴퓨터 시뮬레이션의 기법을 활용하여, 이미지 처리 기법을 활용한 태권도의 새로운 품새 동작을 창작하는데 활용할 수 있는 시뮬레이션 알고리즘을 제시한다. 즉 사용자가 데이터화 한 다양한 태권도 품새 동작 이미지를 모의실험을 통하여 기존의 품새 종류보다 다양한 형태를 자동 생성하고, 이를 평가 모델화하여 동작의 완전성을 판별하고 이를 기반으로 사용자가 원하는 모델로 완성시키도록 하는 대화형 태권도 창작 품새 생성 기법과 이를 지원하는 데이터 관리 도구를 기술하여 제시한다. 또한 사용자가 원하는 환경에 따라 여러 가지 조건의 변화를 반영하고 그 각각의 결과를 보다 쉽게 얻을 수 있게 되어, 새로운 태권도 품새 개발과 표준화된 동작 모델 개발에 활용될 것으로 기대된다.

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Fiction text analysis for plot error tracking (스토리의 플롯 구성 오류 추적을 위한 텍스트 분석 방법)

  • Kim, Hyun-sik;Park, Seoung-Bo;Baek, Yeong-Tae;You, Eun-Soon
    • Proceedings of the Korean Society of Computer Information Conference
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    • pp.37-39
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    • 2014
  • 현대에 집필되는 소설이나 시나리오 등의 스토리는 점점 플롯이 복합해지고 캐릭터가 입체적으로 변해가고 있다. 여러 개의 이야기가 동시다발로 진행되고, 다양한 캐릭터들이 복잡한 관계로 얽히면서 갈등 구조를 형성하기 때문에 작가는 창작 과정에서 작품 속 캐릭터들에 대한 정보를 정확하게 인지하고 관리해야 하는 부담이 점점 커지고 있다. 창작 과정에서 생산되는 수많은 정보들에 대한 작가의 인지적 부담은 정보에 대한 작가의 잘못된 기억과 혼란을 초래할 수 있으며, 이는 결국 작품의 완전성과 무결성을 저해하는 요인이 된다. 따라서 본 논문에서는 작가가 작성한 원고를 분석해 캐릭터의 대화 이력을 추적하고, 캐릭터가 아는 정보와 모르는 정보가 무엇인지 추적하여 작품의 모순을 막고 작가의 창작 활동을 도와주는 작품 분석 시스템을 소개한다.

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Comparison of the Acceptance and Development of Opera in Korea and Japan - Focusing on Development of Contemporary Opera (한국과 일본의 오페라 수용과 발전과정에 대한 비교 - 창작오페라를 중심으로)

  • Sohn, Soo yeoun
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.149-159
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    • 2017
  • South Korea and Japan are closely located in the Chinese character cultural area, so we have developed our culture not only with many similarities but also with own distinct ways. These were also in adoption and development of Western music. Unlike Korea, Japan is showing its potential through Opera 'Yuzuru'. Even though opera is Western music style, communicating Asian culture through their own language is one of the important issues to secure status as a cultural power in the world. As the field of opera is expanded to media entertainment with the development of digital technology, it is necessary to compare the development process of Japanese and Korean opera, which used contemporary opera as a tool of communication between cultures, It will help to develop into performing arts contents.

Analysis of Story-Retelling Structure in Digital Storytelling Applications for Infants (유아용 서사 창작 어플리케이션의 스토리-리텔링 구조 분석)

  • Han, Hye-Won;Ryu, Min-Soo
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.146-158
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    • 2013
  • The purpose of this study is to analyze the story-retelling structure of tablet PC-based applications that designed to help infants to create stories. Owing to the popularization and the usability of smart devices, infants have become from content consumers to creators who reconstruct stories in creative ways, based on the stories they heard. In those participatory process, infants experience enjoying stories independently and expanding the meaning of texts. Story-retelling is an adequate methodology that cultivates creativity, expressiveness, and literacy ability to infant. Consequently, this study investigates three types of story-retelling in , , and , and searches structure elements and methods of story-retelling in integrated approach. In conclusion, the story-retelling applications that provide 'creative gap' have educational value, because they allow infants to demonstrate imagination by filling in the gap and to realize the rule of stories.

A Study of Authoring for Intelligent Storytelling (지능형 스토리텔링을 위한 저작에 관한 연구)

  • Rha, Chang-Hyun;Ha, Yan
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • pp.456-459
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    • 2005
  • 본 논문은 디지털 시대에 스토리텔링을 위한 적합한 지능형 스토리텔링 저작도구를 제안하고자 한다. 미국 등지에서는 이미 디지털 스토리텔링 제품이 많이 개발이 되어 실제 작품 제작에 활용되고 있으나, 국내에서는 아직 시도된 바가 없다. 또한 국외의 제품을 국내 창작환경에 활용하고자 할 때, 국내 작가 입장에서 적절하게 활용이 불가능한 상황이다. 따라서, 본 연구에서는 국내형 스토리텔링을 위한 저작도구를 개발하고자 하며, 이를 위한 지능형에 관한 연구를 제안하고자 한다.

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Creating Expressive and Experimental Typography and Typeface by Utilizing Scriptographer: Focused on Rush Type and Celestial Type (스크립토그래퍼를 활용한 표현적 실험 타이포그래피 및 활자체의 창작: <질주하는 활자>와 <천상의 활자>를 중심으로)

  • Kim, Namoo
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.203-214
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    • 2015
  • Before the digital age, the main tools used for printing out letters were pen and brush. Therefore, forms and styles of the languages modelled out during the age also revolved around the pen and brush. However, new tools and techniques introduced in the digital age to express typography put this limit in the shade. In other words, the user can make expressive and experimental typography and typefaces quickly and easily, by learning and utilizing new tools efficiently. As such, this study is to explore those cases, to understand characters and meanings of expressive and experimental typography within the context of typography history, to introduce a new tool, 'Scriptographer' developed by means of the open-source scripting plug-in for Adobe Illustrator, and to discuss the advantages, disadvantages and applicability of this tool. Further on, through case analysis of successful preceding projects, the researcher arranges a practical foundation, and estimates the practicality of this research through experimental typography series, Rush Type and Celestial Type, created by using Scriptographer.

Representational Analysis of Duality applied in Dance Creation at the Romeo and Juliet (무용창작에 적용된 『로미오와 줄리엣』의 이중성 표현분석)

  • An, Ju-Kyung
    • The Journal of the Korea Contents Association
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    • v.12 no.12
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    • pp.146-155
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    • 2012
  • This study made an attempt to apply and meaningful research of the analysis of the scene with the actual creative work about the contradictory structure and the love of duality appeared in the Shakespeare's "Romeo and Juliet". The researcher set up the meaning of versus (對) between the contradictory structure and the duality of love. So I analyzed the duality of love appeared on the creative performance named "Romiet & Julio zwei Versus". With the Laban's behavior analysis, the analyzing instruments were separated into four parts as the body, the effort, the space and the shape. As a result of the analyzing, the duality of love in the original work was the expression of the artist's pluralistic vision, and dramatic structure of homogeneity rather than the paradoxical contrast. After analyzing a creative work, the duality of love has been proven as an important factor with ultimately a new dimension of absolute balance.

The Possibilities in Craft Creation through Convergence (융합에 의한 공예 창작의 가능성)

  • Park, Jungwon;Xie, Wenqian;Ro, Hae-Sin;Kim, Won-Seok
    • Journal of the Korea Convergence Society
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    • v.9 no.1
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    • pp.51-58
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    • 2018
  • The late 20th century saw the industrial period end only to transform into the digital era where people have begun to pay attention to craft because it a field that respects emotion as the essential value, an alternative to overcome the side effect that people have created. Today a new world - where the virtual and the real co-exist through artificial intelligence (AI) - has suddenly approached us and the future of craft is faced with a new situation as it needs to present a new creative solution as a tool that is necessary for human way of life - a tool that has been a necessity throughout history and the evolution of life. As a result for a continued development, craft attempts to establish a new paradigm through current trends represented by our modern society, which is the emergence of creative development through convergence. This study presents creative experiments attempted through the convergence of craft with other heterogeneous tendencies connected to the field. The objective of the study is to enable makers to acquire a more creative way of thinking at the same time as inspiring them and suggesting new creative possibilities in order to develop their work through creative convergence. In Chapter 2, the study investigates on the current status of craft in general, and compares it with what is taking place in Korea; in Chapter 3 the significance of convergence in craft and the process of creating is addressed through case studies. Lastly in Chapter 4, with the basis on analytical case studies, the attribute and the potential of convergence in the field of craft is observed. By analyzing different phenomena presented through attempts to converge in contemporary craft, it has been possible to view the future of the 21st century craft through assessments on what is active and what is as yet hidden potential.