• Title, Summary, Keyword: 창작도구

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Performance Analysis and Generation Technology for Creation of Empirical Learning about Traditional and Popular Dances (전통 및 대중 무용의 체험학습 창작을 위한 퍼포먼스 분석 및 생성기술)

  • Kim, Y.J.;Woo, S.S.;Baek, S.M.;Kim, J.S.;Kim, M.G.
    • Electronics and Telecommunications Trends
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    • v.29 no.1
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    • pp.21-30
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    • 2014
  • 무용, 춤, 연기 등의 전문가 퍼포먼스를 분석, 학습, 보급하는 콘텐츠 기술개발은 문화산업의 중요한 당면과제이나 기존 기술은 동작만 인식하고, 감성 및 도구를 포함하지 않으며, 단순 열람은 가능하나 체험 및 학습할 수 있는 효율적인 방법이 부재하다. 따라서 전문가의 퍼포먼스 동작을 일반인 시점에서 학습할 수 있는 체감형 콘텐츠를 제공하기 위해서는 빠르고 능동적인 동작 영상 획득 시스템의 개발과 동작 데이터를 분석 및 생성하는 기술들이 필요하다. 따라서, 본 논문에서는 퍼포먼스 무용의 학습 콘텐츠 제작을 위한 핵심 기술들의 동향을 분석하고자 한다.

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Collaborative Digital Storytelling based on Collective Intelligence through Contest (공모전을 통한 집단지성 기반의 협업적 디지털 스토리텔링)

  • You, Eun-Soon;Park, Seung-Bo;Lee, Yeon-Ho;Jo, Geun-Sik
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.120-128
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    • 2010
  • Web development and digital technology enable users not only to consume contents but also to produce and share it through using various media. Thus, since personal needs for contents are increased, the interest in environment and technology for creating digital contents is growing. Because of existing digital contents technology such as writing tool or digital storyboard have focused on the individual creation, it is hard to induce participation and collaboration of other users and sharing and reusing contents. Therefore, we suggest a new form of collaborate digital storytelling using the concept of the collective intelligence through contest. Most of all, we develop writing tool and storyboard tool in order to facilitate participants to produce online contents. Also, distinguished from previous contest, this contest considers not only content output but also collaborative process for making it.

A Study on Implementation of Family Tree Authoring System for Family Contents (가족콘텐츠 스토리족보(가계도) 저작시스템 설계 및 구현에 관한 연구)

  • Lee, Eun Ryoung;Kim, Kio Chung
    • Journal of Digital Convergence
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    • v.12 no.2
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    • pp.495-501
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    • 2014
  • This research paper is applying Family Tree with Story Authoring System on the previous research study about writing tool data model on interactive storytelling about family history. In this study, primary personal information holding identity of the person such as name, birthday and family tree, given at birth, was categorized into secondary function defined as "family contents" consisting of family achievements, episodes and experiences. Family contents was restructured to be used as creative ingredients to increase the value and usage of family contents...Family Tree with Story writing system enables users to create text, images, videos and digital contents based on experimental knowledge collected from the first and second generations.

The Monomyth Structure of Méliès Films and the Way of Story (멜리에스 영화의 원형신화 구조와 이야기의 길)

  • Lee, Won-Ik
    • The Journal of the Korea Contents Association
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    • v.17 no.10
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    • pp.463-471
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    • 2017
  • There is a world of unconscious that works when creating story contents. The unconscious layer of the abyss has the artist goes on the path of creating a common story structure without knowing because the human race is connected. It is monomyth and is now used as an important authoring tool. Analyzing the structure of the silent film "A trip to the Moon" made before the discovery of it, we can still find the frame of monomyth. Although this film is an intuitive imagination of the inspiration received from four contemporary works, the monomyth has been completely revealed.. This means it's still working regardless of area or time. That's why the story that was created in a modern short time has the same structure as the myth that passed down for a long time because there is archetype of story in human collective unconscious. This archetype determines the way the story. The human brain is not infinitely free to imagine but that it can be applied to the surface along the path of the archetype. Good story contents is less likely to succeed if it does not follow the path proposed by the archetype within our collective unconscious.

Constructive music creation: the process and effectiveness of sampling in computer-based electronic music production (구성적 음악 창작: 컴퓨터 기반 전자적 음악 프로덕션 상에서 샘플링의 과정과 효과)

  • Han, Jinseung
    • Proceedings of the Korea Contents Association Conference
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    • pp.127-134
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    • 2009
  • In spite of controversial debates on aesthetic issues of computer-generated electronic music, rapid advancement of music technologies in the past decade have resulted proliferation of using virtual software synthesizers and samplers in music composition. Computer-based music production platform has become not only a norm among some of contemporary music composers but also vital apparatus for their compositional process. There are two imperative parts of this compositional process involving sampling in computer-based music production, which are commercially available sample libraries that include pre-recorded audio samples, and music production software that processes them. The purpose of this study is to investigate the process and effectiveness of reconstructive compositional process utilizing distinctive features of sampling on computer music production software. This study addresses issues such as: the definition of audio sampling, how sampling is incorporated in compositional process, and what features of music production software are particularly effective in various musical expressions. The result of this study will hopefully accommodate and fulfill the needs of electronic and acoustic musicians' creativeness.

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A Qualitative Evaluation Research on the Relationship Between Creative Thinking and an Infinite Creative Space Program (공공도서관 무한창조공간 프로그램과 창의성간의 관계에 대한 평가 연구)

  • Noh, Younghee;Kang, Jung-A;Jung, Eun-Ji
    • Journal of Korean Library and Information Science Society
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    • v.46 no.2
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    • pp.71-111
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    • 2015
  • This study developed a program suitable for operating an infinite creative space within the public library, and analyzed the effect of promoting participants' creativity through a trial run of the program. To do this, we operated a "picture book making activities" program in the infinite creative space of J library located in Chungbuk. This program was performed for 18 elementary students in grades 3-6. Torrance TTCT (The Torrance Tests of Creative Thinking) tools were used in this study to measure the overall creativity. As a result, first, awareness of the importance and interest in environmental science was improved through the whole program process. Second, participants' problem-solving abilities improved during the program by having to derive a solution for a given problem through brainstorming. Third, storytelling ability improved after the story-creating elements of the program. Fourth, each participants' creativity was improved through creative activities. Fifth, by publishing the results of creative activities of participants as books, the self-esteem of participating children improved as well.

The Mobile Cartoons Authoring Method Using Scene Flow Mode (Scene flow 방식을 이용한 모바일 만화 저작 기법)

  • Cho, Eun-Ae;Koh, Hee-Chang;Mo, Hae-Gyu
    • Cartoon and Animation Studies
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    • pp.113-126
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    • 2010
  • The digital cartoons market is looking for a new growth momentum as the radical increases of the demands and markets about the mobile contents with portable instrument popularization. The conventional digital cartoons markets which are based on web-toon, page viewer cartoons and e-paper cartoons have been studied various fields to overcome some limitations such as the traditional cartoons had. The mobile cartoons which have been changed more and more, have some canvas limitations due to the mobile screen size. These limitations lead to the communication problems between the cartoonists and the subscribers and resulting some obstacles of mobile cartoons activations. In this paper, we developed a authoring tool applied the Screen Flow method to overcome inefficiency of conventional authoring methods. This proposed method can reflect the cartoonists' during the process of authoring mobile cartoons, thereafter we studied about the authoring method of mobile cartoons and its effects. For the convenience of users creating and distributing content in a way has been studied.

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The discovery of the 'traditional dance' of modern Japan - mainly on Urayasu-no-mai Dance - (일본 근대 '전통춤'의 발견 - 우라야스무(浦安の舞)를 중심으로 -)

  • Nam, Sung-Ho
    • (The) Research of the performance art and culture
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    • no.33
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    • pp.243-271
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    • 2016
  • When an aggressive war reached at the climax in 1940, a commemorative event called celebration' was held on a large scale in Japan for 'beginning former 2,600 years. It was performed for the policy that was going to break off the fatigue that was tired for nation dissatisfaction and war for the politics. I considered Urayasu-no-mai Dance played as part of a celebration event in a Shinto shrine of the all over Japan how was created and spread by this article Urayasu-no-mai Dance was created newly and was played in Shinto shrines of the whole country. The Urayasu-no-mai Dance was created based on Gagaku and Miko Mai (shrine maiden's dance) that has been read aloud not to go out of the ancient times. It was created in the situation of the war and spread and was spread. It will be said that Urayasu Dance is a typical example of 'forged traditional'. Urayasu Dance is a tradition made at modern time and remains for an unfortunate inheritance used again by the advertising tool of the national ideology. The Urayasu-no-mai Dance is expanded more now, without enough consideration about the historic procession other words, It played under a strong-arm society atmosphere is placed as new folk performing arts all too soon. In the complicated world situation at the time, Urayasu-no-mai Dance that emphasized a Japanese tradition for the inside and outside were spread. Urayasu-no-mai Dance created in modern times substitutes a traditional shaman dance, and there is even the tendency that ritual performing arts peculiar to each local Shinto shrine is unified to Urayasu-no-mai Dance. Such a movement shows a new aspect of the culture power that social turning to the right in Japan is not unrelated to becoming it. It is a traditional reinvention, or do you forge the tradition? I examined a process of a process and the spread of traditional creation produced consistently.

Research on the Foundation of the Sonification through Color Digitizing (색채의 디지털화를 통한 소니피케이션 기초 연구)

  • Li, Xin;Park, Sanghyun
    • Proceedings of the Korea Contents Association Conference
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    • pp.927-932
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    • 2009
  • There is such a kind of characteristic by using the computer digitization technology's interaction. It not only provides the authoring tool, and also has the user-friendly window. The paper based on this kind of interaction, through the sound and the color exchange of information, as well as each information's digitization, carries on about the scientific dielectric related advance research. This research carries on the analysis to the people to the color and the sound perceptual characteristic first, then makes comparison to the people regarding the color and the music perceptual cognition.. The research is about the research stage of the interactive sound installation creation, which shape is carried on the analysis through the extraction image in color. It is based on the perceptual characteristic,is that the algorithm manufacture reasearch of how to make color sonification. Through capturing the non-stop changing colors by camera,it transforms colors into music. The paper's foundation is the fundamental algorithm manufacture of experimental music composition.

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Analysis of Children's Imagination Pattern in Expressive Methods of Illustration (일러스트레이션의 표현형식에 대한 어린이의 상상력 유형 분석)

  • Yoo, Dong-Kwan
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.629-638
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    • 2014
  • Objective of this study is to be utilized as foundational data of expression methods and to increase children's dream and imagination by researching and analyzing differences of imaginative reaction from patterns of imaginative activities and verbal response for the expressive methods of illustrations. Study subjects are 253 children aged from six to seven years old, and four different types of research tool of which are screens with simple pattern, realistic pattern, omitted pattern and indirect pattern has been used in the empirical survey conducted over two times. Result from provided research tools has shown that difference of diversity can be observed from patterns of imaginative activities and verbal reaction patterns. Especially, in terms of imaginative activities, structural and creative imagination responses can be observed from screens with simple, omitted patterns and indirect and metaphorical patterns compares to screens with simple patterns and direct, realistic patterns, and positive affection to children's dream and creativity and imagination can be found from the result of high imaginative response observed from patterns of verbal reaction.