• Title/Summary/Keyword: 디지털콘텐츠 기술 가치

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A Study on the production of Music Content Using Artificial Intelligence Composition Program (인공지능 작곡 프로그램을 활용한 음악 콘텐츠 제작 연구)

  • Park, Dahae
    • Trans-
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    • v.13
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    • pp.35-58
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    • 2022
  • This study predicts the paradigm shift that the development of artificial intelligence technology will bring to the production of music content, and suggests that works created through collaboration between artificial intelligence and humans can have artistic value as finished products. Anyone can easily produce music content using artificial intelligence composition programs, and it has become an opportunity to inspire artists with various attempts and creative ideas. Although artificial intelligence technology provides convenience in human life and benefits a lot in the efficient aspect of work, it is difficult to escape the perception of data-based pattern music in the art field so far. Pattern music with many quantitative elements is not recognized as a complete creation due to the absence of abstract symbolism or meaning pursued by art. However, it predicts that if qualitative elements such as emotions and creativity are given to artificial intelligence music through human collaboration, it can be recognized as a complete work of art. The development of artificial intelligence technology increases access to culture and art from the public, and it can be expected that anyone can enjoy it as well as aesthetic experiences. In addition, various contents can be produced by improving individual digital literacy, and it is an opportunity to share and communicate with others. As such, artificial intelligence technology serves as a medium connecting the public with culture and art, and is narrowing the gap between humans and technology through art activities. Along with this cultural phenomenon, we predict the possibility of research on the production of artificial intelligence music contents with artistic value and the development of various convergence and complex art contents using artificial intelligence technology in the future.

Case Analysis of the performance contents using virtual reality technology (가상현실 기술을 활용한 공연콘텐츠의 사례분석연구)

  • YOO, YOUNGJAE
    • Journal of the Korea Convergence Society
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    • v.8 no.5
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    • pp.145-153
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    • 2017
  • As success stories of using virtual reality (VR) have become more prevalent, interest in performance-related technology has rapidly increased around the world. Performances such as, Cirque du Soleil had much success in using video technology, these VR applications have enabled experiences using digital image technology. However, critics have claimed that the completeness and diversity of visual content is reduced, due to insufficient storylines, spatial composition, and partial use of the entire visual field. Therefore, the design of a performance using digital image technology should consider the characteristics of the production stage to be different from real world performances. In this study, the visual space of the stage, the method of creating space for the stage, and the movement of the performer and utilization of the performance was analyzed. Through this, It transferred the limitation of the traditional stage into the space and time of the image and opened the possibilities of the tran­-media.

A Study on the Development of Public Digital Signage Services (공공 디지털 사이니지 서비스 개발 연구)

  • Ahn, SungHee
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.185-196
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    • 2021
  • This study is based on the 'National Pilot Project on Digital Signage in Sejong Special City', one of the pilot projects initiated by the Ministry of Public Administration and Security. This project was an attempt to present the digital signage as a 'public service content platform' integrated with smart technologies. This study suggests that the planning strategy for placing public service contents on digital signage platform should focus on interests of local communities or users rather than high-tech suppliers of digital signage. In consideration of growing needs for smart technology-based public service, this study concentrates on the strategy for developing 'public digital signage services'. In addition, 'digital signage service tools' were designed to easily establish or execute the strategy. The aim of this study is developing the strategy to make digital signage a public cultural service platform as well as a digital advertisement tool. The final goal of this study is to demonstrate public value creation performance of the 'Revitalisation Project of Sejong City's Commercial Districts', which was possible thanks to the proactive involvement of citizens coupled with progressive utilization of interactive media.

A Study on the Interactive Storytelling Structures of Digital Comics (디지털 만화의 인터랙티브 스토리텔링 구조에 관한 연구)

  • Kim, Young-Geun;Ahn, Seong-Hye
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.290-293
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    • 2006
  • Whereas comics were printed on a paper in the past, it is now possible to produce digital comics thanks to the development of computer technology. However, it only came to be implemented on a monitor instead of paper and did not fully utilize a digital environment. That is because most digital comics or published comics have been made to be transferred in 'one-way' which means that contents of authors are transferred only to readers not vice versa. Recently, the notion of the 'interactive' in the digital contents takes its own shape even at the 'interactive way' of the communications change through the author and the reader's interactivity using the digital technology. As such, the study put more importance on the digital comics in a proper interactive story-telling structure and one of its category through the suggestion of the above and the soil where to develop the following study.

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Smartphone-based casual games, character development practices through the development of business models - In the case of developing games(Craze Monkey) (스마트폰 기반 캐쥬얼게임 개발 사례를 통한 캐릭터 수익모델 개발 연구 -크레이지 몽키 개발사례 분석)

  • Lee, Jong-Ho;Lee, Dong-Lyeor;Lee, Wan-Bok;Ryu, Seuc-Ho;Kyung, Byung Pyo
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.391-396
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    • 2013
  • Character industry is fundamentally based on a technical environment, a media, like any other cultural content industry. In order to extend a life of a character and increase the brand value, a choice and utilization of a more efficient way is necessary. Analyzing why game characters are less worth as a value of commodities than other media contents is presented and suggests complementary methods for the matter. In this study, an approach to increase a brand value of a game character, as well as, linking to develop profitable models afterward is suggested presenting a case of game development.

Policy Implications from Development of Cultural Content Distribution through Digitalization - Focused on Game Industry - (디지털화에 따른 문화콘텐츠유통의 발전과 정책적 시사점 -게임산업을 중심으로 -)

  • Lee, Byung-Min
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.33-44
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    • 2006
  • This article examines cultural content distribution system, particularly of game industry based on the development of digital technology. In this period of convergence and fusion, some phenomenon leads the cultural content distribution system change like value transfer from platform to content. In relation to it, especially in the game industry, three types of distribution is categorized by the industrial structure (offline, online, mobile game) through the case studies and it is expected to be evolve into a base for development of distribution integration model in the future. In conclusion, the article suggest the policy subject for the promotion of cultural content that hold so much competitiveness for long-lasting development by the improvement of distribution structure, blowing off the conflict between companies and publishers, and global business, etc.

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디지틀 도서관 시장이 열리고 있다

  • Jeon, Gyeong-Won
    • Digital Contents
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    • no.10 s.53
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    • pp.4-7
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    • 1997
  • 대학 및 연구소 도서관의 디지틀 도서관 구축작업이 본격화되고 있다. 국내에 디지틀 도서관 구축을 시작한 대학은 현재 두군데 정도지만, 도입을 고려하고 있거나 준비중인 곳을 따져보면 빠른 시간에 확산될 '열린' 시장이다. 디지틀 도서관은 대학 도서관 뿐 아니라 정부출연연구소, 지방자치단체 등에서도 활용가치가 높다. 또 멀티미디어 데이터까지 처리하므로 VOD, AOD 서비스를 할 수 있는 방송국, 박물관 등에서도 디지틀 도서관 구축은 앞으로 필수적이라 볼 수 있다. 이 분야를 집중 공략하고 있는 시스템통합 및 전문업체들의 구축전략 및 기술현황을 살펴본다.

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심층탐구 / 인터넷 TV현재와 미래, 그리고 잠재적 가치 발굴

  • Kim, Myeong-Hwan
    • Digital Contents
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    • no.10 s.89
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    • pp.43-47
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    • 2000
  • 최근들어 인터넷 방송이 폭발적으로 증가하고 있는 추세이다. 물론 이들 인터넷 방송국의 규모에 있어서도 사별로 큰 차이를 보이고 있다. 일부에서는 닷컴 위기론과 편성해 인터넷 방송의 공급과잉을 우려하는 목소리를 높이고 있다. 물론 이러한 우려의 목소리에는 현실에 대한 정확한 판단이 들어 있기도 하다. 하지만 현재 일반적으로 인터넷 TV가 운영되고 있는 것과는 달리 인터넷과 TV의 단순한 결합이라는 의미를 넘어서 종합적인 커뮤니티와 매체로서의 기능이 잠재되어 있다고 볼수 있다. 그 시장 또한 발굴하기에 따라서 무한하다고 할 수 있다. 다만 수익모델을 광고에 치중한 경영을 한다는 것은 위험성을 내포한다. 다양한 수익모델의 발굴과 인터넷 TV를 이끌어갈 인재양성, 기술개발 등 인터넷 TV가 해결해야할 과제는 아직도 산적해 있다.

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법제코너- 사이버상의 명예훼손

  • Seong, Seon-Je
    • Digital Contents
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    • no.3 s.130
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    • pp.132-140
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    • 2004
  • 명예훼손에서‘사실의 적시’는 사실을 직접적으로 표현한 경우에만 한정되는 것은 아니고, 간접적이고 우회적인 표현에 의하더라도 그 표현의 동기와 의도가 그와 같은 사실의 존재를 암시하고, 또 이로써 특정인의 사회적 가치 내지 평가가 침해될 가능성이 있다면 명예훼손의 요건을 만족시킬 수 있다. 그렇다면 사이버스페이스에서의 명예훼손은 어디까지이고 어떤 표현을 구체적인 명예훼손으로 인정해야 하는지 그 범위와 개념에 대해 알아보고, 사이버스페이스에서의 명예훼손을 방지하기 위한 제도적, 기술적 대책 등에 관해 사례 중심으로 살펴본다.

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법제코너- 사이버 프라이버시는 없다(?)

  • Seong, Seon-Je
    • Digital Contents
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    • no.4 s.131
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    • pp.120-128
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    • 2004
  • 명예훼손에서‘사실의 적시’는 사실을 직접적으로 표현한 경우에만 한정되는 것은 아니고, 간접적이고 우회적인 표현에 의하더라도 그 표현의 동기와 의도가 그와 같은 사실의 존재를 암시하고, 또 이로써 특정인의 사회적 가치 내지 평가가 침해될 가능성이 있다면 명예훼손의 요건을 만족시킬 수 있다. 그렇다면 사이버스페이스에서의 명예훼손은 어디까지이고 어떤 표현을 구체적인 명예훼손으로 인정해야 하는지 그 범위와 개념에 대해 알아보고, 사이버스페이스에서의 명예훼손을 방지하기 위한 제도적, 기술적 대책 등성선제에 관해 사례 중심으로 살펴본다.

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