• Title/Summary/Keyword: 생성 AI 콘텐츠

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The effect of generative AIintervention level on webtoon content quality perceptions:focusing on the moderating effect of the presence or absence of AI-enabled labels (생성형 AI 개입 수준이 웹툰 콘텐츠 품질 인식에 미치는 영향: AI 활용 표기 문구 유무에 따른 조절효과를 중심으로)

  • Lee, Min chae;Lee, Sang Woo
    • The Journal of Information Systems
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    • v.33 no.3
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    • pp.123-145
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    • 2024
  • Purpose The purpose of this study was twofold. First, we wanted to understand the degree of AI involvement that users find objectionable by examining whether there is a difference in the quality of webtoon content perceived by users depending on the level of AI involvement in the creative process. Secondly, we wanted to find out how users evaluate the quality of webtoon content based on the presence or absence of an AI disclosure statement, and provide implications for the need for AI disclosure statements in the webtoon industry. Design/methodology/approach This study validated the research model by creating a 2 (generative AI intervention level: low/high) X 2 (AI utilisation notation: present/absent) experimental group and conducting an experiment in an online environment. Findings First, we found that the higher the level of AI involvement in webtoon creation, the lower the fun and artistic quality. Second, we found that webtoon content quality depends on the presence or absence of AI disclosure messages. In particular, the higher the level of AI involvement in webtoon creation, the more positive the effect of disclosing the use of creative AI on user perceptions. Third, we found that fun and artistic quality are the main variables that significantly affect webtoon satisfaction. This study can contribute to considering the scope of AI in webtoon creation in the future, and provides new implications by identifying differences in user perceptions based on whether AI is disclosed or not.

A Study of an AI-Based Content Source Data Generation Model using Folk Paintings and Genre Paintings (민화와 풍속화를 이용한 AI 기반의 콘텐츠 원천 데이터 생성 모델의 연구)

  • Yang, Seokhwan;Lee, Young-Suk
    • Journal of Korea Multimedia Society
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    • v.24 no.5
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    • pp.736-743
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    • 2021
  • Due to COVID-19, the non-face-to-face content market is growing rapidly. However, most of the non-face-to-face content such as webtoons and web novels are produced based on the traditional culture of other countries, not Korean traditional culture. The biggest cause of this situation is the lack of reference materials for creating based on Korean traditional culture. Therefore, the need for materials on traditional Korean culture that can be used for content creation is emerging. In this paper, we propose a generation model of source data based on traditional folk paintings through the fusion of traditional Korean folk paintings and AI technology. The proposed model secures basic data based on folk tales, analyzes the style and characteristics of folk tales, and converts historical backgrounds and various stories related to folk tales into data. In addition, using the built data, various new stories are created based on AI technology. The proposed model is highly utilized in that it provides a foundation for new creation based on Korean traditional folk painting and AI technology.

Method of Automatically Generating Metadata through Audio Analysis of Video Content (영상 콘텐츠의 오디오 분석을 통한 메타데이터 자동 생성 방법)

  • Sung-Jung Young;Hyo-Gyeong Park;Yeon-Hwi You;Il-Young Moon
    • Journal of Advanced Navigation Technology
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    • v.25 no.6
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    • pp.557-561
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    • 2021
  • A meatadata has become an essential element in order to recommend video content to users. However, it is passively generated by video content providers. In the paper, a method for automatically generating metadata was studied in the existing manual metadata input method. In addition to the method of extracting emotion tags in the previous study, a study was conducted on a method for automatically generating metadata for genre and country of production through movie audio. The genre was extracted from the audio spectrogram using the ResNet34 artificial neural network model, a transfer learning model, and the language of the speaker in the movie was detected through speech recognition. Through this, it was possible to confirm the possibility of automatically generating metadata through artificial intelligence.

AI Art Creation Case Study for AI Film & Video Content (AI 영화영상콘텐츠를 위한 AI 예술창작 사례연구)

  • Jeon, Byoungwon
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.85-95
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    • 2021
  • Currently, we stand between computers as creative tools and computers as creators. A new genre of movies, which can be called a post-cinema situation, is emerging. This paper aims to diagnose the possibility of the emergence of AI cinema. To confirm the possibility of AI cinema, it was examined through a case study whether the creation of a story, narrative, image, and sound, which are necessary conditions for film creation, is possible by artificial intelligence. First, we checked the visual creation of AI painting algorithms Obvious, GAN, and CAN. Second, AI music has already entered the distribution stage in the market in cooperation with humans. Third, AI can already complete drama scripts, and automatic scenario creation programs using big data are also gaining popularity. That said, we confirmed that the filmmaking requirements could be met with AI algorithms. From the perspective of Manovich's 'AI Genre Convention', web documentaries and desktop documentaries, typical trends post-cinema, can be said to be representative genres that can be expected as AI cinemas. The conditions for AI, web documentaries and desktop documentaries to exist are the same. This article suggests a new path for the media of the 4th Industrial Revolution era through research on AI as a creator of post-cinema.

A Study on the Status and Prospects of Blockchain, the Core of Metaverse's Economic System (메타버스 경제 시스템의 핵심인 블록체인의 현황과 전망에 대한 연구)

  • Hwa-Seon Choi
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.229-231
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    • 2023
  • 최근 대화형 AI와 생성형 AI의 폭발적인 성장과 현실화로 인해, 한 때 온세상을 떠들썩 하게 했던 메타버스와 블록체인 기술은 잊혀지고 있다. 하지만 메타버스는 필연적으로 Web 3.0 시대의 대표적인 플랫폼으로 흘러갈 것이며, 블록체인 기술은 디지털 경제 생태계의 핵심 기술임에 틀림이 없을 것이다. 언제가 될지는 모르지만 다시금 메타버스가 세상을 혁명적으로 변화 시키는 그 때를 염두에 두며, 메타버스 시스템에서 사용되는 블록체인 기술의 현황을 살펴보고 그리 멀지 않은 미래에서의 모습도 전망해 본다.

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An interactive teachable agent system for EFL learners (대화형 Teachable Agent를 이용한 영어말하기학습 시스템)

  • Kyung A Lee;Sun-Bum Lim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.797-802
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    • 2023
  • In an environment where English is a foreign language, English learners can use AI voice chatbots in English-speaking practice activities to enhance their speaking motivation, provide opportunities for communication practice, and improve their English speaking ability. In this study, we propose a teaching-style AI voice chatbot that can be easily utilized by lower elementary school students and enhance their learning. To apply the Teachable Agent system to language learning, which is an activity based on tense, context, and memory, we proposed a new method of TA by applying the Teachable Agent to reflect the learner's English pronunciation and level and generate the agent's answers according to the learner's errors and implemented a Teachable Agent AI chatbot prototype. We conducted usability evaluations with actual elementary English teachers and elementary school students to demonstrate learning effects. The results of this study can be applied to motivate students who are not interested in learning or elementary school students to voluntarily participate in learning through role-switching.

Study on Statecharts-based Progressive Behavior LOD Model for Virtual Objects (가상 객체를 위한 스테이트챠트 기반의 점진적인 행위 LOD 모델 연구)

  • Seo, Jin-Seok;Youn, Joo-Sang
    • Journal of Digital Contents Society
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    • v.12 no.2
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    • pp.185-194
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    • 2011
  • This paper introduces a Statecharts-based progressive behavior LOD model for computer games and virtual reality systems. In order to use computing resources efficiently and generate an LOD model having arbitrary complexity, we defined a progressive behavior LOD model which including a Statecharts-based specification process, refinement operations, a switching policy, and an LOD selection policy. Additionally, in order to show the possibility of the proposed approach, we demonstrate an example of progressive LOD models by illustrating a step-by-step design of a virtual vehicle.

A Study on Terrain Digitalization for Earthwork Automation (토공사 자동화를 위한 토공지형 디지털화 방안연구)

  • Kim, Seok;Park, Jae Woo;Kim, Kyung Hoon
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.407-408
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    • 2017
  • 최근 IoT, AI, Big-data 등 4차 산업혁명기술이 다양한 산업영역에 적용되고 있다. 건설산업에도 4차 산업혁명기술 도입을 위한 다양한 연구들이 진행되고 있으며, 토목 및 건축을 포함한 다양한 건설사업 초기단계에 적용되는 토공사의 자동화를 위한 연구가 국내외에서 활발히 진행되고 있다. 본 연구에서는 토공사 자동화를 위한 기초정보를 제공하기 위해 지반지형을 디지털화하고 이를 건설산업 초기 단계에 활용하기 위한 형태를 제시하고자 한다. 지반지형 디지털화를 위해서는 현장계측, 계측데이터 정합, 건설정보 입력, 분석단위 생성 등의 기능이 요구된다. 토공지형 디지털화 기술은 향후 토공사 자동화를 위한 건설장비군의 효율적 운영을 위해 활용될 수 있다.

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University education in the era of the 4th industrial revolution (4차산업혁명 시대의 대학교육 방향)

  • Hwang, eui-chul
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.137-138
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    • 2017
  • 새로운 기술혁명의 시대가 열리며 제4차산업혁명의 시대 속 소프트웨어 기술을 기반으로 생성되는 디지털 연결성이 사회를 근본적으로 변화시키고 있다. 미국, 독일, 영국, 일본, 중국 등 주요국가들은 국가의 미래를 걸고 있을 정도이다. 국내 4차산업혁명 주요기술수준이 미국 대비 빅데이터플렛폼 76.3%, 사물인터넷 80.9%, 소프트웨어 76.7%, 3D 프린터 73.1% 라 한다. 국내 빅데이터와 인공지능(AI) 전문가 확보에 나선 기업들은 국내 연구진이 턱없이 부족하다 한다. 인재 품귀 현상에 4차산업혁명 인프라구축을 위하여 국내 외 대학에서의 융합인재 양성현황과 대학교육의 방향에 대하여 알아보고자 한다.

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Kinematic Access For Generation of Realistic Behavior of Artificial Fish in Virtual Merine World (가상해저공간에서 Artificial Fish의 사실적인 행동 생성을 위한 운동학적 접근)

  • Kim, Chong-Han;Jung, Seung-Moon;Shin, Min-Woo;Kang, Im-Chul
    • The Journal of the Korea Contents Association
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    • v.8 no.1
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    • pp.308-317
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    • 2008
  • The objects real time rendered in the 3D cyber space can interact with each others according to the events which are happened when satisfying some conditions. But to representing the behaviors with these interactions, too many event conditions are considered because each behavior pattern and event must be corresponded in a one-to-one ratio. It leads to problems which increase the system complexity. So, in this paper, we try to physical method based on elasticity force for representing more realistic behaviors of AI fish and apply to the deformable multi-detection sensor, so we suggest the new method which can create the various behavior patterns responding to one evasion event.