• Title/Summary/Keyword: 창작도구

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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.

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.

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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    • 2009.05a
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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.

A Study on Acting Approaches based on Characteristics of Zoom Theater - Focused on the Production Process of Project, Hong-Do 2020 (줌(Zoom)연극의 특성에 따른 배우의 연기 접근 방법 연구 - 프로젝트, 홍도(2020)의 제작 과정을 중심으로)

  • Jung, Eunyoung
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.842-854
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    • 2021
  • Performing industries in Korea and abroad have been attempting a wide range of artistic experiments utilizing online platforms ever since the Covid-19 pandemic. Accordingly, this study will shed light on the functional characteristics of Zoom, which was used as a creative tool for theater performances. At first, after examining theater performances presented in Korea and abroad using Zoom and their characteristics, the production stage of the Zoom play will be analyzed by dividing it into following stages; a research-based pre-production stage, a scene workshop stage that composes each scene based on the script, a recording stage filming each scene on Zoom, and Streaming stage for presenting the show. Furthermore, the actor's approaches to acting in this production process was presumed to be separation of gaze, re-recognition of space, utilization of expressive gestures, and reaction as an active action. As a result, it proposes the possibility of ongoing development of theatrical work using Zoom and the evolutionary aspect of actor's acting approaches in accordance with theatrical work via Zoom.

Copyrighting Stage Directions in American Musical Theatre (미국 뮤지컬 저작권 사례 연구 - 무대연출관련 사건을 중심으로 -)

  • Jung, Youngmee
    • (The) Research of the performance art and culture
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    • no.23
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    • pp.213-243
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    • 2011
  • Under copyright law, the writer' work is clearly protected, and any later producer who wishes to mount a copyrighted play or musical must obtain a license from the author, which may involve sharing royalties from the subsequent production with the author. Generally, directors do not explicitly enjoy similar legal protection for their creative input into a finished production. This Article explores the unsettled issue of copyright protection for stage direction in America. Firstly, it presents a few lawsuits on behalf of stage direction issues. It examines whether stage directions are possible for copyright protection through some pieces of articles. It looks at the contract form made by SSDC which is national labor union representing stage directors and choreographers. After all, I insist we acknowledge the copyright law and the value of copyright protection for stage directors' creative input into a performing arts production. We should devise the contract forms for stage directors which are to be applicable for each situations of productions.

Analysis of the Danmu Phenomenon on the Chinese Video Platform Bilibili - Focused on Henry Jenkins' Concept of Participatory Culture (중국 동영상 플랫폼 Bilibili의 탄막 현상 분석- 헨리 젠킨스의 참여문화 개념을 중심으로)

  • HUANG SHIYI;Kwon Hochang
    • Trans-
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    • v.15
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    • pp.81-104
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    • 2023
  • This paper analyzes the danmu phenomenon with the concept of participatory culture proposed by Henry Jenkins. Unlike other comments, Danmu is a function that allows users to post anonymously while watching a video, and comments posted at that time are immediately displayed on the screen and can be viewed by other viewers. The service was first launched by Niconico. In this paper, the danmu phenomenon in the Chinese video platform Bilibili is analyzed by focusing on three aspects. First, in terms of creative sharing under collective intelligence, we explore how users create their own creations and share them with other users through danmu. Second, in the collaboration model under public participation, the method and meaning of collective cooperation through users' interaction is dealt with. Third, in terms of financial support of commercial capital, the influence of danmu videos to create commercial profits is analyzed as a case. In addition, the negative aspects and challenges of participatory culture in Bilibili are analyzed. Negative aspects such as participation gap, copyright infringement, excessive use of danmu and problems of anonymity were reviewed, and major challenges to realize the potential of danmu as a participatory culture were suggested. This paper comprehensively analyzes danmu using research methods such as literature review and case studies, and through this, tries to derive insights on how participatory culture and danmu interact and evolve in modern society. Danmu, as a participatory medium, is an important tool that promotes individual and collective creation and interaction, and is pioneering a new boundary between the media industry and its users.

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.

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.