• Title/Summary/Keyword: 콘텐츠 제작방식

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Faction Contents' Practical Study for Korea Film Production's Variety (한국 영화 제작의 다양성을 위한 팩션 콘텐츠 활용 연구)

  • Han, Dal-Ho
    • The Journal of the Korea Contents Association
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    • v.9 no.2
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    • pp.193-202
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    • 2009
  • This dissertation is considerably studied Faction Genre which is embossed as a new image content, and it is figured out practical used works' possibilities for Korea film production's varieties. Faction, a neologism, which is combined by Fiction and Fact, is a boundary as limits. If authentic history is closed to a truth, it is a record history description method. Also, if unauthorized history is closed to a fake, it is a fictitious history description method. In addition, macro history and micro history are respectively connected to social criticism's matter and personal action, and these can make various analyses, depend on a boundary's limits and personal analysis. On the other hand, history film could be remembered to audience merely history film itself without existed history's fact. However, there are Faction Genre's Genre possibility and film's attraction which indirectness experience of historic fact could be experienced through film. For Faction Genre’s developing solution, there are three cognitive switches; audience's interpretation ability about history film through watching perception, linking between the past and the present for audience through communication with history, audience's considerable decision about history first or fiction first as film writer's interpretation. Above all, hopefully filmic pressure can be shown with historical true to audience. Therefore, it would be Korea Faction Genre's attraction and hope.

A Study on the Planning and Operation of Environmentally Sustainable Exhibition Content (환경적으로 지속가능한 전시 콘텐츠 기획·운영 방안에 관한 연구)

  • Park, Minwoo
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.275-286
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    • 2021
  • While art and culture always actively intervene and send messages to social issues and issues, there are critics who say that the way they show them goes against environmental issues. Therefore, this study compared and analyzed the environment-friendly methods applied to four types of exhibitions held at existing domestic art museums in order to derive environmentally sustainable exhibition content planning and operation plans. By deriving the method commonly applied to the four exhibitions, the wooden temporary walls that are discarded through local remanufacturing, use of waste resources, and prefabricated module walls were minimized. In addition, when printing/publishing, there were methods such as grafting eco-friendly inks and materials or avoiding the production of unnecessary printed matter. Based on these common factors, a plan that can be applied to each stage of exhibition hall construction and construction, printing and publishing, and exhibition hall operation was derived. However, it is necessary to approach more diverse cases in the future, and it is necessary to supplement the points to enhance scientific explanatory power in quantitative terms.

Case Study on Production for Stop-motion Animation "Galaxay Kids" (스톱모션 애니메이션 <갤럭시키즈> 제작 사례 연구)

  • Kim, Tak Hoon;Park, Jin Wan
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.444-454
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    • 2017
  • Stop-motion animation is highly valued for realistic imagery and its ability to captivate the five senses of the audience. Despite this, practical research in this area is limited to date. The long hours required to produce stop-motion animation and turn these into profits can be attributed for the lack of knowledge in this area. In production research, the matter is made worse as it is difficult to protect the intellectual property made through the collaborated efforts of students and teaching staff through each laborious stage of planning, broadcasting and making 2D models. Meanwhile as the animation industry finds the investigation of new production processes taxing, it has maintained its focus on pre-existing processes such as the use of pipeline. This paper aims to shed light on new production methods that can be used to improve the effectiveness of existing stop-motion production. In addition, by working with Taktoon Enterprises on its T.V series Galaxy Kids the paper will revise real world production methods including the traditional use of hand made models. Thus by investigating the use of graphic technology such as 3D printing the paper will be able to extend current business models. Research conducted in this paper is a necessary part of overcoming various contents production obstacles. Furthermore, it may help publicize issues faced in production leading to the discussion and sharing of new innovations.

Case study of extended reality education and field application of pre-service elementary teachers (예비 초등교사의 확장현실 교육 및 현장 적용 사례 연구)

  • Junghee Jo;Gapju Hong
    • Journal of The Korean Association of Information Education
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    • v.26 no.5
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    • pp.307-315
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    • 2022
  • The purpose of this study was to design a training program for pre-service elementary teachers, incorporating the concepts of extended reality technologies. This program contained the basic skills necessary for them to utilize in their future classrooms. To accomplish this, 12 undergraduate students of various majors enrolled in one of Korea's national universities of education were selected as research subjects. For a total of 6 times over 6 weeks, they participated in a training program learning the basic concepts of virtual, augmented, and mixed reality, as well as creating their own education software to use in simulated classes. To improve the quality of future research efforts, this study found it would be beneficial to: 1) expand the relevant support equipment, 2) provide students with preliminary, background knowledge of text-based programming, 3) introduce short-term, more intensive training, and 4) improve the survey methods for this research.

클릭, e업체-동우애니메이션

  • Gwon, Gyeong-Hui
    • Digital Contents
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    • no.5 s.132
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    • pp.100-101
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    • 2004
  • 내용 한국의 10분짜리 단편 애니메이션이 애니메이션 왕국 일분을 뒤흔들었다. 지난말 일본 도쿄에서 열린 제 3회 도쿄 국제 애니메이션페어(TAF)에서 한국의 동우애니메이션이 출품한 아프리카 아프리카(africa a F r I c A, 감독 한태호)가 대상인 그랑프리를 차지해 세계를 당황하게 했다. 91년 설립해 미국과 유럽의 유명한 작품을 주문자 상표 부착생산(OEM)방식으로 제작해온 동우 애니메이션은 몇년 전부터 본격적으로 창작활동에 뛰어 들면서 제 2의 전성기를 누리고 있다. 동우 애니메이션은 올 상반기 경에 '마테오'를 극장판으로상영하고 빠른 시일안에 아프리카 아프리카를 장편으로 제작해 세계 시장 장악에 나서겠다는 야심찬 포부를 아고 있다.

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이동 멀티미디어 방송의 의의와 정책적 과제

  • 현대원
    • Broadcasting and Media Magazine
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    • v.9 no.2
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    • pp.4-12
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    • 2004
  • 현재 미디어 산업이 겪고 있는 변화의 핵심은 단연 디지털 혁명에 기반한 소비자 주권의 강화이다. 다매체 다채널 환경에서 대다수 소비자들은 동일한 콘텐츠를 다양한 플랫폼을 통해 소비함으로써 언제, 어디서, 어떤 매체 또는 단말기를 통할 것인가는 이제 이용자들이 결정하게 된다. 이제 제작과 편성, 공급 모두를 제작자가 통제하는 방식은 점차로 이용자 중심의 시장에서 밀려날 것으로 보인다. (중략)

Game review-‘팡야’ 이보다 쉬울 수 없는 온라인 골프게임

  • Sin, Seung-Cheol
    • Digital Contents
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    • no.7 s.134
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    • pp.98-101
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    • 2004
  • 최근 들어 온라인 골프게임이 주목을 받고 있다. 사실 올해 들어서도 지칠 줄 모르는 활약을 보여주는 국내 골퍼들의 낭보를 들으면서 누구나‘저 푸른 초원 위에, 그림 같은 샷을’하고픈 욕망이 솟아날 법하다. 팡야는 제작사 자신이‘캐주얼 게임’이라고 표방할 정도로 골프를 소재로 하지만 단순히 스포츠 게임이라고 보기는 힘들다. 쉬운 진행 방식에도 불구하고 은근히 재미있다. 예전‘포트리스2’같다고나 할까.

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집중분석 / 잡지 성공의 관건은 패러다임 변화에의 적응

  • Kim, In-Suk
    • Digital Contents
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    • no.4 s.95
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    • pp.68-72
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    • 2001
  • 전자잡지는 원고 작성부터 편집, 제작 등 전 과정에 이르기 까지 컴퓨터 활용은 물론 CD-ROM이나 인터넷을 이용, 전통 인쇄방식 없이도 독자에게 전달되는 단계에 접어 들었다. 컴퓨터와 인터넷, 그리고 디지털혁명과 뉴테크놀로지는 잡지 형태를 현격히 변화시키고 있는 것이다. 앞으로 정보기술을 이용한 전자잡지의 발전은 더욱 증대될 것이다. 따라서 전자잡지 분야에서는 이러한 신기술의 발전에 대해 더욱 많은 관심과 끊임없는 실험정신을 가지고 멀티미디어 시대를 대비해 나가야 할 것이다.

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Animation Review - 남북 합작 극장용 장편 애니메이션 '왕후심청'

  • Sin, Seon-Ja
    • Digital Contents
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    • no.10 s.125
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    • pp.126-129
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    • 2003
  • 전통설화 '심청전'을 현대적 감각으로 재해석한 순수 창작 애니메이션 '왕후심청(Empress Chung)'이 서서히 윤곽을 드러내고 있다. 한국적인 아름다움에 더불어 세계의 보편적인 감각과 기술이 융화된 이 작품은 특히 북한에서 OEM방식으로 제작됐다는 점에서 세간의 관심을 집중시킨 작품이다. 국내에서는 에이콤프로덕션의 대표로 더욱 잘 알려진 넬슨 신 감독이 '가장 한국적인 것이 가장 세계적인 것'이라는 모토를 다시 한번 실현시킨다는 포부로 막바지 작업에 한창인 '왕후심청'을 만나보자.

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