• 제목/요약/키워드: Content creation

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MPEG-4 기반 대화형 복수시점 영상콘텐츠 저작 시스템 (Interactive Multiview Contents Authoring System based on MPEG-4)

  • 이인재;기명석;김욱중;김규헌
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 2005년도 학술대회
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    • pp.209-212
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    • 2005
  • This paper introduces interactive multi-view contents authoring system based on MPEG-4. The MPEG-4 standard, which aims to provide an object based audiovisual coding tool, has been developed to address the emerging needs from communications, interactive broadcasting as well as from mixed service models resulting from technological convergence. Due to the feature of object based coding, it has been considered that MPEG-4 is the most suitable for interactive broadcasting content production. This feature is suitable for creation of the content which provides multiple views of object or scene in interactive manner. In this paper, we categorize the multi-view visual content into two types: panoramic multi-view content and object multi-view content. And design and implementation of the authoring system for interactive multi-view contents is presented. We believe that the proposed method can be effectively used for further deployment of MPEG-4 content to various interactive applications.

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자발적 공유 경제 방식의 개인 콘텐츠 관리 및 공유 시스템 (Private Contents Management and Sharing Service with Voluntary Sharing Economy System)

  • 류혜송;홍광진;정기철
    • 한국멀티미디어학회논문지
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    • 제19권9호
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    • pp.1698-1709
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    • 2016
  • These days, anyone can easily product and share their own content through a web service such as blogs and SNS. However, contents are being operated separately because of the space limitation in individual SNS. Therefore, it is hard to search contents efficiently in individual SNS. To solve this problem, this paper propose a "Private Contents Management and Sharing Service with Voluntary Sharing Economy System." The system is in part [Input], [Save] and it provides a way to collect the content that are scattered on the Internet based on the creation of personal index. It also proposes a more systematic content management and sharing by creating and updating the website standard index by introducing an index Coordinator concept. Furthermore in [Use] section, by providing a portion of the index as the primary search results, it avoid unclassified content list which was simply collected by users. In conclusion, unlike previous studies, this system will contribute to the acquisition and management of interspersed content and ultimately contribute to the shared activation by preventing secondary processing and unauthorized processing to the original article.

콘텐츠 디자인교육을 위한 의사 결정 트리 활용 방법과 사례연구 (Method and Case Study of Decision Tree for Content Design Education)

  • 김성곤
    • 문화기술의 융합
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    • 제5권4호
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    • pp.283-288
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    • 2019
  • 수강생들의 정보와 경험 부족을 극복하기 위해, 의사 결정 트리를 활용한 콘텐츠 기획 트리를 개발하였다. 콘텐츠 기획 트리는 수강생들이 개발할 주제와 스토리를 선택하는 나무 몸통 생성단계, 해당 스토리를 바탕으로 개발 가능한 형태 '범주'를 선택하는 부모 가지 생성단계, 해당 콘텐츠를 효과적으로 제작하는 흥미 '효과'를 선택하는 자식가지 생성단계 그리고 시각화할 멀티미디어 표현 '요소'를 선택하는 잎사귀 생성단계로 구성된다. 교육 모델은 게임기획 디자인과 정보시각화 강의에 적용되었고, 각 강의에서 사용된 범주, 효과 그리고 요소의 예를 사례로 제시한다. 교육 모델은 145개 팀 프로젝트에 사용되었고, 단계별 학습 프로세스로 효율성을 확인하였다.

영화를 이용한 AI 기반 콘텐츠 재생산 시스템 연구 (Study on AI-based content reproduction system using movie contents)

  • 양석환;이영숙
    • 한국멀티미디어학회논문지
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    • 제24권2호
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    • pp.336-343
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    • 2021
  • AI technology is spreading not only to industrial fields, but also to culture, art, and content fields. In this paper, we proposed a system based on AI technology that can automate the process of reproducing contents using characters for movie contents. After creating the basic appearance of the character by using the StyleGAN2 model from the video extracted from the movie contents, analyzing the character's personality and propensity using the extracted dialogue data, it was determined from the contemplative appearance based on the yin-yang and five elements to the character's propensity. Accordingly, the external characteristics are reflected in the character. Using the OpenPose model, a character's motion is created, and the finally generated data is integrated to reproduce the content. It is expected that many movie contents can be reproduced through the study of the proposed system.

Increasing the Effectiveness of Educational Historical and Cultural Video Content on YouTube with the Help of Built-in Analytical Tools

  • Bratus, Ivan;Boiko, Vita;Zaharchuk, Oleh;Zaitseva, Veronika;Gunka, Anna;Sachok, Viktor
    • International Journal of Computer Science & Network Security
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    • 제22권11호
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    • pp.137-140
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    • 2022
  • The article deals with increasing the effectiveness of educational content on the YouTube channel with the help of built-in analytics tools. Particular attention is paid to the creation of quality video, taking into account the reaction of end users of video materials. Ways to increase the video audience are considered. Techniques for improving video content apply to individual videos, as well as playlists and channels in general. In this case YouTube is both an independent educational platform and an auxiliary platform in a set of various educational solutions.

UCC(user-created-contents) 웹 사이트에서 사용자의 인성이 감정적, 인지적 평가와 UCC 활용에 미치는 영향 (The Effect of Users' Personality on Emotional and Cognitive Evaluation in UCC Web Site Usage)

  • 문윤지;강소라;김우곤
    • Asia pacific journal of information systems
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    • 제20권3호
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    • pp.167-190
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    • 2010
  • The research conducted here focuses on the effect of factors that affect the behavior of UCC (User Created Content) website users, other than user's rational recognition of how useful a UCC website can be. Most discussions in the existing literature on information systems have focused on users' evaluation how a UCC website can help to attain the users' own goals. However, there are other factors and this research pays attention to an individual's 'personality,' which is stable and biological in nature. Specifically, I have noted here that 'extroversion' and 'neuroticism,' the two common personality factors presented in Eysenck's most representative 'EPQ Model' and 'Big Five Model,' are the two personality factors that affect a site's 'usefulness,' by this I mean how useful does the user consider the website and its content. How useful a site is considered by the user is the other factor that has been regarded as the antecedent factor that influences the adoption of information systems in the existing MIS (Management Information System) research. Secondly, as using or creating a UCC website does not guarantee the user's or the creator's extrinsic motivation, unlike when using the information system within an organization, there is a greater likelihood that the increase in user's activities in relation to a UCC website is motivated by emotional factors rather than rational factors. Thus, I have decided to include the relationship between an individual's personality and what they find pleasurable in the research model. Thirdly, when based on the S-O-R Paradigm of Mehrabian and Russell, the two cognitive factors and emotional factors are finally affected by stimulus, and thus these factors ultimately have an effect on an individual's respondent behavior. Therefore, this research has presented an assumption that the recognition of how useful the site and content is and what emotional pleasure it provides will finally affect the behavior of the UCC website users. Finally, the relationship between the recognition of how useful a site is and how pleasurable it is to useand UCC usage may differ depending on certain situational conditions. In other words, the relationship between the three factors may vary according to how much users are involved in the creation of the website content. Creation thus emerges as the keyword of UCC. I analyzed the above relationships through the moderating variable of the user's involvement in the creation of the site. The research result shows the following: When it comes to the relationship between an individual's personality and what they find pleasurable it is extroverted users who have a greater likelihood to feel pleasure when using a UCC website, as was expected in this research. This in turn leads to a more active usage of the UCC web site because a person who is an extrovert likes to spend time on activities with other people, is sensitive to new experiences and stimuli and thus actively responds to these. An extroverted person accepts new UCC activities as part of his/her social life, rather than getting away from this new UCC environment. This is represented by the term 'Foxonomy' where the users meet a variety of users from all over the world and contact new types of content created by these users. However, neuroticism creates the opposite situation to that created by extroversion. The representative symptoms of neuroticism are instability, stress, and tension. These dispositions are more closely related to stress caused by a new environment rather than this creatingcuriosity or pleasure. Thus, neurotic persons have an uneasy feeling and will eventually avoid the situation where their own or others' daily lives are frequently exposed to the open web environment, this eventually makes them have a negative attitude towards the web environment. When it comes to an individual's personality and how useful site is, the two personality factors of extroversion and neuroticism both have a positive relationship with the recognition of how useful the site and its content is. The positive, curious, and social dispositions of extroverted persons tend to make them consider the future usefulness and possibilities of a new type of information system, or website, based on their positive attitude, which has a significant influence on the recognition of how useful these UCC sites are. Neuroticism also favorably affects how useful a UCC website can be through a different mechanism from that of extroversion. As the neurotic persons tend to feel uneasy and have much doubt about a new type of information system, they actively explore its usefulness in order to relieve their uncomfortable feelings. In other words, neurotic persons seek out how useful a site can be in order to secure their own stable feelings. Meanwhile, extroverted persons explore how useful a site can be because of their positive attitude and curiosity. As a lot of MIS research has revealed that the recognition of how useful a site can be and how pleasurable it can be to use have been proven to have a significant effect on UCC activity. However, the relationship between these factors reveals different aspects based on the user's involvement in creation. This factor of creationgauges the interest of users in the creation of UCC contents. Involvement is a variable that shows the level of an individual's mental effort in creating UCC contents. When a user is highly involved in the creation process and makes an enormous effort to create UCC content (classed a part of a high-involvement group), their own pleasure and recognition of how useful the site is have a significantly higher effect on the future usage of the UCC contents, more significantly than the users who sit back and just retrieve the UCC content created by others. The cognitive and emotional response of those in the low-involvement group is unlikely to last long,even if they recognize the contents of a UCC website is pleasurable and useful to them. However, the high-involvement group tends to participate in the creation and the usage of UCC more favorably, connecting the experience with their own goals. In this respect, this research presents an answer to the question; why so many people are participating in the usage of UCC, the representative form of the Web 2.0 that has drastically involved more and more people in the creation of UCC, even if they cannot gain any monetary or social compensation. Neither information system nor a website can succeed unless it secures a certain level of user base. Moreover, it cannot be further developed when the reasons, or problems, for people's participation are not suitably explored, even if it has a certain user base. Thus, what is significant in this research is that it has studied users' respondent behavior based on an individual's innate personality, emotion, and cognitive interaction, unlike the existing research that has focused on 'compensation' to explain users' participation with the UCC website. There are also limitations in this research. Firstly, I divided an individual's personality into extroversion and neuroticism; however, there are many other personal factors such as neuro-psychiatricism, which also needs to be analyzed for its influence on UCC activities. Secondly, as a UCC website comes in many types such as multimedia, Wikis, and podcasting, these types need to be included as a sub-category of the UCC websites and their relationship with personality, emotion, cognition, and behavior also needs to be analyzed.

개인화된 소비를 위한 방송 콘텐츠 저장 및 이동 방법에 관한 연구 (A Study on Storing and Removing Method of Broadcasting Content for Personalized Consumption)

  • 장재석;진성호;김휘용;노용만
    • 한국멀티미디어학회논문지
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    • 제10권7호
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    • pp.869-881
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    • 2007
  • 본 논문에서는 개인화된 소비를 위하여 방송 콘텐츠를 저장하고 이동하는 방법을 제안한다. 본 연구의 주된 목적은 디지털 방송 환경에서 사용자가 방송 콘텐츠를 소비함에 있어서 부가 콘텐츠의 소비, 사용자 데이터의 입력, 시청 기록 정보 등 생성되는 개인화 정보를 방송 콘텐츠와 함께 저장하여 관리함으로써 효과적인 방송 콘텐츠 소비를 돕기 위함이다. 본 논문에서 제안하는 방법은 이를 위해 다양한 형식의 데이터를 포함할 수 있고, 포함된 데이터에 대한 접근 및 추출이 용이하며 데이터 사이의 시간, 공간적인 관계를 유지하기 위하여 MPEG-4 파일 포맷 및 MPEG-21 파일 포맷 기반의 저장 파일 포맷을 사용하였다. 방송 콘텐츠 및 부가 콘텐츠들의 정보를 서술하기 위한 메타데이터로서 TV-Anytime 메타데이터를 활용하였으며, 제안된 방법을 검증하기 위해 저장 파일 포맷을 재생할 수 있는 재생 도구를 구현하고, 효과적으로 활용 가능한 응용 시나리오를 제시하였다.

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From Technology to Content: Research on the Development of VR Flow Experience

  • Sang, YuanZi;Kim, KiHong;Pan, Yang
    • International journal of advanced smart convergence
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    • 제11권3호
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    • pp.93-101
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    • 2022
  • Immersion is a features of VR technology, and the most important condition for evaluating VR experience. With the improvement of VR technology, including the presentation accuracy of VR content, the degree of interaction is diversified, the user's immersion in VR equipment should not only be improved technically, but researched from the user's perception level. The paper defines two important factors, immersion and presence, in a participant's experience with a VR device. Although the current technology can already simulate the real environment information visually and audibly, the content of the VR environment is not enough for us to achieve a completely real experience. Based on the Flow theory of Csikszentmihalyi and the sensory immersion achieved by current technology, this paper proposes the key factors of how to achieve conscious immersion for users in VR media. We prove that immersion is an indicator of the true degree of sensory simulation of VR equipment and is the basis for the realization of flow experience. What really makes the participant feel a perfect experience is the content provided by the VR environment and gave participants a sense of presence, it is not limited to video or games. On the premise of the Multi-Sensory, Immersion, Interactivity and Imagination experience achieved by using virtual reality technology, combined with the content creation of flow theory, the interactive immersion achieved by users is an important method to realize the awareness immersion of VR equipment.

'낯설게 하기'를 통한 중국 청년 영화의 표현에 관한 연구 : 중국 영화 <먼 훗날 우리> (后来的我们)를 중심으로 (Study on Chinese Youth Film Expression through Defamiliarization :Taking Us and Them(后来的我们) as Example)

  • 장림
    • 한국엔터테인먼트산업학회논문지
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    • 제14권1호
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    • pp.117-124
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    • 2020
  • 중국 청년 영화는 2013-2017년의 빠른 발전을 거친 후 지속적인 발전에 일정한 난관에 부딪히게 되었다. 따라서 영화의 창작 이념과 방법의 혁신을 통한 관객들의 감상 취미에 대한 소환과 새로운 심미 체험의 촉발은 중국 영화 시장에 관심을 가진 창작자들이 직면한 문제가 되었다. 영화 <먼 훗날 우리>는 2018년 큰 성공을 거둔 청년 영화이며, 그 창작 실천의 낯설게 하기는 중국 청년 영화의 창작에 새로운 이론과 방법 근거를 제공할 수 있다는 사실을 증명하였다. 따라서 중국 청년 영화 발전 상황을 토대로 영화 <먼 훗날 우리>를 연구 대상으로 삼아 서사담론 와 서사내용 등 두 가지 측면에서 영화의 낯설게 하기 표현 방법에 대해 분석하였다. 먼저 화면, 인물, 플롯은 서사담론의 낯설게 하기를 구성해 영화가 현실 세계를 "돋보이게"하고, 그 다음 도시 콤플렉스, 정체성, 고향 정서 등이 서사내용의 낯설게 하기를 구성해 기존 패턴에서 영화를 "돋보이게"한다. 이러한 창작 방법은 당대의 수요를 만족시킬 수 있을 뿐만 아니라 기타 청년 영화 창작에 효과적인 참고를 제공할 수 있다. 비록 시대가 변화되고 있지만 성공 사례에 대한 분석을 통해 낯설게 하기 요소를 어떻게 이용할 것인지에 대한 연구는 여전히 매우 필요한 부분이다.

노인 일자리사업 참여 노인의 참여 만족도와 생활만족도 및 삶의 만족도와의 관계 (Relationship of Participation Satisfaction, Living Satisfaction and Life Satisfaction among Elderly Participants in the Job Creation Project for the Elderly)

  • 하경분;주민경;송선희
    • 한국콘텐츠학회논문지
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    • 제14권10호
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    • pp.160-170
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    • 2014
  • 본 연구는 노인 일자리사업 참여 노인들의 참여 유형에 따라 노인 일자리사업 참여 만족도와 생활만족도, 그리고 삶의 만족도를 살펴보고, 노인 일자리사업 참여 만족도가 노인의 생활만족도와 삶의 만족도에 미치는 영향을 밝히고자 하였다. 본 연구의 주요 연구결과는 다음과 같다. 첫째, 노인 일자리사업 참여 노인들은 참여 만족도가 비교적 높았으나 생활만족도와 삶의 만족도는 그다지 높지 않았으며, 특히 교육형에 참여한 노인이 노인 일자리사업 참여 만족도와 생활만족도, 그리고 삶의 만족도가 높은 것으로 나타났다. 둘째, 노인 일자리사업 참여 노인들은 참여 만족도가 높을수록 생활만족도와 삶의 만족도가 높은 것으로 나타났다. 셋째, 노인 일자리사업 참여 노인들의 생활만족도와 삶의 만족도에는 노인 일자리사업 참여 만족도 중에 교육 만족도가 가장 큰 영향을 미치는 것으로 나타났다. 이러한 결과를 볼 때, 노인 일자리사업을 확대, 시행함에 있어서는 교육형 위주로 이루어지도록 유도할 필요가 있으며, 노인들의 생활만족도와 삶의 만족도 제고를 위해서는 노인 일자리사업의 업무내용에 대한 교육의 강화 및 적절한 교육 프로그램을 개발 시행할 필요가 있다.