• 제목/요약/키워드: Creative Content

검색결과 562건 처리시간 0.028초

3D 얼굴 모델 자동 분할 기술 (Automatic 3D Face Segmentation)

  • 임성재;황본우;윤승욱;전혜령;박창준;최진성
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2015년도 추계학술발표대회
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    • pp.1448-1450
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    • 2015
  • 본 논문은 3D 스캐너 및 센서 등으로 캡처되어 3D로 복원된 얼굴 객체의 부위별 의미 있는 영역에 대한 분할을 자동으로 수행하는 기술을 제안한다. 3D 스캔된 얼굴 모델을 모델링, 애니메이션, 3D 프린팅 등의 다양한 응용분야에 활용하기 위해서는 스캔된 영역의 의미 있는 부위별 인식이 필수적이다. 본 논문에서는 부위별 의미 있는 영역 레이블링이 된 템플릿 모델을 입력된 3D 복원 모델로 전이하여 복원된 3D 모델의 부위별 의미 있는 영역을 자동으로 분할하고 분할된 영역의 일관성을 유지하는 알고리즘을 제안한다.

미디어 융합 환경 하에서 창의적인 콘텐츠 생산그룹의 구성에 관한 연구 (Constructing Content Producing Group with Creativity under Media Convergence Environments)

  • 김중규;이창훈;장영철
    • 디지털융복합연구
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    • 제7권3호
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    • pp.137-146
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    • 2009
  • This paper aims to propose a framework of content creating group with creativity under new convergence environments. The framework is built based on content concept hierarchy(deep/surface) relating with the creativity of group members. The diversity of group members(potential creativity) decrease and change into creative abilities in one unified view at each content concept hierarchy in time. To do this, three methods of building a creative group(interaction-base, direction-base, hybrid) are proposed. Cooperating processes and operators are designed to promote creative abilities in the content producing group. These cooperations are considering new media convergence industry's job road map(IPTV) and fundamental content attributes(semantic, narrative, discourse). In the framework, creative content is produced with the help of member's cultural openness, media richness and synchronicity, hierachical adaptability on dissimilarity. Deep level creativity of cognitive semiotics on moving image content is composed of psychological, transformational, situational creating abilities in the structure of group members. Designing analogy, metaphor, symbol operators help members to traverse deep structure of content concept hierarchy. Our framework has strong points to relate fundamental content deep structure with structure of content producing group and to induce creativity on cognitive structure of human being.

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차세대 콘텐츠를 위한 AI 기술 활용 동향 및 전망 (Trends and Prospects in the Application of AI Technology for Creative Contents)

  • 홍성진;이승욱;윤민성;박지영;이수웅;김아영;정일권
    • 전자통신동향분석
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    • 제35권5호
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    • pp.123-133
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    • 2020
  • With the development of artificial intelligence (AI) and 5G technology, an ecosystem of digital content is gradually becoming intelligent, immersive, and convergent. However, there is not enough ultra-realistic content for the ecosystem. For ultra-realistic content services, creative content technologies using AI are being developed. This paper introduces the trends in and prospects of creative content technologies such as 3D content creation, digital holography, image-based motion recognition, content analysis/understanding/searching, sport AI, and content distribution.

Cloud-Based Gaming Service Platform Supporting Multiple Devices

  • Kim, Kyoung Ill;Bae, Su Young;Lee, Dong Chun;Cho, Chang Sik;Lee, Hun Joo;Lee, Kyu Chul
    • ETRI Journal
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    • 제35권6호
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    • pp.960-968
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    • 2013
  • To implement a cloud game service platform supporting multiple users and devices based on real-time streaming, there are many technical needs, including game screen and sound capturing, audio/video encoding in real time created by a high-performance server-generated game screen, and real-time streaming to client devices, such as low-cost PCs, smart devices, and set-top boxes. We therefore present a game service platform for the running and management of the game screen, as well as running the sound on the server, in which the captured and encoded game screen and sound separately provide client devices through real-time streaming. The proposed platform offers Web-based services that allow game play on smaller end devices without requiring the games to be installed locally.

Tracking and Interaction Based on Hybrid Sensing for Virtual Environments

  • Jo, Dongsik;Kim, Yongwan;Cho, Eunji;Kim, Daehwan;Kim, Ki-Hong;Lee, Gil-Haeng
    • ETRI Journal
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    • 제35권2호
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    • pp.356-359
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    • 2013
  • We present a method for tracking and interaction based on hybrid sensing for virtual environments. The proposed method is applied to motion tracking of whole areas, including the user's occlusion space, for a high-precision interaction. For real-time motion tracking surrounding a user, we estimate each joint position in the human body using a combination of a depth sensor and a wand-type physical user interface, which is necessary to convert gyroscope and acceleration values into positional data. Additionally, we construct virtual contents and evaluate the validity of results related to hybrid sensing-based whole-body tracking of human motion methods used to compensate for the occluded areas.

3D 프린팅을 위한 콘텐츠 인지 기반 3D 개인 피규어 생성 시스템 (3D Figure Creation System Based on Content-Awareness for 3D Printing)

  • 임성재;황본우;윤승욱;전혜령;박창준;최진성
    • 한국컴퓨터그래픽스학회논문지
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    • 제21권3호
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    • pp.11-16
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    • 2015
  • 본 논문은 3D 프린팅을 위한 3D 개인 피규어 생성 및 콘텐츠 인지 기반 피규어 변형, 조합 시스템을 제안한다. 3D 객체의 3D 프린팅을 위해서는 적층가공 기법의 슬라이싱시에 무결성이 보장되어야 하며, 프린터 종류에 따라 객체의 내부를 비우는 등의 제약 조건이 따른다. 본 논문은 3D로 복원된 자신의 얼굴을 적용한 개인 피규어를 자동 생성하는 기술과 생성된 3D 개인 피규어의 고유 기능을 유지하고 성공적인 3D 프린팅을 보장하는 콘텐츠 인지 기반 외형 변형, 두께 조정, 조합 기술을 소개한다. 기존 전문가들이나 숙련된 디자이너만 쓸 수 있었던 3D 저작도구에 비해 간단한 조작으로 다양한 외형 변형, 두께 조정, 모델 조합 등이 가능하다.

창의성과 과학에 대한 태도 함양을 위한 창의적 사고기법 적용 효과 (The Effects of Application of Creative Thinking Technique for Development on Creativity and Attitude toward Science)

  • 최혜경;김용권
    • 대한지구과학교육학회지
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    • 제6권3호
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    • pp.221-234
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    • 2013
  • The purpose of this study was to examine the impact of the application of a creative thinking technique for development on the creativity and attitude toward science of the students in elementary school. In order to better assist students' levels of creative thinking process, creative thinking techniques were reorganized based on the features of creative learning content in science textbooks. Furthermore, related units from an elementary science textbook were analyzed to map out the lesson plans. The findings of the study were as follows. First, the creative thinking technique developed in this study could be applicable to teaching-learning activities. When a creative thinking technique is applied, that should carefully be selected in consideration of all the creativity elements to be covered in class, and that should be used in a manner to be covered in class, and that should be used in a manner to be appropriate at learner level. Second, the utilization of the creative technique turned out to have a good impact on boosting the creativity of the elementary schoolers. Third, the utilization of the creative technique turned out to exert a good influence on fostering the school children's attitude toward science.

메타버스 점포의 가상성이 창의적 소비에 미치는 영향 -몰입 경험의 매개효과와 창의적 제품 추구 성향의 조절효과 검증- (Impact of Metaverse Store Virtuality on Creative Consumption -Exploring the Mediating Role of Flow Experience and the Moderating Role of Creative Product-Seeking Tendency-)

  • 김우빈;이하경
    • 한국의류학회지
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    • 제48권4호
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    • pp.774-792
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    • 2024
  • Unlike traditional retail formats, the metaverse offers diverse shopping experiences, ranging from content that mimics reality to content that transcends reality based on its characteristic of virtuality. This study elaborates on the concept of virtuality within store environments and investigates how the virtuality level of a metaverse store influences consumers' creative consumption by mediating the flow experience. Additionally, it examines the interaction effect of creative product-seeking tendencies and individual characteristics on the relationship between flow experience and creative consumption behavior. A web-based experiment was conducted on young Korean female adults who experienced metaverse shopping. Ninety-one samples were analyzed using exploratory factor and bootstrap analyses with SPSS Macro process Models 4 and 14. The findings demonstrate that store virtuality (low vs. high) increases consumers' purchase intentions of creative fashion items by enhancing their flow toward the shopping experience. Furthermore, the effect of flow experience on creative consumption is strengthened when consumers have low creative product-seeking tendencies. This study contributes to expanding the concept of virtuality in virtual retailing and provides insights for fashion retailers planning to create virtual shopping spaces within the metaverse platform.

광고 콘텐츠의 창의성이 인지종결 지연욕구와 광고태도에 미치는 영향 - 비유창성의 매개효과를 중심으로 (The Effect of Advertising Content Creativity on Desire to Postpone Cognitive Closure and Ad Attitude - Focusing on the Mediating Effect of Disfluency)

  • 박현정;유승철
    • 한국콘텐츠학회논문지
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    • 제17권12호
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    • pp.339-356
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    • 2017
  • 지금까지 창의적 광고 콘텐츠의 광고효과를 검증하는 연구는 있었지만 소비자의 인지과정에서 왜 창의적 광고 콘텐츠가 효과적인지 그 이유를 설명한 연구는 많지 않았다. 본 연구는 광고 콘텐츠의 창의성이 인지 종결 지연욕구와 광고태도에 미치는 영향을 알아보았다. 더 나아가서 본 연구는 창의적 광고 콘텐츠의 광고 효과 유발 원인을 비유창성으로 설정하고 관련 변인들 간의 관계를 검증했다. 연구 결과 창의적 광고의 비유창성이 인지종결 지연욕구를 매개하는 것으로 나타났다. 이는 광고의 비유창성이 창의적 광고의 광고효과를 높이는 중요 인지변인임을 의미한다. 창의적 광고의 광고효과를 소비자의 인지변인들과 연결해 검증했다는 점에서 본 연구는 학술적 의미를 지닌다.

창의성 교육 모델의 탐색 (An Exploration of Creativity Education Model)

  • 강충열
    • 영재교육연구
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    • 제10권1호
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    • pp.1-32
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    • 2000
  • Although it is widely acknowledged that enhancing creativity is an important educational theme on which schools should depend and embody their educational goal and activities, how to do it can be characterized as 'piecemeal' without a whole picture of it. Thus, school practices of creativity education has been disoriented, discontinuous, short-term, and peripheral in nature. In this practical context, a theoretical model of creativity education was developed in ways in which several theoretical concepts based on research findings on a variety of aspects of creativity education were compiled and organized. The core of the model was creative problem solving process to which the goals and the mediating variables of creativity education were connected in relational fashion. By giving repetitive opportunities for creative problem solving geared to producing the results that are novel and useful for the individual as well as the socity, it was conceptualized that two educational goals could be achieved: a short-term goal of developing creative potential of the individual and the long-term goals of self-actualization of the individual and contribution to the society. It is also conceptualized that creative problem solving can be influenced in positive manner by several mediating variables: content knowledge and skills, creative cognition, creative motivation and attitudes, and creative environment. The creative environment is composed of psychological and physical conditions and provides a basis for creativity education. The former three variables are conceptualized as necessary conditions for the effectiveness and efficiency of creative problem solving, when provided appropriately. The four mediating variables ware conceptualized as mutually affecting so that the development of one variable influences positively that of the other, and vice versa. In terms of practical perspective of teaching creativity, developing creative potential, self-actualization, and contribution to society are the goals; creative problem solving process is the methodology; content knowledge and skills, creative cognition, and creative motivation and attitudes are the content; and creative environment is the condition of creativity education. The model is not yet perfect but needs further explorations to make it more detailed in clarifying various relationships. For instance, how the creative problem solving process can be differentiated in teaching various subject matters is yet to be explored. Thus, the model proposed in this study should be regarded as a general model of creativity education, and is relatively sound to be adopted in school practices since it is based on the theoretical as well as empirical study findings on creativity. However, the proposed model needs to be validated through empirical researches in real teaching settings.

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