• Title/Summary/Keyword: Creative writing

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A Study on Aspects of Reproduction of Contents Archetype (콘텐츠의 원형 재현의 양상 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.73-82
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    • 2016
  • With a rapid development of smart devices, the consumption of digital media contents has become much faster. As a result, there has been a rising demand for diverse stories, and cultural archetypes have been reproduced to crate these stories. An archetype is an act inherent in collective unconsciousness. Since it is a prototype stemming from imagination and experiences, the distortion or deterioration of the archetype could even threaten the identity of national tradition. This study analyzed western contents which have been successful and domestic ones that have failed in the reproduction of their archetype, investigated aspects in the reproduction of cultural archetypes and reviewed future storytelling methodology.

A Study on the Direction of Storytelling for the Activation of Serious Games (기능성 게임의 활성화를 위한 스토리텔링 방향 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.183-192
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    • 2014
  • In recent times, a trend has emerged which rejects negative elements such as violence and gambling associated with games, and emphasizes positive functions such as academic study, which is a desirable phenomenon. Serious games have great potential and unlimited boundaries in their scope, and need much study and research from various perspectives. Especially today, in enhancing the national image of Korea with "Korean games" for the next generation, creative storytelling is urgently required. In this study, I aim to investigate the functions and roles of serious games and to foresee their future direction of development. I also examine the essential elements of storytelling in games suitable for the next generation.

A Study of Necessary Elements of Game Character Storytelling (게임캐릭터 스토리텔링의 필요 요소 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.169-178
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    • 2017
  • In order for the game industry to grasp the initiative of the global industry, it is time to positively need storytelling that can move the emotions of gamers over graphical appearance. Also, in the era of the 4th industrial revolution where the point of contact between virtual and reality spreads widely, it seems that the game character industry will rapidly emerge. Therefore, the author recognizes the importance of the character industry in the future, and based on the accumulated game research, he has identified 10 elements necessary for character storytelling. The ten elements are as follows. Design of life, design of race, design of occupation, design of PC and NPC, design of monster, design of personality, design of conflict, design of protagonist, design of external image, design of birth and death.

Impact of Artificial Intelligence on the Development of Art Projects: Opportunities and Limitations

  • Zheng, Xiang;Xiong, Jinghao;Cao, Xiaoming;Nazarov, Y.V.
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.343-347
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    • 2022
  • To date, the use of artificial intelligence has already brought certain results in such areas of art as poetry, painting, and music. The development of AI and its application in the creative process opens up new perspectives, expanding the capabilities of authors and attracting a new audience. The purpose of the article is to analyze the essential, artistic, and technological limitations of AI art. The article discusses the methods of attracting AI to artistic practices, carried out a comparative analysis of the methods of using AI in visual art and in the process of writing music, identified typical features in the creative interaction of the author of a work of art with AI. The basic principles of working with AI have been determined based on the analysis of ways of using AI in visual art and music. The importance of neurobiology mechanisms in the course of working with AI has been determined. The authors conclude that art remains an area in which AI still cannot replace humans, but AI contributes to the further formation of methods for modifying and rethinking the data obtained into innovative art projects.

A Theoretical Review on Novel Engineering through the Case Studies (수업 실천 사례를 통한 노벨 엔지니어링의 이론적 고찰)

  • Ki-Cheon Hong
    • Journal of Practical Engineering Education
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    • v.15 no.3
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    • pp.625-633
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    • 2023
  • In this paper, we will examine the theoretical background and educational methodological basis of Novel engineering class cases published to date. For this purpose, we selected and investigated 30 Novel engineering-related academic papers and dissertations published from 2016 to 2023. As a result, the theoretical background is Seymour Papert's constructionism and Vygotsky's socio-cultural constructivism, and the educational methodological basis is creative problem-solving learning, problem-based learning, interdisciplinary convergence class, action learning, associating reading and writing education, possibility with integrated curriculum. We hope that this study will solidify the theoretical value of the Nobel Engineering convergence teaching model and serve as an alternative for teachers preparing for future education.

Expertise-Related EEG Alpha Deactivation of the Left Temporal Lobe during Creative Writing Improvisation (창의적 글쓰기 발상 시 전문 영역의 지식이 좌측 측두엽의 EEG 알파파 억제에 미치는 영향)

  • Kim, Soon-Hwa;Song, Ki-Sang
    • Korean Journal of Cognitive Science
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    • v.21 no.3
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    • pp.409-427
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    • 2010
  • Psychological research on the relationships between creativity and knowledge can be divided into two main streams, called tension view and foundation view. However most of the studies in this area have been too much focused on creative products which had a limit in investigating creative processes. In this study, to identify the relationships, we employed neuro-scientific approaches to investigating EEG (electroencephalogram) activity from professional computer programmers(n=10). Also the EEG alpha TRP (task related power) was compared with each other. The procedures including resting conditions with eye closed were followed by ordinary thinking process, creative thinking processes in a professional domain and a nonprofessional domain. As a result of EEG activity analysis, alpha deactivation was observed mainly in temporal lobe, especially in left-temporal lobe during creative thinking process of professional domain. The findings suggest that neuro-scientific approach supports the tension view, suggesting that the knowledge could hinder creativity.

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The Development of a Model for Web-based Children's literature Education (웹 기반 아동문학 교육모형 개발)

  • 유정아
    • Journal of Korean Library and Information Science Society
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    • v.34 no.3
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    • pp.317-343
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    • 2003
  • The purpose of this study is to develop a general model for web-based children's literature education and to validate the model. Both qualitative and quantitative methods were used for the analysis of this study. The findings of this research were three point. At First, the model of web-based children's literature education have five major components i.e., objects, construction of activity, display of activity, management of it, and evaluation of it. At second, the creative writing was revealed the core of the web-based children's education. The third, web-based children's literature activity can be followed by cyber learning community activities.

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Engaging pre-service English teachers in the rubric development and the evaluation of a creative English poetry (예비 영어교사 주도에 의한 영미시 평가표 제작 및 평가 수행에 관한 연구)

  • Lee, Ho;Jun, So-Yeon
    • English Language & Literature Teaching
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    • v.17 no.4
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    • pp.339-356
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    • 2011
  • This study explored pre-service English teachers' participation in the development of a rubric and examined evaluation of their own English poetry. The current study would investigate: 1) the pre-service English teachers' perception as a rubric developer and self-evaluator, 2) the number of analytic area that the participants included in their rubrics and the scoring scheme that they designed in their rubrics, and 3) the inter-rater differences between self-assessemnt and expert-assessment across analytic areas. Twenty-four EFL learners participated in the current study. The researchers analyzed the learners' own English poetry, their field notes which contained the process of their writing, their rubrics, scores of self-assessment, and expert raters' scores. The results revealed that learners showed positive responses on learner-directed assessment, that 'content' is the most important area, and that inter-rater difference is small across all analytic areas.

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Fashion illustration by utilizing Four gentlemanly plants motive (사군자의 디자인모티브를 응용한 패션일러스트레이션 연구)

  • 하윤경;김혜경
    • Journal of the Korean Society of Costume
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    • v.51 no.8
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    • pp.159-170
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    • 2001
  • The culture and society environment plays major role in the development of Fashion and now in the 21st century, interest in Fashion is getting increased along with the rapid progress of advanced media development and information surge. Now it s the time to extend visual efficiency not only transmitting fashion image but also develop a creative product that satisfy the demander s needs. Currently it is very hard to express our subjective Korean "nationalism" in the Fashion since the various expression skill using western fashion illustration are dominant in our society. I have classified two components, fashion illustration and Korean painting in the theoretical circumstance. In fashion illustration circumstance, I examined the concept, usage, expression skill and history referring to historical documents. In Korean painting section, I considered coloring portrait concept, pattern, history, concept, and feature of the four gentlemanly plants. including the basic material of Korean-paper, Writing- Brush, Ink-Stone, Traditional-ink and also the history of itself. I have designed 8 products applying the concept of plum blossoms, orchids, chrysanthemums and bamboos that represent the most important part of the four gentlemanly plants, and also the expression skill of Korean coloring portrait.rait.

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Development of New Helmet using 2nd Look VE (2nd Look VE를 이용한 오토바이 헬멧 개발에 관한 연구)

  • Kim Kwang-So
    • Journal of the Korea Safety Management & Science
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    • v.8 no.1
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    • pp.145-164
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    • 2006
  • Value Engineering(VE) has been recognized by many companies as a powerful and innovative technical approach for cost down and improvement in function of product and service. VE is a discipline which use an organized, creative approach to achieve the required function at the lowest cost. For the Purpose of developing new product, at this paper used the method of 2nd look VE developing bike helmet, in the order of selecting target, function analysis and writing alternative. The development of Helmet by the process of VE job plan, achieve the cost reduction of 27 million won for developing new product with customer's need.