• Title/Summary/Keyword: Digital content production

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A Study on the 3D Contents Production Technology of Taepyungmu

  • Gu, Ja-bong
    • International Journal of Advanced Culture Technology
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    • v.5 no.1
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    • pp.40-50
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    • 2017
  • Taepyungmu is a performing art that can be called the most skillful dance among Korean dances. It expresses the meaning of honoring the peace and peacefulness of the country in dance. The construction of 3D stereoscopic digital contents for Taepyungmu is in a series of processes such as 3D recording of intangible cultural properties and implementation of hologram contents. The purpose is to try various possibilities through various technologies and methods, to establish a technical basis of the preservation paradigm change of intangible cultural properties and to present a leading direction to realize real digital cultural properties.

A study on the applicability of interactive technology in VR video content production

  • Liu, Miaoyihai;Chung, Jeanhun
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.71-76
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    • 2022
  • The continuous development of virtual reality technology in the last five years has brought about a big change in the future film industry. Interactive VR movies using virtual reality technology in movies showed the result of increasing the immersion of the audience due to the characteristics of interaction. This will provide a unique opportunity for a new experience of immersion in various forms of cinema in the near future. In this paper, the interaction of narrative VR movies was studied as an example of the movie , which won the [The Best VR Experience Award] at the Venice International Film Festival, In future development, improve the scene transition, Dizziness, Ways of interaction and other questions, let the audience increase the sense of participation, immersion and curiosity when watching movies, and make watching movies a more interesting thing in life.

Exploratory Discussion on Outdoor Video AD Effects: Focusing on Exposure Environment of Administration's ADs (옥외영상광고 효과에 대한 탐색적 담론: 정부 행정기관의 옥외영상광고 노출 환경을 중심으로)

  • Song, Seungyeol;Kwak, Ju Yeong;Kim, Jung Kyu
    • Journal of Korea Multimedia Society
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    • v.23 no.11
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    • pp.1435-1445
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    • 2020
  • Advertising is a communication that aims to persuade you through communication. Local governments are enforcing a lot of budget for outdoor advertisements and exposing advertisements to various media. However, in the case of outdoor advertisements, advertisements are executed without considering the specificity of the exposure environment, so it is inferior to the budget input. Therefore, this study aims to help local advertisement agents, producers, and related parties by classifying components by combining video analysis methodology and video ad analysis methodology for effective message delivery and immersion in local outdoor advertising. As a discussion to provide an efficient production methodology for outdoor advertising video production in the future, it is an extension of exploratory research through content analysis.

Technical of the 3D industry technology & 3DTV Broadcasting (기획특집 - 3D 산업과 3DTV 방송의 기술적인 전망)

  • Won, Chung-Ho
    • Journal of the Korean Professional Engineers Association
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    • v.43 no.3
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    • pp.23-27
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    • 2010
  • Since 3DTV was introduced, the market could not grow further due to the several causes such as the lack of content, technology for production and display and eyestrain. However, the rapid advances of the technologies on digital broadcasting, consumer electronics and computer enabled the commercialization of 3D animation, computer graphic, 3D advertising as well as 3D movies, and since then the international technical competition is growing fiercer. Since much more companies introduced the solutions for 3D in NAB 2010 than 2009, the expected size of the market will be bigger than ever before. This article describes the recent trends and the prospect of the 3D technologies including national defence strategy, content, construction, consumer electronics, advertisement, and terrestrial 3D1V pilot project in Korea.

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Development of modern bag design using cultural content from Baekje - Focusing on laser-cutting techniques - (백제 문화콘텐츠의 현대적 활용을 위한 가방 디자인 개발 - 레이저커팅 기법을 중심으로-)

  • Ha, Seung Yeon
    • The Research Journal of the Costume Culture
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    • v.28 no.6
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    • pp.738-754
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    • 2020
  • As a cultural feature of, the relics of the Royal Tomb of King Muryeong are suitable design content for applying with sophisticated production and delicate molding laser cutting techniques. The purpose of this study is to develop modern bag designs using relics of the Royal Tomb of King Muryeong of Baekje using laser-cutting techniques. First, the historical background and meaning of Baekje's cultural content were explored. Second, the principle of laser-cutting techniques were explored, laser-cutting techniques applied to modern fashion and bag design were examined, and bag design characteristics were analyzed. Third, based on prior research, the criteria for the development of bag design, from which eight bag design were developed that combine modern popularity and functionality utilizing Baekje cultural content and using laser-cutting techniques to apply the textile design developed by researchers in 2013 (modified to match laser-cutting techniques). The research results show that bag were clutch, tote, shoulder, and mini. Gold, silver, brown, beige, and navy colors were arranged, based on black/white contrast. Cow, lambskin, washed snakeskin, mesh, and Saffiano leather were used. For the pattern-applying technique, this study showed that a new digital technique, which is laser-cutting techniques could be combined with contemporary bag designs. Moreover, a bag design was developed that has a modern sense and functionality as well as Korean formativeness, which is significant.

A Case Study: Design and Develop e-Learning Content for Korean Local Government Officials in the Pandemic

  • Park, Eunhye;Park, Sehyeon;Ryu, JaeYoul
    • International Journal of Contents
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    • v.18 no.2
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    • pp.47-57
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    • 2022
  • e-Learning content can be defined as digital content to achieve educational goals. Since it is an educational material that can be distributed in offline, online, and mobile environments, it is important to create content that meets the learner's education environment and educational goals. In particular, if the learner is a public official, the vision, philosophy, and characteristics of each local government must reflect. As non-face-to-face online education expands further due to the COVID-19 pandemic, local governments that have relied on onsite education in the past urgently require developing strong basic competency education and special task competency content that reflect regional characteristics. Such e-learning content, however, hardly exists and the ability to independently develop them is also insufficient. In this circumstance, this case study describes the process of self-production of e-learning content suitable for Busan's characteristics by the Human Resource Development (HRD) Institute of Busan City, a local government. The field of instructional design and instructional technology is always evolving and growing by blending technological innovation into instructional platform design and adapting to the changes in society. Busan HRD Institute (BHI), therefore, tried to implement blended learning by developing content that reflected the recent trend of micro-learning in e-learning through a detailed analysis. For this, an e-learning content developer with certain requirements was selected and contracted, and the process of developing content through a collaboration between the client and developer was described in this study according to the ADDIE model of Instructional Systems Development (ISD).

A Study on Video Copy Detection Methods Using Representative Color Sequence for Protecting Copyrights (저작권 보호를 위한 대표 색상 시퀀스를 이용한 동영상 복사 검출 방법)

  • Choi, Min-Seok;Choi, Sung-Wook
    • Journal of Digital Convergence
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    • v.10 no.5
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    • pp.185-191
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    • 2012
  • This study deals with the technical approach related to the protection of digital video contents copyright, which has currently become a major issue in the digital contents market. With the production and distribution of digital video contents rapidly increasing, various policies and technical approaches are being made in relation to the protection of intellectual property rights. The technical approach from a DRM (Digital Rights Management) perspective was made from various angles, but its limitations have also been exposed in terms of convenience and quality. In this study, rather than the existing encoding certification and watermark technologies, it introduces technical approaches from a content-based copy detection method, while suggesting a copy detection method using the representative color sequence. In particular, this study takes into consideration the distribution environment of the domestic video market and deals with the technical approach in a direction that can control the illegal distribution of high quality videos.

A Convergence Study on Korean Traditional Plant Patterns and 'Zentangle Art' (한국 전통문양 식물문(食物紋)과 젠탱글 아트의 융합연구)

  • Yoon, Hee-Sun;Kim, Ki-Beom;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.285-290
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    • 2019
  • This study is a study on the methodology and possibility of making more creative 'Zentangle Art' works through the effective convergence of digital art during the process of Zentangle Art' which draws patterns using writing instruments such as analog pencils and pens to be. In particular, we studied the convergence of traditional pattern and 'Zentangle Art' by applying the method of making using digital author's authoring tool and the pattern symbol of Korean traditional pattern. And It was studied and analyzed in terms of semiotics. In the future, I intend to study the psychological phenomenon and characteristics of the artist during the production of the works. Later, Zentangle artists and researchers will be presenting the continuing direction of content creation and industrial value.

The Role of Open Source Software to Create Digital Libraries and Standards Assessment

  • ALbeladi, Salmah Salem
    • International Journal of Computer Science & Network Security
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    • v.21 no.7
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    • pp.241-248
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    • 2021
  • Open-source software developments are basically Internet-based communities that voluntarily collaborate in developing software on the Internet and such Internet communities have become an important cultural and economic phenomenon. As a result, the emergence of open-source software has presented a challenge to the traditional offerings by providing free alternatives. The objective of this article is to review the possibility of the adoption of open source software in the creation of digital libraries, highlights advantages and disadvantage preservations. Among our objective also explaining the request of such software at the present time and the criteria evaluated in the digital preservation through surveying the best open source software from the reality of intellectual production, and standards that are being built to evaluate and choose what software to create a digital library without other software available. To achieve the above objectives, we shed the light on the top 11 open-source software to manage Libraries in addition to standards that may represent the basic building block for the selection of the appropriate systems to the needs of the digital library. This article relied on the descriptive approach by reviewing a series of studies and scientific research works related to the subject of the current study. Accordingly, the most prominent of the findings of this work is its illustration of the close association between open source software and the library community, both of which represent free culture. Also it is shown that the selection process of open source software has some obstacles most notably as there are no clear and reliable criteria for selecting these systems. Current study has concluded a set of recommendations, notably awareness of the role and importance of open source software and the facilities it provides in managing digital content.

Development of DirectX-based Stereoscopic Image Authoring Tool for Immersive e-Book Production (몰입형 e-Book 제작을 위한 DirectX기반 입체 영상 저작도구 개발)

  • Lee, Keunhyung;Park, Jinwoo;Kim, Jinmo
    • Journal of Digital Contents Society
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    • v.17 no.1
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    • pp.23-31
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    • 2016
  • This study aims to develop a stereoscopic image authoring tool to effectively produce e-Book content that enhances user's sense of immersion in 3D environments. The proposed authoring tool consists of three core systems; 3D object editing, stereoscopic image, and image media production systems. First, the object editing system arranges and produces diverse objects that constitute virtual 3D spaces to fit the purpose of the content. In this case, commercial graphic authoring tools are utilized to design efficient data structures that can include produced external models. In addition, the material and textures of objects are made to be revisable and editable into the form wanted by the user. Thereafter, a stereoscopic image system will be implemented to produce the generated virtual scenes into stereoscopic images. This study uses the Anaglyph method so that the user can implement and use stereoscopic image scenes more easily. This method include functions to change the color of stereo cameras and control depth scaling. Finally, an image media production system will be implemented that will enable producing the produced stereoscopic images into single images or videos so that they can be effectively utilized in e-Book content.