이달의 CT_ 디지털 스토리텔링 ◆ OVERVIEW ······························································································ 1 Ⅰ.디지털 스토리텔링 개요 ·········································································· 2 1.1. 디지털 스토리텔링의 기본 특성 ································································ 2 1.1.1 뉴미디어의 등장과 디지털 스토리텔링 ················································· 2 1.1.2 스토리텔링과 OSUM ··············································································· 3 1.2. 디지털 스토리텔링의 영역 ·········································································· 4 1.2.1 엔터테인먼트 스토리텔링 ········································································ 4 1.2.2 인포메이션 스토리텔링 ············································································ 5 1.2.2 트랜스미디어 스토리텔링 ········································································ 5 1.3. 디지털 스토리 구성요소 ·············································································· 6 1.3.1 Media ········································································································· 6 1.3.2 Action ········································································································ 7 1.3.3 Relationship ······························································································ 8 1.3.4 Context ······································································································ 8 1.3.5 Communication ························································································ 8 Ⅱ. 디지털 스토리텔링 기술 동향 ······························································ 9 2.1. 디지털 스토리텔링 기술 현황 ···································································· 9 2.1.1 세계기술현황 ····························································································· 9 2.1.2 국내기술현황 ··························································································· 10 2.2. 디지털 서사 창작 기술 ·············································································· 11 2.2.1 검색 기술 ································································································ 11 2.2.2 저작 기술 ································································································ 12 2.2.3 시각화 기술 ····························································································· 13 2.2.4 상영 기술 ································································································ 13 2.3. 시나리오 창작을 위한 소프트웨어 ··························································· 14 2.3.1 시나리오 Writing S/W ········································································· 14 2.3.2 Storyboard 제작 S/W ··········································································· 16 목 차
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이달의 CT_ 디지털 스토리텔링 ◆ OVERVIEW ······························································································ 1
1.1. 디지털 스토리텔링의 기본 특성 ································································ 2 1.1.1 뉴미디어의 등장과 디지털 스토리텔링 ················································· 2 1.1.2 스토리텔링과 OSUM ··············································································· 3
1.2. 디지털 스토리텔링의 영역 ·········································································· 4 1.2.1 엔터테인먼트 스토리텔링 ········································································ 4 1.2.2 인포메이션 스토리텔링 ············································································ 5 1.2.2 트랜스미디어 스토리텔링 ········································································ 5
1.3. 디지털 스토리 구성요소 ·············································································· 6 1.3.1 Media ········································································································· 6 1.3.2 Action ········································································································ 7 1.3.3 Relationship ······························································································ 8 1.3.4 Context ······································································································ 8 1.3.5 Communication ························································································ 8
Ⅱ. 디지털 스토리텔링 기술 동향 ······························································ 9
2.1. 디지털 스토리텔링 기술 현황 ···································································· 9 2.1.1 세계기술현황 ····························································································· 9 2.1.2 국내기술현황 ··························································································· 10
2.2. 디지털 서사 창작 기술 ·············································································· 11 2.2.1 검색 기술 ································································································ 11 2.2.2 저작 기술 ································································································ 12 2.2.3 시각화 기술 ····························································································· 13 2.2.4 상영 기술 ································································································ 13
2.3. 시나리오 창작을 위한 소프트웨어 ··························································· 14 2.3.1 시나리오 Writing S/W ········································································· 14 2.3.2 Storyboard 제작 S/W ··········································································· 16
목 차
Ⅲ. 디지털 스토리텔링 활용사례 ······························································ 17
3.1. 게임 스토리텔링 ························································································· 17 3.1.1 서사 게임과 스토리텔링 ········································································ 18 3.1.2 게임 속 가상세계와 스토리텔링 ·························································· 20 3.2. 뉴스 콘텐츠와 스토리텔링 ········································································ 22 3.2.1 라이브 블로깅 ························································································· 22 3.2.2 USA Today의 후보자 매치 게임Ⅱ ···················································· 23 3.2.3 지역 신문의 맵을 활용한 스토리텔링 ················································· 25 3.2.4 뉴스 스토리텔링 활성화 방안 ······························································ 26
; 생활형 가상세계는 세컨드 라이프 등과 같이 현실 사회를 시뮬레이션하는 형태. 게임형 가상세계는 RPG 게임이나 어드벤처 장르에서 볼 수 있으며 허구적인 공간 시뮬레이션이 출발점임. 파생형 가상세계는 가 상 세계 공간과 현실 세계의 특정 분야(교육, 의료, 전시) 등을 결합시키는 형태
ㅇ무용 관련 콘텐츠를 능동적 콘텐츠로 끌어올리는 창작 지원 도구. 고가의 모션 캡쳐를 통해서만 생성되는 무용관련 콘텐츠의 한계를 극복하고 웹을 저가의 창작지원 프로그램으로 사용하여 주요한 세계적 문화 콘텐츠로 주목 받고 있는 춤의 움직임과 관련한 한국 전통 무용이나 신세대 댄스와 같은 다양한 무용관련 콘텐츠를 작가나 대중이 창작할 수 있도록 지원
※ 라바노테이션이란 움직임을 상징기호로 기록하는 무용 표기법
특징
ㅇ3D 인터넷의 성장으로 온라인 가상환경에서 심볼을 표현하기 위한 휴머노이드 라이브러리의 제작이 필요하게 되었고 이를 다른 업체의 저작도구를 사용해서도 움직일 수 있도록 라바노테이션 편집기에 의해서 DB에 등록된 라바노테이션 심볼 정보를 VRML97 기반으로 웹에서 서비스하는 기능
ㅇHotDraw 프레임워크를 기반으로 라바노테이션 기호 특성이 반영된 사용 편리한 GUI구성 및 동적표기 체계들의 심볼을 메뉴화한 라바노테이션 에디터
ㅇ변환 알고리즘을 제작하고 스텝별 분할 모션 DB를 구축한 라바노테이션
창작 소프트웨어 모듈
4 시각콘텐츠의 색상추출 프로그램 및 추출된 색그룹 스타일의 자동
적용 디자인 프로그램
기술
개요
ㅇ색상에 대한 다양한 조합을 간단하고도 전문가적인 감각으로 다룰 수 있는 멀티미디어 저작도구. 전문가가 사용했던 다양한 색감을 누구나 손쉽게 접하고 이용할 수 있도록 하여 자신이 제작한 콘텐츠에 색감 부여 가능
ㅇ현재 유통 중인 그래픽 저작도구는 색채의 선택 및 배색에서 일반인이 구현하기에 어려움이 많으며 전문적 색채감각을 가진 디자이너도 콘텐츠에 색채를 적용함에 있어 많은 시간을 소모하기 때문에 전문가가 구사했던 색채를 쉽게 적용할 수 있는 기능을 가진 제품의 개발이 필요
ㅇ디지털 시각 콘텐츠의 색채의 스타일을 추출하고 실제 자신의 디자인에 활용하는 색채조합, 스타일화 프로그램은 일상 시각문화콘텐츠의 발전을 위해 활용도가 매우 높음
특징
ㅇ 색채추출 프로그램
-세계적으로 우수한 예술창작품 및 디자인의 다양한 색채구성 사례를 엄선하여 디지털 시각 콘텐츠화 시키고 다양한 포맷의 이미지 입력을 지원, 고속으로 컬러 화소값 추출, 색상 클러스터링 알고리즘 개발, 주조색(dominant color) 결정 및 유사 색상 분류기능이 있는 색채추출 작업
-영역 분할 알고리즘을 사용하여 영상의 영역, 위치별로 조합되는 색채를 분석하고 중복조합에 대한 분포 조사를 통한 작가별 색조합, 취향 분석, 주조색별로 분류 혹은 배색그룹, 스타일별로 배열하여 분류
Page|31
5 수출용 색채 디자인 감성 콘텐츠
기술요
ㅇWeb, Mac(Web호환 version), Windows 등 활용성이 높은 OS 환경에서 색채 디자인 배색의 검색형 디지털 소프트웨어를 제작함으로써 사용자의 편의를 극대화하고 감성색채 자료 DB를 구축함으로써 콘텐츠 개발 후 실질적으로 적용이 가능할 뿐만 아니라 각 매체별 색채오차의 해소, 색채배색의 검색을 통한 아이디어 개발과 사용층 및 사용대상에 대한 체계적 감성접근 용이
특징
ㅇ감성배색을 위한 총 194개의 언어체계구성(감성언어150개, 애니메이션 44개)
ㅇ150개의 감성언어는 문헌, 전문가, 자문 등 약 26종류의 국내•외 자료를 통
하여 사용 빈도가 높은 디자인 중심의 감성어로 수집되었으며 분류는 톤별, 색상환에서의 분류, 언어의 유사성 분석을 통하여 4차에 걸쳐 구성되었고 애
니메이션은 국내 2개와 국외 42개로 구성
ㅇ건축, 시각, 제품, 환경 등 주요 디자인 부분 배색 유형을 조사하여 실질적인
활용이 가능하며, 애니메이션, 디지털콘텐츠, 한국 전통 문화 등 주요 문화 콘텐츠 부분의 배색유형을 조사하여 문화상품으로서 가치를 높일 수 있는 배
색유형 개발(단색 이미지, 3색, 4색 유형, 감성 언어별 10개의 유형 제작)
ㅇ인쇄를 중심으로 하는 디자이너, 건축가, 인테리어, 의상, 미용 등 다양한 분야에서의 사용을 위해 RGB, L*a*b*, CMYK, #16, 계통색명, Munsell,
일련번호로 구성하여 사용성과 기능성을 높임
6 시맨틱 웹 기반 문화 콘텐츠 맞춤형 서비스
기술개요
ㅇOWL 기반의 문화 콘텐츠 온톨로지 구축 기술, 메타데이터 구축 기술과 아울러 Jess 기반의 문화 콘텐츠 시맨틱 검색 기능이 가능함
특징
ㅇ온톨로지 표현 기술, Jess 기반 추론 기술, 사용자 프로파일 구축 기술과 같
은 기반 기술을 자체 개발하였으므로, 이를 활용한 다양한 지능형 온톨로지
기반 개인화 기술 개발에 연구 결과 활용 가능
7 무대 디자인을 위한 3D 시뮬레이터 및 도면 저작 시스템 개발
기술개
요
ㅇ다이렉트 X 기반으로 윈도우 환경하에서 별도의 플러그인이나 프로그램의
추가 설치 없이 WEB에서도 동작할 수 있는 기반 기술을 확보
- 컴퓨터를 사용한 무대디자인용 저작도구의 개발 - 무대디자인을 위한 다양한 무대소품 및 무대장치 라이브러리 제작
특징ㅇ3D Max 데이터 호환을 위한 Plug-in, 오브젝트별 편집 기능, 사용하기 손
쉬운 사용자 저작환경 구현, DXF 포맷 작성 및 출력 기능 개발
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8 청각 장애우의 언어교육을 위한 리얼타임 캐릭터 기반의 온라인
청음독화
기술
개요
ㅇ국내 최초로 독화교육/훈련 기능이 구현된 청각장애아 종합 청음독화 시스템.언어교육이 필요한 일반 미 취학 아동 및 청각 장애아동들의 가정 및 특수교육 기관에서 3D 캐릭터 애니메이션을 응용하여 대화를 이해하고 사신의 의사표현을 교육하는 프로그램
1. 청각장애아의 언어교육에 필요한 캐릭터 제작을 위한 초등학교 여아의 얼굴부위 측정 및 유형분석 2. 자문기관의 한국형 표준 구형(입술, 안면근육)연구 자료에 근거를 둔 3차원 DB구축 및 응용기술 (3차원 Speech Facial Tracking)