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AI 시대! 디지털 문화콘텐츠의 이해
임상국
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01
미디어와 콘텐츠의 이해 ···················································· 1
1. 콘텐츠란 무엇인가?-디지털 표현의 문화적 본질 이해 ··························· 2
1.1 콘텐츠의 정의와 범주(Definition and Categories of Content) ························ 2
1.2 콘텐츠와 정보의 차이(Difference Between Content and Information) ········· 3
1.3 디지털 콘텐츠의 특성(Characteristics of Digital Content) ······························ 4
2. 미디어의 개념과 역할(Concept and Role of Media) ····················· 5
2.1 미디어의 역사적 발전(Historical Development of Media) ······························· 5
2.2 매체 철학적 관점(Media Theory Perspective(McLuhan, Flusser)) ················ 6
2.3 인간과 미디어의 상호작용(Interaction Between Humans and Media) ··········· 8
3. 문화콘텐츠의 의미(Meaning of Cultural Contents) ····················· 9
3.1 문화와 스토리텔링(Culture and Storytelling) ···················································· 9
3.2 문화산업과 창조경제(Cultural Industries and Creative Economy) ··············· 10
3.3 한국 문화콘텐츠 발전 사례
(Case Studies of the Development of Korean Cultural Contents) ·········· 11
CONTENTS
02
미디어의 역사와 디지털 예술 ·········································· 15
(The History of Media and Digital Art)
1. 미디어의 역사(The History of Media) ············································· 17
1.1 이미지의 주술성과 상징성(Magic and Symbolism of the Image) ················· 18
1.2 시지각 체계와 프레임 ························································································ 21
1.3 시각(Vision)과 시각성(Visuality) ······································································ 22
1.4 시지각(視知覺)이란? ························································································· 24
1.5 인식의 개념과 과정(The Concept and Process of Perception) ···················· 26
2. 근대적 시각체계 ·················································································· 28
2.1 원근법적 시각체계(Perspective Visual System) ············································ 32
2.2 카메라 옵스큐라적 시각체계(Camera Obscura Visual System) ····················· 33
2.3 파노라마적 시각체계(Panoramic Visual System) ··········································· 35
3. 문명의 시작과 기록매체
(Beginning of Civilization and Recording Media) ·················· 37
3.1 문자의 시작 ······································································································· 38
3.2 숫자의 등장 ······································································································· 40
3.3 카메라의 등장 ···································································································· 41
3.4 왜 추상(Abstraction)인가? ? 카메라 이후 예술의 대전환 ································ 46
3.5 프레임의 개념과 확장(The Concept and Extension of the Frame) ·············· 70
3.6 몰입감(Immersiveness) ·················································································· 75
4. 가상과 현실의 중첩
(Overlap of Virtuality and Reality) ············································· 77
4.1 디지털 예술과 프레임의 변화(Digital Art and Changes in Framing) ·············· 77
4.2 실감형 콘텐츠 사례 ···························································································· 81
5. 이미지의 시대에서 프롬프트의 시대로
(From the Age of Image to the Age of Prompt) ····················· 84
5.1 미디어의 변천사 ································································································ 84
5.2 디지털 미디어와 가상현실 ·················································································· 86
5.3 AI 가상 세계 속 캐릭터(버추얼 휴먼) ································································· 88
03
4차 산업혁명과 통신기술의 이해 ···································· 91
(Understanding the Fourth Industrial Revolution and Communication
Technology)
1. 4차 산업혁명(Industry 4.0) ······························································ 92
1.1 4차 산업혁명의 의미와 전개 ·············································································· 92
1.2 5G 통신기술 ······································································································ 93
1.3 실감형 미래사회의 변화와 전망 ·········································································· 94
1.4 Digital Twin and Hyper-Realistic Network
(디지털 트윈과 초실감 네트워크) ······································································· 97
1.5 주요 핵심 기술과 응용 ······················································································· 98
AI 시대! 디지털 문화콘텐츠의 이해
2. 웹의 진화와 가상현실의 역사(Evolution of the Web & VR) ······· 101
2.1 Web의 출현과 발전 ························································································ 101
2.2 가상현실(VR) 기술 동향 ·················································································· 105
3. 홀로그램 기술과 응용
(Hologram Technology & Applications) ·································· 111
3.1 홀로그램 산업의 시장동향 ··············································································· 111
3.2 홀로그램의 원리와 종류 ··················································································· 112
3.3 플로팅 홀로그램 유형 ······················································································ 113
3.4 홀로그램의 예술 및 산업 응용 ·········································································· 114
04
메타버스의 세계 ··························································· 117
(The World of the Metaverse)
1. Concept of Metaverse(메타버스의 개념) ···································· 118
1.1 메타버스의 네 가지 유형 ··················································································· 118
1.2 메타버스의 특징과 철학(Characteristics and Philosophy of the Metaverse) ·· 119
1.3 Creator Economy(크리에이터 이코노미) ························································ 120
1.4 NFT와 블록체인의 등장(The Emergence of NFT and Blockchain) ·············· 123
1.5 상호작용성과 아바타 문화(Interactivity and Avatar Culture) ························· 124
2. 디지털 휴먼과 인공지능 기술
(Digital Humans and AI Technology) ······································ 124
2.1 캐릭터 산업의 진화(Evolution of the Character Industry) ·························· 125
2.2 디지털 휴먼의 사례와 기술(Digital Human Cases and Technologies) ······· 125
2.3 AI 기반 창작 기술(AI Human Creation) ························································ 129
3. 디지털 트윈(Digital Twin) & 디지털 휴먼(Digital Humans) ···· 130
3.1 기술 구조와 특징(Technical Structure and Features) ································· 131
3.2 산업 및 도시 적용 사례(Industrial and Urban Applications) ························ 131
3.3 효과와 한계(Effects and Limitations) ·························································· 132
3.4 Digital Humans in Culture, Advertising, and Art
(문화?광고?예술 속의 디지털 휴먼) ································································· 132
05
프롬프트 엔지니어링과 AI시대의 예술 ························· 137
(Prompt Engineering & AI Era of Digital Art)
1. ChatGPT와 프롬프트의 이해
(Understanding ChatGPT and Prompts) ······························· 138
1.1 ChatGPT의 개념 및 버전별 특징
(ChatGPT Concept and Features by Version) ·········································· 139
1.2 프롬프트 엔지니어링의 개념과 전략
(Concepts and Strategies of Prompt Engineering) ································· 139
AI 시대! 디지털 문화콘텐츠의 이해
1.3 AI 도구의 활용 사례(Use Cases of AI Tools) ··············································· 146
2. AI 캐릭터 생성과 응용
(AI Character Creation and Application) ······························ 146
2.1 TOP 10 AI 캐릭터 생성 앱 (Top 10 AI Character Creation Apps) ············· 146
2.2 프롬프트 거래 및 공유 커뮤니티
(Prompt Purchase and Share Community) ·············································· 147
2.3 AI 기반 콘텐츠 창작 실습(AI-based Content Creation Practice) ·············· 148
3. 생성형 인공지능의 이해
(Understanding Generative Artificial Intelligence) ············ 148
3.1 프롬프트의 개념과 활용(Prompt Concept and Use) ···································· 149
3.2 생성형 AI의 디지털 아트(Generative AI and Digital Art)와 윤리 ·················· 149
3.3 The Art of Collaboration Between Humans and AI
(인간과 AI의 협업 예술) ·················································································· 150
3.4 생성형 AI 사례 분석(2D → 3D → Motion Capture) ····································· 152
3.5 메타버스와 AI의 결합(Combination of Metaverse and AI) ························· 153
4. AI시대의 핵심기술(Core Technologies in the AI Era) ············ 153
4.1 환각 현상(Hallucination) ················································································ 153
4.2 생성적 적대신경망(Generative Adversarial Network, GAN) ······················ 153
4.3 머신러닝과 딥러닝(Machine Learning and Deep Learning) ······················· 156
4.4 딥페이크 기술(Deepfake Technology) ························································· 157
06
디지털 문화콘텐츠 산업과 미래사회 ····························· 159
(The History of Media and Digital Art)
1. Structure of the Digital Content Industry
(디지털 콘텐츠 산업의 구조) ································································· 160
1.1 Digitalization of the Music, Video, and Game Industries
(음악?영상?게임 산업의 디지털화) ···································································· 160
1.2 Platform Business and Subscription Economy
(플랫폼 비즈니스와 구독경제) ··········································································· 162
1.3 Creator-Centered Ecosystem(크리에이터 중심 생태계) ······························· 163
2. Global Content Trends
(글로벌 콘텐츠 트렌드) ········································································ 165
2.1 OTT and Streaming(OTT와 스트리밍 산업) ··················································· 165
2.2 NFT?Virtual Asset?Metacommerce(NFT?가상자산?메타커머스) ················· 167
2.3 Expansion of AI Creative Industry(AI 창작 산업의 확장) ······························ 168
3. Digital Ethics and Sustainability
(디지털 윤리와 지속가능성) ································································· 170
3.1 Copyright / Deepfake Issues(저작권과 딥페이크 문제) ································ 170
3.2 Data Bias and AI Ethics(데이터 편향과 인공지능 윤리) ·································· 171
3.3 Sustainable Digital Cultural Ecosystem(지속가능한 디지털 문화 생태계) ···· 172
AI 시대! 디지털 문화콘텐츠의 이해
Epilogue ····································································· 175
Era of Digital Humans(디지털 휴먼의 시대) ·································· 176
New Art and Humanity Created by AI and Metaverse
(AI와 메타버스가 만들어내는 새로운 예술과 인간성) ································ 176
Coexistence of Technology and Culture
(기술과 문화의 공존) ················································································· 177
Digital Literacy for the Next Generation
(차세대를 위한 디지털 리터러시) ······························································ 178
부록 Appendix ····························································· 181
1. Glossary of Key Terms(핵심 용어 정리) ·································· 182
2. References and Image Sources
(참고문헌 및 이미지 출처) ···································································· 183
■ References (참고문헌) ···················································································· 183
■ Image & Diagram Sources (이미지 및 도식 출처) ········································· 183

저자 소개 1

영산대학교(YOUNGSAN UNIVERSITY) 게임VR학과 교수이자 AI. 미디어 아티스트로 활동하며, 게임, 메타버스, 실감형 콘텐츠, 디지털 예술, AI 기반 창작기술을 연구해 온 융합형 실무 전문가입니다. 그는 오랜 기간 “기술과 예술의 융합, 인간 중심의 디지털 창의성”을 주제로 한 연구와 교육을 병행해 왔으며, 『메타버스의 세계』, 『유니티를 활용한 메타버스 교과서』 등 다수의 저서를 통해 AI?VR 기반 융합콘텐츠 교육의 표준화를 선도하고 있습니다.

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품목정보

발행일
2026년 02월 26일
쪽수, 무게, 크기
206쪽 | 188*257*20mm
ISBN13
9791125104827

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