• Title/Summary/Keyword: 감성콘텐츠디자인

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Development direction of emotional contents through analysis of successful cases from applying emotional technology (감성기술 적용 성공사례 분석을 통한 감성콘텐츠 개발 방향 연구)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.15 no.1
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    • pp.121-132
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    • 2012
  • Recently, interest in emotional technology has escalated and its application has extended to many fields, from both an industrial (product) and service (culture, tourism, medical, education, advertising) perspective. Moreover, culture has become a fundamental aspect of modern industry, playing key roles in: gaming, exhibitions, performances, sports, tourism, design, edutainment, as well as various content distribution industries. The prospect of applying emotional technology for cultural content industries makes up for more than half of the 'plan-manufacture-distribution-marketing' process, and thereby also serves as driving force for the growth of a nation. The primary objective of the following research is analyze successful cases from the past through utilization of emotional technology, and to speculate on efficient directions for future research into developing emotional contents. To achieve this, some of the key terms have been defined and elaborated for the sake of clarity. The terms are as follows: emotion, emotion engineering, science of emotion, emotional technology, and emotional contents. Furthermore, studies were conducted based on the six different fields surrounding CT R&D to observe how projects involving emotional technology have succeeded both on a national and global scale. Based on this analysis, this research aims to develop personalized 'Concierge' service-providing contents, contents designed to maximize performance ability of humans, and contents that could be controlled simply via emotion to effectively spread the culture of Korea by focussing on 'fusion' content development. The following research data may hopefully serve as a basic reference to industries navigating towards emotional content development.

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The Use of Calligraphy for Attention and Liking : Focusing on Interaction Effects of Emotion and Involvement (캘리그래피가 광고의 주목성과 호감도에 미치는 영향 : 감성과 관여도의 조절효과를 중심으로)

  • Ahn, Hee Ran;Shin, Hyung-Deok;Chung, Taeyoung
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.1-11
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    • 2016
  • Calligraphy has become popular in recent years. Designers use calligraphy to draw consumer visual attention and liking by delivering friendly and gentle images. This paper analyzes the effects of calligraphy on consumer response to advertisement design. Regression analyses show calligraphy has a positive effect on consumer visual attention and liking, particularly in sensible product/service. In low involvement product/service, however, calligraphy has a negative effect. These results imply that designers should be careful when they use calligraphy.

Analysis of Evaluation for Emotional Image of the Package Design of Tea Brand in the Chinese Market (중국시장 차 음료브랜드 패키지디자인의 감성이미지 평가 분석)

  • Xin, Li
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.185-196
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    • 2012
  • This study of the emotional image of the package design of Tea drink. Above all, Collects the packages of tea drink in the Chinese market. Investigate the taste adjectives with about the package design of Tea drink. And 'Sweet. Bitter, refreshing, sour 'four major taste adjectives were deduced. Next, Investigate the level with the taste adjectives of the package design of tea drink and the affinity of package design of tea drink. Finally, Analyzed the distinction of visual elements with the taste adjectives of the package design of tea drink. And, Analyzed the distinction of visual elements according to impact of preference of the package design of tea drink.

A Study on Synesthetic Expression for Brand image Recognition (브랜드 이미지 인지를 위한 공감각적 표현효과에 관한 연구)

  • Gao, Yazhen;Jang, Chunggun
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.313-314
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    • 2013
  • 브랜딩의 목적은 브랜드 아이덴티티 구축의 개념에서 브랜드체험의 전달로 변화하며 오감과 감성의 활용에 주목하는 사회 환경에서 디자인도 감각디자인, 경험디자인 등으로 개념화되고 있다. 따라서 공감각적 표현의 전략적인 활용이 브랜드인지를 촉진한다는 가정을 하였다. 국내외 브랜드의 디자인에 나타나는 공감각적 표현을 분석해본 결과 시각과 청각, 촉각, 후각을 이용한 공감각적 표현이 가장 많이 나타났다.

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Mobile Web Magazine Design based on Kansei Engineering and Universal Design (간사이 공학을 적용한 유니버설 모바일웹 매거진 디자인)

  • Lee, Hyun-Ki;Yang, Janghoon
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1227-1237
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    • 2017
  • In this research, a design of mobile web magazine based on Kansei engineering is studied. Following the procedure of Kansei engineering, we executed user survey to discover latent emotion elements in mobile web magazine, which were 'attractive', 'open', and 'unique'. Corresponding design elements were found to be slide design, text layout, and proportion of image. The methodology of universal design was adopted to improves on those design elements so that the proposed design can be applicable to wide range of users. We could verify the potential of the proposed design method through expert interviews on the developed prototype mobile web magazine.

The Colour Research of Package Design in China -The Chinese Red as a Core- (중국 기호품의 패키지디자인 색채연구 -중국홍[紅]을 중심으로-)

  • Li, Yanli;Kim, Maeng-ho
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.132-134
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    • 2010
  • 중국홍[紅]은 중국 색채문화 중에서 중요한 자리매김을 하고 있고 또한 중국인의 마음속에 행복한 생활을 갈망하는 상징적 표현의 색채이다. 본 논문에서는 중국 전통 색채인 중국홍[紅]이 지니는 개성과 특징 및 패키지 디자인응용사례를 분석함으로써 중국홍[紅]이 기호품 패키지 디자인에서 중국인에게 보다 더 감성적으로 정보를 전달하고 매료시킬 수 있게 하는 매개체임을 시사하고자 한다.

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피플- “아시아 최고 스튜디오 만들겠다”

  • Sin, Seung-Cheol
    • Digital Contents
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    • no.4 s.131
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    • pp.24-25
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    • 2004
  • 과거 생산자ㆍ기능 중심의 경제가 사용자ㆍ감성 중심으로 바뀌고 있다. 개성과 감성을 중시하는 소비자를 만족시키기 위해 대량생산에서 대량맞춤 체제로 진화하고 있는 것이다. 결국 디자인이 국가경쟁력을 결정하는‘최후 승부처’가 되고 있는 셈이다. 지난해 7월‘타이타닉’,‘ 반지의 제왕’의 디지털도메인과 합작사를 세운 김영준 사장을 만나 고부가가치 창출을 위한 10년대계를 들어봤다.

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The Reminding Words Evaluation Method for Icon Design (연상단어 평가를 통한 아이콘 디자인 연구)

  • Ha, Kwang Soo
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.64-72
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    • 2014
  • As the importance of interface became emphasized recently, function of icon as an element that helps operation and formative function as an aesthetic element are becoming emphasized. Specially, various research methodologies for measuring the understanding degree of users are being attempted in functional aspect, however, they are facing limitations as user evaluation method of quantitative investigation for statistical analysis became overly dependent on the consent from majority. To overcome such limitation, a methodology of measuring sensibility as aesthetic impression or individuality based on the system of emotion or system of understanding of users and designing icon based on the measurement is being attempted continuously. Therefore, this study suggested an evaluation method using reminding words and conducted an empirical study to apply results on the icon design by applying the evaluation method on icon design of printing products to measure the user sensibility and understanding level. Through this process, this study intended to research summaries on the design evaluation method which based on the evaluation of user sensibility and understanding level and to debate effective design methodologies through the process of applying these summaries on the project. The intention was to progress discussion from practical application perspectives apart from the textbook type discussion by applying a research methodology through concrete cases. This study objectified sensibility and understanding level of users in the icon design aspect, suggested a methodology that can be applied on the design, and it is expected to be used when progressing the icon and GUI design.

A Study on Preference of Smoking Booth Design (흡연 부스 디자인의 선호도 조사 연구)

  • Yang, Keun-Young
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.183-192
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    • 2017
  • This study aims to suggest improved design for both non-smokers and smokers to minimize inconvenience of smoke, at the same time, allow smoking in comfortable environment. The study was researched in three categories: First, consciousness research regarding smoking booth, second, preference research regarding product design, and third, research on emotional words about smoking booth by emotion evaluation. The result of design preference research was, first of all, smoking booth for smokers should be designed in both notable and familiar shape rather than stiff and rough shape. Second, color for the booth should apply warm colors such as white, pastel, and bright tone rather than prime colors. Third, the internal circulation filter in smoking booth should be managed thoroughly. In addition, extra seats and ventilation design is necessary to prevent passive smoking. The result of emotion evaluation was that people recognized certain words in four aspects. Each image word for factor 1 was "functional emotion', factor 2 was "psychological emotion", factor 3 as "color emotion", and factor 4 as "shape emotion". User-centered service design is necessary for both smokers and non-smokers, to minimize the damage by smoke and to spend time for short break.