• Title/Summary/Keyword: 디자인 경향

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A Storytelling approach to user affective interface design (감성적 인터페이스 디자인을 위한 스토리텔링 접근)

  • Hwang, Sin-Woong;Lee, Sun-Ah;Sohn, Young-Woo
    • Science of Emotion and Sensibility
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    • v.12 no.1
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    • pp.19-32
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    • 2009
  • Recently emotional relationships between industrial products and user experience are getting more attention than ever. However, current user interface design has focused just on the mechanical and logical aspects. This research proposed a new approach to improve user's emotional experience to interface design and introduced storytelling as a new possibility. Four types of user interface - logical interface, picture added interface, storytelling-applied interface, and storytelling-applied interface with a story script - were used for this research. Eighty college students participated in this research. Each participant was randomly assigned to one of four types of user interfaces. Additionally, their individual differences in affect intensity were measured. he results show that users reported more emotional experience in the storytelling-applied interface and storytelling-applied interface with a story script than the logical interface and just picture added interface. The results also suggest that the higher satisfaction was experienced for the storytelling-applied interface. And all those results are differentiated by the users' affect intensity. The users who have higher affect intensity expressed heavier emotional experience and deeper satisfaction for the storytelling-applied interface.

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Content Analysis of YouTube Vidoes Regarding Heated Tobacco Products: Focus on Product and Health Harm Information, and Creator Characteristics (궐련형 전자담배 YouTube 동영상 내용 분석: 제품 및 건강 유해성 정보, creator 특성을 중심으로)

  • Choi, Youjin
    • The Journal of the Korea Contents Association
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    • v.19 no.12
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    • pp.389-397
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    • 2019
  • As the usage of e-cigarettes and its effects on health harms receive attentions, the debate over regulating e-cigarette industry's' social media marketing has been heated. While the industry has aggressively employed social media marketing such as YouTube, little research has examined what kinds of e-cigarette information is delivered to Korean viewers through YouTube. This study investigated the presence of product-related information and health harm information in the videos, and the characteristics of YouTube creators. The proportion of female creators was smaller than male creators, but more than female smoking rates. The results showed that product-related information such as taste, design and convenience was mentioned more than half the videos, but health ham was mentioned less. Videos which mentioned convenience and design tended to not mention health harm. These results could be used to support the current regulation approach over e-cigarette YouTube marketing.

스키웨어 착의시의 온열생리학적 특성

  • 홍현실;성수광
    • Proceedings of the ESK Conference
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    • 1997.10a
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    • pp.35-39
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    • 1997
  • 스키는 겨울철에 하는 옥외 스포츠로서, 때로는 -30 .deg. C 정도의 저온이나 강풍이 부는 한냉 환경하에서 행하여지는 경우도 있다. 이러한 한냉환경은 신체기능을 저하시켜서 불쾌감을 증가시키므로 의복의 중요성이 더욱 강조된다. 인간과 환경 사이에 놓여 있는 스키웨어는 그 시대의 세련된 패션성이 요구될 뿐만 아니라 운동기능성, 안전성, 내구성 그리고 쾌적성을 구비하지 않으면 안된다. 따라서 환경이 인체에 미치는 영향이나 인간의 생리적 메커니즘을 인식하므로서 비로서 쾌적한 스키웨어를 만들 수 있는 것이다. 다양한 형태의 삶을 추구하는 현대인들의 관심은 점차 여가 시간의 건전한 활용 및 스포츠에 집중 되고 있다. 이러한 사회적인 경향에 발 맞추어 신소재의 스키웨어의 개발이 활발히 진행되고 있다. 예컨데 태양 광선을 흡수하는 세라믹 투입의 신소재의 개발과 체내에서 방출하는 열을 가능한 발산하지 않는, 두 가 지 기능을 합한 축열보온 소재의 스키웨어와 또 탁월한 방수. 방풍의 효과와 운동시 발생되는 수분. 열 배출 을 위한 투습의 능력이 있고 보온의 효과가 매우 높은 힐스포(HEALSPO) 코팅 소재를 사용한 스키웨어도 개발 되고 있다. 그리고 보온성과 심리적 만족감을 위한 원피스, 투피스, 쓰리피스 타입의 디자인 개발도 진행되 고 있다. 본 연구에서는 한냉하 운동시의 축열보온 소재 및 힐스포 소재와 같은 특수소재 스키웨어가 인 체에 미치는 영향을 다른 일반 소재와 비교 고찰하고, 스키웨어의 디자인에 대한 보온성의 효과를 검토하기 위하여, 저온환경에서의 피험자의 온열생리학적 반응을 측정하였다.한 신장/근력 팀의 경우보다 높은 에너지 소비량과 심박수를 보였다.찰한 결과, 세포독성 및 염색체 이상을 유발하지 않았다. 또한 동물약품으로 사용되는 치료용량 및 투약방법에 근거하여 10mg/kg 및 5, 2.5mg/kg을 1일 1회씩 4회 투여한 군에서도 암수에 상관없이 전 농도 군에서 염색체이상을 나타내지 않아 유전독성을 나타내지 않음을 관찰하였다. 특히 vitamin C와 E의 병용투여는 상승적으로 적용하여 간세포손상을 더욱 억제시킴을 알 수 있었다.mance and on TFP(Total Factor Productivity) growth which is a pure measure of firm performance. To utilize the advantage of panel data, FEM(Fixed Effect Model) and REM(Random Effect Model) were used. The empirical result shows that the entropy index as a measurement of inter-business relatedness is not significant but technological relatedness index is significant. OLS estimates on pooled data were considerably different from FEM or REM estimates on panel data. By introducing interaction effect among the three variables for business

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Effects of Aesthetics on Credibility in Web Site Design (신뢰감을 주는 웹사이트 디자인에서 미적 효과)

  • Kim, Ki Eun
    • Convergence Security Journal
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    • v.13 no.6
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    • pp.43-49
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    • 2013
  • Web sites provide the first impression of an organization. For many organizations, web sites are crucial to ensure sales or to procure services within. When a person opens a web site, the first impression is probably made in a few seconds, and the user will either say or move on to the next site on the basis of many factors. One of the factors that may influence users to stay or go is the page aesthetics. Another reason may involve a user's judgment of the site's credibility. Our findings indicate that when the same content is presented using different levels of aesthetic treatment, the content with a higher aesthetic content credibility. Our study suggests that this effect is operational within the first few seconds in which a user views a web page. Given the same content, a higher aesthetic treatment will increase perceived credibility.

The illusional expression seen in the modern poster art (현대 포스터에서의 착시적 표현)

  • 노시연
    • Archives of design research
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    • v.15 no.2
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    • pp.71-80
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    • 2002
  • The artistic idiom of expression in modern poster art make great use of visual illusion. These visual illusions serve carne in sharp relief the idea or concept the artist wishes set forth to the viewer. However we must look at area beyond the psychological impact of visual illusion to the evolutionary history of past and present poster art. The yes of such investigation reveals that the interest in the sub psychological impact of visual illusion is especially deep and reaches for back into the past in the West. Looking at the a of the 15th century in Europe, there is the tradition of drawing that gives the illusion of distance depth, arid substance know as trompe l'oeil, while actually utilizing a flat surface. On needs only look at the works of Arzhibauld, anamolphoses and the surrealism in the works Eschew to realize their influence modern poster art.

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The Effectiveness of Learning Performance on Supplementary Learning Tool based on Blog using Learner-Centric UI/UX Design in Higher Education (대학교육에서 학습자 중심형 UI/UX 디자인이 적용된 블로그 기반의 보조학습도구가 학습성과에 미치는 영향)

  • Bae, Ji-Hye
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.12
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    • pp.5531-5540
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    • 2011
  • The Learning Models including the design principle about web 2.0 use in education has been recently presented. In types of web 2.0 tools, blogs are the best tool that reflected the trends of web 2.0 and these are able to share a lot of information and contents. To invent new learning methods involving web 2.0, this study aims to get the results about effectiveness of learning performance on a supplementary learning tool based on blog using learner-centric UI/UX design in higher education. As a study tool, installation-type blog that can be designed as user-centric system is applied to experimental environment. This study presents the conclusion that supplementary learning tool based on blog using learner-centric UI/UX design influences on learning achievement and learning flow through the analysis of questionnaire results of learners, learning evaluation score of learners and assignments evaluation score of learners.

A Study on the Visual Attention of Game Broadcast Real-time Review Using Eye Tracking: Focusing on Mobile Platform (아이트래킹을 활용한 개인 게임방송 실시간 댓글의 시각적 주의에 관한 연구: 모바일 플랫폼을 중심으로)

  • Yin, Shuo-Han;Wang, Jin-Nan;Hwang, Mi-Kyung;Lee, Sang-Ho
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.733-739
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    • 2022
  • The study investigated the users' functional requirement, degree of acceptance and preference of game broadcast real-time review .Secondly it comparatively analyzed the types and locations of game broadcast real-time review through eye tracking tech. The results show that users have high functional requirements and high acceptance for game broadcast real-time review but their preference has no significant correlation with the feature. Among the types of game broadcast real-time review the type with translucent text bubble took the highest visual attention. The above shows that the users' visual behavior has the tendency of special style. The visual attention analysis results of different types and locations of game broadcast real-time review in the study can play a guiding role in the interface design of real-time review feature in the future.

Using Interaction for an Experiential Story 'The Three Little Pigs and Wolf' - for ipad - (인터랙션을 활용한 체험형 동화 '아기 돼지 삼형제와 늑대' - ipad를 중심으로 -)

  • Kim, Hyunhee
    • Design Convergence Study
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    • v.14 no.3
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    • pp.1-15
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    • 2015
  • Storytelling which is part of human nature, has changed over millions of years. The development of technology and media has shaped Storytelling into various forms and shapes, and due to the recent spread of smart devices, the influence of interactive storytelling has grown significantly. The technology which allows diverse and natural input of users, have transformed the listener to user and has allowed the user to 'experience' the story rather than 'hear' it. In line with the trend in the development of these technologies, this study seeks to design and implement an interactive tale for children on an ipad platform. Focusing on the interaction aspect, this story is designed mainly for 3-7 years olds, which contains various multimedia elements and interaction elements that use built in technology such as multi-touch technology and microphone technology to allow user input that aline with the context of story. Focusing on children's experience and empathy with the characters of the story, 'Three Little Pigs and the Wolf' contains 22 steps and was published in the itunes Store.

The Physical Activity and Smart Health Care of Trend for the Elderly (노인을 위한 신체활동 및 스마트 헬스 케어분야의 경향)

  • Yi, Eun Surk
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.511-516
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    • 2017
  • The study conducted a systematic analysis through systematic literature to explore trends in physical activities and trends in the elderly and smart health care sector. Based on the research data collected from 2006 to 2017, the research paper was selected as an analysis data base and collected data from the patented patent data registered to the Patent Office. Based on the combination of the aged, physical activities, IT, IoT, and healthcare, the research identified the research trends and subjects through the analysis and analysis of subjects based on a total of 102 academic journals and 79 patents. First of all, the academic research published a surge in 2010 research in 2006, and it has emerged as an area of continuous interest in academia until 2017. Meanwhile, patents for patents soared in 2012, according to the company's patent. Second, research shows that studies are being conducted in five areas of research. Service design, monitoring systems, systems, policies, and other studies. In the case of patents, three types of patents were classified as patents, devices and information related to information. Subsequent studies will be deemed necessary to verify the effectiveness of the smart health care technology to enhance the health of the elderly.

An Analysis of Research Trends in Forest Play Activities for Children (유아를 대상으로 한 숲놀이 활동의 연구 동향 분석)

  • Kim, Mi Jin;Jandg, Hyun Hee;Yun, Suk Yonng;Choi, Byung Jin
    • Journal of the Korean Society of Floral Art and Design
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    • no.41
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    • pp.13-24
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    • 2019
  • The purpose of this study was to analyze research papers related to forest play of children's and present future research directions and basic data. 174 out of the forest play papers for children's provided to the research information sharing service (www. riss. kr) from 2009 to 2018 were studied. The number of papers according to the study was 114 published for children. Looking at the research method of forest play papers for children, 55.17% for experimental papers, 9.77% for observation papers, 17.82% for research papers, 5.75% for case studies, 6.32% for literature review papers and 5.17% for other papers. Looking at trends by target age, in the case of the papers which studied on the single age, the number of papers researching on age 3.51%) for 2 years old, 2.63% for the 3 years old, 9.65% for the 4 years old, 35.96% for the 5 years old. A total of 40.36% consisted of children aged between 2 and 5 years. A total of 7.89% were published for infants and children with handicapped. The number of theses that studied emotional development accounted for 30.7%, social development was 25.44%, cognitive development was 16.67%, self concept development was 14.04%, physical development was 6.14%, language development was 3.51% and other development was 3.51%. As a result of the above analysis, it was necessary to study the language development and the forest play.