• Title/Summary/Keyword: 디자인 경향

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The Effect of Product Attributes and Brand Power on Product Evaluation (제품 속성과 브랜드 파워가 제품 평가에 미치는 영향)

  • Jo, Yoon-Young;Yoon, Yong-Sik;Cho, Jee-Yun;Kim, Soo-Young;Park, Jung-Ah;Choi, Sun-A;Jung, Hong-Chun;Sohn, Young-Woo
    • Science of Emotion and Sensibility
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    • v.10 no.1
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    • pp.49-53
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    • 2007
  • This study investigated how product attributes(aesthetics and function) and brand power influence consumers' product liking and quality evaluations. Results suggest that subjects evaluated higher no brand product than low brand product. Specifically brand power exhibits no significant influence in emotional product.

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(<다사용자온라인게임 인터페이스의 내용분석 연구>)

  • Yoon, Young-In
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.125-130
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    • 2006
  • 인터넷이 널리 보급되면서 발달한 온라인상에서 사용자들이 서로 공유된 가상공간의 다른 사용자와 상호작용할 수 있는 다사용자온라인게임은 그 시나리오나 수용방식에 대한 변화 가능성에 관한 내용을 다루고 있을 뿐, 그래픽 인터페이스에 관한 연구는 전무한 실정이다. 본 연구에서는 인터넷이라는 매체적 특징을 이용하여 다사용자온라인게임 사용자간의 상호작용에 주목하였고, 그러한 상호작용 요소를 중점적으로 한 그래픽인터페이스 요소를 추출하여 내용분석을 시행하였다. 본 내용분석을 위하여 각종 관련 게임 사이트에서 160개 게임의 905개 스크린 샷을 수집하여 빈도분석과 교차분석을 시행한 결과를 종합하여 보면 다사용자온라인게임은 3D그래픽 기술의 발전으로 캐릭터와 배경 및 시점에 있어 실재감 있는 화면과 애니메이션을 통해 사용자들의 가상현실 체험을 높이고 있다. 이를 위해 실재감을 방해할 수 있는 다른 조작요소의 색은 상대적으로 어둡고 공간을 작게 차지하도록 하는 경향을 띠고 있는 것으로 보인다. 이를 위해 기존의 게임과는 다른 인터페이스 레이아웃이 발전되어 자리잡고 있으며 또한 비교적 성공을 거둔 것으로 파악되는 인기도가 높은 게임의 경우를 미루어 보아 게임의 소재와 배경은 모호하게 설정하여 현실세계와 다르면서도 어디엔가 존재할 수 있음직한 세계를 설정하여 재미와 실재감을 동시에 높이고 있는 것으로 보인다. 또한 이러한 인터페이스의 변화를 주도하는 요인으로는 문화적, 기술적, 디자인적 요인으로 나뉠 수 있으며 각 요인들에 의한 획기적 인터페이스의 등장은 다른 게임들에도 영향을 미치게 되어 결국 인터페이스 유형 자체를 변화시키는 것으로 분석되었다.

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Investigation for the physio-chemical stabilities of Idebenone encapsulated with non-hydrous skin analogue membrane and its transdermal penetration

  • Jeong, Kwan-Young;Lee, Dong-Kyu
    • Journal of the Korean Applied Science and Technology
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    • v.25 no.3
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    • pp.313-321
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    • 2008
  • 오래전부터, 많은 여성들은 자신들의 젊음을 연장하고, 외모를 더 아름답게 가꾸고, 이를 죽을 때까지 유지하는 것을 바래왔다. 이에 의사와 약사들뿐만 아니라, 많은 화장품 연구자들도 노화와 관련된 기술개발에 총력을 기울여 왔다. 따라서, 이들 연구자들은 노화방지를 위한 새로운 원료를 찾고, 이를 안정화하고, 피부로 전달하는 기술개발에 항상 관심을 쏟아왔다. 뛰어난 노화방지 화장품 개발을 위해서, Ubiquinone의 일종인 ldebenone에 대해 연구하였고, 이를 비수계 피부유사막 기술을 가지고 캡슐화하고 약물전달하는 연구를 진행하였다. 먼저, 편광현미경(PM, Polarized Microscope), X-선 회절분석(XRD, X-ray Diffractions) 및 시차주사열량계 (DSC, Differential Scanning Calorimetry)를 이용하여 Idebenone을 담지한 피부유사막 액정을 비수계 조건에서 구조 및 열적특성을 조사하였다. 그 결과 비수계 조건에서도 규칙적으로 패킹(Packing)된 지질이중층(Lipid bilayer)과 용매의 연속층으로 이루어진 고밀집된 라멜라(Lamella) 구조의 형성유무와 이때의 상거동을 확인할 수 있었다. 결론적으로 높은 극성도로인해 물분자와 접촉하면 불안정해지는 경향이 있는 Idebenone을 비수계 조건에서 각질층(SC, Stratum Corneum)과 구조 및 조성이 유사한 피부유사막을 디자인하여 안정하게 캡슐화 하였다. 이를 적용한 화장품은 모든 보관조건에서 유화입자의 안정성을 유지함을 확인하였고, Idebenone의 활성역가 또한 $40^{\circ}C$에서 6개월 동안 약 90%이상을 유지하는 우수한 결과를 나타냈다.

The New Directions of Secondary Geometry Curriculum on Historical Perspectives (기하와 기하교육과정 변천과 21세기 기하교육의 방향)

  • Chang, Kyung-Yoon
    • Journal for History of Mathematics
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    • v.21 no.4
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    • pp.105-126
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    • 2008
  • This article summarizes the historical changes of the secondary school geometry to give insights into the new direction of geometry education for the 21th century. Geometry has been considered as an essential subject in high school since mid-nineteen century in accordance with the social changes. Since the development of computer softwares such as CAD effects on the role of geometry in work and professional societies, the knowledge and skills the contemporary world require to school geometry have being changed. More focus on applications and modeling aspects, expansion of reasoning and problem solving, emphasis on design-related elements are features of the school geometry for the new century.

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Tendency Analysis of Denim Styles Expressed through Women's Collection S/S 2011 (2011 S/S 여성복 컬렉션에 나타난 데님 스타일의 경향 분석)

  • Kim, Yang-Soo
    • The Research Journal of the Costume Culture
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    • v.19 no.5
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    • pp.1061-1074
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    • 2011
  • This study was conducted based on a comparative analysis of design-specific features prevalent in the Women's Wear Collection S/S 2011. As the method of this study, the denim styles were classified by various fashion design factors consisting of silhouette, fit, color, and textile fabric, which were extracted from an image database. The properties of denim fabrics associated with each fashion image were investigated to inform fabric development and washing. The results of the study show that the dense and glossy surface of the denim fabric represent a modern trend, which can be achieved by blending lyocell, tencel and rayon or by using different textiles, such as lightweight plain weave and satin instead of twill. For casual look, various washing effects were utilized jean's casual feeling like freedom and activities, while in a modern image, washing effects was restricted. And a glossy textile offers a simple modern look. The Modern image represents a simple H-silhouette and wide or straight fit in bottoms as well. Brightness can be adjusted by washing-induced bleaching. High brightness gives an elegant image, while low brightness makes a casual image. The purpose of this study is to configure a database for the development of design in the growing women's casual wear market. In addition, This study, in which the elements for specific fashion image-making were analyzed, can be used as a reference for developing denim style and fabric.

Effect of Waste Tire Chips on the Growth and Nutrient Content of Cymbidium Pine Clash 'Moon Venus' (심비디움 Pine Clash 'Moon Venus'의 생장 및 양분함량에 미치는 폐타이어칩의 영향)

  • Kim, Hong-Yul
    • Journal of agriculture & life science
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    • v.43 no.2
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    • pp.17-21
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    • 2009
  • This experiment was conducted to clarify the effect of waste tire chip on the growth and nutrient content of Cymbidium Pine Clash 'Moon Venus'. There were no significant differences between bark only medium and mixed medium in leaf and stem growth. But in both medium and large size chip only, the leaf and stem growth decreased remarkably. The total number of roots, new roots and root length had similar tendency as in leaf and stem growth. In medium and large tire chip only, the decayed roots increased. There were no significant differences between bark only medium and mixed medium in total sugar, starch, content of chrolophyll, N, P and K, but decreased significantly in both medium and large size chip only.

Exploring inter-media agenda-setting effects: Network agenda-setting model by using big-data analysis (자살 보도에 대한 미디어 간 의제 설정 분석: 빅데이터를 이용한 네트워크 의제 설정 모델 분석을 중심으로)

  • Kim, Daewook
    • Journal of the Korea Convergence Society
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    • v.12 no.5
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    • pp.121-126
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    • 2021
  • Based on network agenda-setting theory, this study attempted to analyze media reports about suicide from 2000 to 2020 in order to find solutions for suicide problem in the Korean society. Results showed that top 10 key words in media were suicide, death leap, death, attempt, supposition, discovery, men, pessimism. Those key words were appeared similarly and contunually in the media. In addition, both newspapers and broadcastings had similar reports trend, so it is plausible to consider inter-media agenda setting relations between newspapers and broadcasings.

A Study on Relationships Between Characteristics of Online Game Item and Game Users (온라인 게임 아이템 특성과 이용자 특성의 관계 분석)

  • Wi, Jong Hyun;Kim, Eunbi
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.113-122
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    • 2019
  • The study classifies online game users with two groups, which are users who purchase functional items and emotional items. This research used statistic tool, STATA MP, trying unpaired t-test to find relationships between two groups on payment intention and characteristics. The result shows that the users with functional items prefer community-oriented mind and interaction with other users while users with emotional items intend to consider item's design and superiority with higher purchasing satisfaction. The result of this study seems to give some implications to game companies when improving its purchasing system with charged items.

Japanese Experimental Animation in 1960s (1960년대 일본의 실험적 애니메이션)

  • Park, Gi-Ryung
    • Cartoon and Animation Studies
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    • s.29
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    • pp.37-60
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    • 2012
  • This essay is discusses the phase on expression as experimental animation for the tendency of the animation which appeared newly 1960s in Japan by "3 members in animation". In general, experimental animation is contrary to traditional animation. "3 members in animation" tried to present the concept of animation newly with the various trials which overthrow the form of the conventional animated cartoon. Those days, the feature animation of Toei was the mainstream of the cartoon film. When comparing with Yoji Kuri's works, the movement and theme on expression are different. It can be said that the difference is an alternative method to the mainstream. Other members Ryohei Yanagihara and Hiroshi Manabe connected design and illustration with animation. The independent creators participated in the animation festival which "3 members in animation" held. They tried to create animation interchanging with other genres. It can be said that the intermediality seen in their work is trial which sets variegated the object of animation and it expands the possibility of the new animation. Their approach overthrew the traditional tendency and was able to call it experimental animation. Japanese experimental animation in 1960s is the historical starting point of recent independent animation which searched for art in which an original expression has been formed in Japan.

Web building strategy of a wasp spider, Argiope bruennichi, under sensory stimuli emitted by a cricket, Teleogryllus emma (왕귀뚜라미(Teleogryllus emma)감각 정보 제공에 따른 긴호랑거미(Argiope bruennichi)의 웹 건축 전략)

  • Jin, Woo-Young;Kim, Kil-Won
    • Journal of Wetlands Research
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    • v.13 no.1
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    • pp.139-148
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    • 2011
  • Web structure of spiders is a foraging strategy as well as an investment to get prey. In order to make a good foraging decision spiders should change its foraging strategy in the basis of sensory information provided by potential prey species. We conducted experiments to demonstrate whether a wasp spider, Argiope bruennichi modifies its web-building behavior after experiencing sensory information emitted by a cricket species, Teleogryllus emma. To know how the web structures would be modified, we quantified web characteristics after providing sensory information of the cricket and compared to the control group. Web construction decreased in the course of the experiment in both, control group(without stimulus) and experimental group(with stimuli). The results did not show remarkable differences between two groups. However, on the first day after providing sensory information of the cricket, the web-building behavior of A. bruennichi decreased only in 3.7% of the experimental group individuals against 11.8% of the control group individuals. The number of the stabilimentum constructions decreased overall in both groups. On the first day the decreasing proportion was doubled in the control group(14.7%), comparing to the experimental group(7.4%). The individuals did not lower its web height and did not extend its web area according to sensory information of the prey.