• Title/Summary/Keyword: 디자인 매체

Search Result 407, Processing Time 0.03 seconds

A Study on the Remediation phenomenon in Marvel Comics and Marvel Cinematic Universe (마블 코믹스와 마블 시네마틱유니버스에서 나타나는 재매개 현상에 대한 연구)

  • Yi, Jung-Hyun;Lee, Chang-Wook
    • Journal of Digital Convergence
    • /
    • v.19 no.6
    • /
    • pp.315-321
    • /
    • 2021
  • This study analyzes the characteristics of the process of changing content as print media is remediation as video media. By applying the dual logic of remediation, we analyze the process of remediation analog media(print) into new media(video). Through the results, we present the possibility that remediation methods using changes and variations in various media can be applied to the design methodology. Marvel Comics has been remediationed as Marvel Cinematic Universe. By understanding the phenomenon that analog media is remediation as new media, Design methodologies can be presented so that designers can derive the results by using the characteristics of remediation when designing.

Selection of Media and Representation factor for Multimedia Information (멀티미디어 정보를 위한 매체와 표현 요소의 선택)

  • 이지수
    • Archives of design research
    • /
    • v.13 no.4
    • /
    • pp.195-201
    • /
    • 2000
  • To find out media's function on the various effects in communication, this paper reviews studies that utilize multimedia as a device for conveying information. We discuss multimedia as an integrated symbol system with advantages and also problems in representing information. The cognitive dissimilarity of media could be explained by various attributes of medium that are about physical characteristics and even cognitive actions. With advantages from integrated media and interactivity, multimedia has negative results such as cognitive overload and in that reason systematic approach is needed. This paper shows the factors on media selection and relationship to interface components. To select appropriate media to the needs and situation, it should be considered the user's ${\circled1}$background ${\circled2}$knowledge / frequency of use / expertise, contents ${\circled1}$task nature ${\circled2}$type of knowledge and media ${\circled1}$representation format ${\circled2}$interaction techniques. Varying the media factors and varying the expression factors offers concrete design features.

  • PDF

Case Study Analysis of Digital Education Design to Basic Concept Design Trend by Target of Education Needs in UK and Sweden (디지털 교육매체의 기초 컨셉디자인 동향 파악을 위한 선진국 사례 분석 - 영국과 스웨덴의 사용자 니즈를 중심으로 -)

  • Kim, Jung-Hee
    • Cartoon and Animation Studies
    • /
    • s.34
    • /
    • pp.345-366
    • /
    • 2014
  • From the beginning of Digital text book in 2007, there are many kinds of digital text book such as English, Science etc at Public education. Above many problems at the beginning like just using paper text book's scan data as digital text book, now use special contents and design for only digital text book. But only for digital text book not for other. There is gap between advanced country of education and us. This is research based on LG europe design center in London, UK target is UK, Sweden by heuristic analysis, question investigation to get Target's UX with digital education media. Advancement of digital and interest of education bring the world development of digital education device. UK, where is education advanced nation, is using lot's of digital education device which is interactive board, digital desk etc. Result of Analysis of Digital Education Design trend by Target of Education Needs apply rough Design by LG europe design center. We can get more sophisticated needs and UX result by target then Korea that can use for our future Digital education design plan. Also help to reduce gap between advanced country and Korea.

The Research of Banner Ads′ for transmitting efficient information (효과적인 정보전달을 위한 배너광고에 관한 연구)

  • 신진희;홍찬석
    • Proceedings of the Korea Society of Design Studies Conference
    • /
    • 1999.10a
    • /
    • pp.56-57
    • /
    • 1999
  • 인터넷은 일반 초보자들이 사용하기 쉬운 정보검색 도구의 개발, 상호작용이 가능한 멀티미디어 환경, 다양하고 무한한 정보와 쉬운 정보창출 등과 같은 장점 때문에 지속적인 성장을 하여왔다. 인터넷이 실험매체로서의 모색단계에서 벗어나 본격적인 매체로 성장하고 있는 가운데 기존 4대 매체(신문, 잡지, TV, 라디오)에 이어 제5의 매체로 서서히 자리 매김을 하여 가고 있음을 의미하며 이는 기존 매체의 대중 전달과는 달리 'one-on-one' 매체라는 인터넷의 특징이 광고의 패러다임 전이를 요구하고 있는 것이다.(중략)

  • PDF

산업디자인포장개발원 추진사업 현황

  • 한국포장협회
    • The monthly packaging world
    • /
    • s.3
    • /
    • pp.122-125
    • /
    • 1993
  • 산업디자인포장개발원은 신임 유호민 원장 취임 이후 개발원의 업무 활성화와 홍보활동을 강화하고자 관련 매체에 대해 매월 사업설명회를 갖기로 했다. 지난 5월 26일 개발원에서 포장 및 디자인 관련 매체 기자 10여명이 참석한 가운데 처음 설명회가 있었다. 이날 발표된 내용을 요약해 싣는다.

  • PDF

A Study on New Application Cases of Printing Media Design Using Cultural Contents (문화콘텐츠를 이용한 인쇄매체 디자인의 새로운 활용 사례 연구)

  • Kim, Nam-Hyoung
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.05a
    • /
    • pp.466-469
    • /
    • 2006
  • Nowadays, we make an attempt for media conversion from old to new media, carrying out to information society. These changes to new media are considered as new threat to printing media. New means such as CAD(Computer Aided Publishing), on-line novel and webzine can be regarded as new media and we are confronted with need of new changes in the field of printing media because of the trend of the present. It suggests that the origin of commodity competitiveness depends on the ability of cultural Contents using design. Cultural commodity is considered as strategy concepts in the more specific and realistic aspect than in the aspect of industrialization. This study introduce the case of Cellpark Co.,Ltd. which has successfully developed commodity design of World-cup cultural contents as a creating tools of innovative value connecting existed design method based on printing media with new method. This study gave the case which created Blue Ocean market through new expression method of design, products protection of contents design by patent registration, and licensing which many design firms often overlook.

  • PDF

Analyzing evaluation factors of multimedia interface design - A study on the evaluation of multimedia interface design (2) (멀티미디어 인터페이스 디자인의 평가 요소 분석 - 멀티미디어 인터페이스 디자인의 평가에 관한 연구 (2))

  • 이지수;임창영;권은숙
    • Archives of design research
    • /
    • v.11 no.1
    • /
    • pp.153-160
    • /
    • 1998
  • User, contents exchanged between user and computer system, and media are axes among the vanous factors related to multimedia interface. The points of contact resulted by three mam factors bring many design problems. User factor is most important among and its cognitive constraints become mam design principle for multi-modality features of multimedia. Because media could be understood differently depending on the level of information delivery, it is necessary that various characteristics and representation mode of media are clarified. This thesis develops design evaluation process that tells multimedia interface as a entity integrated with contents, media, and representation elements and assesses its sub elements whether they are correspond with design principal.

  • PDF

A Case Study On Digital Media Design Of Education In Foreign Countries (디지털 교육매체 디자인에 관한 국외 사례 연구)

  • Kim, Jung-Hee
    • Cartoon and Animation Studies
    • /
    • s.27
    • /
    • pp.177-198
    • /
    • 2012
  • Development of digital media and interest in education bring big progress at digital device of education globally. UK which is advanced country of education is using digital education devices such as digital chalkboards, digital desks etc. and Japan plan digital text book's through the state. At 2011, Korea which is advanced country of internet adopted digital text book 2007 with mathematics, through science and English digital text book through the state. Korea's digital textbook is in a transition period, that needs case-study of advanced country of education for setting design guide and educational effect to Digital text book plan. All researches are based on LG europe design center at London, UK and target countries are UK and Sweden which is advanced country of education and a welfare state. Analysis by using FGI, KJ, survey of questionnaire, heuristic method, concentration observation. Through analytical researches prefer using digital text book with paper text book to using solo that can offer each advantage to user and teacher. Especially Interactive GUI design of digital text book to easy to access for teacher whom not friendly with digital device. When plan Digital text book content and design needs methodical design guide for target who students and teachers an in-depth study of the appraisal and method. The results of the research are introduce the design plan as a basic research and giving useful design plan to make digital text book and digital educational media in industrial aspect.

디지털미디어 시대의 시각디자인 교육시스템 연구

  • 정봉금
    • Archives of design research
    • /
    • v.16 no.3
    • /
    • pp.341-350
    • /
    • 2003
  • The topic of 21st century's culture is the appearance of digital media. It made changes as big as the industrial revolution, and our society is now ruled by the digital media. The main objective of this study is to forecast the direction of current visual design education by researching and analyzing how the introduction of digital media is influencing the evolution of visual design's identity, which is an ever changing and developing science. Also, since the rain target of digital media is the young generation, the change in the method of expressing visual language is inevitable In fact, there have been a lot of changes in the methods of creating and distributing visual communication due to the introduction of digital media. In the past, most educational institutions of design had similar objectives, curriculums and teaching methods to provide education that prepares students for practical business. However, in this digital media era, the application and utilization of visual design are uncomparably diversified, and it is generally classified as interaction. The purpose of this study is to find a wat to train visual design professionals in this digital era. For this purpose, this study will identify a new educational system that fulfills the demands of this society by fusing the traditional education and the new digital education, and will suggest what an design education institute that is ahead of the demands of society should be like.

  • PDF

A Case Study On Digital Education Design In Foreign Countries By Analysis Education Condition (선진학교 교육현황 분석을 통한 디지털 교육매체 디자인 국외 사례 연구)

  • Kim, Jung-Hee
    • Cartoon and Animation Studies
    • /
    • s.30
    • /
    • pp.201-219
    • /
    • 2013
  • Development of digital media in education field at America, UK, Japan etc bring big progress on digital device if education. Japan bring huge progress on digital education by nationally. UK use huge a national budget at digital education development and Sweden which is advanced country of education and a welfare state. Especially UK and Sweden's digital education markets are full now aspect more high quality design. Korea which is advanced country of IT adopted digital text book 2007 with mathematics, through science and English digital text book through the state. Korea's digital text book is in a transition period. that needs case study of advanced country of education for setting design guide and educational effect to digital education media and device plan. All researches are based on LG europe design center at London. Analysis by using KJ method, survey of questionnaire, heuristic method at 4 schools in UK and Sweden. Through analytical researches want to more reality simulation at digital education, and high quality contents with digital socialization. co-work with analog, can get any where, anytime user want without any difficulty. Also interactive GUI design of digital education device to easy to access for user. When plan Digital text book content and design needs methodical design guide for target who students and environment an in-depth study of the appraisal and method. The results of the research are introduce the design plan as a basic research and giving useful design plan to make digital educational media in Korea industrial aspect.