• Title/Summary/Keyword: 디자인 매체

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Development of interactive children's museum contents for online-offline experience and research on satisfaction level (온·오프라인 연계 체험형 어린이 박물관 콘텐츠 개발 및 만족도 조사 연구)

  • LEE, JI-EUN;LEE, SANG-WON
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.59-65
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    • 2021
  • This study intends to find a positive effect on the learning of elementary school students by developing the exhibition contents of on-offline museum. This on-offline museum contents were combined with existing exhibit types and direct experience elements, and the theory of [blended learning]. Through this study, analyzing the limitations of existing online museum and finding with experiment to see if the new contents had a learning effect compared to the existing online museum. As a result of the experimental study, the content with a [direct experience] was counted as a high satisfaction and frequency index, and the [play] and [experience] type of direct experience contents showed higher satisfaction than the indirect experience type contents. Through this study, we want to provide new implications and development possibilities in the development of contents that online museums can provide, and to promote various effects on children's education.

Effect of Experience of Fashion Brand Metaverse Virtual Reality Store on Perceived Avatar Identification, Perceived Fun, and Consumer-Brand Self-Congruity (패션브랜드 메타버스 가상현실매장 체험이 지각된 아바타 동일시성, 지각된 즐거움, 소비자-브랜드 자아 일치성에 미치는 영향)

  • Lee, Eun-Jung;Jeon, Jihye
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.387-395
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    • 2022
  • This study empirically studied the effect of the characteristics of consumer experience in a virtual store in the metaverse of a fashion brand on consumers' perceived utility and self-congruence for the medium. As a result of the analysis, all three factors (reality, ubiquity, anonymity) of the fashion brand metaverse virtual reality store experience had a significant positive effect on the perceived avatar consistency. On the other hand, realism and ubiquity had a significant positive effect on perceived fun, but the effect of anonymity on perceived fun was not significant. On the other hand, perceived avatar identity was found to have a significant positive effect on perceived consumer-brand self-congruence. Finally, it was found that the perceived fun in the metaverse fashion brand virtual reality store had a statistically significant positive effect on perceived consumer-brand self-congruence.

A Study on Textual transformation for the filming of Webtoon - Analysing visual composition of Secretly Greatly(2013) - (웹툰의 영화화에 대한 텍스트 변용에 관한 연구 - <은밀하게 위대하게>의 시각적 구성요소 분석을 중심으로 -)

  • Kim, Eun Ju;Kim, Geon
    • Design Convergence Study
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    • v.14 no.1
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    • pp.83-98
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    • 2015
  • This study will examine the visual composition by which Secretly Greatly, in a circumstance that even the good original Manhwas or Webtoon have not made a hit on the market until now, could attract the spectator, in other word, illustrate the analogousness of the images through analysing visual texts. The study draw, first of all, a meaning of the box office performance caused by analogousness of image, that is similarity between the webtoon and film. In addition, the study will come up with an answer to the question that the webtoon, not in a temporary trend but in a sustainable form, can make itself develop. For this, the study suggests a meaning, worth and importance of the transformation, analysing visual components of a webtoon to film adaptation, Secretly Greatly. It primarily ranges over visual components, mise-en-scène identified with its expression formula, frame to frame changes and colour and tone. The examination sets the cinema's visual expression manner against the webtoon's on their concrete components: the size of scene, movement, color and tone, narrative condition and its background, spatial composition and depth, contrast, expression manner and disposition manner.

Comparative Analysis on Smart Features of IoT Home Living Products among Korea, China and Japan (한·중·일 IoT홈 가전생활재의 지능형 기능성 비교연구)

  • Zhang, Chun Chun;Lee, Yeun Sook;Hwang, Ji Hye;Park, Jae Hyun
    • Design Convergence Study
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    • v.15 no.2
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    • pp.237-250
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    • 2016
  • Along with rapid development, progress of the network technology and digital information technology, human are stepping into the intelligent society of internet. Thereby the quality of living environment and working environment are keep improving. Under the big background of internet era, the timeliness and convenience of smart home system has been improved greatly. While lots of smart products have gradually penetrated into people's daily life. The household appliances are among most popular ones. This paper is intended to compare smart features of household living products among most representative brands in China, Japan and South Korea. The smart features include self-learning, self-adapting, self-coordinating, self-diagnosing, self-inferring, self-organizing, and self adjusting. As result, most smart features of these products showed great similarity. While some features were dominated according to countries such as remote control feature in Korea, energy saving feature in Japan, and one button operation feature in China.

Study on Printmaking Design Based on Augmented Reality Technology in Era of Digital Transformation (디지털 전환 시대의 AR기술 기반 판화 제작 연구)

  • Ren Zhipeng;Kim Yoojin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.161-170
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    • 2023
  • In this study, our primary focus was on preserving the unique characteristics inherent to the medium of printmaking art, such as cultural implications and formal features, during the digital transformation of traditional printmaking. We investigated methods to incorporate augmented reality (AR) technology into the creation process of traditional printmaking. To help understand the intended fusion of traditional printmaking art and AR technology in this digital transition era, we categorized AR artworks into four types and conducted an analysis of various AR artwork examples from across the globe. From this analysis, we derived the methodologies and design directions for combining AR technology with traditional printmaking. Moreover, we created an AR printmaking piece based on the author's artwork "Spring, Summer, Fall, Winter," thereby demonstrating the significant role AR technology can play in the evolution of printmaking. Through this research, we were able to verify the potential and value of AR printmaking as an immersive art form capable of providing a more expansive narrative.

Analysis of the Symbolicity of "Haechi," Seoul's Promotional Animal Character (서울시 홍보용 동물캐릭터 '해치'의 상징성 분석)

  • Lee, Hwa-Ja
    • Cartoon and Animation Studies
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    • s.17
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    • pp.133-146
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    • 2009
  • In modern days, the iconic symbolicity of animal characters functions as a sign by the social promise after being made with voluntary intentions. Representing a public organization or corporation, an animal character is put to active use as a symbol. Today illusionary animal characters serve as important icons, and product developers incessantly put out animal contents. This study set out to examine the applications of animal characters in modern times according to media development by integrating animal characters into animation, which was the beginning of animal characters, based on the theoretical background of "symbolicity" in the aesthetics history. It also analyzed the symbolicity of "Haechi," which is Seoul's animal character and one of the good examples of utilization of a promotional animal character by a corporation or public organization.

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A Study on Stage Background Image Design utilizing the Motion Graphics (모션그래픽을 활용한 배경영상디자인 연구)

  • Choi, Ji-Hye;Kim, Chee-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.365-368
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    • 2011
  • Image is the one of the media that satisfy the wants of people. A motion graphics is a new media stimulating not only a visual but also a hearing of people, and has gained attention by an important emotion communication way that communicates the sound and the visual messages to the audience. In this paper we study on what feelings the motion graphics used on the stage background communicates to the audience, and what its effects and efficiencies are. Because it is not generalized to apply the motion graphics to the stage background, the range of the study can't help being limited. However, recently during two or three years, the use of the motion graphics is increasing more and more, and we expect that its utilization is more expanded.

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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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A Study on Forecasting for Ubiquitous Space with Analysis of Digital Technology Trends (디지털기술의 동향분석을 통한 유비쿼터스 공간의 미래예측에 관한 연구)

  • In, Chi-Ho;Yi, Soo-Hyun
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.323-334
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    • 2006
  • The continuous development of digital technology has actualized ubiquitous computing, and the environment of human life has come to face changes. Prediction of the future so that human life may be prepared can be very important. A number of predictions of ubiquitous space are presented, ranging from related professional research to mass media, However, proper analyses and understanding are required to understand ubiquitous space and apply it to design. This study seeks to understand ubiquitous space through analysis of the trend in digital technology from a new perspective, to research cases, and predict the future of ubiquitous space. Human, object, and environment have been set as basic factors as the subjects smoothly exchanges various types of information in the physical space, and the trend in digital technology is analyzed. From a human-oriented perspective, the background and development trend of digital technology has been analyzed under the theme of interaction and interlace. From an object-oriented perspective, an analysis was unfolded under the theme of products' evolvement from radios to robots. From an environment-focused perspective, an analysis has been carried out under the theme of situation recognition, intrinsic factors, and integration and connectivity. By applying the analytic results, the types of studies that predict the future of ubiquitous space and generate concepts have been classified and analyzed into three different types of studies for experiment, industry, and public. In this manner, ubiquitous space has been forecasted. This study seeks a systematic analysis of the understanding of the trends in digital technology and employs a case study of ubiquitous space based on systematic analysis. In consideration of all these, this study is expected to contribute to concept generation and development by designers.

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Effects of design education program for young Children using 3D printer on creativity improvement (3D 프린터 활용 유아디자인교육 프로그램이 유아의 창의성 및 유용성 증진에 미치는 효과)

  • Jung, Ji-Hyun
    • Journal of Convergence for Information Technology
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    • v.10 no.6
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    • pp.119-127
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    • 2020
  • The purpose of this study is to verify the effect on the creativity and Usability of young Children by applying design education pro young Children gramfor using 3D printer to the kindergarten field and, through the results, to prepare a realistic way to increase the utilization of 3D printer media in infant classrooms. In order to achieve this research purpose, 38 infants aged 5 from G kindergarten located in metropolitan A are divided into each experimental group and comparative group, and from August 2017 to January 2018, data were collected through 15 experiments over a period of about 6 months. As a research tool, in the Korean version of Torrance's Creativity Test, an infant shape test and a usability test scale were used, and the data processing and analysis were conducted through technical statistical methods and covariance analysis. As a result of the study, the program using 3D printer had a statistically significant effect on promoting creativity and Usability of young Children, and in particular, it had a remarkable effect on the elaboration of creativity composition. Based on these results, discussions on the existing Nuri process, which mainly aims to cultivate creative talents, the possibility of connecting 3D printers more widely and the role of teachers were made.