• Title/Summary/Keyword: 디자인 매체

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A Study of Rhetorical Expression in Modern Illustration (현대 일러스트레이션에서 修辭學的 표현 연구)

  • Moon, Chul
    • Archives of design research
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    • v.15 no.2
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    • pp.91-100
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    • 2002
  • Unlike a study related in language alone, rhetorical study of current time, composed with multi-culture, medias, communication, presents its own field that covers from the form of discourse(persuasive) to another form of discourse(not persuasive). If there was a study of making beautiful sentences for story and finding simple method of speech in Greek and roman period of an ancient time, it now a study in which one finds the essence of literary style or terminology in the expression of sentence. The taller case is especially important, given that the importance of what to express visually is on-going active procedure of this stuffy as itself an activity of communication. When a visual object persuades viewers, the activity of communication derives them to react and to understand the intention of an artist. The matter of how to speak is the matter of how to shape message persuasively. This persuasive method or technique is study of rhetoric. The three aspects (figurative, accentuating, mutating) of rhetorical expression of an illustration, the visual image can give fresh feelings to be in intimate relations with public. These rhetorical expressions also vitalize the story that is expressed on illustration with crisp image. It helps to attain expected effects while discovering essential meaning through the corresponding linguistic interpretation of an image. The study aims at the most effective way to communicate by figuring the most strong and direct illustrative message out. One of the method is to patternize illustrative expressions that are established from all kinds of shapes of Rhetoric. Therefore ,an operation of significance and an implication can shape an ultimate goal of this study from acknowledging the mechanism that modern illustration embraces.

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A Case Study of Producing Infographics Using Tableau Public (Tableau Public을 이용한 인포그래픽 제작 사례연구)

  • Kim, Dong Hwan
    • Spatial Information Research
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    • v.23 no.2
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    • pp.21-29
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    • 2015
  • Recently, according to the increasingly populated data, many media and organizations focus on big data, data visualization, information visualization and infographics. Domestically, Chosun.com and Hankyoreh online have improved on the data visualization field and internationally, the Guardian, Wall Street Journal, and New York Times are the leading companies on that area. Until now, many people have recognized infographics as a design-oriented product in Korea. However, one of significant data visualization programs, Tableau Public, can visualize data more efficiently. In this paper, Data Visualization Methods Quadrant for Policy Making is defined, and data analysis and producing infographics are executed. As used data, World Bank open source was adopted and using the number of passenger cars per 1,000 people, two analysis results are extracted. First, in high income group, the more GNI per capita, the lesser Slope is represented and in mid income group, the more GNI per capita positively affects to Slope. Second, in the global finance crisis, the car ownership rate was about 1.7 times than the usual state in the global economy. Through the case study, this paper suggests that the direction of producing infographics should be changed from design-oriented to data-oriented. Moreover, the data-oriented infographics should be propagated as means of scientific research and policy making.

A Study on Gilles Clement's Garden View and the 'Garden in motion' - Centering on Conceptual Comparison with William Robinson's Wild Garden - (질 클레망의 정원관(庭園觀)과 '움직이는 정원'에 대한 연구 - William Robinson의 Wild Garden과의 개념비교를 중심으로 -)

  • Kwon, Jin-Wook
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.36 no.2
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    • pp.46-53
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    • 2018
  • The background of this study was to consider regenerative environmental characteristics and develop foundations for conceptual grounds and applications in embodying sustainable garden designs demanded in our age. In doing so, this study aimed to have a conceptual understanding of Clement's garden theory influenced by Robinson's naturalistic distinction and compared it with Robinson's wild garden, and the results are as follows: First, for Clement, garden design included an ecological process to settle in the target site as aesthetics of space being formed by the movement of plants. In this sense, making a 'garden in motion' implies to design possibilities to adapt to nature based on trust in it and allow plant seeds not to be planned but to naturally go and find appropriate habitats. Second, the views to wildness can be separated into microscopic and macroscopic views and each has its own expressive characteristics. Robinson's gardens are small and subordinate and play mollification functions for existing spaces. On the contrary, Clement's gardens are the subject of the space, represent macroscopic strategies, and have top-down approaches embodied as infrastructure to play central roles in the ecology. Third, Robinson's and Clement's views to the operation of garden spaces acknowledge the inseparable relationship between nature's autonomy and gardens' wildness and deliver a value that the preservation of nature is a prerequisite to coexistence with the life we desire. Their gardens are analogized by interventions of environmental possibilism and ecological standpoints mediated by plants based on the perspective of environmental determinism.

The Creative strategy for the school Advertising (대학의 학교홍보를 위한 광고 표현전략연구 - 인쇄매체 광고디자인을 중심으로 -)

  • 장호철
    • Archives of design research
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    • v.12 no.2
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    • pp.75-86
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    • 1999
  • Faced with various challenges given from internal or external, universities and colleges, about 300 in number, began to feel one another as their rival and recognized advertising marketing as a solution of unlimited competition and were in serious action for advertising. School advertising has suddenly increased in quantity, but falls in creative strategy of qualitative level behind corporate or product advertising. This study suggests effective creative strategy, based on comprehension of characteristics of school advertising and on analysis of creative as a strategy, of advertisements put by schools. School advertising demands the approach different from commercial dimension of corporate advertising, because schools are characteristic of public interests. Schools need to take positive creative strategy of image advertising instead of passive type of recruitment announcement. This effective and Positive creative strategy des not only Provide the chance to select schools for customers of school advertising which sets up applicants for admission as the first target audience, but also instills affirmative and positive image in potential customers of the future such as pupils of elementary or middle schools and ordinary people so that it may make effective communication possible

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A Study on the Public Service of Big Data in Ocean Information -Focusing on user requirements of government services- (해양 정보 빅데이터의 대국민 서비스 제공 방안: 정부기관 서비스의 사용자 요구 사항을 중심으로)

  • Kim, Seungmin;Park, Byoung yong
    • The Journal of Bigdata
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    • v.5 no.2
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    • pp.241-255
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    • 2020
  • In Korea, utilizing and protecting the ocean from the sea on three sides can be considered the basis of national power. Recently, it has been distributed to IOT and 5G networks, and attempts to provide various information based on telecommunication infrastructure are continuing in the public and private sectors. In this study, an online survey was conducted with the aim of improving the services of marine information services (KOMC, safe and open seas) provided by the Government Agency for Oceanographic Research. Through an online survey, the survey was conducted on sites that are mainly used to survey people's need for marine information and to collect information. In addition, the survey was conducted on the UX, UI problems and improvements of KOMC, open and safe sea sites provided by the National Oceanographic Research Institute. The awareness and experience of marine information service by the Korea Oceanographic Research Institute were confirmed. Later, the previous steps of FGI also examined the usability of various users after allowing them to use the actual service. Here, the experience of collecting marine information from actual users was investigated, not just by looking at and evaluating the design of the service website and application. As a result, users presented a variety of opinions related to marine information services, including accessibility, reliability of information, providing media, and importance of information provided. The findings could be used as data to identify ocean-related data and ways to provide information required by users of various age groups and occupational groups.

A Study on Brand Identity of TV Programs in the Digital Culture - Focusing on the comparative research of current issue programs, and development - (디지털 문화에서 TV 방송의 브랜드 아이덴티티 연구 -시사 교양 프로그램의 사례비교 및 개발을 중심으로-)

  • Jeong, Bong-Keum;Chang, Dong-Ryun
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.53-64
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    • 2005
  • The emergence of new communication media, digital, is something of a wonder, as well as a cultural tension. The industrial technologies that dramatically expand human abilities are being developed much faster than the speed of adaptation by humans. Without an exception, it creates new contents and form of the culture by shaking the very foundation of the notion about human beings. Korean broadcasting environment has stepped into the era of multi-media, multi-channel as the digital technology separated the media into network, cable, satellite and internet. In this digital culture, broadcasting, as a medium of information delivering and communication, has bigger influence than ever. Such changes in broadcasting environment turned the TV viewers into new consumers who participate and play the main role in active communication by choosing and using the media. This study is trying to systemize the question about the core identity of broadcasting through brand as the consumers stand in the center of broadcasting with the power to select channel. The story schema theory can be applied as a cognitive psychological tool to approach the active consumers in order to explain the cognitive processes that are related to information processing. It is a design with stories, which comes up as a case of a brand's story telling. The range of this study covers the current issue and educational programs in network TV during the period of May and August of year 2005. The cases of Korean and foreign programs were compared by the station each program is broadcasted. This study concludes that it is important to take the channel identity into the consideration in the brand strategy of each program. Especially, the leading programs of a station must not be treated as a separate program that has nothing to do with the station's identity. They must be treated to include the contents and form that builds the identity of the channel. Also, this study reconfirmed that building a brand of the anchor person can play as an important factor in the identity of the program's brand.

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A Case Study of Digital Media Usage Applied Experiential Elements - Focused on Beauty Brand Marketing - (체험적 요소가 적용된 디지털 미디어 활용 사례 연구 - 뷰티 브랜드 마케팅 중심으로 -)

  • Kim, Ah-rham;Kim, Bo-yeun
    • Journal of Communication Design
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    • v.55
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    • pp.240-249
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    • 2016
  • This study focused on cases about user experience using digital media as a marketing. The recent convergence of various types of media is resulting in new types of content. In a situation where approaching consumers through digital and virtual means is no longer an alternative or an option but a necessity, customers must be influenced and stimulated using various types of digital media. Because modern consumers prefer to participate actively rather than to be passively exposed to information, there is a need to maximize and optimize the consumer's experience using digital media. In this research, consumer experiences that utilized digital media were examined, and these case studies were analyzed from an experiential marketing perspective. How the 5 different types of Experiential Marketing proposed by Bernd Schmitt and Digital medias were combined in the digital marketing campaigns was examined. The case studies analyzed in this research were chosen out of widely popular digital marketing campaigns ran by beauty brands that used various experimental marketing types, such as 'Make-up Genius' of L'Or?al, 'Google Glass Tutorials' of Yves Saint Laurent and 'Digital Runway Bar' of The Burberry Beauty Box. This study classified that case samples into paid media, earned media and owned media based on sense, feel, think, act and relate that are the strategic experiential modules of Bernd Schmitt. This study could be confirmed various customer experience as a sense, feel, think, act and relate through that cases using digital media technology and marketing element of digital media. Through the process of examining which digital media types each marketing campaign utilized and how these types of digital marketing were combined, this research is significant in that it helps for the understanding of the current state of digital marketing and in that it can serve as the foundation for future research of efficient digital marketing.

Media Mix for Webtoon Character Marketing : Focusing on (미디어믹스를 활용한 웹툰 캐릭터 마케팅 : <하마탱의 일편단심 하여가>를 중심으로)

  • Choi, In-Soo;Yoon, Ki-Heon
    • Cartoon and Animation Studies
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    • s.19
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    • pp.145-159
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    • 2010
  • Similar to the other cultural contents, the character industry is based on the media which acts as the technological background. In fact, the character industry is the process of that a created character accesses to the consumers via media, builds its value and becomes licensed as a brand in the market. Therefore, it is crucial to select the most effective media for the consistence of a character in the market, as well as for construction of a higher brand quality of the character. Today, "Webtoon" might be considered as one of the marketing means which utilizes the Internet media for raising the character as a brand. Webtoon has apparent strength because it can be produced in shorter period and with less expense than through other media. Furthermore, Webtoon can be simply featured by the easiness of two-way communication and transference to another media through it. For these reasons, and according to the result of analyzing some Korean Webtoons, it seems obvious that the most effective media in character marketing is the Internet. In addition to the Internet, the strategic development in the media-mix is also important for establishing a brand of a character. However, the effective media-mix is available only when the character's external identity meets with the trait of its media. For the purpose of learning how the media-mix works when a character reaches for the consumers, a character "Hamataeng" was born and used in the experiment. This study will explain the marketing process through the use of own-created Webtoon and other contents, and suggest the ways to build a brand of a character. In addition, it is also indicated that a media-mixing strategy for transformation and expansion of the character to other media.

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Effect of Experiential Space Perception on Performing Interactive Digital Contents (체험적 공간감이 상호작용 콘텐츠 수행에 미치는 영향)

  • Yun, Han-Kyung;Song, Bok-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.4 no.2
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    • pp.111-118
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    • 2011
  • It is not easy to define a boundary between TV and home computer in these day since developing H/W and S/W of computer technology induces that TV is conflated with computer. Coming digital HD broadcasting forces for replacement of TV at home and the trend of TV is became bigger. The evolved TV is able to replace the computer by connecting to the network and people want to do interactions with contents by using the bidirectional communication. Therefore, it is expected to changing the human lifestyle. It is natural that contents for all members of family are needed, since screen of TV become bigger. It is required that the contents should guarantees the accessability of information to the all of family members and the easy interaction with contents. But, the related basic research is not enough to catch the user's eye to induce flow or presence. Our goal of this study is to analyse effects of experiential space perception on performing interactive digital contents. The result shows that users interacted with contents without any difficulty when they met a same dimension and shape of objects as dimension and shape objects in their experiences or learning.

The Effects of Characteristics of Media Facade on Customer's Preference (미디어파사드 특성이 문화예술공간의 선호도에 미치는 영향 연구)

  • Lee, Chul Soo;Nam, Sang Moon
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.335-341
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    • 2020
  • As life, once immersed in labor, changes with values and lifestyles, individuals consume or participate in culture and arts for learning, meeting of intellectual needs, pleasure, and exchange. As culture and art spaces have increased in recent times, these spaces have been transformed into places to create, view and exchange culture and art, and to consume cultural goods. Culture and art spaces have created and developed new genres and technologies that give viewers the opportunity to communicate and participate, allowing them to understand and accumulate works of media. A media façade thus gives a preference to places for visitors by giving an impression over a short period of time in culture and art spaces that are not areas for exhibitions and performances, and providing an opportunity to more easily approach and understand works and culture and art spaces. A media façade is a type of medium that imparts aesthetics and information by installing LED lighting on the exterior wall of a building for the realization of media functions. In order to analyze the effect of the media façade on preferences for culture and art spaces, a research model was established with media façade characteristics as independent variables and preferences for culture and art spaces as dependent variables. As a result, media façade design and media features influenced satisfaction, while the media characteristics of the media façade influenced recommendation and revisiting, suggesting that many changes will take place in culture and art spaces.