• Title/Summary/Keyword: 디자인 속성

Search Result 389, Processing Time 0.025 seconds

Study on the brand personality of animation character and the consumer's personality (애니메이션 캐릭터의 브랜드개성과 소비자개성 연구 - 브랜드개성과 소비자개성의 일치성이 브랜드태도에 미치는 영향에 관한 연구 -)

  • Lim, Byung-Woo
    • Archives of design research
    • /
    • v.19 no.1 s.63
    • /
    • pp.141-150
    • /
    • 2006
  • The animation should be produced to attract the audience's interests. Its characters will have the intended personalities through the interactions with the audiences, discarding the attributes of the nature. These personalities form the brand identity when they are exposed visually and will be powerful brand assets which lead the animation industry to the high-value added products. The brand identity of the character, the brand assets, can be used for various products in form of licensing and is noted to make an affirmative leverage effect. In this regard, the author has conducted an empirical research on the animation characters from the viewpoint of the brand, adopting, in particular, the Brand Personality Scale (BPS), which is the output of J. Aaker's (1997) study on brand personality defined as the human properties in relation with the brand. In addition, this study determines the correlation among the animation, brand and consumers based on the Sirgy's study (1982) resulting in that the better the brand and the consumer's personality are matched, the more the brand attitude is improved. In consequence, it is found that the animation characters have three personality levels such as refinement/ability, integrity and interests. The consumer's personality is divided into the 'practical ego-image' and the 'ideal ego-image' in the survey, and the survey result shows that the brand personality of the animation character exists between them.

  • PDF

A Study on the Direction of Ubiquitous Space Development through the Analysis on Case Studies (연구 사례 분석을 통한 유비쿼터스 공간 개발 방향에 관한 연구)

  • 홍관선;이혁수
    • Archives of design research
    • /
    • v.16 no.3
    • /
    • pp.391-400
    • /
    • 2003
  • As the change of information and digital technology progresses, ubiquitous space is attracting attention as a new space concept in which the physical and digital spaces are connected to each other. As its meaning in latin itself - 'there exist everywhere at the same time'- implies, however, the ubiquitous space has been mostly discussed in a non-physical aspect, such as in a technological area, rather than its physical intrinsic property until now. Although theories regarding a ubiquitous city have been rarity suggested, in most cases, technological aspects such as the systemization or networking of individual information service have been the focus. However, one of the intentions induced in the concept that scholars including Mark weiser and Sakamura Ken introduced was to place humans in the center of the space in which the technology has been placed instead of humans. For this purpose, the renovation of human interface must be required. As technology develops, the achievement of ubiquitous space may be possible, and efforts to apply this to real space are making an appearance. The examples of the present research are the spaces that have a characteristic of the laboratory separated from life in the city, and the construct scale is in the level of an individual facility; therefore, further studies should functionally and spaciously connect all subjects existing in space and effectively relate this to real world. The present research is intended to demonstrate the investigation on several projects that are currently underway and the developmental direction of new, ubiquitous space.

  • PDF

A study on the user's emotional change when they are using a product by using emotional word logging software (감성어휘 로깅 소프트웨어를 이용한 제품 사용중 사용자의 감성변화 연구)

  • Jeong, Sang-Hoon;Lee, Kun-Pyo
    • Science of Emotion and Sensibility
    • /
    • v.9 no.spc3
    • /
    • pp.167-177
    • /
    • 2006
  • In this study, we developed a tool for measuring user's emotions expressed while using a product in the natural and accessible environment for the design field. Also, using emotional word logging software VideoTAME, we measured a user's emotions expressed while using a product. In the testing module of VideoTAME, participants evaluate their emotional changes through playing and watching the video clips of their performing tasks in the experiment room. In the analyzing module, the researchers replay the results created by participants during the experiment and analyze the results using Microsoft Excel. In this research, we have asked users to examine their emotional changes while watching the recorded video clip of them in the experiment room performing a series of tasks using a cellular phone. In this experiment, there were no big differences in the representative emotions expressed for each characteristics of task. The reason for this can be assumed it is because of the emotional changes occurred while facing specific situations when performing a task rather than the task itself. If more data is collected and concrete statistical analysis is done, it is expected that we can clarify what effect a product's usability has on user's emotions.

  • PDF

Analysis of Interior Color Status in Facilities for the Elderly - Focused on the 10 Facilities in Seoul and Kyunggi region- (고령자를 위한 실내환경의 색채적용 평가 -서울ㆍ경기도 지역 10개 양로시설을 중심으로 -)

  • 천진희
    • Archives of design research
    • /
    • v.16 no.4
    • /
    • pp.313-322
    • /
    • 2003
  • The residential and welfare facilities for the elderly are continuously increasing due to change of value on family under situation of aging population increase. And it is predicted that accommodation capacity of facilities for the elderly and its rate those facility takes compared to whole social welfare facilities will be accelerated considering past increase speed. On the other hand, about 60% of elderly people have low physical and mental level almost dose to handicapped people therefore special environmental concerns helping their independent living are necessary. The purpose of this study is to analyze whether facilities for the elderly are adequate to accommodate their request condition by understanding color among environmental factors is one of most important factor for smooth understanding, communication and psychological remedy effect for thou. For this purpose, importance and effect of color and visual characteristic and reaction to color in elderly environment are researched through documents and visited 10 facilities in Seoul and Kyunggi region to research interior color status. And measuring of color on 5 main spaces of the facilities such as lobby/lounge, corridor, dining room, bedroom, stairway/ramp are done under analysis of its functional and aesthetic level based on Moon & Spencer's color theory.

  • PDF

The effects of the usability of products on user's emotions (제품의 사용성이 사용자의 감성에 미치는 영향에 관한 연구)

  • Jeong, Sang-Hoon;Lee, Kun-Pyo
    • Archives of design research
    • /
    • v.19 no.5 s.67
    • /
    • pp.373-382
    • /
    • 2006
  • In this study, emotional word logging software,'VideoTAME' was developed as an effective measurement tool for complementing the current psychological measuring methods. With the software, we measured the user's emotional changes while they interact with a product. The main goal of this study is to reveal the influence of usability on human emotions by analyzing the user's emotional changes while using a product. In this research, we asked 30 subjects to examine their emotional changes with watching the video clip recorded when they performed a series of tasks with a cellular phone in the experiment room. The results of this research indicated that negative emotion such as 'Uncomfortalbeness' was elicited mostly while they performed tasks which were difficult due to usability problems. On the other hand, positive emotion such as 'Satisfaction in Usability' was elicited for tasks which were easy to perform because of good usability. The reason for the user's emotional changes while they interact with a product can be assumed that the emotional changes were caused by specific situations they face when performing a task rather than the characteristics of task itself. We expect to clarify how usability of a product impact user's emotions in depth with more data collected and analyzed with the help of 'VideTAME'.

  • PDF

Gameplay Experience as A Problem Solving - Towards The New Rule Spaces - (문제해결로서의 게임플레이 경험 - 새로운 법칙공간을 중심으로 -)

  • Song, Seung-Keun
    • Journal of Korea Game Society
    • /
    • v.9 no.5
    • /
    • pp.25-41
    • /
    • 2009
  • The objective of this study is to develop an analytic framework to code systematically the gamer's behaviour in MMO(Massively Multi-player Online) gameplay experience, to explore their gameplay as a problem solving procedure empirically. Previous studies about model human processor, content based protocol, and procedure based protocol are reviewed in order to build the outline of the analytic framework related to MMO gameplay. The specific gameplay actions and contents were derived by using concurrent protocol analysis method through the empirical experiment executed in MMORPG gameplay. Consequently, gameplay are divided into six actions : kinematics, perception, function, representation, simulation, and rule (heuristics, following, and transcedence). The analytic framework suitable for MMO gameplay was built. As a result of this study, we found three rule spaces in the problem solving domain of gameplay that are an heuristics, a following of the rule, and a transcendence of the rule. 'Heuristics' denotes the rule action that discovers the rule of game through trial-and-error. 'Following' indicates the rule action that follows the rule of game embedded in game by game designers. 'Transcendence' presents the rule action that transcends that. The new discovered rule spaces where 'Following' and 'Transcendence' actions occur and the gameplay pattern in them is provided with the key basis to determine the level design elements of MMO game, such as terrain feature, monster attribute, item, and skill et cetera. Therefore, this study is concludes with key implications to support game design to improve the quality of MMO game product.

  • PDF

Examining the relationship between the types of color selecting behavior and self-esteem in Mabinogi, the on-line game (마비노기에서의 색 선택 행동 유형과 자아존중감과의 관계)

  • Jang, You-Won;Doh, Young-Yim
    • 한국HCI학회:학술대회논문집
    • /
    • 2007.02b
    • /
    • pp.651-655
    • /
    • 2007
  • 카툰 렌더링 그래픽을 기반으로 한 온라인 RPG 게임인 마비노기에서는 게임이용자들이 염색 시스템을 통하여 의복아이템에 자신들이 원하는 색을 자유롭게 표현할 수 있다. 마비노기에서 색에 관련된 주목할 만한 현상은유행색이 존재하고 색에 따라 같은 아이템의 가격이 달라진다는 점이다. 유행색이 존재하는 것은 현실과 비슷하지만 같은 아이템이 색에 따라 가격이 달라지는 것은 현실에서는 보기 드물다. 이는 현실과 비슷하면서도 심리적인 속성이 다른 사이버공간만의 특징이라고 생각해 볼 수 있다. 따라서 마비노기에서 게임이용자들이 색을 선택하고 사용할 때 작용하는 심리기제가 존재할 것이라고 가정해 볼 수 있다. 이에 본 연구에서는 마비노기에서 색 선택 행동의 심리적 유형을 확인하고 유형별 특징을 알아보기 위해 자아존중감을 측정하였다. 예비 조사를 통해 게임이용자 20명과 온라인 인터뷰를 실시하여 색 사용 경험을 추출하고, 추출한 경험을 바탕으로 18문항의 색 선택 행동 문항을 구성하였다. 본 조사에서는 온라인 설문으로 129명의 게임이용자를 대상으로 색 선택 행동과 자아존중감을 측정하였다. 연구 결과 색 선택 행동은 4개의 요인-색채 둔감성, 유행추종, 개성표현, 캐릭터이미지와의 적합성-으로 구분되었다. 색선택 행동 4개의 하위 요인을 기준으로 군집분석한 결과 색 선택 행동 유형은 각각 색 분화형, 유행추종형, 색 둔감형으로 구분되었다. 색 선택 행동 유형과 자아존중감과의 관계에서는 자아존중감 하위 범주 중 부정적인 자기평가, 타인의 의견에 대한 걱정, 의존성의 세 가지 하위 범주에서 색 선택 행동 유형에 따른 차이가 유의미하게 나타났다. 한편 자의식 차원에서는 색 선택 행동 유형간 유의미한 차이가 발견되지 않았다. 유행추종형은 다른 두 유형에 비해 상대적으로 자아존중감 수준이 낮음을 확인할 수 있었다. 반대로 색 둔감형은 다른 두 유형에 비해 상대적으로 자아 존중감 수준이 높았다. 색 분화형은 유행추종형과 색 둔감형의 중간 수준의 자아존중감을 볼 수 있었다. 유행추종형은 자기의 외부에서, 색 둔감형은 자기의 내부에서 색과 관련된 자신에 대한 가치감의 소재와 근원을 찾는 특성이 있다고 해석할 수 있다. 본 연구는 온라인 RPG 게임에서 게임이용자들의 색 선택의 심리적 기제를 확인하고 색 선택 유형별로 자아존중감과의 관계를 확인함으로써 색 선택 행동의 심리적 기제를 밝히려는 기초연구라는 점에 의의가 있다. 추후에는 게임이용자들의 색 선택 행동을 보다 포괄적으로 이해하기 위해 게임이용자들이 가지고 있는 공통적인 색이미지와 개별적인 색이미지 및 색이미지의 심리적 구조를 알아보기 위한 색채감성연구가 필요할 것이다. 이러한 연구들은 게임을 제작할 때 캐릭터 디자인과 아이템 디자인에 어떠한 색을 사용해야 되는지 방향을 설정하는데 도움을 줄 수 있을 것이다.

  • PDF

Advanced Calendar Queue Scheduler Design Methodology (진보된 캘린더 큐 스케줄러 설계방법론)

  • Kim, Jin-Sil;Chung, Won-Young;Lee, Jung-Hee;Lee, Yong-Surk
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.34 no.12B
    • /
    • pp.1380-1386
    • /
    • 2009
  • In this paper, we propose a CQS(Calendar Queue Scheduler) architecture which was designed for processing multimedia and timing traffic in home network. With various characteristics of the increased traffic flowed in home such as VoIP, VOD, IPTV, and Best-efforts traffic, the needs of managing QoS(Quality of Service) are being discussed. Making a group regarding application or service is effective to guarantee successful QoS under the restricted circumstances. The proposed design is aimed for home gateway corresponding to the end points of receiver on end-to-end QoS and eligible for supporting multimedia traffic within restricted network sources and optimizing queue sizes. Then, we simulated the area for each module and each memory. The area for each module is referenced by NAND($2{\times}1$) Gate(11.09) when synthesizing with Magnachip 0.18 CMOS libraries through the Synopsys Design Compiler. We verified the portion of memory is 85.38% of the entire CQS. And each memory size is extracted through CACTI 5.3(a unit in mm2). According to the increase of the memory’sentry, the increment of memory area gradually increases, and defining the day size for 1 year definitely affects the total CQS area. In this paper, we discussed design methodology and operation for each module when designing CQS by hardware.

A Study Analyzing the Effect of the Service Quality of Food Festival Websites and Review Information on Satisfaction with Use and Behavioral Intention (음식축제 웹사이트 서비스품질과 이용후기 정보성이 이용만족 및 행동의도에 미치는 영향에 관한 연구)

  • Kim, Min-Jung;Jeon, Hyeon-Mo
    • Culinary science and hospitality research
    • /
    • v.21 no.4
    • /
    • pp.294-308
    • /
    • 2015
  • The purpose of this study was to look into the service quality of websites and the attributes of review information thereon as perceived by visitors thereto and to analyze the effect that the service quality of festival websites and informative usefulness of testimonials would have on the satisfaction with use, along with the effect that the satisfaction with use would have on behavioral intention. Based on the results of this study, we intended to present measures that could help strengthen the intention to spread positive word-of-mouth for festivals and to visit a festival through satisfaction with a festival's website. The festival selected to achieve the objectives of this study was the Yeongdeok Snow Crab Festival, which is one of the most renowned local food festivals in the Gyeongbuk region, having been held for 17 consecutive years, and has been selected as the top festival of Gyeongsangbuk-do for 4 consecutive years. We surveyed visitors to Yeongdeok Snow Crab Festival who had searched for information on the Yeongdeok Snow Crab Festival prior to its opening, as well as those who had participated in Yeongdeok Snow Crab Festival before. The results of this study showed that review information on a food festival website, service quality design, adequacy of substance, responsiveness to customers, and system capability were found to have a positive effect on behavioral intention through satisfaction with use. The findings suggest that it is crucial to manage the service quality of websites in order to stimulate interest in, and induce visits to, food festivals.

User Perception about O2O Order·Delivery App Using Topic Modeling and Revised IPA (토픽 모델링과 수정된 IPA를 활용한 O2O 주문·배달 앱에 대한 사용자 인식 연구)

  • Yun, Haejung;An, Jaeyoung;Park, Sang Cheol
    • Knowledge Management Research
    • /
    • v.22 no.3
    • /
    • pp.253-271
    • /
    • 2021
  • Due to the spread of COVID-19, the use of O2O order·delivery applications are becoming very common. Unlike the past, where customers could choose the desired transaction method and channel, these days, where customers' choices are very limited, it is urgent to consider the concept of shadow labor which has been hindered by the convenience and the benefits of order·delivery app. To this end, in this study, the service quality factors perceived by users of O2O order·delivery app and their shadow work attributes were identified, and priorities according to their relative importance and satisfaction level were suggested. In order to fulfill research objectives, first, after collecting user reviews for an O2O order·delivery app, the subject words were derived using topic modeling. Research variables were selected by linking 11 keywords with the concepts of previous studies on service quality of mobile apps and those about shadow labor. Eight variables of usefulness, ease of use, stability, design quality, personalization, responsiveness, update, and presence were selected. Based on 32 measurement items from the variables, a revised IPA was conducted, and finally, 'keep', 'concentrate', 'low priority', or 'overkill' service quality factors are revealed.