• Title/Summary/Keyword: 디지털 미디어 디자인

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A Study on the Design Media, Process, Communication in the center of Design Information (디자인 정보를 중심으로 본 디자인 미디어, 프로세스, 커뮤니케이션에 관한 연구)

  • 최인규
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.11a
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    • pp.877-883
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    • 2001
  • 1990년대에 급속한 정보화 사회와 디지털 사회가 진행되면서, 디자인 분야에서도 디자인 조직과 프로세스, 정보교환의 방식이 변화하고 있는데, 이러한 변화의 근본적인 원인인 정보화와 디지털 사회에 대해 이론적 배경과 원리를 알아보고, 디자인 개발 프로세스의 사례를 살펴봄으로써 미래의 디자인 정보 시스템의 기본 환경을 제시하고자 한다.

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Interface Design of Online Collaborative Learning Environment for Person Storytelling - From CSCL point of view for digital media design - (퍼스널 스토리텔링의 온라인 협력 학습을 위한 인터페이스에 대한 연구 - CSCL을 통한 디지털 미디어 디자인의 학습 측면에서 -)

  • Song, Ji-Won
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.155-166
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    • 2007
  • This study is about an interface design supporting collaborative learning activities in online environment in which people exchange their knowledge and give feedback on personal storytelling to each other. Interface design issues from the viewpoint of Computer Supported Collaborative Learning (CSCL) on digital media design are considered. Based on collaborative learning theories and analysis on the existing online collaborative sites about digital media, such as online forums for digital pictures and films, interface guidelines are suggested and the interface is designed. The interface design is evaluated through a pilot test. The interface for collaborative learning on personal storytelling is designed to support observation and to provide a scaffolding for valuable conversation. It is also designed to help intersubjectivity of online conversation and an easy access to media.

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An Experimental Study on the Design of Digital Media Systems using Hue and Color Contrast (색조와 색상차를 이용한 디지털 미디어 시스템의 설계 방안에 대한 실험적 연구)

  • Kim, Jin-Woo;Jeon, Seok-Won;Lee, Su-Jin
    • Information Systems Review
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    • v.9 no.3
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    • pp.133-156
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    • 2007
  • The wide spread of the Internet and personal computers does not only alter the form of content from analog to digital, but also lead to the emergence of a new digital media system that is different from analog media system. The digital media system is a convergent media that includes both public and private systems from the perspective of use-limitation, as well as storage and enjoyment systems from the perspective of use-purpose. The major goal of this research is to suggest and empirically verify an effective way of presenting the perception of places that are converged in the digital media system. Involvement and motivation are suggested as key conceptual factors and color contrast and hue are suggested as concrete design factors to make people perceive corresponding places. Results of our controlled experiment indicated that the color contrast and hue significantly affected the perception of place, and consequently, influenced usability of the digital media system. This paper ends with implications that can be used to construct appropriate perception of places for the media system of digital products.

Digital Media Design Curriculum: Focusing on Planning and Evaluation in Design Process (디지털미디어 디자인학과의 교과 과정 현황 및 교과 과정 제안: 계획 및 평가 프로세스를 중심으로)

  • Yoon, Young-Doo
    • The Journal of the Korea Contents Association
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    • v.10 no.10
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    • pp.190-196
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    • 2010
  • Digital media has evolved in different areas as a result of the development of media and communications technology. The development of such media has also affected design in general as well as the design process systems focused on computer systems. Specifically, study of digital media design is based on a variety media and the development of computers due to social and environmental changes. Additionally, study is required on the convergence of variety of research including business, computer science, and human ergonomics. Nevertheless, most curricula in domestic universities are biased towards training practical manpower rather than creative/analytical manpower. For this reason, interchange between and study in multidisciplinary courses is desirable. Therefore, this study analyzes the curricula of departments of multimedia design of major universities and suggests enhanced curricula based on an analysis of the current state and understanding of the problem.

The Media Pole Design Applying the Playfulness of Scribbling (낙서의 유희성을 반영한 '미디어 폴' 디자인)

  • Kim, Hee Eun;Ryoo, Han Young
    • Design Convergence Study
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    • v.14 no.5
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    • pp.103-115
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    • 2015
  • This study sheds light on the entertaining aspects of Media Pole that is located in Gangnam U-Street and proposes design that considers the aspects of the form, experience, contents and communication of scribbling. Functioning as public digital media, Media Pole provides various convenient services related to the area. According to the research on user's behavior upon Media Pole, photo related services, which can be categorized as entertainment, were found to be the most frequently used services among various services. Taking user's behaviors into consideration, this study highlights the entertaining aspects of Media Pole and suggests design that applies the playfulness of scribbling. The playful characteristics of scribbling were applied to the Media Pole's user interface, interaction, application and interlocking functions. As a result, users are expected to increase as Media Pole becomes more playful than before. Since scribbling is an act of intrinsic human's desire, it will attract users to participate more voluntarily. It can be applied not only to Media Pole, but to any public digital media devices.

7가지 멀티미디어 기능을 만끽하라

  • Park, Nam-Su
    • Digital Contents
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    • no.4 s.143
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    • pp.80-83
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    • 2005
  • 지난 해‘PMP 열풍’으로 디지털 컨버전스라는 개념이 일반인의 머리 속에 깊이 자리 잡았다. 디지털 컨버전스하면 단연 휴대폰일 것이다. 휴대폰은 어떤 모바일 기기보다 기능이 많다. 현재 이러한 휴대폰의 인기에 편승해 휴대폰 형태로 디자인 된 MP3 플레이어와 디지털카메라가 속속 시장에 모습을 드러내고 있다. 웨이키안 DV-6500은 폴더 타입 휴대폰을 연상시키는 디자인에 7가지 멀티미디어 기능을 담은 최근 경향에 충실한 제품이다.

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디지털미디어 시대의 시각디자인 교육시스템 연구

  • 정봉금
    • Archives of design research
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    • v.16 no.3
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    • pp.341-350
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    • 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.

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A Study of Design Evaluation Factors to Improve Urban Landscape Media (도시경관미디어 개선을 위한 디자인 평가 요소에 관한 연구)

  • Han, In-Kyo;Kim, Gi-Jung;Kim, Ki-Uk;Park, Jae-Young;Lee, Jung-Bae
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2010.04a
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    • pp.593-596
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    • 2010
  • 본 연구의 목적은 유비쿼터스 환경에서 디지털 미디어와 도시경관과 결합한 형태로 나타난 제3의 공간인 도시 경관 미디어의 디자인 방향성 제시와 분석틀을 제안하는데 있다. 디지털 미디어 기술의 다양성과 독창성은 도시 환경을 미학적으로 향상시킴과 동시에 문화컨텐츠의 중요성을 부각시킴으로써 도시의 정체성을 높이는 원동력이 될 것이다. 도시 경관은 도시 활동의 근원으로써 정보의 공급 역할, 공공의 장으로서 휴식과 나눔의 기능, 담론의 장으로서 커뮤니케이션 공간 기능을 담당해야 한다. 이를 위해 도시 경관 미디어 시설물 평가요소 도출과 디자인의 방향성을 제안하고자 한다.

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The Application of Digital-Diagrams as Infographic Material in Multimedia Design (멀티미디어디자인에서 인포그래픽 도구로서 디지털다이어그램 활용에 관한 연구)

  • 류시천
    • Archives of design research
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    • v.17 no.3
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    • pp.133-146
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    • 2004
  • Diagrams have been deeply and widely used for supporting effective communication relating to design information and knowledge in most design fields. The results show that their role expands to "developmental design material" increasing the principle and method of design process. It's recent trend that Digital-Diagrams are aggressively used in multimedia design fields such as web contents, interactive movies and DVD Titles in order to support user's information understanding more effectively and to stimulate user's participation in information acquiring process. This study aims to clarify the essence of digital diagram corresponding to infographic material in multimedia design and application of multimedia contents development process . This study purpose leads to argue the substance of Digital-Diagrams as one of infographic types and identity of Digital-Diagrams which is relatively compared to existing Diagrams. Eventually, this study examines the application issues of Digital-Diagrams in multimedia design process. Regarding the identity of Digital-Diagrams, they are functionally utilized depending on hypertext based on language forms and interactivity based on graphical forms as core attributes. Therefore, they semantically enlarge user s information understanding by segmenting hierarchy of information expression and rather support user s acquisition of information control ability. Relating to multimedia design process, Digital-Diagrams are used by information designers and navigation designers as method for ‘modeling for realization based on information acquisition support for information-users. Especially, the study results show that the applications of Digital-Diagrams are performed for information representing methods for information designers and embodiment of useful functional factors of interface for navigation designersgation designers.

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Research on the meaning action of intertextuality in mobile contents design. (모바일 콘텐츠 어플리케이션 디자인의 상호 텍스트성에 관한 연구)

  • Park, hee-woon
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.453-454
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    • 2011
  • 다양한 스마트 모바일을 기반으로 하는 인터페이스 호환 환경의 경우 상당히 유사한 형태의 어플리케에션 아이콘 디자인이 양산되어지고 있다, 이러한 현상은 사용자가 어떤 상호텍스트성의 요소에 의해 기호의 인지 작용을 수행하며 유사한 내용과 기능을 내포한 디자인을 어떻게 서로 다르게 인지 하는지를 증명하여 향후 디지털 기기의 아이콘의 디자인에 효과적인 가이드를 제시할 수 있을 것이다. 또한 이러한 연구 결과를 토대로 영상 미디어의 통합이나 유비쿼터스 환경의 디지털 영상 기호 설계에 있어서 나타날 수 있는 미디어의 컨버전스에 의한 디지털 영상 기호 커뮤니케이션 오류를 줄이는 기초적 연구가 되고자 한다.

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