• Title/Summary/Keyword: 디지털 미디어 디자인

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A Study on Effect of Visual Elements of Cosmetic Package Design on Purchasing of MZ Generation (화장품 패키지디자인의 시각 요소가 MZ세대의 구매에 미치는 영향 연구)

  • Lee, Joo-Yeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.383-388
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    • 2022
  • This study is about the elements of cosmetic's package design which MZ generation prefer and the effect on purchase. Naming, brand logo, color, typography, layout, illustration, matter & finish, and meaningful are classified 8 visual elements through the pilot study. After that this study analyzes specific visual elements which MZ generation prefer through online survey and In-depth interview based on the 8 visual elements. As a result of study, MZ generation prefer tidy and neat design to decorated style, and they feel brand logo is the most important thing of all 8 visual elements. In additional, meaningful of brand is barley able to compare with price, although it is significant visual element. This study may help to develop the way of the cosmetic's package design for MZ generation.

Suggestion of Guidelines for Separation System According to Recycling Separate Discharge (재활용 분리배출에 따른 분리 체계 가이드라인 제안)

  • Moon, Seon-Young;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.399-405
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    • 2022
  • This study suggests focused in user-centered design which are new separate discharge system that must recycle in paper materials. I searched cases in Korea's current law and regulation in recycling disposal guidelines and already succeed cases in each city that are Asia, Europe, and North America. Suggesting focused in user-centered design of ID(Identification) separate discharge system due to user's good participations, feedbacks of participation's results, and well-organized in awarding. This system consists of visual individual's ID(Identification) that are stickered in only used bag. User must recycle in separate discharge system only used bags, and results must visualized in each user and rewards to user. This separate discharge system is meaning to stimulate user's good participations.

A study on the combination of transmedia and gamification and the structure of game design (트랜스미디어와 게이미피케이션의 결합과 게임 디자인의 구조에 대한 고찰)

  • CHO, Il-hyun
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.433-438
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    • 2020
  • With the rapid development of media environment and contents production technology, the era of multi-platform convergence transmedia has emerged, and communication method through trans media contents has attracted attention. Transmedia content refers to the concept of translating individual content into multi-platforms, which creates an expanded worldview of convergence. In addition, the interaction generated in this process is very important and difficult to control in the progress of the content. In this paper, we focused on the combination of transmedia content and gamification concept as a solution, and based on the 'MDA framework' which is a theoretical system of analysis and approach for implementing game design, We looked at the structure. It is expected that a review of the fundamental game design structure, which establishes a prediction system of value and fun experiences through the balance of technology and emotions, will be helpful as a basis for designing trans media contents.

Information Visualization and Interactive Presentation Methods in Media Art (미디어아트에서 정보 시각화와 상호작용 표현 방법)

  • Kim, Gyu-Jeong
    • Broadcasting and Media Magazine
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    • v.21 no.2
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    • pp.36-50
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    • 2016
  • 인간의 생각, 혹은 행동이나 경험을 통한 지식을 포함해서 데이터나 정보는 예술과 문화 영역에 새로운 관점을 일으키는 시각적 표현과 미디어 사이의 소통을 위한 수단이 되고 있다. 정보 와 데이터를 시각화 하는 방법은 예술의 형태를 통하여 다양하게 전개되어 왔다. 최근 예술에서 뉴미디어와 상호작용 기술의 적용은 다양한 데이터나 정보 수집을 통해 미적 표현의 가능성을 확장하거나, 관객이 작품에 능동적이고 직접적으로 참여할 수 있는 몰입 시청각 환경을 제공하며, 또한 직관적인 정보 시각화를 사용하여 상호작용적인 입체적 가상환경의 시공간 개념을 확장한다. 그러므로 관객은 수동적 수용자라기보다는 작품의 환경을 변화시키는 능동적 역할을 할 수 있다. 예술 및 디자인 영역에서 예술가의 뉴미디어 활용은 정보를 정적인 시각화 방법에서 디지털 기반 이미지 처리와 사용자 생성 시각화 방법으로 더욱 상호작용적이고 역동적인 표현으로 변형하고 있다. 미디어아트에서 시각화의 목적은 관객이나 사용자가 예술 작품에 존재하는 정보나 데이터 기반 콘텐츠를 더 쉽고 빠르게 이해하고 상호반응하도록 돕는 것이다. 본 연구는 미디어아트에서 정보나 데이터 시각화를 사용하여 작품과 관객 사이의 상호작용적 소통을 유발하는 다양한 시각적 표현 방법을 알아보기 위하여, 최근 미디어아트 사례들을 분석하는데 목적이 있다. 분석 내용은 관객이 참여할 수 있는 시청각 설치 환경을 구성하는 다양한 상호작용 디자인 방법들을 작품에 적용함으로써 데이터나 정보를 시각화하는 방법, 예술 작품의 구성 요소로서 미적 표현들 생성에 관한 해석, 그리고 미디어아트를 완성하기 위한 실질적인 요인으로서 미디어아트와 관객 간의 상호작용적인 소통이 이루어지는 방법들을 포함한다. 이러한 분석들은 새로운 상호작용 시각 표현의 가능성을 제공하며, 관객이 최근 미디어아트를 미적 예술형식으로 이해하도록 도울 것이다.

A Study on the Activation Plan of Web-based Open Source Platform using 3D Printer -Focused on Platform Toy- (3D Printer를 이용한 웹기반 오픈소스 플랫폼 제작 방안에 관한 연구 -Platform Toy를 중심으로-)

  • Lee, Chang-Beom;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.341-347
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    • 2019
  • As the concept of open source extends beyond the scope of software, many companies are also introducing business models using open source concepts. This study is a study on how to create a web-based open-source platform using a 3D printer and aims to create an open-source platform modeled on the Kidults community where users are highly willing to participate. The research method established the direction of initial platform production by collecting basic data through the usability of the platform and Toy design preferences and propensity analysis through research on open source use cases by various companies and user surveys in the Kidults Community. Features unique platform Toy sources that are freely reinterpreted by the user and re-shared and sold to the platform. Research should continue to boost user motivation by activating communities within the platform.

A study on action cam user experience design for leisure activities (레저활동을 위한 액션캠 사용자 경험 디자인 연구)

  • Lee, Yong-Joon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.373-378
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    • 2021
  • The study is a user experience design study on the function of action cams used for leisure activities that have been on the rise recently. Along with the video platforms that are developing in a user-friendly way, the size of the action cam market is also growing. However, there is a lack of research on the quality of a function that enhances the user experience. Thus, this study classified action cam functions according to user experience elements by using Kano Model's analysis method and in-depth interview, and analyzed how the quality of action cam functions affects the user experience by conducting a satisfaction survey by function. The results of the study have shown which functions should be improved first and which functions should be continuously researched and invested. I hope this study will contribute useful information to developing user-centered action cams.

A Study on User Experience that Provides Psychological Stability during Mobile E-commerce One-touch Payment (모바일 이커머스 페이 원터치 결제 시 심리적 안정감을 제공하는 사용자 경험 연구)

  • Chang, Dah-Hee;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.277-283
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    • 2022
  • The purpose of this study is to study the user experience that provides psychological stability when paying for mobile e-commerce pay one-touch. Through literature and case studies, e-commerce pay one-touch payments were identified, and user experiences were investigated through surveys and in-depth interviews. The survey based on Aaron Walter's model of user needs received a high average of functionality and usability for one-touch payments, but reliability and stability were somewhat low. Afterwards, four design improvement plans were presented to supplement psychological stability by analyzing in-depth interviews conducted based on the User's Eye View of User Experience Design model. This study is expected to be helpful in basic research on the payment experience where you can feel stable when taking one-touch payments.

A Knowledge based Approach for Hanbok Draping Simulation (한복의 드레이핑 시뮬레이션을 위한 지식 기반 접근법)

  • Lee, Bo-Ran;Oh, Sue-Jung;Nam, Yang-Hee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.05a
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    • pp.1615-1618
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    • 2004
  • 영화, 애니메이션, 게임 등 디지털 문화 컨텐츠에서 의상을 입은 캐릭터들의 사실성이 강조되는데, 디지털 의상 제작에 있어서 기존의 패션 CAD나 의상 애니메이션 소프트웨어들은 여러 단계의 작업을 거쳐야 하고 의상 디자인의 전문성을 요구한다. 특히, 최근 우리 문화 원형의 디지털 컨텐츠화로 디지털 한복의 수요가 증가하고 있으며, 한복은 재단이나 착용방식 등에서 양복과는 구성학적 차이점을 지님에도 불구하고 디지털 한복 제작을 위한 전문 시뮬레이션 도구는 전무하다. 따라서, 본 연구에서는 전통적인 한복의 제작에서 사용하는 신체 치수와 체형특징에 따른 옷본의 크기 조정 방법을 지식베이스로 구축하고, 이를 사용하여 한복에 대한 사전 지식이 없는 사용자들도 가상 캐릭터에 쉽게 한복을 착용시킬 수 있는 지식 기반 한복 드레이핑 시뮬레이션을 제안한다.

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User Expectation Values for Smart Device based Education Service Design (스마트 디바이스 기반 교육서비스 디자인을 위한 사용자 기대 가치)

  • Choi, Hojeong;Yoon, Young Sun;Ryoo, Han Young
    • Design Convergence Study
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    • v.14 no.1
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    • pp.1-13
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    • 2015
  • The purpose of this paper is to find out what values users pursue from a smart device based education service. For this purpose, a survey was conducted using a questionnaire that was developed based on the results of literature review and user interviews. Thirteen user expectation values were developed from the results of the survey: individually customized learning, anytime anywhere learning, learning for career, learning through interaction, learning from diverse resources, learning through cooperation, learning through interchange, self-directed learning, learning within actual context, learning with feedback, learning in spare time, learning with motivation & compensation, and step-by-step learning. In addition, the results of the survey also showed that the user expectation values of women, high school students and people who responded that they knew the smart device based education service very well were higher than those of other users.