• Title/Summary/Keyword: 컨셉

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A Study on the Creative Web Design Concept Development (창의적 웹디자인 컨셉 개발에 관한 연구)

  • Seo Mi-Ra;Park Sang-Jin;Kwak Hoon-Sung
    • The Journal of the Korea Contents Association
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    • v.6 no.6
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    • pp.136-143
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    • 2006
  • Contemporary society demands the ability to cope with the change competitively to the designer which is being accelerated of change and various media are emerging. The web design field which is one of the core design industry field of the contemporary society is needing the conversion from manufacturing technology specialization into creative design development composition. Generally, creative design development ability can be learned by studying. So, creativity development education is needed to develop creative design. Creative thought training is perceived as the core condition for competitive design and the education method for this is being proceeded multiply. But the study for design concept is lacking concretely. By this, this paper is to study the model which helps setting the design concept deduction creatively by instigating new ways of thought. The concept development process suggested in the study procedure systemizes the course for creative web design concept deduction and expects it to be utilized in design development to reinforce competitiveness.

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A Semiotic Study on the Background Color of Fantasy Game (판타지 게임 배경 색채에 대한 기호학적 연구)

  • Lim, Cholong;Paik, Chul-Ho
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.49-58
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    • 2018
  • This study analyzes semiotic aspects of game concept art which is developed considering individual 's color experience. The six stages of Frank H. Mahnke's color pyramid are roughly classified into three categories, and how the game concept art meets each stage. Using the Roland Barthes's mythological-symbolic model of meaning, The meaning of righteousness and the characteristics of newly derived symbols. The results showed that colors could make the background stage more recognizable or intended to have a particular impression. In this way, game concept art, in which what is intended to be implemented in game development, can identify various functions and possibilities of game concept art, such as presenting game convenience as well as impression through a combination of various colors.

The Role of Intellectual Property Belief between Brand Concept and Brand Extension: Focusing on Mediated Moderation of Thinking Style (브랜드 컨셉과 브랜드확장의 관계에서 지식재산신념의 역할: 사고방식의 매개된 조절효과를 중심으로)

  • Lee, Suntaek;Kim, Gwi-Gon
    • Journal of Digital Convergence
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    • v.16 no.6
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    • pp.163-173
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    • 2018
  • The purpose of this study is to find the role of intellectual property belief between brand concepts (Symbolic vs. Functional) and brand extension. For this purpose, three parent brands (Rolex vs. Casio, Prada vs. Coach, Benz vs. Toyota) and three extension products (bracelets, shoes, vehicles) were selected as stimulants through focus group interviews and pre-tests. 296 sample data across the country were collected and the final analysis was conducted with 290 respondents except for the inappropriate respondents by SPSS 21.0. The results of this study confirm that the trademark meditates the relationship between belief brand concepts and brand extension and thinking style of consumers meditated-moderates between belief brand concepts and brand extension. The results of this study are based on implication that intellectual property belief induce consumers positive reactions on brand extension and that the acquisition and utilization of IPRs bring corporate's continuous growth and enhance the corporate brand value.

전자상거래와 할인점

  • 박영상;이수동
    • Proceedings of the Korean DIstribution Association Conference
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    • 2000.05a
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    • pp.21-31
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    • 2000
  • $\square$ 800여 전자상거래 사이트(실제 매출발생 사이트)와 차별화 전략 시도 가. 상품 컨셉 차별화 (국내최초 생식품 위주의 생필품 할인 매장) 나. 운영컨셉 차별화 (백화점식 종합몰이 아닌 할인점식 종합몰) 다. 취급상품 차별화 (직매입상품으로 100% 재고 보유) 라. 최저가격 선언 (할인점보다도 최소 5%-30% 저렴하게-실물 매장 관리비용 상당액을 상품가격 인하에 반영) (중략)

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기술연재 / 기술 발달 힘입어 인터넷 방송 미래 밝아...

  • Kim, Yong-Seop
    • Digital Contents
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    • no.7 s.98
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    • pp.48-53
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    • 2001
  • 지금까지 8회에 걸친 연재를 통해 인터넷 방송의 기술적인 부분과 콘텐츠 기획등 다양한 면에서 조망을 했다. 인터넷 분야는 워낙 빠르게 변하는 분야이기 때문에 지금 언급되었던 문제점이나 기술이나 콘텐츠 컨셉이 오래지 않아 해결되거나 새로운 컨셉으로 시장에 진입하게 될 것이다. 중요한 것은 처음 기획 단계에서부터 철저한 시장 조사와 수익성있는 콘텐츠로 장기간 동안 생명력을 유지하는 것이다. 몇 년 혹은 몇 달을 넘기지 못하고 사라지는 현재의 상황을 타산지석으로 삼아 향후 좀더 나은 인터넷 방송이 되길 바란다.

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Structuralization Expected Outcome of Social Welfare Program Based on Community Network : Using Concept Mapping Method (지역사회네트워크를 기반으로 한 사회복지프로그램 기대성과 구조화 : 컨셉트 맵핑(concept mapping)을 활용하여)

  • Kwon, Sunae
    • The Journal of the Korea Contents Association
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    • v.14 no.5
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    • pp.107-116
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    • 2014
  • The purpose of this study is to verify the applicability of concept mapping in the process of planning social welfare program based on community network. Concept mapping is a kind of decision-making method that structuralized complex ideas and presented visually. Already, concept mapping is widely utilized in counseling, nursing and public health area to plan and evaluation their program and service. For recent, effectiveness of concept mapping has been reported. Concept mapping is a effective decision-making method that they recognize outcome gap between service provider and client, reach the outcome's consensus in counseling and nursing, medical area. In this study, we conceptualized 3rd year outcomes of Community Impact Project that was supported from Busan Chest using concept mapping. This CI project intervenes children and youth who lives in Buk-gu, Busan. Concept mapping has six stages-preparation, collecting ideas, structuring statements, representing statement, interpreting the results of the analysis, applying the results. We followed these steps. The participants were working at social welfare organizations, total 11 persons. We obtained 60 statements and analyzed using multidimensional scaling. we collected 5 clusters, cluster 1 'awareness and attitude change of children and youth', cluster 2 'social system change of children and youth', cluster 3 'friendly community formation', cluster 4 'community people change', cluster 5 'service provider change'. As a result, among total 5 clusters formed, 'awareness and attitude change of children and youth' came to the strongest outcomes. When concept mapping was applied to the program planning, the consensus of the opinion came easily in the decision-making process, and the participants were empowered. In addition, clear conceptualization on each element of the program planning was made.

A Comparative Case Study on Studio Specialized in Digital Concept Art -Focused on the Field of Animation and Game- (디지털 컨셉 아트 전문 스튜디오에 관한 사례 비교 연구 -애니메이션 및 게임 분야를 중심으로-)

  • Choi, Do-Won;Lee, Heon-Woo;Lee, Hyun-Seok
    • Cartoon and Animation Studies
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    • s.36
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    • pp.167-187
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    • 2014
  • Animation-related films and game industries have been expanding their markets rapidly responding to sharply increasing public demand. The production processes of major studios are getting more and more specialized and detailed. Therefore, they feel burden to manage and maintain as the HR and physical sizes are getting greater. So, independent studios which perform partial processes of the works are increasing over North America and Europe. Specialized studios build previous functions and related business models. They are expanding their areas. Therefore, this study targeted studios specialized in digital concept art in free production step. The characteristics of such studios were analyzed. To this end, first definitions of digital concept art concepts and functional & artistic features of entire production, and their application to business were deliberated through documents and online. Based on the results, the features of 'concept art service', 'self-brand business/ communication', and 'education service' were drawn. Second, based on it, targeting three con cept art studios such as Atomhawk (UK), FengZhu Design (Singapore), and Studio Gage (Korea), case research was done. Comparative analysis for the cases was conducted. It turned out that concept art studio s lead new market demand through active business strategies such as related contents development, marketing, etc. based on specialization. This research is significant to understand global trend of newly establishing specialized studios market and suggest reference data to improve prospective domestic specialized studios competitiveness.

Influence of Meal Kits Selection Attributes on Willingness to Buy At-home Concept and Eating-out Concept Meal Kits (밀키트 선택속성이 내식/외식 컨셉의 밀키트 제품 구매의사에 미치는 영향)

  • Hwang, Jihee;Eom, Haram;Lee, Dongmin;Moon, Junghoon
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.352-363
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    • 2021
  • This study aimed to examine the different factors affecting the intention to purchase meal kits between at-home concept meal kits and eating-out concept meal kits. An online survey was conducted with 565 Korean participants including meal kit experienced (n=412) and non-experienced (n=153). Meal kits selection attributes were organized into five factors, health, price, environmental protection, convenience, and familiarity. To verify the hypothesis, SPSS Statistics 23 was used. The main results can be summarized as follows. First, in the case of the at-home menu, convenience(p < .01), environmental protection(p < .05), and familiarity(p < .01) show positive influences on willingness to buy. Second, for the eating-out menu, health(p < .001) and convenience(p < .001) have positive effects on willingness to buy, but familiarity(p<.01) has a negative effect. This is the first study to categorize the menu of meal kits and investigate each factor affecting willingness to buy. Therefore, the results can offer useful guidelines to meal kit marketers letting them know the consumers' purchase behaviors.

An Adaptive Tutoring System using Concept-Map (컨셉맵을 이용한 적응형 교수 시스템)

  • Choi, Sook-Young
    • The Journal of Korean Association of Computer Education
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    • v.9 no.1
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    • pp.29-39
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    • 2006
  • In this paper, we propose an adaptive tutoring system, which analyzes learning process, subject materials, and test items of students, diagnoses learning problems of them, and then gives proper advice accordingly. In the system, learning materials are constructed using concept map, on which the relationships among learning concepts are represented. Concept map can be used for several purposes in instruction process. Our work considers that new learning knowledge is dependent on what is already known. That is, it means that precedent concepts should be thoroughly learned for students to comprehend new concepts. After grasping the learning state of students for precedent concepts to be required before learning new concepts, our system provides proper learning materials for want of them, diagnoses the concepts which students have trouble to understand in the learning process, and provides suggestions for it.

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Learning Mathematics with Mind map, Concept map and Vee maps (마인드맵, 컨셉트맵 그리고 브이맵과 수학학습)

  • Jung, In-Chul
    • Journal of the Korean School Mathematics Society
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    • v.9 no.3
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    • pp.385-403
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    • 2006
  • This paper investigates how Mind map, Concept map, and Vee diagram facilitates learning mathematics. It also analyzes characteristics, structure, how to make a mall, the possible ways of use and its implications in detail for each map and provides how they can be used for learning mathematics. Mind map is one of most effective tools to make man's thinking power stronger and use the given time as the new way of learning mathematics. Concept map provides the various concepts learned by students more visually with a structured format. As a last, Vee diagram began with the question to explore for the given situation as the tool which is effective in doing exploring and making knowledge acquired vivid in students mind.

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