• Title/Summary/Keyword: 콘텐츠디자인

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A Study on User Experience Design of Personalized OTT Content Preview (개인 맞춤형 OTT 콘텐츠 미리보기의 사용자 경험 디자인 연구)

  • Kim, Hyun-Woo;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.283-287
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    • 2021
  • The purpose of this study is to analyze personalized contents and previews of OTT service based on user experience and to suggest the improvements of the preview viewing experience. Current domestic OTT mobile applications were researched to find out how services are offering content. Plus, the 20s-30s were recruited to analyze user experience. An online survey and in-depth interview were conducted by using Stephen P. Anderson's Creating Pleasurable Interface Model. As a result, preview help users to select content but it doesn't suit their taste. Also, the preview is hard to watch however they want. Therefore, it can be inferred that the preview requires the function for improving efficiency, preference, and accessibility. This study is expected to be used as research material on user experience or preview experience of OTT content.

A Study on the Contents Production for a Clothing Design Analysis - Focused on the Image Medium of Chinese Historical Background - (의상디자인 분석을 위한 콘텐츠 제작에 관한 연구 - 중국역사배경 영상매체를 중심으로 -)

  • Yoon, Hae-Gyung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.8 no.2
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    • pp.61-71
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    • 2006
  • The purpose of this study is to present a contents production process for costume design analysis by take advantage of the image media of Chinese historical backgrounds. The production process of contents for lectures on fashion design analysis can be summarized as follows: The contents for the design analysis of Chinese costumes can be divided into major media and supplementary media. Major media can be completed through the processes including the selection of Chinese historical backgrounds. images and media (video, DVD title or VOD), verification of image capture parts, image captures, and applications of PPT files. Supplementary media consist of production of analysis materials for each item and TPO, report preparation methods and discussions, and printed matters to be used at the stage of image comparison and verification. This way, a process applicable to the design analysis of Chinese costumes can be presented.

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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.

Accessibility Improvement for Disabled Use of Public Library Website (장애인 이용자를 위한 공공도서관 웹사이트의 접근성 확장에 관한 연구)

  • Lee, Won-Kyung;Seo, Eun-Gyoung
    • Proceedings of the Korean Society for Information Management Conference
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    • 2012.08a
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    • pp.33-36
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    • 2012
  • 인터넷 발달로 인한 정보격차는 장애인들의 문화지체현상을 가속화 시키고 있다. 이에 웹사이트의 원스톱 서비스에 있어 경험에 기초한 디자인과 보편적 디자인을 기반으로 접근성을 확장해 나가야 할 것이다. 본 연구에서는 문헌을 통해 장애인을 위한 접근성 필수항목 7가지, 즉 콘텐츠구성, 키보드접근, 마우스접근, 이미지처리, 텍스트처리, 색, 코드를 선정하고 이를 근거로 장애인 자료실이 있는 공공도서관과 그렇지 못한 공공도서관, 해외 공공도서관의 웹사이트를 대상으로 평가하였다. 이를 토대로 접근성 확장을 위해 메인페이지 개선, 사용자 경험을 기초한 콘텐츠 구성, 콘텐츠의 접근성, 의미 있는 마크업, 이용자를 위한 맞춤형 콘텐츠, 제작 권장사항 등을 제안하였다. 앞으로 장애인을 포함한 모든 이용자를 위한 웹 접근성 지침은 경험적 데이터와 보편적 디자인에서 이루어져야 할 것이다.

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Study on Development of LED Camping Light Design Based on IOT and Emotional Lighting Contents (IOT 및 감성조명 콘텐츠 기반의 LED 캠핑등 디자인 개발에 관한 연구)

  • Kim, Hee-Jun
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.332-342
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    • 2018
  • This study is aimed at suggesting information about technical choices for designing LED camping lights based on emotional lighting contents of integrated IOT and design areas which take a central role in creation and knowledge based industries and the procedure for materializing them. 'i-Light,' a portable LED camping light, is 'connected lighting' connecting men, space and emotion and a smart camping light based on IOT and emotional lighting contents. 'i-Light' has two functions. One is about lighting for adjusting color and color temperature naturally and the other is about safety for detecting harmful gases. 'i-Light' also has various emotional functions for experiencing interaction and taste of light. For the purpose, portable LED camping lights were designed, first of all, and then a highly color rendering/full-color lighting module, a smart sensor module and an IOT device platform were developed. In addition, efforts were made to establish detailed data about emotional lighting contents and to develop a Web application based on them. Finally, prototypes of portable LED camping lights were made to get a test bench and usability evaluation from related organizations. According to the results, all of 12 developed emotional lighting contents and three IOT safety sensors were suitable and prototypes were satisfactory. This paper will suggest a direction about actual technical choices for development of contents and products integrating artificial intelligence and big data and about the procedure for materializing them.

A Study for Visual Image in Poster Design (1) (포스터 디자인에서의 시각이미지에 관한 연구 (1))

  • Im, Nam-Sook
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.579-581
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    • 2010
  • 포스터 디자인은 알리고자 하는 내용이 그림과 문자의 요소로 구성되어 공공장소에서 불특정 다수에게 게시되는 매체이다. 알리고자 하는 내용이 호감을 주며 그 의미하는 바를 잘 전달되기 위한 조건으로서 시각이미지 구성을 탐색한다.

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The application of Chinese traditional fish patterns in modern design (중국 전통 어류문양의 의미해석과 현대디자인 응용)

  • Feng, Keyi;Kim, Se Hwa
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.461-462
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    • 2016
  • 본고에서는 중국의 전통문양 중 풍요와 다산 그리고 입신양명의 의미를 지니고 있는 어류(魚類) 문양을 대상으로 문양의 기원과 의미해석, 현대 디자인에서 활용된 사례들을 살펴보았다.

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Capturing customer activity value for differentiation of service design (서비스디자인 차별화를 위한 고객 행동 가치 포착 기법)

  • Kim, Eok
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.139-140
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    • 2015
  • 고객의 잠재적 가치를 포착하는 것은 특별히 새로운 제품이나 서비스 또는 새로운 비즈니스를 시작하는 서비스 디자이너에게 매우 중요한 작업이다. 가치 포착은 고객 간, 컨텐스트 간 그리고 다른 시간환경 속에서 차별화를 추구하며 심사숙고하는 서비스 디자이너에게 새로운 컨셉 접근방법을 제시한다. 서비스디자인을 위한 차별화 컨셉 프레임은 사용의 해석적 분석을 가이드하는 관점과 렌즈를 제공하여 고객 행동 가치를 유형화하고, 그러한 결과는 복합적인 서비스디자인의 가치를 향상시킨다.

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