• Title/Summary/Keyword: 콘텐츠디자인

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VR Contents Design using Tangible Interaction (Tangible Interaction을 활용한 가상현실 콘텐츠 디자인에 관한 연구)

  • 이현진
    • Archives of design research
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    • v.17 no.2
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    • pp.463-470
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    • 2004
  • This paper studied tangible interaction design of VR platform and its applications that are economic In development process and cost, flexible by contents and installation conditions, and that has business potential for consumer market. The design solution uses video based virtual world and tangible interaction by motion tracking. Our platform enables a user to monitor their action and to collaborate with other users of remote place within attractive interaction feedback. We developed two design applications, Glass Xylophone 2003 and VR Class, in our platform. Glass Xylophone 2003 provides interactive music performance and helps self practice of glass xylophone. VR Class gives more serious distance learning experience with tutoring and group collaboration. They are presented in public exhibitions and tested by exhibition visitors. They showed application potential of this design solution in interactive game, distance learning, and entertainment field.

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A Study on development of Motion Picture Contents in the invisible area of the dematerialized era (탈물질화 시대의 비가시적 영역에서 영상콘텐츠 개발을 위한 연구)

  • 최광춘;김후성
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.449-455
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    • 2004
  • In aspects of materializing rational and reasonable beauty in motion picture contents design area, it intends to conceptualize the visual design through studies of the invisible area, the virtual space of the dematerialized era, contrary to the commonly practiced visual design area of the concrete substance and to provide an opportunity to gain new senses and the embedded meanings of the motion picture graphics, which are created in the electronic space. Especially, although the invisible phenomenon such as electromagnetic wave exist in space, it was treated as a conceptual subject. However, it intends to seek a design approach about physical, poetical, aesthetical experience of the design in the invisible area, escaped from the limited existing perspective. Based on such theory, it denotes to secure the possibility of new design through the application of sound, rhythm, color and image in fractal design area.

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A Study on Character Design through Successful Cases of OSMU in Early Childhood Educational Contents (유아 교육 콘텐츠에서 OSMU 성공사례를 통한 캐릭터 디자인 연구)

  • Lee, Yu-Seop;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.451-457
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    • 2019
  • Reflecting the current craze for early childhood education, the demand for learning contents has soared, kids content is emerging as a key topic of the contents industry. The industry developing digital content for young learners is called the 'angel industry', it is attracting a lot of attention because of the increased demand for early childhood education. This paper selects characters used in successful digital products to study character design for OSMU children's educational contents. Through advanced research, analysis criteria were prepared and analyzed to derive general success strategies for character design. As a result, common design features in the analyzed characters were found and confirmed the need for further research. Hopefully, this study will contribute to OSMU character design and lead to improved development of educational contents and commercialization of various characters.

A Study on the Effectiveness of Design Management through Design Distribution System (Design Distribution System을 통한 디자인 운영 효용성에 관한 연구)

  • Bong, Hye-jin
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1061-1068
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    • 2018
  • Design is already an integral part of our lives and is in many different forms. Creating a variety of designs has made it more important to establish the value of the design, and maintaining consistency through correct use and distribution of the developed design as important as development. The 2018 Pyeongchang Winter Olympic Games and the Winter Paralympics, which were held at the groval level, played an important role in creating and operating diverse contents to promote Korea to the world. He created emblems with the motif of " Hangul, " which can reflect Korean characteristics, and a mascot that reveals the identity of the competition. The generated contents were created as design guides for the convenience of users (sponsors, media, relevant agencies, etc.) and managed through the Design Distribution System (DDS). The researcher wants to determine the effectiveness and value of the design distribution and management system based on the results obtained by operating the DDS of POCOG.

Research on the Interactive Experience Design of Museum Cultural Product Customization Platform -Focusing on Shenyang Palace Museum (박물관 문화상품을 위한 플랫폼의 상호경험디자인에 대한연구 -선양고궁박물관을 중심으로)

  • Ren, Shilei;Pan, Younghwan
    • Journal of the Korea Convergence Society
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    • v.13 no.2
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    • pp.185-200
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    • 2022
  • The innovative development of museum cultural products is an important way for museums to play the function of cultural communication with their collections. In the context of consumer upgrading, traditional cultural product design and sales methods gradually fail to meet the diverse needs of consumers. This study aims to propose the construction of a customized interactive experience platform for museum cultural products, promote the development of museum cultural products, and facilitate the inheritance and preservation of museum culture. The research methodology analyzes the model and characteristics of existing cultural product customization platforms by collating existing literature studies, and distributes 159 questionnaires to investigate the needs of cultural product consumers, and finally combines the customization experience with existing e-tailing platform systems according to user needs, proposes a theoretical framework and conducts design practice and usability testing using the Shenyang Palace Museum as an example. The findings show that users have a high acceptance of the customized platform for cultural products and that the design of the customized platform can be used to promote the dissemination of the cultural connotations of museums, optimize the personalized user experience of cultural products, and provide new ideas for the development, design, and retailing of museum cultural products. Based on the above findings, this paper suggests that museums' cultural product development can utilize the design model of customized platforms to further enhance consumers' personalized service experience.

A Study on Producing Key Visuals Which are Motivated by the Ancient Myth of Goguryeo (고구려 고대신화를 모티브로 하는 키비주얼제작 연구)

  • Han, Myung-Hee;Kang, Tae-Wan;Kim, Chee-Yong
    • Journal of Digital Contents Society
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    • v.10 no.2
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    • pp.177-188
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    • 2009
  • The paper starts off with a notion that the most realistic problem in restoring cultural contents' archetype and developing contents industry based on it is the lack of understanding and production about key visual. Thus, with the premise that, in visualizing ancient fantasy as an original archetype subject material, one has to take into account design process for an actual content production, the paper aims for the suggestion of the necessity of key visual through visualization. For this, the paper made an artwork of archetype image based on literature and historical data with which to visualize fantasy elements of Goguryeo's ancient myth and tales that have high utilization value as various subject matters, such as animation and games.

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Web Design Methodology for Wordpress Site based on Wordpress Theme Customization (워드프레스(Wordpress) 테마(Theme) 응용을 기반으로 하는 웹 서비스 디자인 방법 연구)

  • Lee, Hyun Jhin
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.277-286
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    • 2016
  • This study proposes customized design process and methodology for wordpress web service based on structural analysis of wordpress theme components to enhance design quality of wordpress sites and increase designer's role in wordpress service domain. Firstly, we have identified problems of wordpress theme information through exploring theme search and theme information analysis in main wordpress theme markets. Secondly, we set up case study to experiment full process of wordpress theme based web design, then found unique problems in each design phases. As a result, customized design process and methodology are proposed for wordpress theme based web design.

Perspectives of Design Education for Enlightenment of Creativity in Young Child (유아의 창의성 계발을 위한 디자인교육에 대한 인식 연구)

  • Seo, Yong-Mo;Lee, Ye-Joong;Ahn, You-Jeong;Oh, Chi-Gyu
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.1047-1057
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    • 2014
  • The purpose of this study is to create design education program for enlightenment of creativity in young child. We studied preschool education professionals for perspective of design education in young child. So the study contents of our paper are design education for enlightenment of creativity in young child. Preschool education professionals recognized that design education work unsystematic manner in present education program. They recognized the important factor for enlightenment of creativity in young chid. They need a relevant and contents for design education issues. Our studies show that they realized an absence of the perception of design education and design education professionals for young child. They could not distinguish between the conventional art activities and design activities. So they required a design teaching aids. We realized that they are respond to the design education in young child positively. Our study states that preschool education professionals need a contents of design education and development of a relevant programs for young child.

Preceding Research for Developing Floral Design Education Contents (화예디자인 교육 콘텐츠 개발을 위한 선행연구)

  • Hong, Yun Joo
    • Journal of the Korean Society of Floral Art and Design
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    • no.42
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    • pp.97-116
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    • 2020
  • In this paper, the need for lifelong education and distance education is increasing due to the decrease of population and the increase of life expectancy. In addition, the popularization and everydayization of education, which combines daily life and learning, is an educational feature. Individuals can more easily access knowledge, and video plays an important role. Video content is the most basic medium that leads to the popularization and daily life of education. With the development of information and communication technology, popularization of media content production and editing technology, anyone can easily create and share. The video education contents business is expected to increase globally through SNS. Especially, the video contents education industry related to flower design is regarded as a suitable content field in an era where environment is essential. In the modern era, characterized by the "one-person household, one-person media" era, the environment of plants protects people from stress by restoring human emotional efficiency, environmental comfort, and stability. In other words, because humans have a preference for nature, plants play an important role for humanity recovery. Against this backdrop, flower design is expected to be a promising industrial sector with high growth, high value added and high job creation effects. In the era of the fourth revolution of the human race, competitive video contents are expected to influence the growth of the future country. will be.

A Study on New Application Cases of Printing Media Design Using Cultural Contents (문화콘텐츠를 이용한 인쇄매체 디자인의 새로운 활용 사례 연구)

  • Kim, Nam-Hyoung
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.466-469
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    • 2006
  • Nowadays, we make an attempt for media conversion from old to new media, carrying out to information society. These changes to new media are considered as new threat to printing media. New means such as CAD(Computer Aided Publishing), on-line novel and webzine can be regarded as new media and we are confronted with need of new changes in the field of printing media because of the trend of the present. It suggests that the origin of commodity competitiveness depends on the ability of cultural Contents using design. Cultural commodity is considered as strategy concepts in the more specific and realistic aspect than in the aspect of industrialization. This study introduce the case of Cellpark Co.,Ltd. which has successfully developed commodity design of World-cup cultural contents as a creating tools of innovative value connecting existed design method based on printing media with new method. This study gave the case which created Blue Ocean market through new expression method of design, products protection of contents design by patent registration, and licensing which many design firms often overlook.

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