• Title/Summary/Keyword: Contents product method

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A Study on the Applicability of Facial Action Coding System for Product Design Process (제품 디자인 프로세스를 위한 표정 부호화 시스템(FACS) 적용성에 대한 연구)

  • Huang, Chao;Go, Jung-Wook
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.80-88
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    • 2019
  • With more emphasis on emotional communication with users in product design field, designers' clear and prompt grasp of user's emotion has become the core activity in product design research. To increase the flexibility applying emotion measurement in the process of product design, this study has used Facial Action Coding System (FACS) of behavioral emotion measurement method in product design evaluation. To select specimens, it has flexibly used the emotional product Image Map. Then this study has selected six product irritants inducing positive, negative and neutral emotions, and conducted FACS experiment with ordinary product users of 20 generations as the experimental subject, and analyzed users' emotional state in response to the irritants through their facial expressions. It also analyzes the advantages and disadvantages of FACS in the process of product design, such as "recording users' unconscious facial expressions" and puts forward some applicable schemes, such as "choosing a product stimulus with high user response". It is expected that this paper can be helpful to the flexibility of FACS as a method to predict user's emotion in advance at the trial stage of product design before launching them to the market.

The Influences of On Line WOM(word Of Mouth) Information and Receiver's Characteristic on WOM Received (온라인 구전정보와 수신자 특성이 구전수용에 미치는 영향)

  • Kim, Chang-Ho
    • The Journal of Information Technology
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    • v.8 no.3
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    • pp.73-82
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    • 2005
  • The present paper aims to examine the relationship between the online word of mouth(WOM) contents and the WOM effect and to see how receivers' features such as product knowledge and involvement level influence the WOM received. For that purpose, we categorize WOM contents into two subcategories; product news and personal experience. The WOM effect, in turn, is into the WOM received. Survey questionnaires were given to 268 collegians as to their online WOM activities to purchase MP3 players. SPSS 10.0 package was employed as the method of statistical analysis. We report the following results. First, product news is shown to exert a greater effect on the WOM received than personal experience. Second, their product knowledge plays a moderating role in the relationship between the WOM contents and the WOM received. Finally, it is shown that the factor of involvement level moderates the relationship between the WOM contents and the WOM received. The current paper attempts to develop a hypothetical relationship between WOM information and WOM received and to provide a theoretical foundation for the practical online marketing. We must admit the methodological limitations with respect to subjects and samples. It should be worthwhile, however, to compare online and off-line marketing and to expand the range of research in the current line of thought.

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A Study on Design Method Using CNC in Wooden Products (CNC를 이용한 목제품 디자인 기법에 관한 연구)

  • Lee, Young-Choon
    • Journal of the Korea Furniture Society
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    • v.28 no.4
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    • pp.371-379
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    • 2017
  • This study established the scope of the main contents and interpretation of wooden product design using the CNC manufacturing technology as well as the basic concepts of which were defined, accordingly. After coming up with the definition of the CNC wood manufacturing technology from the academic point of view, a design study, using the practical CNC manufacturing technology, was conducted by analyzing and summarizing the contents of each process. In addition, data research and analysis including review on literatures and case studies of existing products were promoted besides design development through application of the design concepts, ergonomics, principle of molding, etc. Ultimately, this study suggested the step-by-step procedure in design drawing, 3D modeling, CAD/CAM data production, CNC manufacturing, and prototype completion together with figures. Through this, the study proposed a standard manufacturing guideline for wood product design using digital manufacturing technology. Base on such efforts, the advantages and points for improvement in product design using CNC manufacturing technology and the future direction of development were forwarded. Meanwhile, a prototype image that was developed through collaborative efforts between the academic circle and field workers was presented to help the case study on the wooden product design technique using CNC.

Innovation Product Design Development by Four Design Thinking Action (혁신적 제품 디자인 개발 가능성)

  • Kang, Bum-Kyu
    • The Journal of the Korea Contents Association
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    • v.12 no.12
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    • pp.587-596
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    • 2012
  • This research works has newly proposed ideation method for development of innovative product design by using four design thinking framework in the aesthetic issue, material issue, function & structure issue which are usually called three major design issues. The four design thinking framework is consisted of eliminate, reduce, raise and create. This research also analyzed 232 innovation products in order to verify the proposed ideation method. The main outputs of this research are as follows; first, the ideation method which was newly developed in this research can help to create new ideas for innovation product design. Second, 41% existed innovation product designs were developed based on the ideation in the 'function & structure' issue. Three, 74% existed innovation product designs were developed based on the 'raise & create' issue rather than 'eliminate & reduce' issue. The results of this research can help a designer who wants create new innovation product.

Factors Influencing Product Purchase Intention in Taobao Live Streaming Shopping (타오바오 라이브 스트리밍 쇼핑의 제품 구매 의도에 영향을 미치는 요인)

  • Wang, Zhaoxing;Lee, Sang-Joon;Lee, Kyeong-Rak
    • Journal of Digital Contents Society
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    • v.19 no.4
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    • pp.649-659
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    • 2018
  • We studied on factors influencing product purchase intention in Taobao live streaming shopping by adopting the Elaboration Likelihood Model (ELM). We used the survey method to collect the data and examine the hypotheses. The results are as follows. Source attractiveness has stronger effect on attitude toward product in the condition of hedonic product than in the condition of utilitarian product. Argument Quality has stronger effect on attitude toward product in the condition of utilitarian product than in the condition of hedonic product. In additional analysis, in the condition of the hedonic product, both of the source attractiveness and the argument quality have a positive effect on the attitude toward product. While argument quality has a positive effect on attitude toward product, but the attractiveness has no significant effect on the attitude toward product in the condition of utilitarian product. Finally, attitude toward product has a positive effect on product purchase intention.

A Study of the Development of Gardening Products Converged with Cultural Contents of Kongjwi Patjwi (콩쥐 팥쥐전의 문화콘텐츠를 융합한 가드닝 제품 개발 연구)

  • Choi, Jung-Hwa;Lee, Myung-Ah
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.501-508
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    • 2019
  • Today, home gardening is in the spotlight. Therefore, the necessity of developing a new type of gardening product was raised according to the consumer's desires. This study, the contents were developed using sparrows, a helper who helped the bean rat's grain-cracking task among the characters of 'kongjwi patjwi'. The cultural contents convergence product is a lid production that is used at the end of the plant support. The fabrication method was designed using UG NX program after design research, and after printing by 3D polyjet method, mold was made and cast into silicon and resin. Through product manufacturing, we could confirm the public's interest in the possibility of new products and creativity. In the future, it is expected that the development of products incorporating cultural contents through various cultural archetypes will be activated, contributing to the enhancement of economic added value and national brand value.

The Conformity Effect in Online Product Rating: The Pattern Recognition Approach

  • Kim, Hyung Jun;Kim, Songmi;Kim, Wonjoon
    • International Journal of Contents
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    • v.13 no.4
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    • pp.80-87
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    • 2017
  • Since the advent of the Internet, and the development of smart devices, people have begun to spend more time in online platforms; this phenomenon has created a large number of online Words of Mouth (WOM) daily. Under these changes, one of the important aspects to consider is the conformity effect in online WOM; that is, whether an individual's own opinion would be influenced by the majority opinion of other people. This study, therefore, investigates whether there is the conformity effect in online product ratings for Amazon.com using the method called Markov Chain analysis. Markov Chain analysis considers the stochastic process that satisfies the Markov property, and we assume that the generation of online product ratings follows the process. Under the assumption that people are usually independent when they express their opinion in online platforms, we analyze the interdependency among rating sequences, and we find weak evidence that there exists the conformity effect in online product rating. This suggests that people who leave online product ratings consider others' opinions.

Educational Framework for Interactive Product Prototyping

  • Nam Tek-Jin
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.93-104
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    • 2006
  • When the design profession started, design targets were mainly static hardware centered products. Due to the development of network and digital technologies, new products with dynamic and software-hardware hybrid interactive characteristics have become one of the main design targets. To accomplish the new projects, designers are required to learn new methods, tools and theories in addition to the traditional design expertise of visual language. One of the most important tools for the change is effective and rapid prototyping. There have been few researches on educational framework for interactive product or system prototyping to date. This paper presents a new model of educational contents and methods for interactive digital product prototyping, and it's application in a design curricula. The new course contents, integrated with related topics such as physical computing and tangible user interface, include microprocessor programming, digital analogue input and output, multimedia authoring and programming language, sensors, communication with other external devices, computer vision, and movement control using motors. The final project of the course was accomplished by integrating all the exercises. Our educational experience showed that design students with little engineering background could learn various interactive digital technologies and its' implementation method in one semester course. At the end of the course, most of the students were able to construct prototypes that illustrate interactive digital product concepts. It was found that training for logical and analytical thinking is necessary in design education. The paper highlights the emerging contents in design education to cope with the new design paradigm. It also suggests an alterative to reflect the new requirements focused on interactive product or system design projects. The tools and methods suggested can also be beneficial to students, educators, and designers working in digital industries.

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An Effective Implementation Method for Dual Use of Web-based Multidimensional Interactive Digital Contents (웹기반 다차원 민군겸용 인터액티브 디지털 콘텐츠의 효과적인 구현 방안)

  • Gang, Seok-Hun;Kim, Dae-Cheong
    • Journal of National Security and Military Science
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    • s.3
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    • pp.197-242
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    • 2005
  • Active catalog is a kind of digital content that enables consumers to test the functions and features of products from their PCs as if they were using it in real life, by simulating the actions and responses of the product. This new type of interactive digital content can be used extensively to make sales personnel training manuals, sales tools, user manuals and user trouble shooting documents. With active catalogs, companies will be able to compare different designs, show actions according to different functions, and evaluate user reaction to new products without having to produce a single physical prototype or mock-up. At the same time, consumers will be able to understand and 'operate' the product and make well-informed purchase decisions. In this paper, we present a visual event-driven modeling tool, PlayMo, for creating active catalogs, analyze the advantages of using PlayMo, describe the event-driven method used by PlayMo and also introduce two enhanced characteristics of the Event Flow Chart with which the events in PlayMo are structured. Interactive digital content by using the PlayMo3D makes easy, simple and effective design for e-learning, e-catalogue, e-marketing/sales, e-prototyping, customer support, etc. Through its application-ready 3D function visualization solution, engineers and designers can rapidly turn a CAD design model into a 3D interactive virtual product, and the effective function prototyping job can be also completed within a minute.

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Automatic Segmentation of Product Bottle Label Based on GrabCut Algorithm

  • Na, In Seop;Chen, Yan Juan;Kim, Soo Hyung
    • International Journal of Contents
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    • v.10 no.4
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    • pp.1-10
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    • 2014
  • In this paper, we propose a method to build an accurate initial trimap for the GrabCut algorithm without the need for human interaction. First, we identify a rough candidate for the label region of a bottle by applying a saliency map to find a salient area from the image. Then, the Hough Transformation method is used to detect the left and right borders of the label region, and the k-means algorithm is used to localize the upper and lower borders of the label of the bottle. These four borders are used to build an initial trimap for the GrabCut method. Finally, GrabCut segments accurate regions for the label. The experimental results for 130 wine bottle images demonstrated that the saliency map extracted a rough label region with an accuracy of 97.69% while also removing the complex background. The Hough transform and projection method accurately drew the outline of the label from the saliency area, and then the outline was used to build an initial trimap for GrabCut. Finally, the GrabCut algorithm successfully segmented the bottle label with an average accuracy of 92.31%. Therefore, we believe that our method is suitable for product label recognition systems that automatically segment product labels. Although our method achieved encouraging results, it has some limitations in that unreliable results are produced under conditions with varying illumination and reflections. Therefore, we are in the process of developing preprocessing algorithms to improve the proposed method to take into account variations in illumination and reflections.