• Title/Summary/Keyword: Emotional Contents Design

Search Result 193, Processing Time 0.024 seconds

A Service Framework for Emotional Contents on Broadcast and Communication Converged IPTV Systems (IPTV를 위한 방송통신 융합형 감성 콘텐츠의 운용 및 서비스 기술)

  • Sung, Min-Young;Paek, Seon-Uck;Ahn, Seong-Hye
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2009.05a
    • /
    • pp.737-742
    • /
    • 2009
  • As increasing emphasis is being placed on user experience design, the RIA technology is widely deployed for user interface and software operation on embedded devices including cell phones and TVs. In particular, RIA-based IPTV enables creation of various interactive contents via sophisticated animation and various input devices. This paper proposes a service framework for emotional contents on broadcast and communication-converged IPTV systems. We design a programming interface extension for IPTV-based flash contents and develop a prototype of flash runtime with the extended programming support. Since the proposed runtime was carefully designed to fully utilize the built-in graphic acceleration hardware in media processor, it supports high resolution graphic animation in resource-constrained IPTV environments.

  • PDF

Emotional Communication of Minority through Video Typography (Focus on Emotional Communication in Korean Movie) (영상 타이포그라피를 통한 소수자의 감성 커뮤니케이션 연구 (한국영화에서의 감성전달을 중심으로))

  • Kwon, Sang-Oh;Huh, Won-Whoi
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.1
    • /
    • pp.356-366
    • /
    • 2008
  • In the past, design used to be known as graphic design for printing medium. However, these days, through video media or multimedia, it has expanded to convey information thanks to the innovative development of the computer, which is digital civilization. Now design, through elaborate plans and projects, is acknowledged as creative work for communications appealing to emotion comprehensively and to transmit information effectively. This thesis presented a new methodology of mess communication using various elements such as video typography. Furthermore, reflecting feedback from hearing-unpaired people, theological background well grounded and the way to proceed in the future were also addressed.

Effect of the Strength of Weak Ties & Emotional Perception on the Social Network Game's Diffusion (Strength of Weak Ties와 감성적 인식이 소셜네트워크게임(SNG)의 확산에 미치는 영향 연구)

  • Song, Myung-Bean;Yoo, Hyun-Gyu;Jo, Eun-Ae;Lee, Sang-Ho
    • Journal of Digital Convergence
    • /
    • v.12 no.5
    • /
    • pp.69-78
    • /
    • 2014
  • This study deals with the digital policy proposal through the path modeling study on the effect of the strength of weak ties & emotional perception leading to the user's satisfaction, WOM between game users, and the verification on the effect of the emotional real name SNS on the social network game's diffusion. Researcher confirmed that the effect of the strength of weak ties & emotional perception led to the user's satisfaction, WOM of SNG. Even though weak tie, researchers estimate that the users emotionally interact with the real name relation effect of SNS. And effective factors for WOM are not a tie relationship or emotional interactivity of weak tie antecedently but user's satisfaction. As a result, though antecedent factors (weak tie & interactivity) had a positive effect as real name SNS, eventually powerful factor of making buzz was the SNG user's satisfaction. Thus researchers expect the practical policy proposition for government & corporation, which means SNG service providers more carefully manage the service satisfaction for WOM with SNG user's experience.

Approach to the Selection of Concepts and Images for GUI Design using Emotional Words -Mobile Phone with Boombox- (GUI 디자인에서 감성적 어휘를 이용한 컨셉 및 이미지 선택 -붐박스가 기능을 가진 휴대폰-)

  • Hyun, Hye-Jung;Ko, Il-Ju
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.12
    • /
    • pp.103-112
    • /
    • 2009
  • With technological development of product designs, products of various concepts have been developed and products by customized design concepts have been actively launched. For successful development, it is necessary to convey the target concept to the product development process exactly in order to create the targeting design. The study found the design concept of mobile phones with a boom box through emotional verbal expression, and defined the concept target by using visual images in accordance with the relative target with a view to looking for the design concept suitable to product development target. Regarding the visual image, the test for coordination among participants was conducted to select the image on which the interest groups participating in the development reach an agreement. As a result of the test, it aimed to propose the method to select concepts and images for rational choice by means of clustering algorithms. This method is considered to contribute to building the design concept and actualizing GUI design.

Analysis of Personal Messenger Contents Design as Digital Contents (디지털 콘텐츠로서 개인형 메신저 콘텐츠 디자인 분석에 관한 연구)

  • Oh, Moon Seok;Won, Jong Wook
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.6 no.4
    • /
    • pp.183-192
    • /
    • 2010
  • Digital communities' spaces have been very popular through communication contents provide entertainment and usability. Emoticons provide simply emotional expressions and intension, so they weakly convey a realistic sense as they are designed by 2D graphics. However, 3D Avatars presented by 3D Computer Graphics make users interesting because of delivering senses of reality and three-dimension and amuse users because of representing their characters. It is the purpose of this study to analyze design examples of emoticons and avatars applying to personal messengers and propose the development of them. In addition, this paper researches various characteristics of emoticons and avatars for web and mobile phones, and suggests a strategy to usefully and properly apply emoticons and avatars to design.

Emotional Term Thesaurus for the Design Characteristics of Games (게임성 정의를 위한 형용사 시소리스)

  • Hyun, Hye-Jung
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.3
    • /
    • pp.138-145
    • /
    • 2008
  • The development of human-friendly game technologies understanding and responding to human emotion is a very crucial element in designing games. Out of emotion derived from games, this study attempted to define characteristics of games as a meaning representing the degree of reaching the targeted emotion. When examining most of researches regarding emotion, it has been noted that they tried to extract the most representative emotion through the systematization of emotional vocabulary and evaluate it by the association with the design elements in question. However, this definition would be beneficial only to understanding the direction of game entity and it could not express the emotion of concrete and objective players. Therefore, this study attempted to analyze the sense correlation of adjectives so as for emotional expressions to be represented accurately corresponding to players' intention, by using adjective thesaurus for the systematic understanding of such game entity.

Collaborative Consumption Motivation Factor Model under the Sharing Economy (공유경제 모형에서의 협력적 소비 영향요인)

  • Roh, Tae-Hyup;Choi, Hwa-Yeol
    • The Journal of Information Systems
    • /
    • v.27 no.2
    • /
    • pp.197-219
    • /
    • 2018
  • Purpose The purpose of this study is to examine what motivates users to adopt one of the emerging applications for collaborative consumption of sharing economy. Using the self-determination theory, motivation theory and TAM(Technology Acceptance Model) as the theoretical framework, this study illustrates important factors that influence adoption of collaborative consumption service. We develops the ICTs(Information and Communications Technologies) initiatives and motivation model to collaborative consumption. Design/methodology/approach This paper makes use of a quantitative methodology using survey questionnaire that allows for the measurement of the eight constructs(System Availability, Contents Quality, Design & Personalization, Security & Privacy, Emotional & Social Value, Economic Value, Attitude, Adoption & Consumption) contained in the hypothesized theoretical model on the basis of the prior literatures. Data collected from a sample of 227 respondents who have used the collaborative consumption services and provided the foundation for the examination of the proposed relationships in the model. Findings This study has the following implications for the users and providers of CC platforms and services. The ICTs initiatives (System Availability, Contents Quality, Design & Personalization, Security & Privacy) are the influential factors that motivate the emotional and social value to CC. On the other hand, The ICTs initiatives (System Availability, Contents Quality) are not very significant factors of economic value to CC. The empirical analysis result indicate that there are significant causal effect among emotional & social value, economic value, and adoption to CC. This study provides important theoretical implications for innovation adoption research through an empirical examination of the relationship between ICTs initiatives, motivation factors to collaborative consumption in the sharing economy.

A study of emotional communication strategy of storytelling through social media - Based on the "Bear and Hare" commercial of John lewis - (소셜미디어를 통한 스토리텔링의 감성 커뮤니케이션 전략 연구 - 존루이스 백화점의 "Bear and Hare" 광고를 중심으로 -)

  • Lee, dong-keun;Yun, young-du
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2016.05a
    • /
    • pp.153-154
    • /
    • 2016
  • 소셜미디어는 다대대의 양방향적 소통으로 정보전달의 신속성과 함께 인간관계의 네트워크 확장이 가능한 광고의 매체로서 주목을 받고 있어 그 활용사례로 영국의 존루이스 백화점 크리스마스 캠페인 광고 "Bear and Hare"의 감성 스토리를 활용한 소셜 커뮤니케이션 전략을 분석하였다.

  • PDF

Application of Multi-Purposed Emotional Space for Renewing Idle Spaces around Core Cultural Facilities - Focused on the National Asian Culture Complex - (거점 문화시설 인근 유휴공간의 재생을 위한 다목적 감성공간 적용 - 국립 아시아문화전당을 대상으로 -)

  • Kim, Seulki;Han, Seung-Hoon
    • KIEAE Journal
    • /
    • v.16 no.1
    • /
    • pp.103-110
    • /
    • 2016
  • Purpose: This study suggests the multi-purposed emotional space that is one of the alternatives to reuse idle spaces in the city. Because human who is living in modern society begins pursue new contents and leisurely life all the time and live toward the period of high emotion with personal characteristics, architectural industry also need to change its planning and design to satisfy contemporary man and to adjust rapid social mobility. Method: For this study, the buildings where are located near Asia Cultural Complex (ACC) and leaved as idle spaces now that is used for important facilities are used to apply the multi-purposed emotional Space. Essential methodology and terminology were examined to estimate and construct the multi-purposed emotional space. Result: The multi-purposed emotional space provides that people aggressively request subjects to satisfy their emotional attractiveness as well as comforts and pleasures beyond the functional basic requirements in space. On the other words, it can be regarded as limited context to physical space responsive to social and environmental changes for the surrounding, and may maximize user experiences. Since emotions tend to be abstract and subjective while architectural space has pretty physical properties, this study attempts to integrate contrastive properties between emotional and architectural spaces to make a real object.

e-Book Viewer's Quality Factors Influencing User Satisfaction: Comparison by Content Type (전자책 뷰어의 사용만족에 영향을 주는 품질 요인: 콘텐츠 유형별 비교)

  • Yun, Haejung;Kim, Doojong;Lee, Choong C.
    • The Journal of Society for e-Business Studies
    • /
    • v.20 no.2
    • /
    • pp.73-91
    • /
    • 2015
  • Nowadays, 'books' are not limited to tangible items no longer, but can be intangible digital contents, along with advancement in e-Book technology and the growth of the markets. However, the role of e-Book viewers that links digital contents and readers has been rarely studied. In this study, therefore, we examined the effects of e-Book viewer's system quality (ease-of-use, functional diversity, interactivity) and design quality (convenient design, intuitive design, emotional design) on user satisfaction, and also tested if these relations are different by the content types (cartoon, novel, and learning contents). Research findings show that all the independent variables, except for interactivity, affect user satisfaction in overall groups. In viewing cartoon content, ease-of-use, convenient design, and emotional design were significant antecedents, and intuitive design and emotional design were found important factors in novel content, while functional diversity and interactivity affect user satisfaction in learning content. We expect these findings can provide useful insights to the providers of e-Book viewers.