• Title/Summary/Keyword: Visual & Interactive Media Design

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Convergence Study on Usability of Music Streaming App UX Design (음악 스트리밍 앱 UX디자인의 사용성에 대한 연구 -멜론, 유튜브 뮤직, 지니, FLO앱을 중심으로)

  • Chun, Seung-Jae;Park, Jin-Ho
    • Journal of the Korea Convergence Society
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    • v.12 no.2
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    • pp.135-146
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    • 2021
  • In this study, in order to provide an app with improved usability to users in the trend of gradually increasing the number of users of music streaming services, usability tests were conducted by conducting interviews before and after the execution of the screen test technique and the performance measurement method and contextual. Usability test was conducted using the Inquiry method. Usability tests were conducted by one user each from their teens to their 50s, and were conducted on Melon, YouTube Music, Genie, and FLO apps with many service users. As a result of the usability test, the icon does not sufficiently represent the function and is not recognized as an interactive button, which is overlooked by the user, the problem that the user does not recognize due to lack of visual effect when the function is activated, The problem was derived. In this regard, suggestions for improving the user screen, such as intuitively changing the icon for each app, adding a visual effect of the screen when the function is activated, and adjusting the position so that the function has continuity, were presented along with the visual data.

A Study on the Characteristics of Colour Perception According to Light and Dark Mode in the Digital Media Environment (디지털 미디어 환경에서 사용자 환경 모드에 따른 색채 인지 특성 연구)

  • Ji-Young Hong
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.3
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    • pp.65-70
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    • 2023
  • In recent years, the digital media environment has begun to diversify, with a greater focus being placed on user-centric design. With the development of digital technology, the digital media environment has formed a vast network of information, which supports interactive communication between people, creating a need for user-centric research. Mobile displays, as a representation of the digital media environment, have the advantage of mobility through the use of thin screen displays and low-performance image sensors, which allow for miniaturization and power saving. However, this results in reduced colour accuracy compared to large displays. This study investigates users' colour perception when using dark and light mode mobile displays. Colour perception was measured using a psycho-physical experiment, which controls each colour attribute based on the 12 colours of KS. The results were analysed to determine whether there is a difference in colour perception between dark mode and light mode, and if the difference was statistically significant. Future research directions based on the results are then discussed.

A Study on the Practical Use of Rich-Media in the Internet Advertisement (인터넷 광고에서의 리치미디어 활용에 관한 연구)

  • 임은정;손은미;이현주
    • Archives of design research
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    • v.14 no.2
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    • pp.187-196
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    • 2001
  • Today's internet advertisement market is growing rapidly placing great importance on banner advertisements. Still, banner advertisements are being ignored by the users because most of these banners are exaggerated, visually distracted and they usually interfere with internet surfing. These banners make the agents and the users feel displeased and furthermore, make internet market unstable. 'Rich-Media'came in sight as the new way of advertising means in the internet market as the users demand for more dynamic and interactive media. In Rich-Media, sound and animation interact with former animated banner advertisements. Internet advertising businesses inducing web agencies have positive views about Rich-Media, because more information and ideas are shared through aural and visual integration and it is very effective way to draw attentions from the users. In this study, we have examined the effects of Rich-Media advertisements through surveys. As a result, Rich-Media advertisements are superior to ordinary banner advertisements in visual effect, leading interests of users, inducing mouse did(s and providing of information. The recent uses of Rich-Media is just a mere beginning, but we expect to make the Rich-Media an essential medium of internet advertisement as we continue studying the uses and effects of Rich-Media.

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The Study on the Education System of Digital Film design in New Media Environment - Focusing on Graduate Courses in film and Digital Media - (뉴미디어 환경에서의 디지털 영상디자인 교육시스템 연구 - 영상ㆍ디지털미디어 대학원교육을 중심으로-)

  • 정봉금;김종덕
    • Archives of design research
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    • v.17 no.2
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    • pp.451-462
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    • 2004
  • The range of graphic design has expanded very widely as the digital era emerged, and many new areas of film design, including film, DVD, interactive TV, mobile and DMB, began to require the work of designers. This could be considered as an application as well as a case of digital film design as it has more developed new media environment as basis. The change in the expression techniques of film language is inevitable since major consumers of new media are the younger generation. The method of creating and distributing visual communication work is not standing still anymore. It has been diversified through dynamic movements and changes resulting from interaction. The major objective of this study is to find out and suggest the directions that film and digital media graduate school education of future by researching and analyzing how the nature of design, as an academic subject that keeps on changing and developing, is evolving in the new media environment. For this purpose, the methods of appropriate education system in higher design education, which are derived from case studies and previous studies on education system, are evaluated by examining the consumers. This study aims at finding the most effective training method in film and digital media design, and by integrating current design education with digital film design education establish a better fit education system that complies with the demands of today's society. It will suggest how an educational institute should see ahead of the time and provide what the society will demand in the future.

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A Study on the Characteristics of Children's Experience Exhibition Based on Tangible User Interface (TUI(Tangible User Interface)기반의 어린이 체험전시 특성 분석 연구)

  • Lee, Tae-Eun;Lee, Chang-Wook
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.341-348
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    • 2020
  • This study is a basic research towards diffusion of discourse regarding TUI-based experience exhibition. In that purpose this study tries to find out the development type of children's experience exhibition using TUI by analyzing children's experience exhibition phenomena that are changing in digital environment. For the sake of this research, cases of experience exhibitions were analyzed and characteristics were derived based on TUI(Tangible User Interface) and on the types of tangibles. As results of this study, TUI elements were found in the order of interactive planes, connection of bits and atoms, and environmental media and Tangibles were ranked in the order of stuff, planes, devices, and space types. This fact shows that TUI is actively used in experience exhibitions where children's active participation and extended experience is necessary.

Design of Low Cost Real-Time Audience Adaptive Digital Signage using Haar Cascade Facial Measures

  • Lee, Dongwoo;Kim, Daehyun;Lee, Junghoon;Lee, Seungyoun;Hwang, Hyunsuk;Mariappan, Vinayagam;Lee, Minwoo;Cha, Jaesang
    • International Journal of Advanced Culture Technology
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    • v.5 no.1
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    • pp.51-57
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    • 2017
  • Digital signage is becoming part of daily life across a wide range of visual advertisements segments market used in stations, hotels, retail stores, hotels, etc. The current digital signage system used in market is generally works on limited user interactivity with static contents. In this paper, a new approach is proposed using computer vision based dynamic audience adaptive cost-effective digital signage system. The proposed design uses the Camera attached Raspberry Pi Open source platform to employ the real-time audience interaction using computer vision algorithms to extract facial features of the audience. The real-time facial features are extracted using Haar Cascade algorithm which are used for audience gender specific rendering of dynamic digital signage content. The audience facial characterization using Haar Cascade is evaluated on the FERET database with 95% accuracy for gender classification. The proposed system, developed and evaluated with male and female audiences in real-life environments camera embedded raspberry pi with good level of accuracy.

Light ID and HMD-AR Based Interactive Exhibition Design for Jeonju Hanok Village Immersive 3D View (전주 한옥마을의 실감 3D View를 위한 Light ID 및 HMD-AR 기반 인터렉티브 전시 설계)

  • Min, Byung-Jun;Mariappan, Vinayagam;Cha, Jae-Sang;Kim, Dae-Young;Cho, Ju-Phil
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.4
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    • pp.414-420
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    • 2018
  • The digital convergence looking for new ways to engage visitors by superimposing virtual content on projection over the real world captured media contents. This paper propose the Light ID based interactive 3D immersive exhibition things view using HMD AR technology. This approach does not required to add any additional infrastructure to be built-in to enable service and uses the installed Lighting or displays devices in the exhibit area. In this approach, the Light ID can be used as a Location Identifier and communication medium to access the content unlike the QR Tag which supports provide the download information through web interface. This utilize the advantages of camera based optical wireless communication (OWC) to receive the media content on smart device to deliver immersive 3D content visualization using AR. The proposed exhibition method is emulated on GALAXY S8 smart phone and the visual performance is evaluated for Jeonju Hanok Village. The experimental results shows that the proposed method can give immersive 3D view for exhibit things in real-time.

Design of Edutainment Contents Using Motion Recognition for Enhancing Sociability and Visual Perception of Children (유아의 시지각 및 사회성 향상을 위한 동작 인식 기반 에듀테인먼트 콘텐츠 개발)

  • Park, Yoon;Yang, Janghoon
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.170-180
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    • 2015
  • With progress in emerging new media technology and associated device, there is growing interest in a new type of contents in the filed of children education. In this research, we developed a edutainment content for enhancing sociability and visual perception of children exploiting kinect. Recreating what is visually perceived with physical movement is adopted to develop visual perception. It is also designed such that one's sociability can be enhanced through experiencing natural physical contact and collaboration while interacting with the developed content. The prototype of the content was created through development of character to boost interest, a short animation for storytelling, and interactive programming. In the second pilot test which was done with the content improved through the first pilot test, it was observed that children easily played with it and actively participated in experiencing it. From this observation, it is expected that the developed content may work as a promising edutainment content which fosters children to enhance visual perception and sociability through natural interaction.

A Development of Theatre Art Major Course based on Case Studies of Media Technology-converged Performances (미디어기술 융합공연 사례분석을 통한 무대미술 전공 교과목 연구)

  • Park, Jin-Won;Kim, Ga-Eun
    • The Journal of the Korea Contents Association
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    • v.19 no.5
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    • pp.562-571
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    • 2019
  • The expansion of the performing arts market to include new genres of art that combine art and cutting-edge media technology has surpassed the limitations of traditional theatre art elements such as stage, costumes, lighting, sound, and props, allowing free expression of space-time and visual art. It is growing into a wide area with unlimited potential in the performing arts sector. In response to these changes and the demands of the time, there is an increasing demand for multi-talents who can plan and produce arts and technology-converged contents that will contribute to the development of the performing arts industry. As a result, university departments related to theatre art across the country feel that it is urgent to develop curricula that will enhance students' competency by incorporating the latest media technologies such as virtual reality, holography, and interactive motion sensors into the existing performance art visualization process. In this study, the author will examine the process of developing courses in technology-incorporated theatre art (design) through case studies of media technology-converged performances from the past 10 years. Based on the traditional concept of theatre art, the attempt to fuse stage art with media technology will be a cornerstone of attempts to foster a group of talented artists who transcend the limits of creative visual expression and creative value.

A Study of U.S. Animation University Curriculum Focus on the Required Courses, Liberal Arts at AAU, CalArts, RCAD, RSID, SVA (미국 대학 애니메이션학과 교육과정에 관한 연구 AAU, CalArts, RCAD, RSID, SVA 전공, 교양 교육과정 중심으로)

  • Kim, Ho
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.614-622
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    • 2016
  • As media become diversified, animation fields are being expanded. Various types of animations which were not seen in the past have appeared and the fields which did not have a suffix of "animation" now use the words of animation like motion graphic-animation or interactive-animation. This thesis is a comparative analysis study of U.S. animation education. This study collected and reviewed respective curricula of total 5 universities such as Academy of Art University, California Art of Institute), Ringling College of Art and Design, Rhode Island School of Design, and School of Visual Arts which have led U.S. animation education since animation education was first introduced in 1961. Based on the result drawn from the analysis on the classification of animation curricula into a required subject, an elective subject, liberal arts, a theory subject and a practical subject, it intends to consider improvements of Korean animation curriculum.