• 제목/요약/키워드: Visual Think

검색결과 107건 처리시간 0.024초

Is the Peak-Affect Important in Fast Processing of Visual Images in Printed Ads?: A Comparative Study on the Affect Integration Theories

  • Bu, Kyunghee;Lee, Luri
    • Asia Marketing Journal
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    • 제24권3호
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    • pp.96-108
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    • 2022
  • This study investigates how affects elicited by visual images in print ads are integrated to form a liking for the ads. Assuming a sequential rather than simultaneous processing of still-cut images, we adopt the 'think-aloud' method to capture consumers' spontaneous responses to visual images. We hypothesize that not only would consumers show mixed affects toward a still-cut visual image but that they would also integrate their serial affects heuristically rather than simply averaging the affects as suggested by the compensatory hypothesis. By comparing the effects of two contradictory affect integration hypotheses (i.e., peak-affect and mood-maintenance) with compensatory integration, using a single regression model, we found that peak-negative along with mood maintenance integration of serial affects for a print ad works best in the formation of ad liking. The results also support our initial premise that people can have mixed valence even toward a still-cut ad.

언어 시각화를 통한 한국의 시대별 고전화장 연구 (A Study of Classical Makeup of the Korean Age by Using Language Visualization)

  • 방기정
    • 패션비즈니스
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    • 제22권1호
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    • pp.114-123
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    • 2018
  • The purpose of this study is to investigate the visual elements for effectively conveying the make-up method of the Korean history. We will do basic research on language visualization through visual poetry by using a make-up method as a visual expression element. Our research methods consisted of a related literature research, an internet search, and case study methods. The make-up methods of Korean classical make-up through visual poetry consisted of a through literature review. First, make-up methods, cosmetics, jewelry, and hair styles are shown in the classic make-up style of each age. Second, classical make-up visual poetry shows the identity, gender, and character depictions. Third, there were many visual metaphors about the hair types, figures, and hair among the classical make-up methods of each age. I think that this topic is worth researching as an appropriate medium to increase attractiveness. This research is with visual expression elements of the Korea make-up method. This study analyzed the Korean traditional make-up method that expresses and reinterprets visual metaphors. The results of this study can be applied for basic research.

Design Learning Environment based on Affordance Concept for Convergent Design Education

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
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    • 제8권1호
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    • pp.199-206
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    • 2020
  • I suggested the design learning environment based on affordance concept approach for supporting and improving learners' behavior and outcome for convergent design education in this study. The design learning space should be applied teaching and learning activity, especially learners' behavior, physical space condition to support the design thinking process. The design learning space needs openness, individuality and connectivity to support the learners' behavioral to immerse, participate, cooperate, understand, think and fulfill the design thinking process. The composition principles of the learning environment for convergent design education supports communication and collaboration among members for independence and interaction. The spaces for design research and teaching needs high privacy while facilitating visual communications through special materials and wall structure design. Also, for connectivity to improve the learners' physical and visual contact, the environment of the classrooms requires flexibility and mobility by providing an open space integrating unit cells for realizing learning purpose. These are provided by formed of an open structure for inducing visual communication and physical contact to involve the design activities and the mutual interchange.

시각적 사고를 통한 소셜미디어 비즈니스모델 설계에 대한 연구 (Study on Social Media Business Model Design through Visual Thinking)

  • 박상혁;성행남;조현달
    • 디지털산업정보학회논문지
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    • 제8권4호
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    • pp.289-297
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    • 2012
  • It is a recent trend to utilize a variety of visual tools(process map, mindmap, ERD) to create, when we create the design of information system or business models. Theses visual tool is standardized tools as process map or BPMN, on the other hand, there is also a non-standardized tools as mindmap. The utilization of the non-standardized tools as mindmap in startups is a increasing trend, because of the order the release of creative thinking to design new business model. Mindmaps can be divided into pen-based mindmap(of hand-written) and computer-based mindmap. This study was conducted under the premise of a different thinking pattern, when you take advantage of pen-based mindmap and computer-based mindmap. In other words, the pen-based mindmap is a tool for deductive reasoning and the computer-based mindmap is a tool would be more appropriate for inductive thinking. The purpose of this study is to investigate these relationships through experiments. In this study propose guidelines how visual tools, when designing a social media business models.

현대건축디자인의 신체감각 특성 연구 - 헤르조그와 드 뫼론, 스티븐 홀, 피터 줌터, 쿠마 겐코의 작품을 중심으로 - (Study on Characteristics of Body Sense in Contemporary Architectural Design - Focused on Works of Herzog & de Meuron, Steven Holl, Peter Zumthor, Kuma Kengo -)

  • 이미경
    • 한국실내디자인학회논문집
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    • 제24권1호
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    • pp.82-92
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    • 2015
  • The philosophers think that the increase of loneliness in technological society is caused by the reduced feeling to some extent. They started to think the integral feeling in terms of existentialism away from Visualcentrism. It is apparent that in architectural design a concrete feeling(sense) out of Visualcentrism of modern architecture is reflected in a architecture. In particular, the architects such as Herzog & de Meuron, Steven Holl, Peter Zumthor, Kuma Kengo think that the existential value of the objects is important and would like to reflect the existence of materials on architecture. This study is to analyze the common points and different points regarding how in these works sensible experiences are approached. The results show that these works have common features containing escape from visual formativeness in the space, pursuit of locational connection, study on pure essence of the materials, and reflectance of the feeling of depth and motility. In addition, the actual beings of the materials for this feeling were mainly used and showed some difference in terms of the usage of local materials, natural environment, five senses of body. This study is important in the point of view that there are few researches that compared with the characteristics of architects' works while there were many researched that treated architecture as sensible view.

국민의 정부 시기 미술진흥정책의 성과와 한계 (Evaluation of Visual Arts Policy during Kookmin Government Period)

  • 양현미
    • 미술이론과 현장
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    • 제1호
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    • pp.93-108
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    • 2003
  • The aim of this thesis is to evaluate visual arts policy during Kookmin government period(1998-2002). In the beginning, many artists had expected president Kim Dae Jung to enlarge arts support But the evaluation of them was very negative because the government was only interested in the development of cultural industry. First, I analysed the government expenditure in the visual arts. Department of Culture and Tourism took the responsibility of visual arts policy. The budget of arts and culture increased to 1 % of total government expenditure in this period. But the main factor was the increasement of cultural industry and tourism expenditure. The budget of visual arts in 2002 was only 6,600million won. Second, I analysed visual arts support programs. (1) The government introduced studio programs for the first time. For 5 years, 2 national studios and 23 public studios were established. (2) The number of art museum was increased to 62. (3) It introduced alternative space support program and supported 200million won annually. (4) Percent for art scheme reduced from 1% to 0.7% of total construction cost, but still 27 public sculpture gardens were built. (5) Business support for visual arts reduced because of IMF. (6) Also arts market froze and many commercial galleries were closed. (7) In order to revitalize region through arts and to promote international exchange of culture, Gwangju Biennale was created. Third, I analysed Arts Plan 2002. It had a radical limitation because it was established in the last year of Kookmin government period. Also it showed special favors to some arts organizations. In general, I think that positive outcomes are the introductions of the studio program and the alternative space support program. Especially alternative space support program enforced the diversity of visual arts, and encouraged creative young artists. But policy of arts market failed because of IMF and visual artists had to go through rough times.

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영화를 통한 공학교육과 인문학의 만남 (The Meeting between Engineering Education and Humanities through a Movie)

  • 김중철
    • 공학교육연구
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    • 제18권6호
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    • pp.57-63
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    • 2015
  • The purpose of this paper is to find a method to combine engineering education and the humanities by means of the movie genre. Although the science technology has developed and our living standard has improved, humanities has a tendency to be underestimated. Humanities has been treated as something antiquated, uninteresting or worn-out because it has no economic value or usefulness in itself. Engineering students need flexible, analytic and critical thought as well as the qualities in constructing key questions and trying to solve themselves. Communicative and understanding abilities are also required to them. Movies as a constructive visual device show problems with the reality. Especially, the science-related movie genre offers them an opportunity to think over why humanities matters as well as what matters in human being. The movies make engineering students think, discuss and argue on the humanity.

감성평가 데이터베이스 구축을 위한 시스템 개발 (Development of Data Base System for the Human Sensibility Evaluation)

  • 이동형;임준묵;배기웅;고복수;강진규;이정훈;남경돈
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2000년도 춘계 학술대회 및 국제 감성공학 심포지움 논문집 Proceeding of the 2000 Spring Conference of KOSES and International Sensibility Ergonomics Symposium
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    • pp.277-281
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    • 2000
  • This paper deals with the construction of database system for the human sensibility evaluation.Recently, although a great deal of research efforts have been made to find out the relationships between products and emotion, the main focus of studies have been on visual and auditory sense and less on human sensibility evaluation. Therefore, we think that continuous and systematic studies on odors and the construction of database system are strongly needed in order to enhance the competitive power of products related to them.In this paper, we developed a human sensibility evaluation database system fitted with the characteristics of our country. 쏜 design procedures of database system are presented. According to these procudures, a new database system is implemented on personal computer using MS Access and Visual and is validated.

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Analysis of Visual Perception of Cinemagraph Images: Focusing on Q Methodology

  • Kim, Young Il
    • Journal of Multimedia Information System
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    • 제6권4호
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    • pp.251-258
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    • 2019
  • In the image methodology, cinemagraphs are needed to find out how to think through the empirical studies of the audiences in actual empirical theory. Therefore, this study analyzes what cinemagraph images represent and what groups are inclined to see them. The analytical study aims to reveal the grouping categorized as a preference survey according to the subjectivity study by Q methodology. Research reveals how images should be read and how disparities tend to differ from or agree with those in understanding images. Therefore, four types categorized into Q analysis through 1: 1 interview using a sample group and using samples showed that human interpretation and cinemagraph images were represented in understanding cinemagraphs.

패션?을 위한 가구디자인 프로세스 사례연구 (A Case Study of Furniture Design Process for the Fashion Shop)

  • 신인호;박영순
    • 한국가구학회지
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    • 제13권2호
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    • pp.63-74
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    • 2002
  • Furniture reflects historical, cultual spatial background of human life style. This means that we cannot think of a furniture apart from the living environment. This study is focused on the process of furniture design in woman`s fashion shop. Basically furniture design is consisted of two main parts of process. The first part is series of a theoretical background and the second part is a visual design process. Theoretical background contains human activities in place, antropometric data, requisite furniture type according of visual main concept, series of sketches and the development of alternatives of design. Researching and applying all these factors systematically to furniture design process will lead to well designed furniture and harmonious interiors.

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