ㆍCopyright Review of Generative AI Creations - Focused on Publications -
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이미나 Mi-na Lee
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JEWNR 85(0) 131-140, 2024
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Abstract
Background As artificial intelligence technologies become increasingly sophisticated, generative AI has recently made inroads into what is uniquely human: creativity. The rise of generative AI is also impacting the publishing world, raising questions about copyrighted works. Copyrighting generative AI will have a significant impact on the future direction of the design industry. Therefore, this study aims to propose the types of copyright holders of generative AI publications and how to improve copyright.
Methods For the theoretical review, we used a literature review to understand the concept of copyright and the issue of copyright infringement by generative AI. Based on the content of copyright regulations in each country, we investigated the current status of copyright recognition for generative AI. Based on this, we will look at the current status of creative publications using generative AI, as well as the case results of actual copyright cases, to suggest the types of copyright holders and ways to improve copyright.
Result The concept of copyright for generative AI creations is defined as “human” creations. To be copyrighted by humans, generative AI must be used as a tool and have a high degree of human creative contribution.
Conclusion First, we categorized the copyright types of ‘generative AI publications into generative AI users, developers, co-creators, attribution as a public work’. Second, to improve the copyright of generative AI publications, it is necessary to ‘redefine the concept of works, enact special laws for generative AI works, and utilize corporate services as a way to regulate them’. We hope that this research will serve as a basis for future revisions to copyright laws for generative AI creations.
keyword : 생성형 AI, AI 창작물, 출판물, Generative AI, Creation, Publications
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ㆍA Study on the Role of Designers in the Change of Artificial Intelligence based Creativity Paradigm - Focused on Editorial Design -
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박상희 Sang-hee Park , 이미나 Mi-na Lee
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JEWNR 85(0) 141-150, 2024
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Abstract
Background This study aims to propose the competencies and roles of editorial designers who have to deal with images by identifying the changes in the design creation paradigm in the era of artificial intelligence. Artificial intelligence technology is increasingly impacting designers' work, so designers need to develop their skills alongside editorial design strategies.
Methods Through literature research, we examined the types of AI-based design systems, their advantages and disadvantages, and editorial design strategies according to the working relationship between AI and editorial designers. Based on this, we proposed the competencies and roles of editorial designers using AI.
Result The competencies of an editorial designer are 'problem recognition' to create editorial design, 'problem communication' with digital literacy, and 'problem solving' to complete and add value to editorial design. The role of editorial designers is to produce ‘empathy’, ‘justice’, ‘collaboration’, ‘creativity’, ‘prototype’ and ‘design final draft’ that artificial intelligence cannot do on its own.
Conclusion First, designers should use AI to different degrees, recognizing it as a tool or as a collaborative relationship. Second, we can utilize the pros and cons of AI and designers' perceptions of AI as a strategy for creating editorial designs. The editorial designers of the future will need to utilize AI to create designs more efficiently and increase the positive value of their work.
keyword : 인공지능, 창작 패러다임, 편집디자이너 역할, Artificial Intelligence, Creativity Paradigm, Role of Editorial Designers
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ㆍThe Evaluation of Visual and Usability Elements in Air Purifier Interfaces - Focusing on Premium Air Purifiers -
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박소연 So-yeon Park , 이화세 Hwa-sei Lee
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JEWNR 85(0) 151-163, 2024
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Abstract
Background Premium air purifiers share similar functions but vary in interface types, with apps enhancing device interfaces. This study aims to analyze and compare these interfaces to see how they complement each other.
Methods The study analyzed air purifier interfaces across physical devices, apps, and remotes, categorizing elements into visual (layout, graphics, typography, color) and usability aspects (visibility, responsiveness, manipulability, consistency). It assessed strengths and weaknesses based on these criteria to compare interface characteristics effectively.
Result In the evaluation of device interfaces, LG excelled in the device's visual and usability aspects, while Coway and Dyson dominated the app's visual elements, and Samsung, Coway, and Dyson led in app usability. Key findings include: 1) Device functionalities were similar, yet control ranges varied; 2) The device's display size and color support significantly influenced both visual and usability factors; 3) Apps generally scored higher in visual and usability elements, especially for products that received lower ratings in the device assessment.
Conclusion The study confirmed that apps enhance the interfaces of air purifier devices and is expected to offer valuable insights for interface improvement.
keyword : 인터페이스, 시각적 요소, 사용성 요소, Interface, Visual Elements, Usability Elements
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ㆍA Study on the Necessity of Sonic Branding for Processed Coffee Product Promotion - Focused on Starbucks RTD Coffee -
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홍진경 Jin-gyeong Hong , 이중섭 Joong-sup Lee
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JEWNR 85(0) 165-173, 2024
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Abstract
Background Representative brands in the coffee market centered on cafe continue to enter the processed coffee distribution industry. These large coffee brands have less influence in the sales of the RTD (Ready to Drink) market in Korean, despite their expertise in coffee and high brand awareness than traditional coffee distribution market brands. In this study, we will analyze the product line from the perspective of five-sensory marketing, which is used as a representative promotional strategy for food brands, to find the difference in five-sensory marketing between cafe and RTD products under the same brand.
Methods This study finds out why Starbucks, a leading brand in the coffee service market, lacks influence in the RTD coffee distribution market through literature research. In addition, we identified what was lacking through the analysis of representative success stories in RTD products in the food industry and the comparison of promotional strategies from the perspective of five senses marketing between coffee RTD products. Through this, it was revealed that there is a lack of auditory promotional means in the coffee market overall. The underlying cause was identified as the absence of a sound that could be defined as representative of coffee. To that end, I interviewed 20 people about the sound that could represent coffee and found four typical sounds that reminded people of coffee. In the verification, we produced the sound ourselves, then conducted a survey with 88 participants to rank the sounds and confirm their responses.
Result In a survey to confirm the possibility of sonicbranding of coffee sounds, among the four examples, "the sound of iced coffee ice hitting a plastic cup" was selected as the most coffee-like sound.
Conclusion This study found the need for sonic branding in a brand promotion strategy through Starbucks RTD coffee analysis. It is expected that future research will play an important role in clearly defining coffee-related sounds and applying them to various RTD coffee as sonic branding to establish differentiated marketing strategies.
keyword : 주제어, 소닉브랜딩, 오감 마케팅, 액상커피, Sonic Branding, the Five senses Marketing, Coffee RTD
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ㆍUnderstanding the effects of on-campus brand pop-ups on brand attitude and word-of-mouth intention amongst university students in Korea
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Hyun-kyung Lee , Haeyeon Kim , Joowon Yoon , Sang-eun Oh
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JEWNR 85(0) 175-184, 2024
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Abstract
Background Across Korea, on-campus pop-up events are used by brands as a key provider of experiential marketing to university students. However, these so-called “campus attacks” have not been researched academically. This study aims to fill that gap by testing the effects of brand experience constructs on experience satisfaction, brand attitude, and both offline and electronic word-of-mouth in this unique context.
Methods Research was done through case studies, exploratory interviews, and surveys amongst university students in Korea. Key findings of the regression analysis include the importance of the affective dimension of brand experience on all outcomes, as well as the insignificant effects of behavioral and intellectual dimensions, a finding which differs from prior research.
Result A new construct of perceived space attractiveness, discovered through exploratory interviews and operationalized through literature review, is introduced, and found to have overall importance in this context.
Conclusion The study serves as a guide for companies in planning their campus attack strategy and provides suggestions for further research in brand experience in the campus setting.
keyword : campus attack, brand experience, pop-up store
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ㆍA Study on TRIZ-Based Design Process Suitable for Design Majors
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강채우 Kang Chaewoo , 김덕남 Kim Dueknam
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JEWNR 85(0) 185-198, 2024
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Abstract
Background In completing design assignments as part of the curriculum in the education field, instructors introduce a variety of problem-solving methods and design methodologies. While relatively straightforward assignments tend to proceed smoothly, tasks that require high levels of creativity often result in superficial problem-solving approaches. Thus, this researcher aims to adapt the TRIZ methodology, which is optimized for the engineering field but has limitations in design applications, to better suit design majors, so that it can be used for tasks that demand advanced creativity.
Methods The research is divided into primary and secondary studies. The primary study focuses on developing a process model tailored for design majors based on the existing TRIZ process. Firstly, participants use the TRIZ process to solve their assigned tasks, after which a survey is conducted. The collected survey data are analyzed to develop a design process based on the drawn data. The secondary study aims to validate the effectiveness of the developed design process. Participants perform a design task using this developed process, followed by another survey. The data from this survey are analyzed to assess the appropriateness of the design process, leading to the proposal of a final design process tailored for design majors.
Results The design process based on the TRIZ methodology consists of seven steps (7-Step Problem-Solving, 7SPS), beginning with the preparation stage (0SPS), followed by understanding design principles and developing design skills (1SPS). The subsequent steps include: Discovering problems and verbalizing observations (2SPS); Deriving contradictions (3SPS); Analyzing contradictions (4SPS); Deriving design concepts (utilizing resources) (5SPS); Design sketching (6SPS); and lastly, Design visualization (presentation) (7SPS).
Conclusion This study anticipates unexpected challenges in the design education field, stemming from variations in learners’ levels and their surrounding environments. However, hopefully, this research will pave the way for continued exploration of TRIZ-related studies.
keyword : 디자인 교육, 디자인 프로세스, TRIZ, design education, design process
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ㆍThe Influence of Virtual Humans’ Gender on Advertising Attitude
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서송이 Song Yi Suh
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JEWNR 85(0) 199-208, 2024
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Abstract
Background Virtual humans are digitally created using advanced technologies such as artificial intelligence and computer graphics. Virtual humans can create engagement on social media platforms and act as endorsers in advertising. Consequently, there is a need for both theoretical and empirical research to understand their advertising effectiveness.
Methods An online survey (n=439) was conducted to explore the influence of virtual humans’ gender on advertising effectiveness. Regression analysis and t-test were used to statistically analyze the collected data.
Result The study’s findings revealed that attractiveness, trustworthiness, and intimacy of virtual humans positively impact advertising attitude. This suggests that virtual humans may be perceived as attractive based on their appearance and are also capable of fostering a sense of intimacy with viewers. Attention, however, did not have a significant effect on advertising attitude. Overall, the observed variables were higher for female virtual humans compared to male virtual humans, implying that female virtual humans attract more attention and are perceived as more attractive.
Conclusion The findings of this study demonstrate that virtual humans enhance attention and credibility through attractiveness and intimacy. This research advances the theoretical understanding of the advertising effectiveness and interpersonal processes involving virtual humans, while also providing practical guidelines for developing creative strategies that utilizes virtual humans.
keyword : 가상 인간, 성별, 광고태도, Virtual Human, Gender, Advertising Attitude
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ㆍResearch on the Development of Classroom Model for Craft Education Programs - Focusing on the practical model -
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최임정 Im-jung Choi
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JEWNR 85(0) 209-218, 2024
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Abstract
Background As the general public's visual cultural level has risen, there has been an increase in hobby activities aimed at self-development and the acquisition of professional knowledge. Therefore, it is necessary to find a systematic program for professional education in crafts.
Methods This study aims to develop and research class models for craft programs and to highlight the necessity of practical models. First, the current status of craft programs and examples of class models were investigated through theoretical considerations. Second, the practical model was selected based on the dyeing technique of textile crafts and was produced to suit the short-term program. Third, to ensure the objective validity of the practical model, a survey was conducted on the practical model by applying it to the ‘2024 Craft Week Program.’
Result By creating a practical model for the craft education program and applying it to the program, the instructor was able to smoothly conduct the education by presenting visual materials, and the trainees were able to increase their satisfaction with the program through an efficient sense of accomplishment in a short period of time by providing the practical model. Accordingly, the need for creating a practical model was identified to help understand the craft program and to create an efficient educational process.
Conclusion This study aimed to study a class model suitable for a craft program and to create a practical model. To this end, a practical model for a craft program was created and applied to a short-term education program, resulting in the following results. First, the capacity of the instructors has been strengthened. Second, the students' access to learning has become easier. Third, the professionalism of the educational program has been improved. Fourth, the utilization of the practical model has been expanded. It is expected that this will be used as basic data for the development of the practical model according to the educational program to be conducted in the future.
keyword : 공예교육프로그램, 섬유기법, 원데이 클래스, Craft Education Program, Textile Techniques, One-day Class
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ㆍA Theoretical Study on the Mechanism by which Autonomous Robot Movement Promotes Creative Thinking in the early Inspiration Stage of Artistic Creation
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전현주 Hyun-joo Jeon , 김원섭 Won-sup Kim
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JEWNR 85(0) 219-228, 2024
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Abstract
Background In the process of artistic creation, initial inspiration is considered an important starting point for creative thinking and the creation of original works. However, the occurrence of inspiration is unpredictable and sometimes depends greatly on external stimuli or environmental factors. In this context, the development of robot technology is opening up new possibilities in the process of artistic creation, and in particular, it is noteworthy that the autonomous movement of robots can contribute to stimulating the creative inspiration of artists. This study aims to explore the possibility that the autonomous movement of robots can promote inspiration in the early stages of artistic creation.
Methods This study aims to propose a theoretical study on how autonomous robot movements can promote inspiration in the early inspiration stage of artistic creation. It was first reviewed previous studies on the artistic creation process and early inspiration, and examined the effects of autonomous robot movements and human-robot interaction on creative thinking. In addition, it was analyzed cases in which autonomous robot movements were integrated into the artistic creation process, derived the basic elements of a framework for supporting robot artistic creation, and presented specific scenarios.
Result This study explained that the autonomous movement of the robot can provide artists with new visual and emotional stimuli and induce creative thinking. The nonlinear and unpredictable movement of the robot acts as an important stimulus that can promote creative inspiration by forcing artists to try new connections outside of their existing thought paths. This stimulation is particularly effective in the early stages of the artistic creation process and plays an important role in helping artists achieve their creative goals.
Conclusion This study suggested the theoretical possibility that autonomous robot movements can play an important role in the early inspiration stage of artistic creation. This study explores the potential of robots as tools to support artistic creation and proposes directions for the further development in this role.
keyword : 로봇 자율성, 예술 창작, 초기 영감, Robot autonomy, art creation, early inspiration
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