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A study on the successful marketing stratage case by using character brand
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김경희 |
JEWNR 12(0) 111-122, 2005 |
ABSTRACT
Character brand is one that character becomes a brand and is characterized by creating property value through character`s giving symbols in addition to development of design in connection with the brand While common design is focused on the production of design, character brand is mainly to the adoption of brand concept. License on brand is allowed based on the symbol of character. Character brand can be the type that includes management area besides simple development and production area and is characterized by brand management with character designing. These days, companies prefer character brand and succeed with marketing featured by character. In this thesis, I would review the domestic character brands which come to a success by effectively using of this character. The goal of this study is to investigate the way of activating and promoting export of the character brand of the local company through the case study of success brand which have effectively used the character`s feature in marketing. And also , it is to promote character industry and to understand the importance of various marketing methods for it
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A Study of Kinetic Typography of the Components Communication Expressed in the Domestic Movie Site
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임승일 Lim Seung Il , 우동영 Woo Dong Young |
JEWNR 12(0) 123-132, 2005 |
ABSTRACT
Recent growth of communication media has rapidly been so changing as to alter the existing communication paradigm itself. Internet which was supplied rapidly beginning in 1990`s has been bringing about huge changes in every area including politics, economy, society, and culture. A sudden change of communication media left room to reconsider the most substantial and direct problem `selection of how and channel` among communication factors in view of informatics. It is the web site that appeared as a channel to convey, and in particular kinetic typography in movie site takes its place as a form of communication. It is kinetic typography, as an engrafted form of mass communication and video media that have developed day by day, that typography area has been expanded to a broader concept, i.e., kinetic typography by compounding space, time, speed, sound, and technology, etc. to typography. It is expected that kinetic typography in movie site, as a communication method to convey effectively a message, will develop as a way of proposing a possibility of interesting and various expressions. With this, the kinetic typography will place itself on the web as an important part of visual communication from now on, and it will be a means that comes closer to the general public in multimedia age.
keyword : kinetic typography, communication, internet
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Analysis of Emotion Appeal Advertisement Planning Type through a Printed Media
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정소영 Jung So Young |
JEWNR 12(0) 133-142, 2005 |
ABSTRACT
After the industrial revolution, human beings have developed amazing technological developments as they focused on the rationality by reasonable thinking since the twentieth century. However, as the twenty first century began, transformation into a new society of information and digital revolution has been carried out quickly, and thus, there are a lot of various and complicated social phenomenon which cannot be solved by one-dimensional reasonable thinking. As a solution towards the situation, unreasonable tendency, which is emotion, has become a dominant code for all areas. In order to appeal to these people who are in various emotions, the advertisements also started changing as a new concept, from the reasonable tendency to emotional tendency. In this regard, this paper is to find strategies that can maximize the emotional appeals by analyzing the design planning strategies of recent emotional appeal ads from the successful cases.
keyword : Emotion, Advertisement
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Understanding on changes of Character representation in European Cartoon Animation influenced by Limited Aesthetics-Around awarded works of Annecy Animation Festival (1995-2005)
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전주영 Jeon Joo Young |
JEWNR 12(0) 143-151, 2005 |
ABSTRACT
Cartoon animation has increased its influence in the film industry and maximized artistic value. A task finding aesthetic value of cartoon animation is based on such circumstances. Liberalist cartoon animators that were interested in the modern art wanted a completely new style of animation in content form, and thus created so-called Limited animation. Cartoon animators that were influenced by Limited animation has produced characters based upon representation method of Limited aesthetics. Also, in order to understand the changes of representation method, works of existed school of animation were employed for comparison. In that sense, it is deserved to be recognized one of modern art genre, shaking off the infamy of inferior culture. The findings show that from initial period up to now, Annecy-awarded works have consistently sought surrealism strongly colored with minimulism in representing characters. This tendency has been developed by combining minimulism (emphasizing the elements that are to be communicated) with representation technique of cartoon animation. Its tendency still continues unabated. Cartoon animation has capability of encapsulating dream and hope that is difficult to be represented in an artistic way by employing the representation method of surrealism. Cartoon animation, I hope, is appreciated as one of art genre that efficiently weaves art, technology and philosophy in one film and will still deliver fun and enjoyment to the people watching it.
keyword : Limited Animation, Minimalism, Surrealism
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The study about application of Mobile Icon`s Communication
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정희형 Jung Hee Hyung , 황새봄 Hwang Sae Bomg |
JEWNR 12(0) 153-162, 2005 |
ABSTRACT
Based on communication, human beings haveconnected with the past and present. Such communicational ways have been visualized from text or voice. Moreover, they have become important. From such a situation, one of the necessary things to provide users with massive information and to increase communication efficiency is that a circumstance should be established so that they can understand and use it easily or effectively. The reason why a new visual communication should be established is because we have each different cultural language and communicative system. So it is easierand more effective for us to learn visual communication than linguistic communication. To improve communication efficiency, therefore, we have to meet the needs of designing Icons. Nowadays, without regard for user`s opinion, the trend of the Icon design only depends on designers` idea. So, among the design graphic factors, the purpose of this study is to indicate where Icon`s theoretical background and functionsare, and is to show Icon`s preference and its effective methods to develop its design for mobile phones. Besides, according to Icon`s definition, type and feature, this paper introduced effective and useful design methods of developing them. A study on main Icons focused on 6 kinds of common mobile phones Based on Icon design analysis, its problem and improvement are showed from this research. From visual symbols, to taste, Icons should be designed as reasonable data. In addition, it is considered that Icons should be standardized and analyzed for its reasonable design.
keyword : mobile, Icon, communication
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A Study on the Morphologic Features of Game Characters - Focused on 3D game characters -
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박찬익 |
JEWNR 12(0) 163-173, 2005 |
ABSTRACT
Since the first computer game was made by a US engineer in 1958, the computer games have evolved greatly, as various fields of computer graphic have been remarkably developed. The computer games recently create hugh added value in the related industry, as they are recreated as a movie or animation. This study has diversely analyzed the morphological features of game characters, which can be dubbed as the cream of computer games, as well as the historic changes of computer games, especially of the 3D games. Furthermore, the author discussed the impacts of computer games on the culture industry, the future development directions and role of graphic designers in developing new games. One of the efforts and attempts that have been mainly conducted in game graphic is for reality actualization. The introduction of new technologies, such as hologram or virtual reality, to the computer games in order to express the images closer to the real world is a task to resolve in years to come. The role of engineers who develop game engines was greater than that of graphic designers in the computer games. The reason is that the computer, a tool for producing games, has been comprised of cutting edge technologies. Accordingly, a technical aspect, in which designers use computer graphic tools well, rather than their aesthetic and formative art capabilities, has been emphasized. However, at the time when the development of software catches up with the development of hardware, the computer designers need to introduce graphic in the artistic dimension, not just restricting themselves to technical development for materialization of reality, due to an advent of more and more facilitated computer graphic tools. In doing so, the role of computer game designers can change from that of technicians to true artists.
keyword : 3D games, render to texture, game characters
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A Study on Internet Banner Advertisement Style for Consumption Communication - Focusing on mutual action from the standpoint of postmodernism -
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최치권 Choi Chi Kwon , 김영찬 Kim Young Chan |
JEWNR 12(0) 173-182, 2005 |
ABSTRACT
Gutenberg`s invention of type casting in the middle of 1440 caused information innovation that expanded human knowledge and thinking by realizing a new communication world through duplication of information. At the present time when the mass production of this duplication reaches the peak, information came to have own life-force producing new information by combining information with another information breaking from simple duplication or mass duplication of the past time, accordingly it is forming a `new media paradigm`. The new `media paradigm` has developed more rapidly than any other technology in human history since it began from imaginative space of computer, a basis of the information society. Also for a short time of 40 years from the beginning of 1960s, it evolved from simple calculation and information storage medium into a serial environment that allows forming a system within the imaginative space and interaction among each main body. Information-sharing with space where is far apart in terms of time and space actualized as media have formed global cyber space overcoming the limitations of actual media. The internet which began experimenting as a new media experimented all possible interactions among each information source as information-sharing and multiplication among computer interface became possible. The internet is realizing perfect communication and created interface necessary for mutual exchange and stimulus of sense by developing its multimedia functions to the utmost. For capital that pursues effective and powerful advertisement effect, this environment was enough to show possibility as a sensible next-generation media. Advertisement in the internet is reinforcing its influential power even in human being`s routine behavior pattern by using this new environment regarding time and space, and effectively utilizing sensible stimulus. This phenomenon is part of new `media paradigm` that presents behavior pattern of people living in the 21st century and social structure. Currently, among internet advertisement, banner advertisement is gaining public attention both as an active advertisement media and effective marketing media. As its application range is expanded, various styles are being introduced from banner advertisement for large-scale companies to advertisement for private homepage, and also uncountable number of banner advertisements appear and disappear. Banner advertisement has totally different functions and values as an advertising media because two-way communication using computer is possible. Web users can access product information, obtain information they want, and also order the product by clicking a banner advertisement on the web-site. As a result, the internet can lead internet users to purchase products, which is the ultimate objective of advertisement. What is important is banner advertisement enables interaction as a two-way media, not one-way like the past media. Banner advertisement can create various situations forming interaction with different consumers while meeting individual consumers. Hence, the current study aims to reinterpret users who have their own `uniqueness` and identity, arrange concepts that are necessary to realize banner advertisement suitable for them to experience their own active conditions, and forecast the image of future banner advertisement as an evolving system through banner advertisements introduced up to now.
keyword : Interaction Design, Internet Advertisement
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Contents Standardization for e-Learning-For SCORM-based e-Learning contents-
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최흥렬 Choi Heung Ryel |
JEWNR 12(0) 183-196, 2005 |
ABSTRACT
Connecting the world through a unified network, web has gained its users in the Internet exponentially thanks to its easy access anywhere and anytime and versatile integration features of various services. Having influences on the education area too, it raises issues with its distant education technology. Contents standardization involves suggestion of contents technology standards so that the contents can be exchanged and distributed in many different learning systems. In order for learning resources to evolve as a-learning contents with proved learning effects, abstract object modeling is necessary to explain about the learning process. What is needed for the contents to be compatible among the systems is the embracing standards of the constituents. There are a few conditions for contents standardization; first, it`s important to improve interoperability, reusability, compatibility, applicability, adaptation to changes and interchangeability of high-priced education resources developed with multimedia. And it`s essential to find the way to provide actual class lectures using information technology. There are four keywords to search for the solutions considering the details, and they are interoperability, reusability, durability, and accessibility. In the study where the concept of standardization of international contents or SCORM was taken, they were approached from two aspects of content aggregation and run-time environment in investigating into how to operate contents and tract learners. Following the current contents standardization and its analysis results, the investigator made up three stages in implementing contents for standardization; the first stage of planning consisted of demand analysis and planning of projects and contents. The second design stage included systematization of learning objects, composition of learning unites, constituents, teaching and learning strategies, making metadata, and building a storyboard. The final production stage suggested guidelines to details of coding and interface implementation such as templates. The results give some ideas about how to develop desirable educational contents and thus will make useful data in developing e-learning contents.
keyword : e-Learning, SCORM, Contents
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Research about Web Identity of College Web Site Design
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정진숙 Chung Jin Sook |
JEWNR 12(0) 197-206, 2005 |
ABSTRACT
Most Korean universities opened web-sites since 1990`s, and repaired those continuously, there are many changes of contents and design in their web sites. In cases of corporations, they applied CI (corporate identity) to their web sites, and their web style guides are under development. In Korean universities, the importance of web sites in public informations and school affairs is emphasized then ever. In this study, home-pages of college is considered as elements of web identity composition, because it is necessary for knowing degree of UI (university identity) materialization in web sites. In items of web identity composition, symbols and logo-types met the rules, but private colors prescribed by UI did not. And main pages of universities had poor originalities because most of their main colors are `blue` and most of their images are those of college students or college halls. This study show the necessity of web identity establishment of UI by calculated and discriminated web design.
keyword : university identity, web identity, web style guide
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Application of Computer Modeling to Express Edge - Focused on Method of Polygon Modeling -
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오혁근 Oh Hyouk Keun |
JEWNR 12(0) 207-216, 2005 |
ABSTRACT
Many kinds of computer graphic softwares have been developed since the use of computer was introduced to arts area as well as technology. Above all, three-dimensional computer graphics has developed dramatically in both quality and quantity. In order to effectively use three-dimensional computer graphics that is divided into NURBS surface system and polygon surface system by modeling system, the study suggested characteristics, functions, usages, and merits and demerits of the two modeling systems and extracted problems occurring from modeling process. And for edge rounding, it presented solutions through procedures as below. First of all, the necessity of edge rounding for reality of outcome is suggested. Secondly, the functions and applying systems of edge rounding provided by each softwares are presented and analyzed. Thirdly, the concept of low polygon is applied for edge rounding in polygon modeling. Fourthly, the function of Mesh Smooth is understood and applying systems for edge rounding is presented. Even though sometimes required software is decided according to the usage of modeling and convenience of operation, it is necessary to recognize that user`s standard to choose software involves realistic conditions such as economical efficiency, compatibility and perception as well as usage and convenience. Finally, it is most important to find out the system to minimize demerits of each modeling system.
keyword : Rounded Edges, Polygon modeling, Mesh Smooth
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