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A Study on The Development Direction of Design Business
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김영우 Kim Young Woo , 이재익 Lee Jae Ik , 임규정 Im Kyu Jeong , 김경훈 Kim Kyung Hoon |
JEWNR 16(0) 125-132, 2007 |
ABSTRACT
Dramatically improved intelligent information society and transforming to converged multidisciplinary industry in 21 century impacts our life and business environment and makes the situation can be hardly forecasted. In this change, importance of Design business is emphasized and positioned as one of the surviving strategy in company and contury. With this reason, It is searched and developed as design business model having creative and systematic in our design business circumstances. However there is still some of limitation that people has old type process and less understanding of design business. Therefore, this study aims to seek the correct set up of the concept of design business and the way of achieving it with actual field case.
keyword : Design, Business, Marketing
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A Study on the CG Morphing and the Narrative Morphing of Media Digital
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김재화 Kim Jae Hwa , 윤준성 Yoon Joon Sung |
JEWNR 16(0) 133-141, 2007 |
ABSTRACT
The use of computer especially CG has an impact on our everyday life. it influence the development of possible computer related work that simulated from the CG application. This study uses special effect of Morphing among the fields of computer graphics and analyze the work in the application of video art, movie, music video and more variant of images seen on the screen. We find that the variant of the viewer of narrative image in the environment in which the viewer can immerse together with our research finds that shows mental impression in the image media as Symbolic, Iconography representation.
keyword : CG Morphing, Narrative Morphing, Media Digital
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A Study on the typography sequence in the romantic comedy film `The Art of Seduction`
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김효일 Kimm Hyoil |
JEWNR 16(0) 143-153, 2007 |
ABSTRACT
The film genre, romantic comedy, embodies Korean sentiments the most. However, most romantic comedy films are given the cold shoulder by critics, and are not welcomed or preferred by viewers. But what is contradictory is that many people who stand in front of a movie theatre, trying to decide which film to watch, purchase tickets for a romantic comedy movie. This research analyzes the humorous perspective shown in motion typography and romantic comedy films, and identifies the characteristics of the communication process of text and image languages that are generated in the narration process of films and motion typography. The stimulation of humor by motion typography can be approached by a structure that allows inter-textually through visual and linguistic pun in romantic comedy films.
keyword : Romantic Comedy, Screwball Comedy, Motion Typography
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A Study on the Present Condition and Developmental Scheme for Art Shops in Museums and Museum of Art
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남현우 Nam Hyun Woo , 정은영 Jung Eun Young |
JEWNR 16(0) 155-164, 2007 |
ABSTRACT
In this study I investigated the domestic and foreign condition of online art shops, which could be a profit model for museums and museum of art, and researched a developmental scheme for them. To analyze successful cases, analysis was performed on characteristics, the management state, goods categories, goods groups, and homepages of art shops in museums and museum of art, with the results presented. Finally, a developmental scheme was presented to solve problems of art shops in museums and museum of art. The developmental model presented goods development process management (production), art brand development and management (price), offline and online operation systematization (place), and distribution network expansion and activation (promotion), which was systematized on the basis of 4P elements of marketing. The results of this study will serve to construct a continuous growth model for art shops in museums and museum of art and be able to be used as policy data and those for fundamental researches.
keyword : Museum, Museum of Art, Museum Artshop
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Urban Environmental Color Landscape Planning & Design Guidelines-Focused on Suncheon City-
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문정민 Moon Jeong Min , 김영환 Kim Young Whan , 장동국 Chang Dong Kuk |
JEWNR 16(0) 165-174, 2007 |
ABSTRACT
Urban Environmental Color Planing in Sun-cheon City is very essential elements that makes human life comfort and please. Aesthetical function of the city was focused on the functional element in past, but now attribute to the emotional psychological stability. Not the portion of the city master plan is very important, but have to be considered by the human being and visually produced with the harmonized about Color landscape as well as city`s itself identity. From researched the city`s present conditions based on the by the land-use pattern of architecture, solve the problem of the City`s color Image, suggest the design guidelines which appropriate to the about landscape. Finally, it is the important means that makes the aesthetical view of the city, and environmental amenity.
keyword : Color planning, Color landscape Design, Environmental Color
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Marketing Effect of Space Design Applying `The Third Space` - Focus on Mobile Communication Companies` Experience Shop -
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박성신 Pak Sungsine |
JEWNR 16(0) 175-186, 2007 |
ABSTRACT
`Third Space`, the concept which appeared in 1980s, is the most comfortable place other than one`s home and office, where one or the masses can take a rest and refresh oneself with staying there on regular basis. In a word, it means `A Home away from Home`. It is shown that, for enterprises and customers, space becomes having an additional concept of `Third Space` as well as functional meanings due to the sentimental propensity to consume, widespread construction of commercial buildings, changes of off-line space for the development of telecommunication technology and attempts of design management. In other words, people more and more seek for the total-design which includes not only goods and packing but also interior design. In this way, space marketing, that makes use of space, affects on consumers` purchase directly by the way of improving enterprises` and brands` images. Companies are developing space-marketing by opening experience-shop in the severely competing Korean mobile communication market. It is called space marketing-strategy having small and widely distributed points, which makes `Third Space` from existing agencies. There are typical examples such as TTL Zone of SK Telecom, Goodtime Shop of KTF and Phone&Fun of LG Telecom, which have advented since 2005. Each company tries to attract consumers` attention reflecting its market share and goals depending on marketing circumstance in interior design.
keyword : Third Space, Space Design Marketing, Experiential Marketing
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The Effect of Pictures and Words by Information Processing Circumstance
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박승환 Park Seungwhan , 류철호 Ryoo Cheulho , 최철재 Choi Chuljae |
JEWNR 16(0) 187-196, 2007 |
ABSTRACT
Advertising gives some different information to target audience according to information types of advertisement such as pictures only, words only and combined pictures and words. But studies discussed so far have not reach an accord on the effect of advertisement, and then have not agree with the effect of consistent and discrepant ads on the recall. So, the purpose of this study is to identify effects of pictures and words on brand attitude and purchase intention by information processing circumstance such as negatively information processing and positively information processing, and effects brand attitude on purchase intention. In summing up, it revealed that pictures and words are different effects to brand attitude and purchase intention by information processing circumstance, and then it revealed that brand attitudes are different effects to purchase intention by information processing circumstance. In conclusion, the marketer of adversing in print ads. should be effort to make right advertisements that suit their advertising purpose by information processing circumstance because the effect of ads. are different effects to brand attitude and purchase intention by information processing circumstance.
keyword : pictures, words, information processing circumstance
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A Study on the Digital Exhibition Space`s Expansion of the Corporeal frame
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박정기 Park Jeong Kee |
JEWNR 16(0) 197-208, 2007 |
ABSTRACT
This paper, provides a study based on the reciprocal corporeal perception between the person and the exhibition. In order to see how our body is portrayed and projected through the visual device of digital exhibition frame in the modern day exhibition, Merleau Ponty`s process of `the body becoming a medium` and the change of corporeal sensory ratio in accordance with the medium`s expansion is studied. Especially, the paper deals with the material expansion of the digital exhibition space due to the innovation of digital space through digital technology, and analyzes various examples of types that are divided by whether they have corporeal frame expansion. This means that, the corporeal subject as an object of an artwork, consists of a trinity like corporeal frame operation with an open system via the interaction between the audience and the medium, and the frame expansion in the dimension of the recovery of the corporeal subjectivity before the time of Gutenberg is discussed. In conclusion, the expansion of the corporeal display frame in relation to the digital exhibition space is not merely an alteration of visual device, but a device of the creative visual culture which contests the ruling power which denies the original corporeal history, which can be assessed as the inevitable connection to the `body`s transformation to art-science`.
keyword : Digital Exhibition, Body Frame, Interaction
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Globalization of "Korean Wave" Cultural Industry - Focusing on Image drama -
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박정희 Parkk Jeong Hei , 김영우 Kim Young Woo |
JEWNR 16(0) 209-219, 2007 |
ABSTRACT
Since 1997, “Korean Wave" has been one of the big issues within the trend of eastern Asian culture. The phenomenon of Korean Wave suggests the important social meanings in various aspects. For one thing, Korea, which up until recently had been an importing country of western mass culture, has become an exporter. And, a cultural flow began growing among eastern Asian countries where cultural exchanges had been discontinued for a long period of time due to the long-time historical experience of colonization. However, there has been none systematic and scholastic study on how to understand these phenomina so far. Based on this thought, this study aims to present an alternative plan in order to globalize the cultural products of Korean Wave by seeking an answer to the below questions. The structure of this thesis is as follows : First, I described the theoritical background of Korean Wave culture. Second, I examined the meaning of cultural assimilation theory. Third, I examined the achievement and meaning of Korean Wave culture mainly within China, Japan and Taiwan. Fourth, I suggested a scheme to expand the Korean Wave image drama. Based on the above described contents, I sought the problems upon accepting the Korean Wave culture and suggested the principles and schemes on national supporting policy so that these culture will keep flourishing within the eastern Asian region. The cultural products for the sake of arousing interests may gain a temporal popularity, however, we will need longer-term strategies if we wish to make the Korean Wave one of the cultural codes that keeps growing in the future.
keyword : Korean Wave, Globalization, Culture
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A Study on User-oriented UCI Interaction Design in Funology Environment
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박준우 Park Jun Woo , 두경일 Doo Kyung Il |
JEWNR 16(0) 221-230, 2007 |
ABSTRACT
In contemporary society, digital displays are primary media through which people receive visual stimulation. This naturally led to development of GUI (Graphic User Interface). In addition to remarkable usability and sophisticated GUI design, people combined fun factors; that is, funology is applied to digital media. The purpose is to reflect unique interface in design for individual users, beyond a mere navigation of a display. In other words, a user has come to design GUI of a digital device or contents for himself, which is the essence of UCI (User Create Interface) design. With individual GUIs that reflect a user`s taste, a user can change the design at any time. The research analyzes the current trend of GUI design for digital media as affected by consciousness change of people in funology environment. Based on a case study, influence of UCI design upon interaction design for digital media was examined.
keyword : Funology, Interaction, UCI(User Create Interface)
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