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The analysis of visual storytelling in pop concerts under cultural context differences - Focused on performances by American and South Korean artists from 2018 to 2022 -
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Poliakova Mariia , Meekyung Jang |
JEWNR 77(0) 117-130, 2022 |
ABSTRACT
Background The concert industry has changed throughout history. The concert consists of many components (stage design, visuals, choreography, music, lyrics) that interact together and contribute to the understanding by the viewer of the idea and concept of the entire performance. The videos help to attract the audience, emphasize the artist's image, and help convey information not only by text but also through pictures. The visual elements on the enormous screens have become a storytelling tool that allows the artist verbally influence the viewer's emotions through the carefully thought-out visible range. The purpose of the study is to compare and find differences between America's and South Korea's pop concert visual storytelling under the cultural aspects.
Methods In the case study, the content analysis used in the current research and study―the artists for the case study were selected according to the Rankings of both countries. Collected data (visuals from the performances of each representative) observed, analyzed, and presented in the study. Define the differences in its cultures and their impact on visual storytelling, Edward Hall's concept of culture used, and the visual storytelling principles of Jess Scherman applied during the case study analysis.
Result Analysis of the visual elements shown at the concerts of the performers featured in the study revealed the following differences in the form of visual storytelling. During the USA artist's concerts, following their belonging to the low-context and individualistic culture, all symbols and visual elements are expressed explicitly without understatement. In South Korea's case, the idea is implicit because they belong to the high-context and collectivist culture, according to Edward Hall. Applying Jess Sherman's principles of visual storytelling, American artists represent a relevance principle where the artist, without hesitation, discusses current social and cultural issues with the audience, bringing awareness to people. South Korean artists can't express themselves on these topics because of society's requirements and their strong bonds with it, so they tend to create a conceptual universe for their visual storytelling (archetype principle of visual storytelling).
Conclusion This study found that culture has an impressive influence on visual storytelling. Even during the era of Globalization in music, culture will be the drive-force for the artists' expression. The visual elements shown during the concert are essential in visual storytelling - image conveys information and emotions, sometimes to a much greater extent than text. American artists, who are well aware of their music and performances' impact on the listeners, readily show the visual of socially oriented topics. On the other hand, South Korean artists are following their group's concept and can't express themselves as openly as American artists.
keyword : Pop concerts, Visual storytelling, Cultural difference
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A study on the derivation of emotional images for brand image analysis and differences in customer sensibility - Focusing on the aircraft of China's five major airlines -
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유류 Liu Liu , 김선철 Sunchul Kim |
JEWNR 77(0) 131-142, 2022 |
ABSTRACT
Background Visualized information is one of the aspects that companies can quickly communicate the value of their brands and designs. The visualized brand image of a company has become an important decision tool for customers to choose a product or service, so companies visualize the information they want to convey and render it for marketing. This case also appears in the aircraft design of China's leading airlines.
Methods Through literature research, we defined the brand and aircraft image desired by airlines, and analyzed the brand logo, color, and color characteristics of the aircraft brand image of the five major airlines as the aircraft paint design. For the customer awareness survey, it was investigated based on the emotional vocabulary of the semantic analysis method and the IRI adjective image scale. By deriving analytical terms centered on emotional vocabulary, customer perceptions of the same airline's aircraft brand image were investigated.
Result Based on the analysis result of airline aircraft brand image and the survey of 104 people, a method for managing brand image was proposed by analyzing the comparison with the customer frequency analysis result.
Conclusion In the results of this study, it was found that the aircraft brand image of the five major Chinese airlines was perceived differently by customers. Airlines should make efforts to positively convey their brand image to customers. To this end, we propose to prepare a brand image management system that analyzes the airline brand image in an emotional engineering method and examines and compares customers' emotions.
keyword : 브랜드 이미지, 감성어휘, 의미분석법, Brand Image, Emotional, Semantic Differential Method
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The Satisfaction Factors that Affect Easy Payment Services
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윤해람 Haeram Yoon , 류한영 Han Young Ryoo |
JEWNR 77(0) 143-153, 2022 |
ABSTRACT
Background After the Covid-19, using easy payment services is increasing. However, easy payment services confuse users. The reasons of these confusions are both the user interfaces are different among the services and they are developing into dissimilar concepts. In order to solve these confusions and continuously develop the services, it is important to find out the specific factors that affect user’s satisfaction on the services.
Methods In this research, first of all, the definition, characteristics and examples of the easy payment services were reviewed. Next, the meaning of user’s satisfaction in user experience design and factors affecting such satisfaction were understood. With such reviews and understanding, questions for a survey to find satisfaction factors that affect easy payment services were developed from literature reviews and a user research. Finally, the survey was conducted and the results of the survey were examined.
Result Nine satisfaction factors that affect the easy payment services were derived from the factor analysis on the survey: < Reliability >, < Utility >, < Diversity >, < Aesthetic >, < Innovation >, < Error >, < Simplicity >, < Intuition >, and < Immediacy >
Conclusion This study is meaningful because it derived the satisfaction factors that can measure and compare the degree of user’s satisfaction on the easy payment services. In future studies, it is expected to not only evaluate the satisfaction of the services, but also increase the degree of user’s satisfaction by following these satisfaction factors.
keyword : 간편 결제 서비스, 사용자 경험 디자인, 만족 요인, Easy Payment Service, User Experience Design, Satisfaction Factors
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Design to Destress Kids: A proposal for stress management design among children and teachers
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Hyun-Kyung Lee |
JEWNR 77(0) 155-164, 2022 |
ABSTRACT
Background Child abuse in childcare centers has been exposed frequently through the media. Data shows that stress has a significant influence on the behavior of teachers and can lead to neglect and maltreatment of children.
This study proposes “SSOK (쏙, Stress-free Smiles of Kids),” which is a product and a mobile application service that allow teachers to be aware of their stress levels and those of the children, helping teachers to implement necessary measures for the mental health of all parties in childcare centers. The product is composed of a Chewable vitamin candy attached to a swab to collect salivary cortisol measurements used for stress level assessment. The mobile application service, accessed by teachers and parents, keeps track of stress levels and provides methods for stress management.
Method Herein, this study (1) explains the effectiveness of assessing stress levels with salivary Cortisol measurements, (2) presents the specific designs and functions of the product and the service, and (3) analyzes the results of a user experience test with the product on a child and a teacher. The user experience test sought to determine the participants' awareness of stress, simulate the experience of using the prototype of the product, and obtain feedbacks afterwards.
Result Recent studies have revealed the development of products capable of assessing stress levels through salivary Cortisol measurements. However, products directed specifically towards the interests of children have shown to be less reviewed than that of adults. The user experience test highlighted the requirement for improvements in the functionality and usability of the proposed product.
Conclusion The proposal aims to enhance the working environment of teachers, and the learning environment of children in childcare centers. Further effort is needed to fundamentally solve the problem of stress-inducing environments in childcare centers.
keyword : Stress management design, Mental health app deign, Cortisol measurement
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A Study on the Narrative development of Virtual Reality Images : Focused on Interactive Elements
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이봉비 PengFei Li , 이운형 Woon-Hyung Lee |
JEWNR 77(0) 165-174, 2022 |
ABSTRACT
Background With the metaverse craze, virtual reality is recognized as the mainstream of next-generation media technology. Crossover convergence has become an unstoppable trend in the modern media-related industry, and the focus of the related industry is on how to realize in-depth convergence through the application of technology in the creation of content for both traditional media and newly emerged media. In virtual reality, new possibilities can be created by combining the interactive experience of the game with the narrative of the movie, focusing on maximizing the user experience. From this point of view, this study intends to analyze the narrative development in virtual reality images with a focus on interactive elements.
Methods In the theoretical background part, first, in the analysis of the two genres, film and game, which are the basis of virtual reality, the narrative development method and differences are compared in terms of filmization of games and gamification of films. Also the characteristics of narrative development in virtual reality images, expression methods, and their interaction elements are analyzed through case studies.
Result The virtual reality image can show the narrative technique of the movie in a form that combines it with interaction, thereby increasing the user's (audience)'s immersion. In the narrative development of virtual reality, interaction elements can be divided into three elements : guides using light and sound, change and movement of viewpoints, and interaction triggers.
Conclusion Movies and games have similar characteristics in many respects and have developed together by accepting the characteristics of both sides as technology advances. In this study, the narrative development methods in virtual reality images were compared through examples of three types of development methods: movies, games, and virtual reality images, and the interaction factors were classified into three categories. The result of this paper may be used as a reference material for developing virtual reality images.
keyword : 가상현실, 영화, 전자 게임, Virtual reality, Movie, Electronic game
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A Comparative Study on Sustainable Urban Programs through the Development of Craft Industry - Focused on Icheon and Santa Fe -
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이주현 JooHyun Lee |
JEWNR 77(0) 175-186, 2022 |
ABSTRACT
Background The proportion of the global urban population is about 55 percent. Sustainable urban development is becoming a hot topic as people gradually flock to cities. In order to revitalize the expanding city's economy and maintain a sustainable city, more and more cities are pursuing urban regeneration programs through innovation and improvement through craft and cultural industries. In this study, a creative city strategy through the comparison of UNESCO's creative city network cities was investigated.
Methods The historical background of Icheon and Santa Fe, which belong to the UNESCO Creative City Network, and the sustainable city program through fostering the craft industry between the two cities are compared and analyzed to suggest the direction of Icheon City's sustainable development.
Results Icheon City's infrastructure investment is sufficient, but there is a lack of support for craftspeople who are creative classes. Meanwhile, in the case of Santa Fe, based on the local cultural heritage after the selection of the UNESCO creative city network, the infrastructure supports the maintenance of the craft community to stabilize the employment of craftspeople, and secures a certain portion of the tax as a budget to support local art organizations. In addition, through creative tourism, the infrastructure is linked to the local people and creates a living culture, and thus the income of craftspeople is also expanding. Therefore, in order to become a sustainable urban program through fostering the craft industry in Icheon, it is necessary to create a content industry that will strengthen the economic foundation in the region with an emphasis on the creativity of craftspeople and citizens.
Conclusion It is necessary for Icheon City to establish and carry out the basic direction of making the creativity of the creative class and citizens a key resource for the sustainable city through fostering the craft industry.
keyword : 이천, 산타페, 공예, Icheon, Santa Fe, Craft
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A Research on Typography Research Trends through Co-Occurrence Analysis
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박장호 Jangho Park |
JEWNR 77(0) 187-196, 2022 |
ABSTRACT
Background Trend analysis of typography research makes it possible to analyze the application of basic design theory. In the past, a typography-related meta-analysis only suggested a research classification to categorize research by topic, but it has a limit to objectively analyzing the research topic. Since the ‘co-occurrence analysis' of the selected theses is suitable for analyzing research topics, it is necessary to use it for typography research trends.
Methods Based on the Core Collection of Web of Science and the KCI Journal Database, typography-related research papers were collected using typography-related keywords search. For the collected papers, research areas analysis and co-occurrence analysis were performed. Web of Science analysis report was used for research areas analysis and VOSviewer was for co-occurrence analysis and visualization.
Result International typography-related research was evenly distributed in various fields such as art, humanities, literature, engineering, psychology, and architecture, while domestic typography-related research was found to be focused on design and art fields. As a result of co-occurrence analysis, studies in international journals tended to focus on the functional use of typography, whereas studies in domestic journals showed prominent studies on the visual expression of typography.
Conclusion The research topic structured through co-occurrence analysis reveals specific topics that the existing design research classification cannot present, and it shows that typography research is being broadly expanded to various fields.
keyword : 동시출현단어분석, 타이포그래피, 디자인 연구동향, Co-occurrence Analysis, Typography, Design research trend
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Development of Ceramic Texture Art Pendant Lighting Design
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윤정호 Jeongho Yun , 박현진 Hyeonjin Park , 윤재성 Jaesung Yun |
JEWNR 77(0) 197-208, 2022 |
ABSTRACT
Background Ceramic art has more than a thousand years of history and technology and has both academic value and artistry. However, unlike the artistic aspect, the reality is that art is also stagnant in the industrial element. To solve this problem, we design art pendant lighting fixtures with interior and collectible value through lighting design incorporating excellent pottery technology, a traditional resource.
Methods The product research and development method is to set the design concept after deriving implications through market size and forecast analysis, competition analysis, and user analysis. After that, a design candidate is selected through an idea sketch, and a prototype is completed after rendering. In addition, through the development of surface design, we intend to conduct functional mineral mixing and permeability and functional tests.
Result Through analysis, a ceramic lighting pendant design was developed. Thereafter, samples and stability tests were performed. Germanium content, heavy metal risk assessment, and ceramic thermal shock strength were analyzed. As a result of the analysis, it was confirmed that all were not abnormal. In addition, as a result of the developed design preference survey, the overall average score was 82.8.
Conclusion This study developed a design by combining pendant lights for the development of the ceramic industry, but there are some limitations. After the prototype was developed, the prototype with the most frequency was not selected through a preference study. Future research should consider demographic characteristics and develop a design after identifying preferences. Further research is needed because preferences for pendant lighting may differ depending on demographic characteristics. Through this study, it is expected that the Korean ceramics industry will not only develop but also show strength in the global ceramics market.
keyword : 도자 펜던트, 도자 제품, 도자 조명 디자인, Ceramic Pendant, Ceramic Product, Ceramic Lighting Design
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User Experience of Financial MyData Service Through the Comparison between Fintech and Existing Banks
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정민솔 Min-sol Jung , 연명흠 Myeong-heum Yeoun |
JEWNR 77(0) 209-218, 2022 |
ABSTRACT
Background With the development of digital technology, the perception of data sovereignty is increasing as various data are fused. Accordingly, MyData was implemented in earnest with the revision of the Data 3 Act in August 2020, and the utilization of MyData in the financial sector is increasing. Therefore, this study aims to find meaningful factors that affect the use of financial MyData to improve the user experience of financial MyData services and analyze the user experience by financial platform.
Methods Through in-depth interviews, factors that have a significant effect on the use of MyData services were found, and menus mainly used were selected and analyzed. After evaluating factor items and surveying platform preference for each main menu through a survey, statistical analysis of paired t-test and chi-squared test was conducted using the SPSS 26.0 program.
Result Factors affecting the use of financial MyData services discovered through in-depth interviews are intuition, understanding, reliability, convenience, and data initiative. When a total of five main menus were selected and analyzed, the contents provided by financial technology (fintech) and existing banks were different. As a result of the survey, fintech was highly evaluated for all five menus for platform preference.
Conclusion This study is meaningful in that it analyzed and compared financial MyData services of fintech and existing banks to find meaningful factors that affect users through user surveys.
keyword : 마이데이터, 금융 서비스, 사용자 경험, MyData, Financial Service, User Experience
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Fashion Design Education Using PBL-Based Capstone Design - Focusing on the ICT Wearable Healthcare Smart Fashion Design -
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이규진 Kyu-jin Lee |
JEWNR 77(0) 219-232, 2022 |
ABSTRACT
Background The background of the study began with the goal of deriving educational achievements under the theme of information and communications technology (ICT) Wearable Healthcare Smart Fashion Design to the curriculum using project-based learning (PBL) based capstone design. The goal of the study is to suggest a PBL-based capstone design practical training program that contributes to fostering designers with creativity, teamwork experience, and practical skills, and allows learners, professors, and industries to discover and research projects.
Methods As a theoretical background, the concept, trend and education of Wearable Healthcare Smart Fashion Design, and PBL-based capstone design education were examined, and previous studies were reviewed. The study was conducted according to the third-year class of the Department of Textile Fashion Design at universities in the Seoul metropolitan area, research in 15 weeks in the second semester of 2021. ICT Wearable Healthcare Smart Fashion Design was selected as a research topic, and step-by-step theories and practices were processed and empirical verification was conducted through special lectures and mentoring programs
Result The problem-based learning PBL-based capstone design curriculum was consist of five stages: Class introduction, Problem discover and define, Problem analysis and solving, Performance presentation, and Comprehensive organization & evaluation. The results were presented in the Performance presentation stage, and in the Comprehensive organization & evaluation stage, the learning results were synthetically summarized, evaluated and satisfaction & class reflection survey were implemented.
Conclusion Learners in the research were encouraged to have integrated thinking and analysis ability, problem-solving skills, cooperative learning ability, practical ability, and reflection ability through PBL-based capstone design curriculum. In addition, the contents and training method of PBL-based capstone design proposed in the study are increasing in importance as it can provide basic data for the development of ICT Wearable Healthcare Smart Fashion Design.
keyword : 문제중심학습, 캡스톤 디자인, 스마트패션디자인, Problem-based learning, Capstone design, Smart fashion design
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