ㆍ
A Study on Metaphor Expressions of the Advertisement for Car
|
이선경 , 박미연 |
JEWNR 11(0) 323-338, 2005 |
ABSTRACT
In this paper, the advertisement for car was selected as the object of research in that I researched on the method of interpretation in order to help the advertisement understood quickly and effectively. What meanings are hidden and what materials are utilized for, as the metaphoric method of representation, which is the strategy of representation, in the advertisements for car, were analyzed and these were put as a substitute in the ternary structure of Pierce among the theories of structure of Pierce, so that the easier and quicker and systematic understanding was intended. To analyze the advertisement for car in which various images and materials are represented through the mediator of metaphor, I intended to have an access to the representation which appeared in the advertisement through analyzing the series classified by types by referring to the related Web sites and books, and through understanding its trait of modeling. The following results could be analogized through the analysis of research. First, I could understand the relations of meanings which the advertisement and the metaphor have at a look by using the ternary structure, which is the sign structure of Pierce. Also, I could know that through this path, it was possible to be applied to the interpretation and the examination of the advertisement and the path for the conception of ideas. Second, the metaphor is one of the methods of representation which spread in our lives, and is based on the rhetoric. In addition, it acts on as an important factor as a means of representation for advertisements in the production of the advertisement which harmonizes with the current trend, and is used in various ways such as the language and the advertising. Third, I could know that the advertisement for car was the one which used various expressions while keeping the consistent strategy, through the analysis. Also, I could infer the result that the analysis of advertisements plays an important role in helping the production or the understanding of the advertisement. According to these results, I intend to suggest the directions about the fact that in the Korean advertisement in the future also, the consistent strategy and the appreciative eye to look ahead into a long period along with the utilization of various materials will be required.
keyword : Metaphor, Advertisement, theory of Pierce
|
|
Full Text
|
|
ㆍ
A study on image application: Korean movie posters` message of communicating effectively
|
임성택 |
JEWNR 11(0) 341-353, 2005 |
ABSTRACT
Movie posters have been and still are changing and improving ever since movies were introduced to the society. However, even though it has been over a hundred years since movies were first introduced in Korea, Korean movies have been only delivering simple messages to its viewers. Fortunately, from the beginning of the 21st century, there has improvements made on Korean movie posters and the designs due to the rapid development of Korean movies and the recognition of the importance of movie posters. This is good for those who want to make change and improvements on Korean movie posters, but at the same time there are those who are unnecessarily using images that are too “Graphic.” A movie poster is very important not only because it is a method of communicating with the society, but also because it helps attract viewers and summarizes the plot of the movie. Recently, movie advertisement has expanded (television, the web), but movie posters still have significant importance. Therefore, visual elements such as photography and illustration, which are the basis for movie posters, need to be used correctly and efficiently. This research is trying to find out how such images on movie posters have influence on movies and give suggestions on what improvements should be made on the designs
keyword : movie poster, element of communication, expression of significant contents
|
|
Full Text
|
|
ㆍ
A study on the application of character business
|
장은경 |
JEWNR 11(0) 357-367, 2005 |
ABSTRACT
With advancement of Information Technology, the role of medium which delivers the element of `Fun` even through on-line space is being emphasized.Recently the on-line users are not the passive consumers of the past, but participant consumers who are deeply concerned about the decision-making regarding products.On-line users are active consumers who express the craving of oneself actively and positively and,furthermore, connect their wants to commercialization. It should be noted that these on-line users, Netizens use actively the Character (character model) as a tool by which they express themselves and as a medium through which they connect themselves to the others. The consumption of the image contents using the motion picture or T.V media is suddenly decreased with activation of Internet network. This is the result of near-sightedness attitude toward the trend and the flow of technical development for the future society. Recently the instances which apply the character as business strategy on the side of the marketing using an Internet network base are increasing. It is saying that the future society will demand new marketing strategy escaping from the simple approach of the goods sale and entering into stimulation of sensitivities. Consequently, it is time that the business strategy which applies the character is very necessary. In this paper, it is tried to suggest the course of development of the present Character Industry and lay emphasis on application of the character business that could read the future trend and the positive change of the marketing strategy and target on real `One Source Multi Use` going and coming on/off-line in freedom.
keyword : Character, Character business
|
|
Full Text
|
|
ㆍ
Study on the effect of aura that the image contents have through the metaphoric complexity
|
장호현 |
JEWNR 11(0) 371-383, 2005 |
ABSTRACT
The modern society is inundated with contents using various media as it tries to meet the demands of the public for the acceptance of various cultures along with the development of IT industry. Most of those contents have the characters of image-based screen contents, and are characteristic of the knowledge-based information society that pursues the imaging of the information and knowledge. The metaphoric mode more ubiquitous in the routine lives and the information society is also manifested in the image contents. The metaphor is appropriate in the communication involving the multi-faceted and complicated post-modern phenomenon, and the at the same time, the diversity of image contents can be called a machine capable of expressing the metaphor. Moreover, the image contents with such metaphoric complicity gives off a kind of aura, different from the one involving the cultural elements and media in the past. As the advance of the technology enables the mass copying and transfer in an unlimited way, it is becoming more complicated to let people feel the aura emitted from the image contents. This is because blending with cultural, social and economic elements, it acquires complex character, and it seems that the modern society is sustained by the complex interaction. This thesis tries to look into the effect of aura, displayed in the image contents capable of the mass replication and illegal distribution, from the standpoint of metaphoric complexity that can observed in the social, cultural and economic area to suggest the direction for that.
keyword : Aura Effects, Image Contents, Metaphoric Composition
|
|
Full Text
|
|
ㆍ
A Study about on-line game Convergence New trend-Around a casual game-
|
정종완 , 김영우 |
JEWNR 11(0) 387-400, 2005 |
ABSTRACT
To be most remarkable industry is the culture industry on the 21th century, and to be most representative is the game industry in the middle. The game industry is a high value added industry and the bright prospect industry toward the knowledge strong power which becomes the period.A domestic game market grew bigger already to the versus to grow bigger. A domestic game market is saturation but It is natural sequence that we escape from narrow domestic market and should spin the eye to the abroad. However It is not no more the subject of conversation distance the story not to exist at domestic market. After all, We see the representative example which the contents to be drawn a distinction shows to decide the success and failure personally is immediately the NEXON. The analysis is possible a casual game in such side. The NEXON have persisted the "A casual game" game of bright and light and cute atmosphere 11 year while.The NSsoft or Webjen springs "Hardcore game" which the blood splashes and the wielding sword is rampage to the weapon into the world the fantasy to associate a grand epic poetry to the background. However the NEXON persisted own color so that it was stupid tactless and the charged user of a casual game expands from last year. The NEXON is at last to succeed in splendid flight .It is the stalk like the game. This research want to become the foundation of my a country game industry to understanding a growth background of an online game , a trend of a world game market, a change of a domestic casual game market and presenting the direction to advance to the foundation of a domestic game manufacture the success analysis of a casual game.
keyword : An on-line game
|
|
Full Text
|
|
ㆍ
(Analysis on the psychological pattern of visual shock in the advertisement communication)-By focusing on the print ads in 2004
|
최신정 , 안수지 |
JEWNR 11(0) 403-413, 2005 |
ABSTRACT
The modern society is overflowing with new information as it is moving toward the information age more and more. Especially, as the exposure to an array of advertisements force us the communication in a unilateral way, consumers are using the selective perception to protect themselves to accept only some ads that they think they need and ignore or intercept most of other ads either consciously or unconsciously. Namely mankind pays first attention to the specific information among various informations, which is called the selectivity of the attention. Moreover, human beings display the selective perception subject to the characters such as their desire, expectation, motives, belief, behavior and learning experience, etc, which plays an important role in the process of communication. Like this, the attention of human beings to perceive is limited, making it difficult to pay attention to more than a pair of things. Therefore, the information down on the list of priority gets ignored according to the principle of selectivity. We analyzed on what kind of intelligent, perceptional and emotional reactions and acceptance consumers display when visual shock was applied to the print ads, which they deal the most, and how that would affect their behavior of purchase, in order to find what is the most efficient use of the visual shock expression on the paper ads. We took examples of ads communication expression as a theoretical basis, and conducted the analysis based on the understanding of overall concepts and psychological patterns of visual shocks.
keyword : Visual shock, psychological pattern, communication
|
|
Full Text
|
|
ㆍ
A Study on Character Design Education System for New Generation Designer
|
최우석 |
JEWNR 11(0) 417-427, 2005 |
ABSTRACT
In the forthcoming 21st century, creative education is so important that it becomes the main factor of a nation`s competitiveness. Especially in case of character design which is one of the key industries of the future as a field of knowledge-intensive industry, the immense potentialities of creative education decide the success of the future. However, the present reality is that creative educational system is not working well. So far, most of college education is based upon the delivery of knowledge and information. From now, it should be focused upon creative education which enables to solve the problems creatively that the gap between education and industry becomes less. Furthermore, education for teamwork or organizational creativity, as well as for individual, is quite necessary. It is essential to educate excellent students to make it possible that character industry, through continuous development, becomes the field of competitive industry. Therefore, the education of professional character designer is the matter of the educational system of character design. Although the need for the development of excellent character contents and the professionals is enlarging according to the structural change in character industry, the reality is that the professionals who are capable of doing their work in the industrial fields are very short. Therefore, this study has its significance in that it is one of the preparatory work for educating the character designer through the educational system of character design. This study seeks to find the way of facilitating task-performing capability of character designer and his role. Through the investigation and the analysis, I suggest a character education system for educating creative designer of next generation who belongs to the era of culture. Consequently, I propose the significance of the institution of design education in knowledge-based economy in the era of culture.
keyword : Character Design, Design Education System, New Generation Designer
|
|
Full Text
|
|
ㆍ
A Study on Ubiquitous City (U-City) Design in the New Media Age
|
최재희 |
JEWNR 11(0) 431-442, 2005 |
ABSTRACT
With the development of IT and digital technologies, Ubiquitous City (U-City) is drawing people`s attention as a new concept of space that combines physical space and digital space. `Ubiquitous` is a Latin word meaning `Exist everywhere all the time.` Thus U-City means a system that prepares human centered environment for people`s happiness, richness and safety as computer chips embedded in the system recognize situations and provide people with optimized services autonomously. By implanting electronic craft into the physical space surrounding people`s life, the system removes the limits of time and space and creates a city that stays awaken 24 hours a day. Many countries including the U.S., Japan and European nations are preparing the age of U-City through cooperation among the government, enterprises and research institutes, assuming that U-City is the new paradigm of the information-knowledge state. Korea is in an advantageous position in implementing ubiquity based on its well-established Internet network and high popularity of mobile phones. In particular, Sangam Digital Media City (Sangam DMC), which is constructed as U-City until 2010, is a future city where domestic and foreign high-tech digital media companies and research institutes in multimedia and software will be amassed together. DMC is also a future-style residential complex that emphasizes not only IT technologies but also ecological environment, accommodating various types of residences, a green-zone network and habitats of animals and plants (Biotop) for biodiversity. In addition, the city introduces environment-friendly infrastructure and traffic control system. Based on the case, this study examined the concept and characteristics of U-City and forecasted the future of U-City. In addition, it investigated the trend of design changing in response to such an environmental transition.
keyword : Ubiquitous-City, Sangam Digital Media City
|
|
Full Text
|
|
ㆍ
A Study on the Tendency of Surrealism in Music Album Cover Illustration
|
최정화 , 김명수 |
JEWNR 11(0) 447-465, 2005 |
ABSTRACT
At first sight music, art and in illustration look like having their original territory but if we if pay attention to them we can find the relations between the music which delivers people`s feeling and illustrations which aims at communications in various fields. Besides there are mutual responses in the name of arts. The most well known and intimate relations between the music and the art are in the cover of music album and this field is already known as art of cover from the point of designs. Many artists and musicians are using some works of famous painters to display the color of their music and requesting illustrators to make an individual style of corer for them. According to the various kinds of music the illustration of cover has no division of materials, techniques and substances among the modern arts whose territories are unclear. Application to the expression of surrealism can develop the cover of music albums into the creative terrtory and even cause the consumers to purchase the albums. Of course it can carry its original function of communications, besides it will be contributed to the development of music industry in the future.
keyword : Music Album Cover, Tendency of Surreaism, Illustration
|
|
Full Text
|
|
ㆍ
Visual effects study of web contents utilized by Postimpressionism
|
최치권 , 김문석 |
JEWNR 11(0) 467-480, 2005 |
ABSTRACT
Internet based on computer, digital and network has made a new paradigm named `web-design` in the design field. Compare to the other media, Internet progressively developed in few years and the web design based on the basic understanding of cyber space have opened `digital design` field which stimulated big changes from the existed emotions, tools, conditions, methods and standards in the physical world. However these changes are about the use of objects to the web design come along with the development from the text to the image and the advanced moving images. The progress of the computer graphic technology started to show limitations to the design field. In any kind of fields, they tend to go back to the past and try to find the answer when they faced to the limitations. Most of them think that they can find a solution to the question at the point. We can find a way to express with adaptation of 19th century`s art trend when we describe each item`s expression in the web design and the method of visual effects. Impressionism represents the 19th century`s art trend. Revolution of colors started from the painting of impressionism, which linked to the analysis of colors. This point of view brought a huge turning point of consciousness by the period of Impressionism. It`s about the conversion from the outer order to the inner order of shapes and the conversion from the objectivism to the subjectivism. In addition to that, it focused on the effect of light. It also means that it mainly focused on the visual expressions. The matter of subjective symbolism can be connected to the Post- Impressionism artists such as Gauguin, Gogh and C zanne. Therefore it is to analyze the styles of web design, think about the visual effect expression and the way of symbolism based on the works of Post Impressionism artist in order to present the new direction of the web design and indicate the formative meaning of the visual effects.
keyword : Web Design, Graphic Design, Digital, Metaphor
|
|
Full Text
|
|
|
|