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A study on the characteristics of animation aesthetics in the viewpoint of visual aesthetics
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박소영 Park So Young |
JEWNR 15(0) 227-244, 2007 |
ABSTRACT
The animation seen by a variety of audiences through various media is the key of visual industry and it makes us have the experience that we could never imagine through the sensuous immersion in the virtual time and space. this study categorized the fields of visual aesthetics for effective visual communication in animations starting from the 1-dimensional field to the 5-dimensional field by its field of expression based on the theory proposed by Herbert Zettle. The study confirmed the role of animation as the visual aesthetics by juxtaposing the elements shown in each field of expression in the viewpoint of visual aesthetics, light and color, two dimensional field(Composition of Camera and Act of Force), three dimensional field(Depth of Image and 3-Dimensional Effect), four dimensional field(Time and Movement) and five dimensional field(Sound - Lines, Sound Effect, Music) with animation. The study also examined the aesthetic environment of animation differentiated from other genres, production background of animation and the circumstances in which the animation is placed. The study on the characteristics of visual expression of animation aesthetics here closely examined the differential and independent visual aesthetics of the animation in the artistic viewpoint rather than abstract and philosophic viewpoint in order to grope for the ways to strengthen the competitiveness of animations as artistic contents through the efficient visual communication in the digital culture and environment.
keyword : Visual Aesthetics, Animation Aesthetics, Digital Animation
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A Cognitive Review of the Value of Video and the Application Process for User-Centered Design
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박정순 Park Jeong Soon , 신수길 Shin Soo Khil |
JEWNR 15(0) 245-256, 2007 |
ABSTRACT
In this research, the values and ways of video available are reviewed. As a representation media, bridging designers and users, the practical values of video is analyzed in relation to the participatory approach for user-centered design. And it`s also discussed how video, such a representation media, have been adopted through the design process in the aspect of cognitive research. Above all, relationships between the use of video and representative forms, based on potential values of video, include: direct representation to record what happens, indirect representation through producing and editing such as video scenarios and video collage, structural-abstract representation by analysis, and quasi-experiential representation to practicing in actual activities thought video prototypes. Concerning such a representative style, there is an experiment dealing with how to understand video and how to construct the design problems in a point of cognitive view. The applicants showed three processes: focus, reflect, and reframe.
keyword : video, representation media, user centered design
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A Study on Efficient Utilization of Cyberexhibition`s space - Focus on Cybergallery -
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박정희 Park Jeong Hei |
JEWNR 15(0) 257-266, 2007 |
ABSTRACT
Cyber exhibitions exist only on computers. For cyber exhibitions Multimedia and Networking technology play an important role in the viewer`s interaction with the display content. Through cyber exhibitionswe can do many tings that are impossible with conventional technologies. This allows viewers a greater chance to interact with a particular culture or idea with greater ease. This paper will discuss the essence of the contribution that virtual displays are making to exhibition design in the information age. By looking at virtual galleries at home and abroad we will give a picture of virtual exhibitions today as one of the news ways to communicate. This paper will follow the following order. The first section of the paper deals with the changes in and characteristics of modern exhibition space. We will examine visual elements of virtual display and how these new techniquesof expression can enhance the viewer`s experience. In the second section this paper will discuss and describe virtual exhibitions and virtual reality The third section of the paper will summarize the characteristics of virtual galleries currently in use nationally and internationally. In a digital media virtual exhibition time and space can be transformed easily in the virtual environment and the new virtual space can be created easily. In conclusion I have found the new virtual galleries give us the ability to step out side the conventional boundaries of space and time to view information in a new way. In order for a virtual gallery to remain interesting to viewers over the long term the most important factor is the quality of the contents. There are also many new problems to be solved when considering virtual display.. I suggest that virtual exhibits must bestudied in many ways to figure out the best possible ways of exploiting various environments and systems of multimedia.
keyword : Exihibition Industry, Cultivation of human resource, Education Program
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A Research on Curriculums of Art in Elementary Schools to Animate Design Education for the Next Generations
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방경란 Bang Kyung Rhan |
JEWNR 15(0) 267-276, 2007 |
ABSTRACT
In modern society, it is discussed very often how important design is not only for national competitive power, but also for every day life. Design education in elementary schools is significant because it is closely related to society and culture of the time in many ways. Design education, which is characterized by creative contents and integration with other fields, is inseparable with the path of elementary education to follow for the future. Accordingly, this study is to analize the contents of design education currently included in art curriculums of primary schools in this country and to discuss the methods for its improvements. The results from this discussion are to be considered as a basic study for the developments of curriculums and educational methods to activate design education for the next generations.
keyword : Design Education, Elementary School
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A Study on a Step-by-step Learning Program for Editorial Design by Utilizing the Constructivism Learning Theory
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서승연 Suh Seung Youn |
JEWNR 15(0) 277-287, 2007 |
ABSTRACT
“It may really be said that the abilities of human communication expanded by media are revolutionary in terms of its scope, transmitting speed and amount of information." The printing media seemed to be lost where to go as the diversification of information is accomplished with the development of digital media, and forerunners predicted the birth of e-book along with an end of the printing media. However, the printing media have not disappeared and still keep themselves solidly in place for independent fields as they suggest various methodologies in design. The publishing design business still produces a variety of books in design as Mecca of knowledge and plays an important part of visual design. It is required to have the abilities of processing complicated and diverse information, such as typography, photography, illustrator, symbol, etc., into a useful and beautiful form or structure in the editorial design. In other words, the editorial design aims at delivering the given messages most effectively to the audience in a visual way. Consequently, it is ardently required to have a learning method to develop more organizational and systematic abilities of construction as well as to enhance the educational effect for students introduced to the basic courses of editorial design. The constructivism learning theory facilitates a learning environment possible of having an in-depth and comprehensive understanding in the editorial design education, so that it has the characteristics ensuring multiple participants to have various viewpoints through a process of sharing one`s own opinion. Therefore, this paper attempts to propose a scheme good enough to foster design having comprehensive abilities as an editorial designer with creative and experimental abilities along with solid design, as well as to enhance the educational effect through a step-by-step learning program for the editorial design education by utilizing the constructivism learning theory.
keyword : Editorial design, Constructivism, Education
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A Semiotic Study on Information Design of Tourist Information Signs
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송광철 Song Gwang Cheol , 박일재 Park Il Jae |
JEWNR 15(0) 289-301, 2007 |
ABSTRACT
Since tourist information signs in Korea often suggest different information about the same information or miss out some marking, foreign as well as even domestic visitors often feel physical inconvenience and psychological uneasiness due to confused and poorly social communication. Finally, it becomes obstacle factors to tourism to Korea. Also, many people indicate that poor and backward tourist information signs damage a national image. Thus, this problem becomes the chief obstacle to the attraction for foreign visitors and the advance of the tourism industry. Despite such a serious situation, there are few researches on tourist information signs or information guide in Korea. Accordingly, this study is organized as follows. Introduction established the background and purposes of study. The main subject examined tourist information signs and their roles as information design, definition, concept, and characteristics, suggested some cases to resolve problems, and explored ways to solve through semiotic analysis of visual communication. Finally, conclusion proposed how tourist information signs can be advanced.
keyword : Tourist Information Signs, Information Design, Semiologics, Visual Communication
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A current research & development study on the OSMU strategy in field of game industry-A special study on the popular visual contents-
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송현진 Song Hyun Jin , 최보아 Choi Bo Ah , 이재익 Lee Jea Ik |
JEWNR 15(0) 303-314, 2007 |
ABSTRACT
The current research consists of the analysis of the popular visual contents such as movies, animations, and TV programs adapted into games, and the trends in the implementation of One Source Multi Use (OSMU) strategy in field of game developments. Further more, this research discusses how the concept of OSMU, which is becoming standard concept in development of culture contents, is being applied in field of game development, and the ripple effect brought about from such attempts of applications. According to the research, the success of the games was closely related to having consistency in the development of the game, from the initial stage to planning, marketing, and advertising. Another important factor contributing to the success of the games was the release period. Additionally, instead of having high quality production skills, picking the popular trends and interests matching the release period made the greater value of the developed game. From now on, in development of games, the concept of OSMU must be incorporated from the initial stage, and the trends and interests of the release period must be heavily considered.
keyword : OSMU, game contents, motion
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A Comparative Study on the Public Service Advertising Design of Korea and Japan
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신인식 Shin In Sik |
JEWNR 15(0) 315-329, 2007 |
ABSTRACT
The texts in public service advertising should contain diverse creative strategies for persuading consumers and enhancing the efficiency of advertisement. Such creative strategies in a way of expression will work as a significant factor for reaching the unique goal of public service advertising which is dedicated to control, form and control social changes aimed at social members. Therefore, the importance of research into this field has increased gradually, and it is supposed to play a crucial role in obtaining approval of receptors consumers by diversifying expression strategies in pursuit of new strategies through a comparative study among nations. From this perspective, it may be meaningful to identify the characteristics of public service advertising by country as well as the historic background of Korean and Japanese public service advertising and differences between their strategies of expressing advertisements, by comparing and analyzing Japanese public service advertising and Korean public service advertising which are closely coupled economically, socially, and culturally, and to establish plans for executing efficient advertising in the future.
keyword : Text, Public Service Advertising, Creative Strategy
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A Study on Metaphor as Expansion of Visual Expression in Advertisement
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안현정 Ahn Hyun Jung |
JEWNR 15(0) 331-337, 2007 |
ABSTRACT
Currently, we are in the middle of rapid changes toward to the era of visual and acoustic communications from that of communications of reading and writing. As explosive changes and developments of mass media in recent years have caused information exchanges to increase sharply, there is a need for easier and quicker understanding on advertisements, and in response to this phenomenon, visual communications have been noticeable in advertisement. Metaphor in advertisement is one of the most important appeal methods which enables qualitative differentiation of creative and entices consumers to actively participate, by stimulating cognition and behavior of the recipients who interpret the meaning. For a long time since Aristotle, there have been many studies on metaphor. In fact, those studies have focused mainly on the metaphor in terms of linguistic rhetoric, paying little attention on the metaphor in relation to visual elements. However, a group of scholars began to study visual metaphor, which has served to maximize the effect of attention and understanding given by advertisements, at this point where the importance of image-centered advertisements are gradually growing. Visual metaphor can serve as a means of consumers` purchase-orientation and an instrument to stimulate the effect of advertisements.
keyword : Metaphor, Creative, visual Metaphor
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A Study on Positive Reinforcement with Game Addiction
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양리가 Yang Lee Gha |
JEWNR 15(0) 339-352, 2007 |
ABSTRACT
Lifecycle of the youth, which has completely reached the era of digital technology, lives the life of virtual world by myth mirror-network as storytelling of their pursuing play and game was started from the legend of mankind. Basic structure of such a mirror-network maintains the structure of matrix and is composed of mandala consisting of radial symmetry and also enables the expansion and contraction of fractal concurrency. It makes us to induce that these natures of transparency and reflection originally had a universal order in over four dimension, in particular, like Mobius strip in the game of MMORPG. In addition, sensual qualia enjoyably owned by the youth invites addiction by chemical feeling of limbic resonance, and errors of dependable trance and frustration tolerance. This is so called symptom of digital addition. Therefore, in this thesis, it is presented that learning that accommodates and maximizes electronic life positively through return to analogue world like skin contact and Euclid geometry by returning to the land of matrix mandala, which is a original universal order, is true features of life of the youth.
keyword : Positive Reinforcement, Matrix, Qualia
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