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A Study on production for Ecodesign
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이지희 Lee Ji-hee |
JEWNR 13(0) 351-363, 2006 |
ABSTRACT
It is necessary that a company consider environmental issue seriously because the regulation of product is globally more and more strict. The action for a sustainable product has been taken and should be taken in the future continuously. Moreover, it can be said that designer has the great part of responsibility for producing. In this paper, the researcher is looking at the way of cleaner production system which is related to green purchasing. We can say that designer has the responsibility for a sustainable future. Designer should span through every aspect of human life. We have to look at the new way which is recycled, recyclable renewable so that life is efficient.
keyword : Green Purchasing, Sustainability, Eco-design
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User`s Reaction to Realities Via Avatar in the Cyberspace. - Based on young generation among Avatar user`s of the cyberspace -
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이향재 Lee Hyang-jai |
JEWNR 13(0) 365-374, 2006 |
ABSTRACT
The study was to verify that how avatar` user of felt about the real existence of avatars through experiment research. The study presented theoretical point based on literature review first of all, and construct a research model them measured the avatar-awareness(perception on avatars) and the physiological reaction of HRV(heart rate variability) against avatar` user. According to the result of analyzing data from the questionnaire survey, Avatar users felt that relationship with others were more important than their own relationship. The important thing was that it showed that the HRV change was increased during the use of avatar while there was no reaction before the use of avatar. The results of study proved that there were feelings of realities of avatar imagination. Finaly, In this study I found that the virtual reality is existed like reality Via avatar.
keyword : avatar, self-awareness, avatar-awareness. HRV
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A Study on the Enterprise of Brand Construction and Success in Advertising Campaign - Centered on General Motors -
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임채형 Lim Chae-hyong |
JEWNR 13(0) 375-386, 2006 |
ABSTRACT
As to the process that Saturn overcomes the existing GM brand image, and it is settled as strong brand, there is much other thing which suggests that reality of enterprises in Korea where there can not be many brands that some real identity has established. The core factors in establishing the brand identity by Saturn is to come from the philosophy that pays attention to the relations with the customers thoroughly. It proves that the fundamental assumption is not centered on one-off trade any more, but that it moves into the concept centered on the relations with the customers. At the same time, Saturn`s ways are entirely different sorts of ones compared with the ones of competitors. And, Saturn`s identity is created by the internal institution, employees, culture, value, structure, system, etc. As to Saturn`s brand identity formed from such rooted fields, it appears as a result combined with any special programs. It needs various sorts of marketing programs that makes its range widen except for the existing promotion program. In addition, it proves that the true marketing effect is not created until it is integrated with visible direction in order to create synergy effect. This case was one that shows how GM overcame various factors of disorder, and created strong brand, simultaneously, how GM maintains its success already made. This study is to establish the effective evaluation standards empirically in order to make gaps close. On a basis of it, this study is to verify the correlation with the automobile owner`s attitude of experience, and intention to be transformed for the selection between the brand and size.
keyword : Advertising Campaign Brand Equity, Brand Loyalty, Brand Association
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Consideration on the Kitsch Expression of Online Game Characters
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장은경 Jang Eun Kyung |
JEWNR 13(0) 387-394, 2006 |
ABSTRACT
Due to the rapid advancement of information communication technology, the popularization of internet constructed in the base of humanlife has been satisfying human`s desires of life and allowing different types of fun and imagination that cannot be experienced in reality by providing another kind of living space called the virtual world. Especially, the distinctiveness of games unrolling in the space of virtuality through network is a very attractive content that possesses ample amount of such conditions. Having users who enjoy games as the subjects, consumption patterns formed from such changes of living environment and transformation of human life, as well as the games these users prefer and the characters appearing in such games have been examined. The result of examination showed a tendency of users preferring fun games with simple operation and preferring super deformation characters that arefunny and hilarious looking when enjoying games. Also, such a consumption pattern is an example that directly and indirectly shows that the kitsch effect is subtly absorbed into our lives. Hence, recognizingthe kitsch tendency of online game occurring in a virtual space, an environment different from reality, as one of cultural elements, and properly recognizing the user tendency established in the digital environment, that is the virtual space, by clarifyingthese phenomena, this study desires to propose an optimistic point of view on the production direction of game characters and the potential development possibility of Korean character market.
keyword : Game, Game Character, Kitsch
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Research About The Interactive Market For One-person Media and Blog - Centering around a Cyworld and Naver -
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정종완 Jung Jomh Wan |
JEWNR 13(0) 395-405, 2006 |
ABSTRACT
The best great merits is that making person record being interested informations. The existing internet portal furnish many informations but it was limits of all informations excluded. Blog can collect wanted informations by one-self and throw to a specific person or unspecific many numbers, what is more, Blog can deliver the one`s commented idea. Thus because that a blog`s characteristic raise the side of information service, blog encroach worry over fad just for a time early and repeat changing continually. Some by blog`s merit blog market began in earnest from the seond half of 2003, and this made rapid success raising rapidly pure visitor, page view and so on. In 2004 Navor, Yahoo and Empas reinforced blog`s service with connected service, once more pure visitor increased rapidly. In april 2004, page view of blog minihomepage service took the first place after clear away club service . Since then this is continued rising trend rapidly. Among others Cyworld`s minihomepages have settled unchallenged existence of a front-runner in the blog industry. And Navor blog have pretty rising to site of obtaining the best great result, for all that Navor blog got into the business late. Thus can blog industry`s growth furnish new possibility in the exting internet enterprise. I would like to check success`s keyfactor in the blog industry through customers and competition structure analysis. And then blog`s service can have acted which model finally in the side of earnings ; I would like to present several standards about earning model inflected blog
keyword : Blog, customers, earning model
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A Study Stage set design using traditional culture - Focused on Yeongam Wangin Culture Festival -
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최보아 Choi Bo Ah , 정소영 Jeong So Young |
JEWNR 13(0) 407-415, 2006 |
ABSTRACT
Local culture festivals hold potential resources of high development possibility from the perspectives of securing local identity and achieving the desired image effect. Also, as local festivals become activated due to moving of public organizations to local areas and effort for local innovations, the importance of cultural stages to serve as an intermediary between culture and its users is becoming more emphasized. At this, it is urgently required to maximize the stage effect by designing festival stages to utilize local cultures of the corresponding region. Using Yeongam Wangin Culture Festival, which is being secured as the most representative tourism event of Jeollanam-do region, as the example, this study compares and analyzes stage designs of the past and the present as well as of other regions to multilaterally analyze development possibility, alternatives and problems of stage design. Therefore, this study aims to suggest new promotional plans for integrating of traditional culture and development as well as activation of stage design.
keyword : Local culture festival, Local innovation, Stage set design
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The Study on Key Success Factors of the Animation Character TV Advertisement
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최우석 Choi Woo-seok |
JEWNR 13(0) 417-426, 2006 |
ABSTRACT
The animation character is become as the effective information langage in the digital era. This study analyzed Key success factors in the animation character TV advertising case study. For the commercial effect of the research as the latest advertising medium in the high-tech industry ear, it is investigated the role and the potential of the commercial with the consumers` impressions as advertising impact. Analysis shows that the real time 3D animation and high-definition rendering, an well-developed motion capture and the various production techniques come into the spotlight. As well as only character has special originality, the consumer could recognize a brand easily and increase buying the products as an effective method. A primary hit factor as a good advertisement for the consumer shows that it appears to be a positive result in commercial as well as the length life cycle as a result of the variety expression on behalf of Korean emotions.
keyword : Animation Character, Key success factors, Life cycle
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A Study on Graphic User Interface Design for the Avatar Matrix Space - Focusing on a Personal Community Prototype Realization -
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최치권 Choi Chi Kwon |
JEWNR 13(0) 427-442, 2006 |
ABSTRACT
The Information Revolution of the twentieth century, which follows the Agricultural and Industrial Revolutions in changing the world, has opened the Age of Information for humankind with its utility and rapid technological advancement. The fourth major epochal revolution following these changes in the human history is the Ubiquitous Trend of the world, which is causing a shift in the human paradigm. Information of today is not only limited to posting and viewing, but has come to renovate itself into a creative subject of other Information and media. One of the most notable byproducts of this change is the emergence of a cyber agent. Designed to help human activities on the virtual spaces of unlimited information, one of the most commonly found forms of cyber agents is avatars. By analyzing and examining the pre-established studies on avatars, this study seeks to propose evolution of avatars into intelligent, more active subjects, and develop communication means which can interact through these evolved avatars. This study intends to propose a prototype of graphic user interface (GUI), which could serve as a `house` for avatars in which they could move about and act. This system is necessary in search for interactive measures that satisfy the human existence and emotions on the virtual space. The content of this system should be understood in association with the information delivery, the ubiquitous space, the information communication on the virtual space, and the data analysis of the GUI design. To this purpose, this study has conducted a survey on the usage of GUI model for the matrix space and a case study of the graphic interface for matrix space. The prototype of the GUI model for the avatars was developed thereby. The findings of this study suggest that the contents of artificial intelligence (AI) communication that is currently being researches and developed in the main form of text can and will evolve into more graphic images. This study also indicates that, as long as a more emotional design` which human beings can perceive through visual images, the communication can take the form of easier and more concrete interface from the current abstract AI contents. As the avatars, which is currently used in doll-like forms and communication evolving around text, evolves to utilize much more diverse graphic expressions and other multi-media factors, it will greatly contribute to more active interaction among users on the matrix space.
keyword : Intelligent Avatar, Matrix Space, Ubiquitous, Graphic User Interface Design
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Consideration on the Animation Character Design Revealed in the Opening Title Sequence - by focusing on the `Catch Me If You Can` produced in 2002 by Steven Spielberg -
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편정민 Pyun Jung-min |
JEWNR 13(0) 443-451, 2006 |
ABSTRACT
Opening title sequence`shows the implicit symbolization of sequence of the whole movie through the image, and plays the role of making the audience grasp the whole context of movie at the same time. The movie comes to possess the direction because the central incidents in the movie serve as the axis to unfold stories of movie. Those central incidents form the axis again through unique patterns created by many characters, and in this way, each incident comes into existence. Therefore, a series of incidents structure the theme paragraph mainly around the character, and the organic structure of sequence which is formed mainly around the patter of character transmits the image of whole movie. `Opening title sequence`can be said to be the representable sequence that is designed to show this clearly. Therefore, it is necessary to understand the `Opening title sequence`as a paragraph distinct from the main stories of movie, getting away from the concept which considers it as a simple tool to introduce the tile of movie. The `Opening title sequence` is significant at the point of the first encounter between the movie and the audience, and has much effect on the audience as to the understanding of the general stories of movie and the transmission of the theme of movie. In response to that, many movies understand the importance of `Opening title sequence` and are presenting unique way of expression by introducing new type of genre, which is different from the main stories of movie. This dissertation aims to analyze the `Opening title sequence`of `Catch Me If You Can`, which was produced by Steven Spielberg and released in 2002, drawing lot of praises for his sensible ideas and animation techniques that he applied to the `Opening title sequence`, in order to consider the importance of it.
keyword : title sequence, character design, animation
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The Application and Approach of Digital Image to Art Therapy
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현성숙 Hyun Sung-sook |
JEWNR 13(0) 453-465, 2006 |
ABSTRACT
It is necessary to approach on the internalized cognitive factors than external influence or pressure for behavior modification of children addicted to Internet. Based on this, this study aims at establishing theoretical foundations to apply Web and computer-based art therapy programs depending on judgment that digital media-applied art therapy, not the existing offline art therapy, is effective to control the decrease of Internet addiction and management of Internet use time of them who have a high tendency to Internet addiction by undesirable thought and habitual action. In other words, as recent studies on Internet addiction are largely conducted from only psychopathological aspect with adults, and the existing studies put special stress on therapeutic models under the past offline in the reality that the seriousness of children is not well disclosed, the studies on application of real program, which present theoretical foundations on the actual conditions of Internet addition or the replacement models and therapeutics of maladjustment to the reality under online, are wholly lacking. In the result, this study set the goal of approach from art educational aspect to understand the seriousness of Internet addiction that have a bad effect on children`s schoolwork and emotion, and develop Web-based art therapy program fitted children who are good at using Internet. In other words, it aims at establishing theoretical foundations to develop digital image-applied art therapy program that is a help to children in the healthy use and proper control of Internet.
keyword : clinical art, art therapy, digital image
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