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A Study on Types of Graphic Elements Shown in 3D Projection Mapping Artworks
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황용회 Yong-haei Hwang |
JEWNR 32(0) 347-356, 2011 |
ABSTRACT
Previously studied projection mapping artworks excessively highlighted appreciation of the aethetic because the graphic elements of geometric shapes are excessively used. An expression way using a media form was effective at the beginning of the new media such as a projection mapping. However, increasing weight of contents by a storytelling could be suggested as an alternative rather than characteristics of the media if media contacts became frequent and the mystery of the media disappeared. It was judged to be an effective method that visual effect and emotion induction through association action were shown at the same time by adjusting weight of a storytelling which narrative graphic elements were used out of a composition focused on visual effect using only a geometrical figure. It was expected that the transfer into emotional area would be reinforced to audience across visual shock if extensity of a projection mapping was effectively used through vision edition and the montage technique of a movie. This study suggested the production direction of an improved projection mapping by predicting an emotional change of audience changed according to the flow of time.
keyword : 프로젝션 매핑, 그래픽 요소, 내러티브, Projection mapping, Graphic elements, Narrative
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The Interaction Design for Public Space Based on Characteristics of Social Media
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강성중 Kang Sung Joong , 이보임 Lee Bo Im |
JEWNR 32(0) 357-370, 2011 |
ABSTRACT
Because of the individualized society, the function of urban public space as the space of social communication is emphasized. The interaction design, an equipment making the form of social relations among the users, is used for enhancing function and value of public space. The study aims to understand characteristics of social media and suggest the method applying interaction design to improve publicness and strengthen social communication in public space. With literature research and case studies, the meaning and value of interaction design of public space are analyzed and methods for applying interaction design are suggested.
Case studies shows that for interaction design of public space is more effective in experience creation by one-directional participation and landscape display than the prompt response, exchange and social relations among the users. The consideration of placeness and application of contents based on region draws users` active participation regardless of interaction form and characteristic of public message, and has possibilities to evolve toward social relationships.
Social media is useful for publicity emphasized by modern society, especially, form and communication of communities. The interaction design of public space can be a realistic measure to overcome limits of social media and to make social integration through the form of communities. It`s requested to apply principle of social media and contents considering public space context such as placeness, etc. and combine them technologically. Under the results responding promptly to interaction, regional and public information and safe range, individual information can be shared by many people, ties can be formed and interpersonal relation by communication can be developed to social relations.
keyword : 소셜미디어, 공공공간, 인터랙션디자인, Social Media, Public Space, Interaction Design
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Problems and Achievements of Symbol System for Seoul Metropolitan City: Focusing on Communication Model
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고창균 Ko Chang-kyun , 신현신 Shin Hyun-sin |
JEWNR 32(0) 371-380, 2011 |
ABSTRACT
This thesis analyzes the symbol system of the Seoul Metropolitan Government that is represented by “Hi Seoul" and "Haechi" through the semantics model of communication. It studies the cases of symbol designs of other major cities in the world, and based on that, examines the problems and achievements of the symbol system of the Seoul Metropolitan Government. The city slogan "Hi Seoul" has not been either perceived or shared in any ways by foreigners, one of the target groups, which is the result far from what the city government has intended. The process of selecting "Haechi" as the city symbol stirred up many controversies, but the meaning that the city government intended to instil is evaluated to be relatively well appreciated and shared by the citizens of Seoul for now. Nevertheless the accessibility to "Haechi" for foreigners still needs to be improved.
keyword : 상징체계, 의미공유, 커뮤니케이션 모델, symbol system, sharing meaning, communication model
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Development of Pattern in Casual Slim-fit Jacket for Middle-aged Men
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양정은 Chung-eun Yang , 성옥진 Ok-jin Seong |
JEWNR 32(0) 381-392, 2011 |
ABSTRACT
The purpose of this study is for the development of pattern in casual slim-fit jacket for middle-aged men. This study suggests the new pattern complementing the problems of the existing fit on the basis of the standard nude size for middle-aged men through the analyses of casual jacket patterns from 4 popular brands. As a result, the stature, bust, waist and hip circumference are measured by the metric unit. The new measuring formulas developed by this study are applied to the following measurements : 1/2 back neck breadth equals B/20+3.9(cm), armscye depth equals B/6, front chest breadth equals B/6+ 3.3(cm), back chest breadth equals B/6 + 4.7(cm), neck point to breast point to waistline equals waist back length+ (2.6cm), waist back length equals L/4 + 0.8(cm), scye depth equals B/8 + 13.2(cm)
keyword : 중년 남성, 캐주얼 슬림핏 재킷, 배꼽수준허리둘레, middle-aged men, casual slim-fit jacket, curcumference
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The UX Concept Design & Development for a Social Network-based In-Vehicle Information System in the Connected Vehicle Environment
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정은주 Jung Eun-joo , 최용훈 Choi Yong-hun , 김선웅 Kim Sun-woong , 정의철 Jung Eui-chul |
JEWNR 32(0) 393-402, 2011 |
ABSTRACT
With the development of mobile platform technology, it is possible to form a network among automobile drivers, and drivers consider that an automobile is one of usable spaces for communication and entertainment. That is, drivers can communicate each other anytime and anywhere in driving environment.
The purpose of this study is to propose UX design concepts for SNS-based services in future driving environment which is always connected via internet based on user research.
The features for CSNS (Car Social Network Service) were defined by conducting the in-depth interview with participants who are familiar with the IT devices. We could see that the range of age from 20 to 40 is appropriate target groups for this study. We performed the first optimization for those contents through functional analysis of similar device such as navigation, smart-phone, and MOZEN. The 36 participants (Age: 20-40, Sex: 17 Male and 19 Female) were surveyed with questionnaires to optimize the CSNS Service features. The questionnaires are composed to understand users` needs and intentions about CSNS Service features. As a result, 11 main service categories which are directly related with CSNS were selected, and scenarios were composed to develop UX Design concepts.
Throughout this research, UI design concepts for the future driving environment were suggested. Also we evaluated usefulness and threshold through the results of usability testing with the suggested UI design.
keyword : 커넥티드 차량, 소셜네트워크, IT기반 차량서비스, Connected Vehicle, SNS, IT based Vehicle Service
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A research on color analysis in Burberry Prorsum before and after the recruit of Bailey
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김정실 Kim Jung Sil |
JEWNR 32(0) 403-412, 2011 |
ABSTRACT
With more than 100 years of history and while maintaining the traditions, Burberry stands on its own with the traditional brand image of the new sensational design, colors and patterns.
Christopher Bailey has selected 2000 S/S~2001 F/W as the design of original Burberry and 2002 S/S~2011F/W as the design of Burberry Prorsum and analysed the color change in trench coat.
As a result, the research has indicated that so-called `traditional colors` of plaid patterns like beige, brown, navy, red, and black colors expressed classic feelings whereas his design of Burberry Prorsum kept the basic check patterns and colors along with a variety of different colors such as yellow, gold, pink, blue, and green. Moreover, Bailey targeted the young people and combined Burberry`s British identity with modernism by applying colors that match the trend.
The strengthened visual image and the reinterpretation of classics by the seasonal trends through the modern strategy attracted the public attention.
keyword : 트렌치코트, 오리지널 버버리, 버버리 프로섬, 색채분석, Trenchcoat, Original Burberry, Burberry Prorsum, Color analysis
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A Study on the Characteristics of Experiential Expression for Brand Identity in Space - Focus on Flagship Stores-
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김미영 Kim Mi-young , 문정민 Moon Jeong-min |
JEWNR 32(0) 413-422, 2011 |
ABSTRACT
As our society has become information-oriented with economic growth and development of scientific technologies, social changes focusing on diversification has occurred. This led to changes of cultural environment in which personal individuality is considered valuable and we need strategies to promote sensitivity and to satisfy purchasing needs. For the purpose, enterprises use brand stores as a point connecting brand to customers and a means for brand experience. Therefore, this study analysed flagship stores representing brand identity according to five strategic modules, Schmidt`s experiential strategies, examined how experiential strategies are represented through landmark, malling, concept line, core attraction and identified effective spatial representative means for brand identity, and the results are presented as follows:
Most of the experiential strategies to form brand identity in space were represented through individual experiences of customers such as experience of five senses, emotional experience and cognitive experience, and there was less representation of behaviors and relationship experiences which are socially and culturally shared. Characteristics of experiential design factors represented in space according to each strategy are presented through differentiated external forms, projective design, and landmarks of signboards, and sensitive experiences are presented through diverse spatial compositions, specialized materials and illuminations. In respect to cognitive experiences, design variables are represented for direct experiences of customers through installation environment and multi-media simulation. Behavioral experiences are presented through thematic lifestyles and relationship experiences are presented through media simulation which connects users to social environment.
keyword : 브렌드아이덴티티, 체험, 플래그쉽스토어, Brand identity, Experience, Flagship store
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Development of the furniture design practice class model for the industrial design majored students - Focused on the basic furniture design class -
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최기 Choi Ki |
JEWNR 32(0) 423-432, 2011 |
ABSTRACT
This research is aiming to analyze the utility and to develop the optimized teaching model so that students in the department of industrial design in a 4-year university are able to elaborate the comprehensive background knowledge through this required practice classes. For the analysis, the pilot program of the basic furniture design practice was operated based on the class model proposed by the researchers with the cooperation of the department of industrial design in the selected 4-year university. In order to estimate the learning effect of the course, the students participated in the survey after finishing the class which requires self-manufacture of a real-size furniture. As a result, it is proved that the proposed self-manufacture method is more helpful to expand the range of the major curriculum than outsourcing method in terms of the furniture design practice class in the department of industrial design.
keyword : 가구디자인, 수업모델, 디자인 실습수업, Furniture Design, Class Model, Design Practical Training Class
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A study on educational content for industrial design-language through defining the concept of design-language
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유연식 Yoo Yeon-sik |
JEWNR 32(0) 433-444, 2011 |
ABSTRACT
Under the transformation of main industrial technologies such as digital and artificial intelligence technique, the target of design is expanding from `tangible product` to `intangible product,` and this leads to the greater importance of language use in design communication. Design education in universities should now treat language as an important factor of design education, and the development and experiment of various educational content are necessary.
This study is to define language educational concept in industrial design and following conclusions were drawn from the study. In chapter 2, the meaning of design concept was defined and it was segmentalized according to its relations with methods of design communication such as design nature concept, design picture concept, and design language concept. In chapter 3.2, by using `concept and categorization theory` of cognitive psychology, educational factors of design-language concept such as `word concept, sentence concept,` `integrated concept, attributional concept,` `concept, concept function selection,` and `relational concept, relational model`. In chapter 3.3, five educational topics for design-language concept has been drawn from the studies in chapter 2 and 3: `recognition of language concept`s present condition,` `economic feasibility of language concept recognition,` `information of language concept recognition,` `individuality of language concept recognition,` and `basic-level of language concept recognition.`
keyword : 디자인 언어개념, 교육 요소, 교육 주제, design language concept, educational factor, educational topic
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Research in Print Media Corporate Advertising of Domestic Banks
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최승미 Choi Seung-mi , 이경현 Lee Kyoung-hyeon |
JEWNR 32(0) 445-458, 2011 |
ABSTRACT
Corporate advertising of domestic banks has shown a relatively passive form compared with that of other industries in intervention and regulation of government before the financial crisis. However, After the financial crisis, advertising of banks has shown a significant change in message strategy. According to trends in M&A and the integration of holding companies between banks, corporate advertising of banks has become a more important position.
This study analyzed corporation advertising of domestic banks faced with rapid change in banking market. As an analysis result of comparison with consumer`s minds before and after watching advertising of domestic and foreign banks, their advertising persued different images. The consumers preferred emphasizing on safety and profitability of bank and a mixed form of an emotional type and a rational type in corporation advertising of banks. In terms of expression case, it was demonstrated that consumers think positively emphasizing on using both model and symbolic materials in advertising. In addition, because of friendly image, consumers considered ordinary person more favorable for advertising model than famous person and using of new symbolic materials of each bank was preferred.
keyword : 은행 기업광고, 은행 광고표현, 기업광고 이미지, Corporate advertising of banks, Bank advertising representation, Corporate advertising image
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