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Effective Methods of Interaction and Communication in Child Education - Focusing on Educational Contents of Junior Naver and Daum Kids Zzang
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김현정 Kim Hyunjung |
JEWNR 46(0) 339-350, 2015 |
ABSTRACT
The development of technology has influenced the educational contents in digital media, particularly of the child education. This paper, with the objectives of identifying effective interaction and communication methods of child education in digital media, conducts literature review and case study. The research process takes four stages. First, interaction factors and methods from literatures were identified. Second, contents and structures of portal sites targeting children were investigated. Third, interaction and communication methods for sites focusing on child education were analyzed. Fourth, effective interactions for child education sites were proposed. For the sites focusing on child education, `Junior Naver` and `Daum Kids Zzang`, provided by two leading domestic portal sites, Naver and Daum, were analyzed.
With digital media emphasizing child education, learning effect can be enhanced by interaction factors such as play, game, fun, storytelling and edutainment. The communication methods for child education portal sites are linear, interactive and off-line communication. Proposed interaction methods for child education sites include selecting appropriate methods for themes, integrating effectively with educational contents, granting clear goal and motive, providing feedback and hints for incorrect answers, and lastly, extending to off-line studies and activities.
For the future research, the proposed methods can be systemized with the application of other design elements such as graphic and temporal attributes, motion, and sound for effective child education.
keyword : 아동교육, 인터랙션, 에듀테인먼트, child education, interaction, edutainment
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A Study on development of Basalt patterns and pattern used design products
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이상미 Lee Sang-mi , 오철훈 Oh Cheol-hoon |
JEWNR 46(0) 351-360, 2015 |
ABSTRACT
Having a symbolic, decorative, magical significance, Patterns have been existed anywhere for a long time. Constantly being be affected by history, culture, society, the pattern are having developed and changed, and then it have been applied to various things commercially.
But if we research the pattern of stone, It`s pattern has been used two directions, except for the unusual rock that used simple lines. one is to use an exact realistic surface pattern of stone, the other is to use stacking method. In order to develop a variety of Basalt patterns for Jeju`s souvenir, we have to define the classification scheme with a research and analysis of stone. the method of pattern design can be organized into two ways. one way is to make a basic pattern, the other is to make a expanded pattern. these two way could be applied to the development and product of this stone patterns. Through the development of a various patterns of Jeju basalt, the Souvenir of jeju can be presented a variety of ways.
keyword : 문양, 돌, 현무암, Pattern, Stone, Basalt
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Consumer Meanings of Retro Fashion
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권유진 Kwon Yoo Jin |
JEWNR 46(0) 361-374, 2015 |
ABSTRACT
Retro style refers to recreating or reusing past styles or products in the present context. The consumption meanings of retro is diversified in the era that is full of retro styles and designs. The current study is to understand socio-cultural meanings of retro consumption based on consumers` lived experiences. A qualitative research was conducted with 42 participants. Data was collected with regard to retro consumption of appearance-related products including clothes and accessories. Findings include categorization of retro fashion, the ambivalence of retro, and the characteristics of the past experienced through retro consumption. Firstly, retro fashion includes 4 categories: Genuinely-aged retro brand, genuinely-aged products, reproduced retro style brands, and reproduced retro style design. Secondly, the ambivalence theme includes discussions on retro classic and retro trends. Another ambivalent features emerged are consuming the social meanings and emotions versus pursuing self-expression and uniqueness through retro styles. The last theme emerged is the characteristics of the past that shows the consumer`s relationship to the paste from the perspective of the present time. While consumers actively experience the concept of the past enjoying nostalgia, they at the same time set and keep distance to the past in retro consumption. Implications of the study and suggestions for future study are discussed.
keyword : 레트로, 노스탤지어, 패션 소비, Retro, Nostalgia, Fashion consumption
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A Study on the Difference of Affect Intensity According to the Degree of Anthropomorphism in Animated Animal Characters
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이영숙 Lee Young-suk , 김운한 Kim Woon-han , 김상남 Kim Sang-nam |
JEWNR 46(0) 375-388, 2015 |
ABSTRACT
The purpose of the research is to explore communication effect variables according to the degree of anthropomorphism of animal characters in animation. Also, this study aims to reveal how different affect intensity of communication audience is according to the degree of anthropomorphism of characters and the way of physical expression. For this purpose, research questions were established on both the type and intensity of affect according to the degree of anthropomorphism of animated animal characters.
The results are as follows. First, it was found that affect intensity was large when the degree of anthropomorphism of animal characters is low (close to the original form of animals) or high (close to the form of human), and affect intensity was small in the intermediate stage. Second, among six emotions (pleasure, sadness, anger, fear, hatred, surprise), emotions except for fear were shown the largest affect intensity in `axis movement of the body`. Fear was showed the largest affect intensity in `motion of the body (shoulders and hands)`. Third, there was a statistically significant difference among the types of emotions by the degree of anthropomorphism and the difference of affect intensity according to the way of physical expression. Fourth, body parts which recognize each type of emotions most are as follows; eyelid recognized as pleasure, sadness, hatred, surprise and fear, and eyebrow recognized as anger most. The major body parts for physical expression by each emotion were `eyelid`, `eyebrow`, `lips` and `entire body` in frequency order. In case of anger, it was expressed through front paws with high frequency unlike other emotions.
In this research, the relation between anthropomorphism and detailed expressional way and six emotions examined were found to be of great significance in expanding existing research results. This study has practical usefulness, in that the results imply anthropomorphism, nonverbal expressional way, and the type of emotion should mutually be considered when planning and producing characters in animation.
keyword : 의인화동물캐릭터, 감정 강도, 의인화 정도, 신체표현방식, Anthropomorphism of Animal Characters, Affect Intensity, Degree of Anthropomorphism, The way of physical expression
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The Model of Comprehensive Journey Map for the Visualization Analysis of Information about User Experiences
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김은정 Kim Eunjeong , 정의철 Jung Euichul |
JEWNR 46(0) 389-399, 2015 |
ABSTRACT
The user experience design focuses on the analysis of critical meanings among the complex data, and information visualization could be one of the useful design methods to better understand UX. This study aims to develop a comprehensive journey map process model to visually analyze the UX information followed by the practical guidelines for each step. To develop the process model, literature review was conducted. For both full description and evaluation of the model, a case study was performed. Through the literature review, six-phase process model was suggested: `persona definition & UX research`, `UX phase categorization by cluster`, `touchpoint identification & relation setup`, `problem identification`, `extra information`, and `core insight finding & possibility consideration` in order. As a result of the case study applying the process model, the UX design information turned out to be transformed into a structural and visual map as going through each step. At the end of the phase, the core meanings of the data was drawn as insights. The journey map process model needs to be revised and updated, and it is expected that the model would be applied to diverse case studies and practical design projects.
keyword : 여정지도 프로세스 모형, 사례 연구, 가이드라인, 사용자 경험 디자인, Journey Map Process Model, Case Study, Guidelines, UX Design
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The Characteristics of Kitsch in Marc Jacobs` Works
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이민선 Lee Minsun |
JEWNR 46(0) 401-414, 2015 |
ABSTRACT
This study aims at examining kitsch characteristics rising up as the significant aesthetic value for the masses after the 19th Industrial Revolution in works of a contemporary designer, Marc Jacobs. Fashion is the representative consumer goods of modern society, which is valued depending on tastes and needs of the public like the Kitsch. Works of Marc Jacobs have been supported by the public, becoming a great commercial success. Accordingly, this research has significance in that it examined works of Marc Jacobs in terms of kitsch characteristics and will help to understand needs of the public.
As for the research method, this study derived characteristics of the kitsch from literature review and conducted the case study on kitsch characteristics among Marc Jacobs` works from 1992 to 2014. It classified major characteristics of the kitsch into 4 representative characteristics, that is, formative characteristics including the inadequacy and overlapping, aesthetic characteristics including the playfulness and escapism, analyzing Marc Jacobs` works based on such a classification.
In Marc Jacobs` works, inadequacy appeared as the rebirth of the subculture that had been alienated from the high culture into high fashion, and overlapping appeared as excessive use of materials, colors and decorations or mixing of various fashion styles. Playfulness could be found out from offering of a cheapie souvenir line, ads containing a sexual code and lingerie look. Finally, escapism was presented as a cartoon character having parti colors, objet arousing the nostalgia of childhood and surrealistic techniques habitually breaking a fashion custom.
keyword : 키치 특성, 마크 제이콥스, 키치 패션, Kitsch Characteristics, Marc Jacobs, Kitsch Fashion
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A Study on Improvement of Pedestrian Environment on to Uniconcept Design
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김동호 Kim Dong-ho , 편정민 Pyun Jung-min |
JEWNR 46(0) 415-424, 2015 |
ABSTRACT
Uniconcept Design(UCCU) is a new-concept design advocated in this study and encompasses all advantages of Universal Design, CPTED, Concept Design, and UCD. Thus, UCCU embraces all advantages and refines the design realm of each, enabling the exchange of the parts that have not been covered by each area and inducing the creation of more constructive design outcomes. Therefore, UCCU enables equitable and simple use without physical constraints for users and can provide excellent information in connection with the realm-related issues or maintenance, and furthermore, provides users with various analytical design based on the structure that has been designed at the outset.
Based on such perspective, this researcher identified various current problems, such as excessively high berm, uneven roads, roads with narrow effective width, pedestrian facilities arranged desultorily, illegal parking and driving on sidewalk, roads that are always dangerous, etc., by focusing on pedestrian environment of Korea, in order to improve such problems from the standpoint of UCCU.
Such study begins with a focus on the use and safety of users which is one of the principles of Universal Design and CPTED, and completes the user-orientedness and design plan incorporating the principles of the Concept Design and UCD. Therefore, UCCU encompasses the start, process, and outcome for achieving the user-oriented pedestrian environment and will be applied to many design realms that emphasize usability in the period ahead.
keyword : 유니컨셉 디자인, 보행환경, Uniconcept Design, Pedestrian environment
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