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Components of the Web Sites Credibility - Focusing on Investigating the Elements of Credibility Using Laddering Technique -
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정혜경 Hae-kyung Chung |
JEWNR 18(0) 7-18, 2008 |
ABSTRACT
This study investigated the effects of visual elements in the web site credibility. Limited research has been studied about the impact of visual components` effect on the web. This study is the previous research of the finding of visual effect on the web credibility. The factor analysis was conducted to find out the credibility`s components. Factors was chosen by the individual sixteen people`s depth interview. Result showed that credibility can be defined as believability, trustworthiness, expertise and attractiveness.
keyword : Credibility, Factor analysis, Laddering Technique
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An Approach of Possible Effects of Design Education Using Art Propel Portfolio
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현은령 Hyun Eun-ryung |
JEWNR 18(0) 19-28, 2008 |
ABSTRACT
Contrary to other curricula, design curriculum is characterized by close associations of 4-year curricular contents, so it is important to prevent students from dropping behind the curriculum. Therefore, the art propel portfolio idea to fill and complement any gap in special contexts of this design curriculum. Moreover, since design education using art propel portfolio is available for students in form of literary techniques and image presentation, it can complement something defective and also express potential relationships on the way to design creation. Further, it can also show a comprehensive solution to solve design problems. Hence, based on feedback course using these advantages of art propel portfolio, the purpose of this study was ultimately to improve design conception as a type of creative thinking based on linguistic imagination.
keyword : 아트프로펠 포트폴리오, 디자인교육, 디자인사고향상, art propel portfolio, design education, improve
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Early childhood design education with multimedia contents
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주영숙 Joo Young Sook , 김치용 Kim Chee Yong |
JEWNR 18(0) 29-38, 2008 |
ABSTRACT
Art education is aesthetic description by subjective viewpoint. but design is the process of settling problem and solving something related to life. and the result of that process is design, too. and early childhood education is necessary, because human brain is almost developed for childhood. and design education became develop both left and right hemisphere equally. currently computer became to be new tools of education for kids. so early childhood design education is very useful and effective resource.
keyword : Early childhood Design education, Multimedia contents
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The study on the character design development with cultural and symbolic image.
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김영식 Young-sik Kim , 김홍산 Hong-san Kim |
JEWNR 18(0) 39-48, 2008 |
ABSTRACT
These days, culture becomes a country`s industry as powerful as cultual competitiveness is called national one. The character industry which represents cultural power naturally conveys the culture and thought of its own country to the culture, philosophy, and thought of other countries and plays an important role in culture identity. By means of the character industry, we can recognize the value and identity of our culture and don`t have to limit the excellency and potential capacities of our culture within the regional value. And moreover, on the base of global vision, character motif and contents development as korean, cultural, symbolic image have a good influence on potentialities of culture character and cultural effects.
keyword : 캐릭터디자인, 문화, 상징이미지, character design, culture, symbolic image
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A Study on Interface Design of Personal Media in Korea - Focusing on Layout Template Cases in Web 2.0 Environment -
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김용범 Kim Yong-bum |
JEWNR 18(0) 49-57, 2008 |
ABSTRACT
Personal media became generalized as participation and sharing have been emphasized in the age of Web 2.0. In order to visualize the personal media, various interface design elements are required. Layout design is studying how to arrange these interface elements on a display. For interface design, it is important to make its contents predictable and look logical. The current study aims to examine personal media in Korea focusing on interface design and layout. In connection with the above purpose, the study investigated into interface of web content and elements of layout, and analyzed a successful case model through a preference survey for domestic personal media. Contents of the most preferred domestic personal media is divided into personal contents tendencies and information contents tendencies, and its visual arrangement of interface was designed to contain these contents tendencies. Provision of layout template can be interpreted as a tool for this function. On the contrary, new personal media providing high degree of freedom in interface design to users to contain various contents tendencies are not producing good results in spite of their large number of existing members. Perhaps, this is because they failed to recognize limitation of expression of personal media that both producers and directors are individuals. Accordingly, it is the researcher`s position that provision of design for expressing various contents tendencies should be excluded while emphasizing pursuing identity. That is, a mistake providing too high degree of freedom in design should not be made at the time of interface design because personal media has limitation in which individuals are producers and the main bodies of expression. Also limited layout template considering convenience from general users` viewpoint should be provided. Like this, personal media should have distinctness emphasizing contents tendency to be pursued and a precondition of interface whose aura can be clearly recognized. The researcher also suggests that personal media should design and develop layout template taking into account limitation of expression of general users in order to be chosen by users consistently.
keyword : 1인 미디어, 인터페이스, 레이아웃 템플릿, Personal media, Interface, Layout template
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A Study on the Characteristics of Interior Design in the Works of Adam D. Tihany - Focused on Restaurant Design
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이종희 Lee Jong Hee |
JEWNR 18(0) 58-67, 2008 |
ABSTRACT
Adam D. Tihany renowned for his remarkable stylish and unique design is especially known around the world as a service hospitality designer. His innovative creativity and originality shown in hotel and fancy restaurant designs of world`s major cities and resorts have been favored and acclaimed by customers. Service hospitality designs inspired by Adam D. Tihany are often seen in Korea as well. Accordingly, this research aims to examine Adam D. Tihany`s design world which always pursues for innovative and experimental creativity in restaurants. Restaurant was selected as a research target due to the following reasons: Firstly, restaurant is the first place where Tihany began to be renowned around the world and left about 300 pieces of art works. Secondly, compared to other works of arts, design freely and actively expressed in the restaurants. Thirdly, since he runs his own restaurant, his careful consideration and ample experience were reflected in the restaurants. For the analysis, five major restaurants located in the center of each country. Designs were examined based on interior space, form element and materials. It is expected that Tihany`s commitment to diligence, creativity and systematic design management principle can help many designers successfully take a challenge of creating sensitivity-oriented lifestyle in line with image marketing era of the 21st century.
keyword : Adam D. Tihany, Restaurant design, interior space and element and materials
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Proposal for Immersion Elements of Interactive Art through analysis of painting based on materiality
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김경남 Kim Kyoung-nan , 김태용 Kim Tae-yong |
JEWNR 18(0) 69-80, 2008 |
ABSTRACT
Interactive art is an intersection genre between art and technology. The immersion of participants is an very important dominating factor for successful artwork. But, recent researches of interactive art have been separately studied to aesthetic point and technical point. There is little research on the immersion of participants which should be studied together in aesthetics genre and technology genre. We analyze the immersion element of painting work based on materiality in view of interactive art. And we suggest a usability of digital interactive art based on it`s analyzed element. This paper gives ideas and help to make interactive art to artists and technologist.
keyword : 물성중심회화, 인터랙티브아트, 몰입, painting based on materiality, Interactive art, Immersion
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A Study on the Contemporary Fashion based on the Characteristics of Funology
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나현신 Hyun-shin Na |
JEWNR 18(0) 81-91, 2008 |
ABSTRACT
Funology menas the products or activity that combines fun and technology. Nowadays, funology is one of the keywords that explains the current culture. The purpose of this study is to provide the inspirations for the creative fashion carrying funology in the 21st century. The background of funology in fashion could be found in Surrealism and Pop-art. The contemporary fashion in the 21st century also expresses the characteristics of funology based on the people`s pursue of being free from the everyday`s routine. The characteristics of funology in the contemporary fashion were shown as follows: deformation by the exaggeration or transformation, mixture of children`s items, the use of graffiti, patterns with friendly characters, mixture of unusual fabrics. To sum up, fashions showing funology were expressed in various ways among the contemporary fashion. This will provide the great inspirations for creating the new coming fashions and efficient contents for healing cold-hearted emotions of nowaday`s people.
keyword : 퍼놀로지, 초현실주의, 팝아트, 왜곡, 그라피티, funology, Surrealism, Pop-art, deformation, graffiti
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A Study on pictorial metaphor in advertisements-Focusing on Consumer`s Reaction-
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안현정 Ahn Hyun Jung , 송민희 Song Min Hee |
JEWNR 18(0) 93-107, 2008 |
ABSTRACT
Since the IMF crisis, with the help of increased sensual advertising, the 2000 presidential election, and the World Cup 2002, the importance of image-centered sensual advertising began to increase, and the focus has shifted from copy-centered advertising to visual-centered one. Many studies have reported superior effect of visual over verbal elements in advertising. Accordingly, the question that what kind of expression mechanism can be used for image-centered advertising to maximize such effect is emerging, while rhetoric figures of speech such as metaphor, metonymy, and simile are being widely used. Among these many rhetorical expressions, visual metaphor can be said to have a far more powerful effect in terms of the image delivered to the receiver. This is because interaction between two domains of visual metaphor is more explicit than verbal elements, and newly created similarities are emphasized and presented immediately. Moreover, it gives a strong impression to the consciousness of receivers, since it clarifies the meaning, rather than making them simply read it. This study examined responses of receivers of the message delivered by an advertisement through visual metaphor, from the notion that response of the receiver of an advertisement is much more important, although stimulation by an advertisement is important. In case of visual metaphor, cultural and social differences bring different understanding and interpretation on metaphor, when a receiver is exposed to metaphoric expressions. Therefore, verification analysis was conducted for the assumption that, along with these cultural and social differences, demographic differences of receivers such as age and sex also will make a difference in the understanding and interpretation of visual metaphor. As a result, it was found that receiver`s sex and age made a difference in the response to visual metaphor: men displayed better understanding on explicit types of advertising, while women showed better understanding on metaphor advertising of explicit and implicit type. Those who were younger responded better to explicit and formally similar advertisements, while those who were older did to implicit advertisements based on similarities of content, which is considered related to diversity and changes of media and social changes. Second, currently, receivers having positive concepts rather than passivity of the past showed positive understanding on formal aspects of similarities between original idea (the subject) and supporting idea (the image) of visual metaphor. Thus, starting from rhetoric, metaphor as one of the expression methods of advertising in terms of semiology, communication theories, and linguistics has high significance, and appropriate use of visual metaphor is highly effective. As advertising has a strong effect on companies, advertising producers and advertisers should be careful to use these rhetorical expressions. In this respect, it is necessary to examine cases of types of visual metaphor and receiver`s response to it. In addition, these results also imply that sex, age, occupation, and place of residence, as well as cultural experience should be taken into consideration in using visual metaphor, and more effective visual metaphor should be used.
keyword : Metaphor, Creative, visual Metaphor
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Study of Hyper-reality of Digital Image In Cinema
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정종완 Jung Jong-wan , 김성영 Kim Sung-young |
JEWNR 18(0) 107-120, 2008 |
ABSTRACT
It is possible to express digital image that couldn`t suppose rapid technological development related with computer graphic in cinema. At the same time, it has brought paralysis of visual sensation. Especially, it is feasible to represent sophistication using new technology. That is, Not being true is believed with truth firmly. Needless to say, highly developed technology of expressing is foreseen in stage of popularization of media. opening sound of bottle, for example, is utilized with breaking sound of a ballon in processing of making film. Because the latter is sounded by imaging standardization. Eventually, whether it is true or not depends on how much it is sufficient mind of spectators. And it is by no means how much it is reappeared perfectly. Digital image in cinema delivers pleasant imagination and strong impression of people and it is completed through hyper-reality. Here is theoretical foundation of Baudrillard. Now I am going to analysis digital picture image in cinema
keyword : 하이퍼-리얼리티, 디지털 영상이미지, hyper-reality, digital picture image
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