ㆍ
Development of an Unmanned Outreach program based on Traveling Exhibition for Science Museums
|
김도연 Do-yeon Kim , 김철기 Cheol-ki Kim |
JEWNR 77(0) 7-16, 2022 |
ABSTRACT
Background The science museum's program has been terminated and switched to online due to the spread of COVID-19. The purpose is to open a new direction by an outreach program that is based on the exhibition of the ‘Visitor Service in Science Museum'. The program could be operated by a portable exhibition package by an unmanned science museum.
Methods First, we examined the concept and feature of the outreach program, the current status of the existing program, and the characteristics of movable exhibits through a theoretical review. Second, a case study of the mobile exhibition-based program of overseas science museum was conducted and the focus and direction were set. Third, the exhibition theme and detailed concept were elicited. Fourth, a traveling exhibition package was developed with the final design.
Result In the exhibition guidebook, ‘6 pieces of exhibits’ (10 pieces of exhibition contents), the ‘Experience activity sheet’, and the composed traveling exhibition package < Illusion Land > were presented.
Conclusion By developing a new type of visiting outreach program called an unmanned science museum, a point has been provided to prepare for various changes. Trying to research in a different direction may distract from the standardized method. Therefore, the study is meaningful in that it is efficiently modified by utilizing the existing infrastructure.
keyword : 과학관, 아웃리치, 이동형 전시물, Science Museum, Outreach, Traveling Exhibition
|
|
Full Text
|
|
ㆍ
A Study on Brand Awareness and User Engagement of VR Branded Apps
|
조영희 Young-hee Jo , 정승진 Seung-Jin Chung , 이현주 Hyun-ju Lee |
JEWNR 77(0) 17-26, 2022 |
ABSTRACT
Background As the brand communication medium expands digitally, branded apps have emerged as an effective marketing tool. The research focuses on the fact that the expanded experience of virtual reality (VR) technology can be an effective medium for brand communication. The aim of the study is to suggest the design direction for VR branded apps.
Methods The study conducted an experiment comparing the user experience of branded apps on desktop and VR devices. For data collection, pre/post-questions on perceived brand quality/value, a survey on brand experiences, and in-depth interviews were conducted. The contents of the experiences by media were observed and recorded.
Result In the survey results on pre/post recognized brand evaluation and brand experience, VR was rated higher than desktop in all items. However, the difference is small, suggesting that the experiential factor of VR content may not have a decisive influence on the brand attitude.
Conclusion High interactivity of VR acts as a positive factor on user's brand experience, especially emotional and behavioral aspects. However, complex and difficult interactions prevented brand recognition, narrowing the difference between desktop and VR brand experiences. A VR branded app needs to satisfy users' expectations for a VR medium while providing appropriate interaction level for the brand. In addition, the design of experiential elements in consideration of the existing brand image and brand storytelling should be provided.
keyword : 브랜디드 앱, 브랜드 경험, 가상현실, Branded app, Brand experience, VR
|
|
Full Text
|
|
ㆍ
Development of Pattern Design of Infant Disposable Diapers Using a Character
|
양이수 Yee-soo Yang |
JEWNR 77(0) 27-40, 2022 |
ABSTRACT
Background In the reality when the low-birthrate is settled down as the universal flow of the world, the baby product market is growing every year. In the baby product market, the infant disposable diapers have been settled down as the necessity for child rearing owing to the convenience and hygiene. Because most of the infant disposable diapers have been qualitatively improved, it is difficult to acquire differentiation in the aspect of functionality or convenience. Thus, this study aims to develop a character that could draw emotional and psychological loyalty from consumers, and then to apply it to the pattern design of infant disposable diapers. Also, this study aims to present the measures for expanding the developed character to the infant-related cultural content industry.
Methods After considering the changes and characteristics of diapers in each period of time through literature and then researching/analyzing the infant disposable diaper market, this study developed a character suitable for diaper products. Based on this, this study applied the character to the pattern design of infant disposable diapers and then researched the measures for utilizing the developed character for cultural content.
Result This study organized the development history of infant diapers that had never been historically considered, systematized the current status of domestic/foreign infant disposable diaper markets, chose ‘hippopotamus’ as a character suitable for the associated image of diaper products, and then combined it with the character design, textile pattern design, and video content.
Conclusion Due to the improved technology of infant disposable diapers, the functionality or convenience of diaper itself is not good enough to achieve differentiation. Thus, this study emphasized the necessity of characters that could perform direct and intuitive communications with consumers for the development of infant disposable diapers. And this study was conducted in total three steps. First, contrary to rapidly-evolving diaper products, there was no theoretical consideration of diapers. Thus, this study organized the history of diapers from ancient diapers to the currently-developed/released diapers in the diachronic perspective. Second, this study aimed to broaden the area where the pattern design could work by developing the pattern design of infant disposable diapers using a character. Third, what is most-importantly perceived in the content industry is character. Therefore, this study sought for the expandability of the developed character to the infant cultural content industry.
keyword : 유아 일회용 기저귀, 캐릭터, 패턴디자인, Baby disposable diapers, characters, Pattern Design
|
|
Full Text
|
|
ㆍ
Analysis of Playing Types of Fashion Content on Metaverse Platforms - Focused on Roger Caillois’s Play Theory-
|
손유경 Yu-kyung Son , 이송희 Song-Hee Lee , 이유림 You-Lim Lee |
JEWNR 77(0) 41-52, 2022 |
ABSTRACT
Background Recently, due to the COVID-19 pandemic, the metaverse, which has no time and space restrictions, is rapidly emerging. The fashion industry is also developing various fashion content using metaverse to provide users with a play experience. Thus this study aims to analyze the various play phenomena of fashion content manifested in the metaverse-based platforms by categorizing based on the playing types suggested by Roger Caillois.
Methods The types of playing was classified with examination of Roger Caillois' theory of play, sociological point of view, through literature review and prior research and this study conducted and analyzed the play phenomenon of fashion content on the metaverse. The study subjects limited to five platforms, which is top 5 by monthly actively user, Zepeto, Roblox, Minecraft, Animal Crossing, Fortnite, reviewed through major daily newspapers including Dong-A Ilbo, JoongAng Ilbo, Chosun Ilbo, Hankyoreh and foreign correspondent such as Forbes, The Washington Post.
Result The results of the study as follows. First, the playing type of 'Agon' is strictly applied fairness on fashion content. Also, It can stimulate creators' desire for content creation and promote fashion brands, products in the entertainment industry such as movies, dramas, and K-pop, movies, and artists.
Second, the type of 'Alea' allows users to experience while freely exploring the virtual showroom, inducing immersion in fashion content and stimulating users' unintended curiosity, also users can naturally experience the image of a fashion brand.
Third, the type of ‘Mimicry’ is a play phenomenon that allows users to freely compose situational role plays according to the will of the participating users to produce content or to parody various video content without certain rules.
Fourth, the type of 'Illinx' can be implemented as a game that allows users to experience collective hypnosis in a dramatic concept such as horror or may arouse interest in a new visual form by representing a fantastic world and atmosphere that did not exist in reality.
Conclusion Roger Caillois' theory of playing and types of playing could be analyzed by applying it to the play phenomena manifested in various fashion content appearing on the metaverse platforms today. If metaverse fashion content is approached from the perspective of play to develop a user's play experience, It is expected that it will be helpful in developing a new concept of fashion marketing method or content.
keyword : 패션 콘텐츠, 메타버스 플랫폼, 놀이 유형, Fashion Content, Metaverse Platform, Playing Types
|
|
Full Text
|
|
ㆍ
Factors Influencing the Advertising Effectiveness of Senior Models
|
서송이 Song Yi Suh |
JEWNR 77(0) 53-61, 2022 |
ABSTRACT
Background Due to the rapidly aging population and the increasing popularity of social media today, senior models are emerging as brand endorsers. Advertisements featuring senior models increase consumer attention and are often used as a differentiation strategy by marketers. Thus the main purpose of this study is to explore various factors that influence the advertising effectiveness of senior models.
Methods A survey was conducted among 343 respondents to analyze factors influencing the advertising effectiveness of senior models. A t-test and regression analysis was used on two types of advertisements (senior models and younger models) to examine the advertising effectiveness.
Result Advertisements featuring senior models are found to be more effective in terms of attention, novelty, and attractiveness, whereas perceived fit is found to be higher in advertisements with younger models. Moreover, there was no significant difference between the statistical significance of the factors affecting attitude and purchase intention of both types of advertisments.
Conclusion To use senior models in advertisements, perceived fit should be considered as a priority. This is because advertising models have a significant effect on consumers’ brand selection, especially among low-involvement products.
keyword : 시니어 모델, 적합성, 주목도, Senior model, Perceived fit, Attention
|
|
Full Text
|
|
ㆍ
Light Art Research and Development of Broadcasting Tower on Mangjin Mountain of Jinju - Focused on Light Art -
|
조정호 Jung-Ho Cho , 김형기 Hyung-Ki Kim |
JEWNR 77(0) 63-70, 2022 |
ABSTRACT
Background In Light became a factor which developed cultural environment in life. Since nocturnal time was used by diverse activities which made use of light in 24 hours a day, human culture was developed. In addition to daily life which used light, modern time makes use of medium of culture & communication. As source of media art, this is expanded art genre which used light. The author aims to study the art genre where light is used as the source of media art, and thus define what light art is accordingly and investigate possible issues for considerations in case that light and objet are used for the purpose.
Methods In terms of studying the artistic expression of utilizing the light, media can be interpreted as delivery of characteristic of landscape expressed with interfering light or perspective of still life picture and the act of delivery of shape by light to human vision. “Light Art” means delivering an artist’s intention to human emotion by helping viewers perceive altered images from sculptures touched by light. Given that, past researchers’ articles and other materials were studied. Also, based on the experience of the author of this article, some cases of visual artworks which used the characteristic of light were studied. In this article, various types of artworks which utilized new structural function with the result of light merged with highly advanced scientific technologies were investigated. However, due to lack of the preceding research of light art, the author analyzed by comparing the light art of his own with that of Rafael Lozano-Hemmer’s and based on the case of that Eiffel Tower was used as objet.
Result This paper was embodied as light art by utilizing objet to which light reaches to compose story on historic character of Jinju and vision of Jinju citizen in order to create tour & culture contents of Jinju city, getting out of functional entity composed of iron structure. Light has no actual existence but with the help of diffusion and vibration, it can deform the time and space to stimulate the human emotions for transformation. While focusing on these aspects, they developed light arts contents and analyzed light art of Paris Eiffel tower to combine it with the artwork and added Korea traditional spirits and historical aspects of Jinju to the story line and developed the story of Nongae using light points, lines and colors with Jinjudaechep during the 1592 Japanese invasion of Korea as the background.
Conclusion Therefore, the broadcasting steel tower of Mangjin mountain secured its position as tourism culture contents of Jinju city, and people of Jinju city finally began to see annual artwork implementation along with the Jinju light lantern festival. The results led to needs for analyzing the impacts of lights on space and expression of light characteristics through the concepts of light art and structural characteristics, and cases of spatial cognitive experiences of new form of art and implementation of tourism culture contents through light arts. Through these cases, the author expects to see implementation of light art through various attempts and creation of new tourism cultural industry contents using visual arts.
To this end, contents in some 8 minutes were planned and each chapter composed of 5 paraphrases was composed so that contents might be spread from the movement of light and change of color.
keyword : 라이트 아트, 레이저 아트, 미디어 아트, Light Art, Laser Art, Media Art
|
|
Full Text
|
|
ㆍ
User Experience Analysis by Key Usage for Activation of Music Curation Service
|
한은수 Eun-Soo Han , 연명흠 Myeong-Heum Yeoun |
JEWNR 77(0) 71-82, 2022 |
ABSTRACT
Background With the development of technology, platforms that produce and provide content have diversified and rich content consumption has become possible. However, in the process of searching and selecting content according to these changes, users feel high fatigue. In order to solve these problems, the importance of curation has emerged and is being used in various industries.
Methods The purpose of this study is to analyze the factors influencing satisfaction for the revitalization of curation services and derive specific and practical usage behaviors and requirements only for music streaming platforms. Through literature analysis and pre-interviews, factors affecting users' satisfaction with music curation services were found, and quantitatively verified through surveys and statistical analysis. Then, through in-depth interviews, the requirements for overall service use were derived and analyzed according to major usage situations.
Result The user behavior of the curation service were classified and analyzed in detail based on characteristics of major usage situations. As a result of the analysis, the user's preferred type of recommendation was different according to the main purpose of use. Accordingly, the necessity of providing a differentiated recommendation method for each use situation was suggested to enhance user satisfaction.
Conclusion This study inspires actual users' satisfaction and activate services and is meaningful in that the overall user experience is closely investigated and analyzed through quantitative and qualitative methods.
keyword : 큐레이션 서비스, 음악 큐레이션, 사용자 경험, Curation Service, Music Curation, User Experience
|
|
Full Text
|
|
ㆍ
A Study on the Status of Hobby Cases After the COVID-19 Pandemic - Focusing on textile craft-
|
최서윤 Seo Yoon Choi |
JEWNR 77(0) 83-92, 2022 |
ABSTRACT
Background More and more People have been working from home (Telecommuting) and have shown keen interest in art work that can be done at home by themselves especially during COVID 19 times.
Methods This study explains textile crafts into various definitions and classifications according to the possibility of being a hobby in the textile crafts field. In this study, The cases that can be considered hobbies in the textile craft field were measured by classifying them based upon business, technique, and region.
Results The businesses relating to hobbies consisted of running classes and sales on products. Although sales did not generate a steady income from time to time, offline classes and online classes were regularly operated to strike the balance. The changes after the pandemic were introduced through the “untact” method to promote online classes. The results showed the potential growth of the textile craft industry as the hobby market continues to expand. In the direction of development, it is possible to create jobs and profits while pursuing social goals such as improving the quality of life of residents.
Conclusion This study will continue to serve as positive data for the sustainability of the textile craft in the hobby industry even after the end of the COVID-19 pandemic. This study will be used as a practical guide for corporate education programs and hobby activities in the textile craft hobby industry and contributes to the development of textile craft hobby research.
keyword : 섬유공예산업, 온라인교육프로그램, 인스타그램, Fiber Craft Industry, Online Educational Program, Instagram
|
|
Full Text
|
|
ㆍ
The structural model of the influence of the communication of TV home shopping sellers on purchase intension and the moderating effect of beauty involvement
|
정하은 Ha-Eun Jeong , 김미영 Mi Young Kim |
JEWNR 77(0) 93-106, 2022 |
ABSTRACT
Background Based on the communication theory, this study verified the structural model for the effect of verbal and non-verbal communication on purchase through empathy and product reliability, and confirmed the moderating effect of consumers' beauty involvement.
Methods This research focused on female customers between the ages of 20 and 50 who purchased beauty products through TV home shopping in the past three months. SPSS 23.0 and AMOS 21.0 were used for data analysis. Exploratory factor analysis, Cronbach's α, confirmatory factor analysis, and testing of structural equation models were performed.
Result The results revealed that verbal communication influenced consumers to empathize, but had no effect on the formation of product reliability. On the other hand, non-verbal communication influenced not only the empathy of consumers, but also the formation of trust in the product, leading to purchase intentions. It was discovered that non-verbal communication completely mediates empathy and product reliability, and affects purchase intentions. As a result of analyzing the moderating effect of beauty involvement, there were significant differences between high and low involvement groups in three pathways: 'verbal communication → empathy', 'non-verbal communication → empathy', and 'empathy → product reliability'.
Conclusion With the above results, it will be possible to establish a communication strategy for show hosts according to products, and differentiate the strategy according to the characteristics of consumers. This study contributed in part to establishing the communication theory of TV home shopping academically, and in practice, it will contribute to the verbal and nonverbal communication strategies and education of show hosts that can increase sales according to product characteristics and consumer characteristics. If the influence of these factors is identified by factor as a follow-up study, it will help to further specify the verval and nonverbal communication strategy of TV home shopping show hosts.
keyword : 커뮤니케이션, 구매의도, 뷰티몰입도, Communication, Purchase intention, Beauty involvement
|
|
Full Text
|
|
ㆍ
Prioritization of a UX Perspective for Mobile Optimization of Volumetric Content - Focusing on visual quality and speed-
|
이민화 Min Hwa Lee , 박인평 In Pyung Park , 윤재영 Jae Young Yun |
JEWNR 77(0) 107-116, 2022 |
ABSTRACT
Background Recently, because of COVID-19, the demand for non-face-to-face immersive content has increased. Accordingly, discussion and research to produce immersive content are being conducted in various fields, and among them, volumetric 4D technology is a technology that is receiving great attention. Volumetric 4D technology can be applied to various fields such as clothing, advertising, and games, and is gradually expanding its influence. However, in the current media service environment, the technical conditions for embedding volumetric 4D images are still insufficient. Therefore, through this study, the priority of user experience (UX) point of view for mobile optimization of volumetric content is to be derived. In the future, we would like to propose a mobile service compression rate of content using volumetric technology.
Methods We tried to measure UX satisfaction by making an app with contents using volumetric technology. This was to measure the priority of ‘viusal quality’ and ‘speed’, which are mentioned as problems in mobile optimization of volumetric content. For this reason, three types of volumetric content experiments were produced by giving differences in 'visual quality' and 'speed'(i.e.,'compressed twice visual quality - normal operation speed', 'compressed once visual quality - 0.2sec delay speed', 'original visual quality - 0.4sec delay speed’).
In addition, through the analysis of previous research analysis, 'usefulness', 'attraction', 'immersion', and 'satisfaction' were extracted as factors for evaluation of user experience, and the survey was conducted on men/women in their 20s, 30s, and 40s. did. Through this, it was confirmed which factor of ‘visual quality’ and ‘speed’ had a greater effect on satisfaction by generation or by gender.
Analysis of the study results compared the mean differences of the groups through One-way ANOVA. Experimental results were analyzed using generation and gender.
Result Many opinions were mentioned that ‘speed’ should be considered first among ‘visual quality’ and ‘speed’ in order to optimize volumetric content for mobile application in terms of UX. (Exceptionally, in the case of men in their 30s, there was no significant difference in the priority of ‘visual quality’ and ‘speed’ in all evaluation items). It was found that users felt greater benefit from smooth interaction such as smooth reproduction of content through normal ‘speed’, and content enlargement and rotation rather than the visual quality of volumetric technology.
Conclusion In order to optimize the volumetric technology for mobile application, it is difficult to implement both ‘visual quality’ and ‘speed’ to normal levels with the current technology. Therefore, from the user's point of view, we determine which part of ‘visual quality’ and ‘speed’ is more affected, and to derive priorities for optimization. As a result, it could be confirmed that the ‘speed’ had a greater effect than the ‘visual quality’. However, considering that the result was 'learning exercise content', it is possible that the purpose of learning exercise became a factor that gave more importance to ‘speed’. Therefore, it is necessary to conduct follow-up studies that can add validity to the results by conducting experiments on various contents targeting different fields.
keyword : 볼류메트릭, 모바일 고객 경험, UX, volumetric, mobile CX
|
|
Full Text
|
|
|
|