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A Study on Visual Perception of Gestalt Laws
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박일재 Il Jae Park |
JEWNR 8(0) 6-20, 2003 |
ABSTRACT
For the Sake of the mediocrity of modern society complicated and sophisticated, adopted of psychology, the design has the components in common or as whole. The Gastalt psychology completed on the coming of the 20th century`s Psychology school, testifies the reaction of human mentality and beings applying to the design. The design applied by such psychology, escaping from the past estheticism, could be accounted for systematically and solve the organically. Accordingly, the creative process of design from the past is not the behavior caused from the vague inspiration, but only the common creativity caused by individual sight. However, the premature step of the Gestalt psychology had hard nut to crack in the way of thinking the theory. Which didn`t make designers show as much as they thought of exactly. The Gestalt psychology, disclosed by Wertheimer Based on Physics and psychology the rearms and system themselves refer to psychological consideration, so it was applied to the sphere of artistic psychology, which was amended and complemented by Metzger and Murch. The meaning of Gestalt, they pledge is a concept of entireness, lie., the whole is at the behind the combination of the part and part; the psychology based on such theory is the inclination of division into simplicity, equiblium, grouping, and figure-Ground. citing and applying movie poster, this theory should be analysised to its own "Gestaltung". Such analysis present a aspect of design on the basis of the systematism and could account for the installation of new source in design.
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The study on modeing and application of character in local government
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임태윤 Tae Yun Lim |
JEWNR 8(0) 24-37, 2003 |
ABSTRACT
Each a local government introduced CI( city identity) after the governor of a local government`s election in 1995. Its important that they couldn`t manufacture a creative character as a typical region, Alsomany people didn`t know the character even some local governments produced that, because it lacked public information to inform people. Especially, some local governments have same the character name or the contents of the theme. So it can make confuse to people. For example, JinJu in Kyungnam and Jangsoun Gun in Junbuk have " Nongae" character, Gangjin Gu in Seoul and Danyang in Chungbuk have " A princess pyunggang and an idiot Ondal" , also Jangsung in Junnam and Gangrug in Gangwon Do have " Honggildong" I live in the Kyungsang Namdo district. Most people didn`t know the character which produce from Kyungnam government in spite of we have " Kyungnam guy and Kyunglee (girl)". Because the government od Kyungnam didn`t put to practical use their character to a medium. Actually, only 68 people among 350 know this character. It`s just 19%. At last, I tried to analyze character`s theme, hand movements and hand`s position. They are most an abstract from as the theme. Next it was turn out the legendary person or the historical existence person. The hand movement showed the best of a region to inform people. After the local government can get a information in character`s production that is based on character production`s problems and development.
keyword : Local government, Character, Information
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A Study on Specialized Strategy of Brand Design of Jellado "Kimci"
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김남훈 Nam Hoon Kim , 김병욱 Byung Uk Kim |
JEWNR 8(0) 56-70, 2003 |
ABSTRACT
Kimch is one of representative food of Jella province. As to Kimch, Gwangju City opens `Kimch Festival` every year which is sole and largest scale in Korea. This `Kimch festival` not only makes a good opportunity to inform superiority of `Gwangju Kimch` to more than a million domestic and internatiional consumers but also gives a selling chance of Kimch to festival participnats. Actually, more than 15 Kimch?making teams take part in Kimch?making competition in the every festival and give festival participants chances to try and purchase Kimch Therefore, Jella Province is considered to have prioirty of development of Kimch industry in two aspects; consumer`s perception of `hometown ` of tastes and `opportunity` to distirbute and sell Kimch through `Kimch festival`. Unfortunately however, no power brand of Kimch has been developed in Jella province so far in spite of those kinds of merits in Kimch industry in this area. Therefore, it is necessary to perform strategic approach to niche market which is different from traditional Kimch market by stimulating consumer`s purchase intention through differentiated brand cultivation based on development of new Kimch items and epochal improvement of existing packages. Actually, many companies are carrying out success not through tastes but through strategic package design attacking niche market. For example, `Kkoma Kimch` and `triangle seaweed?rice roll` are representative cases of successful brand not through tastes but through strategic package design attacking niche market Therefore, The purpose of this study is to develop successful `Gwangju Kimch brand` combining `hometown of tastes` and superiority of `Gwangju Kimch festival` through developing differentiated brand design by creating new `Kimch items` based on analyzing consumer`s needs of niche market and improving existing packages representing charatceristics of new items effectively
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A Research Study on Colormarketing Strategy Formation of Abatar Character Fashion
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김영식 Young Sik Kim , 임미라 Mi Ra Lim |
JEWNR 8(0) 74-88, 2003 |
ABSTRACT
We have lived in the time of reading. Now we live in the time of seeing with computer as a new communication media and live in `an another me` called `avatar` character on cyber space, internet, in that computer. `Avatar` has an anonymous attrativness and give us a satisfaction that is impossible in real life. And that can get attention from people through it. These factor create new cultural pnenomenon, avatar phinomenon. And we can cret and expand our life. Avatar is not used only for on-line business like a internet community, chatting, game. We can use avatar to itemize real fashion bland by attaching the bland on fashion item in cyber space like PPL. And avatar is regarded as important part for profits on cyber shopping mall that treat the PDA and cellural phone. So we need special marketing strategy to understand customer` s weed. Especially the color has an optical influence on fashion marketing. Therefore in this research, we will treat the problem of establising the color marketing strategy in avatar character market through analysis of color marketing, positioning of color image and fashion trand of avatar character, development of web, concept and usage of avatar
keyword : Avatar, Color Marketing, Virtual Space
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A Study on the Application of Moviong Type On Broadcating Caption System
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김윤경 Yoon Kyung Kim |
JEWNR 8(0) 92-108, 2003 |
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Generaly Television Programes rely on Motion and Sound which very differ from Pinted Matters. These special form of the Programe has been discovered in history and invented in progress of technology. This Point of view, Moving Typography as a caption system on Broadcating System can be a turning point of caption system . This study comes to conclusion that the appication of the moving typography on caption system can play a important role in Channel Identity of the broadcastiong system. Because, those experimental efforts will bring more good and interesting porgrames which can compete with other boadcasting systems.
keyword : Caption, Moving Typography, Channel Identity
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A Study on the Game and Game Industry as Digital Contents
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김재희 Jae Hee Kim |
JEWNR 8(0) 112-122, 2003 |
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Game, which had the simple amused function, has effects on the field of arts such as literature and fine art, changes them and expands its social meaning. That is to say, it means that one content influences other derivative contents. Just like movie became the essential forms of expression in 20 centuries, game also become the important forms of expression in 21 centuries, the digital age. This study shows that the genre of Game is one of many cultural contents (music, movie, game), also researches the meaning of game`s content caused by its features and situation as digital contents. This research tried to find the position and value of the game industry as digital contents, and also approach the contents with context from the business point of view.
keyword : Digital Contents, Context Game Industry, e-Business Model
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A Study on Design of Icon as a Visual Element on the Web
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김창국 Chang Kug Kim |
JEWNR 8(0) 126-141, 2003 |
ABSTRACT
The increase of computers and the common use of the Internet demand an introduction of a design technique for Web-interface that can provide users with convenience. The Web has become a new meansof communication and provides us with an opportunity to get new information. The Web, however, has many limits as a means of communication, since the early developers of the Web, who were interested in the structure of information, focused on the logic of document structure and thus neglected the visual aspect. The Web sites are often developed focused on contents, techniques, or design. However, when a site is built, the users should be considered primarily and thus the design should be for the users. The mosteffective and clear means of communication of information is by word and picture. On the Internet, picture and text are used as a means of communication, and presently a multimedia aspect is added. In order to maximize the effectiveness of mutual communication on the Web, a clear and precise medium of communication between the users should be included in designing the Web-interface. An icon plays an important role in the medium, since the design of icon is an inevitable element in the system of command and it visually and naturally leads the information seekers to good Web pages. Thus the user interface demands the development of an icon that enables the users to communicate without any physical limits. That is, one needs to develop an icon as an expanded formative language that is easily understood, intuitively recognized without any logical explanation of itsmeaning and content, and visually conveyed as a symbol on the Web. Therefore, in this thesis I tried to suggest a right direction of icon design as a visual language by reviewing and analyzing the theoretical background of icon in the previous literatures. I also attempted to suggest a better means of icon design, which is functional as well as aesthetic, by examining the icons of the most frequently visited sites in Korea,
keyword : visual communication, icon
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A Study on character value as a way of communication
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손계중 Kae Jung Son , 강성윤 Seong Yoon Kuang |
JEWNR 8(0) 162-171, 2003 |
ABSTRACT
Marketing activity using charactersrequires business transformation such as creation of brand identity, advertisement using character making, approach which boosts sales through diverse events, marketing for asset cumulation, strategy making and commercialization. America, Japan and many European countries already knew the importance of character in cultural and economic aspects and have built thier own new marketing strategies and character identities which cover most parts of the world. In contrast, Korean character industry is now at the stage of developing and even some known characters failed or lasted a short time because of inexperience and immature business running. But since 2003 Korean characters are getting higher attention in domestic market than foreign characters. So now we need a more specific, well organized strategy and management. Especially 21st century is called `the Time of Culture`. A culture doesn`t exist as culture itself any more and it means the change to culture industry which produces economic additional value. This change reflects our situation; fear for natural resource exhaustion, environmental problems, value standard change in life, andso on. The reason why we need character industry development now is that it can be developed on the basis of human resource and can play an important role in the fields of our culture and economy.
keyword : character, communication, identity
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A Study on Present State and Prospects for the Game as a Cultural Industry in Home and Foreign Market
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송광철 Gwang Cheol Song |
JEWNR 8(0) 174-185, 2003 |
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The marketability of a cultural industry which approaches familiarly to people by wrapping with pleasure can be felt as a various look of the United States that forms a unitary market from the Hollywood block buster film to the Disneyland theme park. The cultural industry which makes customers naturally contact frequently, giving enjoyment together, has settled down as a high value-added industry in the 21st century which is called as an industrialized society and a knowledge society. What is a competitive field which the Government, any enterprises or an individual can challenge among our cultural products? What is a field to lead the world in the creativeness, the technology or the marketing power? This may be said to be three fields, that is, the Animation, the Character, and the Game which have been growing explosively along with the digital age. These three fields have something in common in that they provide a scenario and entertainment which can share emotional sensitivity with users while they have strong cultural characteristics at the same time. In this study, particularly for those three fields, in the Introduction, the concept of a cultural industry, the origin and the present state of the field of game industry are investigated. As for the main subject, the genre and the kind of game, and the present situation of the game market both at home and abroad are described. In addition, the tendency and the prospect of home and foreign game market were tried to be grasped by analysing the developmental conditions and the problematic issues by means of comparing and reviewing the technical level which is related with the game between our country and some advanced countries.
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Utilization of Brand Image Design in Cyber Space
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윤재성 Jae Sung Yun |
JEWNR 8(0) 202-215, 2003 |
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We say that the concept which is opposed to real space is `virtual space` In other words, it means that Virtual time and space actively binding the world from the middle of the 1990` s. Through this study, I shed light on the fact that the brand image of a commodity is important in the Internet, a virtual space and seek to fine the design in the shopping mall, that is, a virtual space and a desirable method of a brand image which is really transmitted to consumers. First of all, the outcome of the investigation of literature informs us that there will be an age when a virtual selling area will take the lead rather than the existing one in terms of the form of business trade. And in electronic business trade, brand image will play an important role in the decision to purchase. One should take into consideration the characteristic of a product and that of a customer as an information medium. However one can find the fact that the brand image in the comparison of the shopping mall site, the result of search, the Internet shopping mall is no more than the transfer of the design of real space as it is. N. generation, the Internet consumers is an image digital generation and regard total image as very important. One should design the brand image capable of arousing sentimentality and curiosity in the shopping mall targeted at the N, generation. Various kinds of sites for purchasing products should be constituted differently from the real space, and will have to be changed so that it may be fit for the taste of the N. generation.
keyword : Brand Image Design, Cyber Space
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