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Development of the Electronic Information album of E-commerce Business Model
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김경훈 Kyung Hun Kim |
JEWNR 9(0) 9-19, 2004 |
ABSTRACT
Though this research develops little more better Contents on the basis of this problem that grasp problem of Contents that is supplied about digitech and Contents present through theoretical ancient temple and is drawn, there is the purpose. New moderns through development of communication space contents that is consisting in Internet wish to develop contents that is administrable space red by user making principal`s communication space through profit model presentation and user image edit in Internet, animation, edit of only voice copy face and feature by on-line of` internet electron album contents and interaction of` off-line wishing to present household, the organization etc., active electron information album contents because form and develop sharable culture space.
keyword : E-commerce, electronic information album, digital contents
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A Semiotic Approach To The Sex Appeal Advertisement In The Advertisement Communication Design
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박일재 Il Jae Park , 송광철 Gwang Cheol Song |
JEWNR 9(0) 23-35, 2004 |
ABSTRACT
The methodology of semiotics provides a basis for analysing the meaning action of the `sexual` image of this polysemous attribute, and, at the same time, enriches the analysis. Of course, there may exist a difference in the result of analysis according not only to an intervention of arbitrariness, which is an attractive feature as well as a limit of the semiotics, but also to an analyzer`s researching ability. However, the analysis of the `sexual` image in itself leaves a way open for a possibility of approaching the two concepts where an ambiguity of `sex` and `image` must exist. Besides, it affords a ground for analyzing the advertisement expression. It also provides a logical basis for producing a `sexual` image as a creative element which can guide the users at the interactive media to make an active interpretation. Furthermore, it provides a ground which coincides with the purpose of advertisement, and which is proper in the social and cultural context as well.
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A Study on the Package Design for Children
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문수근 Soo Geun Moon |
JEWNR 9(0) 39-53, 2004 |
ABSTRACT
Packing is the ultimate communication tool in a commercial world. Therefore, many commercial designers challenge the limit of commercial packing with their imaginative idea. Packing should be able to transform the recognition to a product into the motivation to purchase by transferring the humanistic and the emotional feeling or appealing the image of packing and the grapic of product to the final customer right away. In addition, packing is used to satisfy the desire of customers or to express their intelligence, style, and social status. On the other hand, the culture, value system, and life style of customers are changing in various ways as time gose by. Especially, the speed of those changes is accelerate on these days. Therefore, how to fulfill the fast changing desire of customers is the basic but important question to the commercial designers. On these days, the interest and the consideration for children are increasing by the change of statistics of population such as decreasing birth rate and increasing dual income family. Therefore, parents spend more for their children because of this chang to family centered life style. However, it is not possible to measure the children` s propensity to consume as we did for adults or teenagers because the children have individual selfcentered thoughts and unique behaviors. Thus, it is truly necessary to develop the separate marketing stratrgy and design strategy for children through systematic and scientific research and analysis. The key point of product packing for children must be considering their individuality and various limits as children. It is also helping them toexpand their sight to find the product they want. In this point, we can get more reliable information about the behavior and attitude of children than adults or teenagers. In a small family, childern are one of the major consumer. Therefore, we have to acknowledge them as a separate customer group and understand their consuming traits through deep research. Only through the deep research, the marketing manager or designer should be able to collect enough data to develop the packing strategy that appeals to the children.
keyword : Package Design Research, Research with Childern
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A Study on Design Development for Provincial Specialized Co-Brand
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김남훈 Nam Hoon Kim |
JEWNR 9(0) 57-67, 2004 |
ABSTRACT
It`s important to develop and nourish specialized industry fitting each province for provincial economic development and each provincial government is necessary to nourish differentiated strategic industry based on it. For this, it`s urgently required to capture marketing experts for reinforcing ability of provincal marketng and to develop design strategies for creating differentiated identity of provincial brand. In order to nourish successful specialized industry of province, it`s necessary to consider historical backgrouns and traditional culture of each province and develop competitive resources of province itself such as local environment. Also, provincial governments need to overcome manufacturing-based industry and expand scope of specialized industry combined withagriculture, tourism and distribution and develop co-brand of products steming from mixture of those industries. Now several provincial governments and local companies are trying to develop co-brand of provincial specialized items, but the results are not guranteed yet. As a method for nourishing local co-brand, it`s necessary to select industrywith global competitive advantage as item for provincial co-brand, develop co-brand by commercalizing potential items of each province and launch it as high-prestige brand inthe niche market rather than in the mass market. Development of co-brand of provincial specialized items can be the effective strategy to maximize brand image by developing co-brand of unified product based on co-participatioin of` provincial government and local companies, and performing integrated management on marketing, design, quality and distrubution etc . Provincial economic revitalization can be possible from this kind of co-brand strategy of` provincial specialized industry by stimulating self-confidence and loyalty to province and unifying provincial citizens by cultivating cooperative spirit.
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A study on the visual perception of character animation for elementary students
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김명미 Myoung Mi Kim |
JEWNR 9(0) 71-80, 2004 |
ABSTRACT
n the age of highly integrated information. multimedia culture has established its own character as unique and new art form that requires different aesthetics from either linguistic or non linguistic forms such as literature or movies. Multimedia is a natural information environment that has developed mainly from games like arcades. It is also a combination of numbers, letters, voices, pictures, and images. This kind of information circumstance has brought about the appearance of new source of communication. This new source of communication is a conjoint of art and science. In the age of information, multimedia has taken roots in as a kind of life culture affected by the change of tome. Character busibess is a branch of animation business that has the importance of high added value, in its role of information communication that combines the image and sound together with the appearance of TV. Also, they are the important factors in fixing the images of animation or games. In addition, goods that have these characters on them are speeding up the consuming culture by emphasizing their esthetical distinctions. However, animation industry will give an endless value in the industry, therefore it should be investigated continuous.
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A study on fusion phenomenon appearing in video image design -centering around net art-
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김성훈 Sung Hoon Kim |
JEWNR 9(0) 83-96, 2004 |
ABSTRACT
With the development of digital technology. the media art has been changed and developed everyday. Due to the innovation of image electronic media, the images beyond our imagination are being mass-produced. The new challenge of digital image among them has been the continuous subject of research and expressed as an experimental element. The digital technology that exchanges information via internet and could be copied to an unlimited extent brings changes in the art as well as the general field. The development of digital technology is making the cultural pattern called ubiquitous age. Looking about the recent paradigm of the art according to this, we can see that the new art genre is revealed in cyberspace. It is the Net art that artists try the new technologies, and show immediately them to the audience, and monitor the instant response by the combination of these techniques. The net art demanding technologies beyond the current general usefulness limits the broad activities of the audience. From now on, the net art will take its place as an art genre that accompanies the function of encountering the audience and sharing by the combination of digital technologies, without staying in the simple gallery level of the past through the media, internet. In this study, I analyzed the fusion phenomenon of an artist and the audience, technology and art, and time and space while the net art is expressed on the network. Net art has just begun and it is the possibility. It will stimulate the sensitivity of modern persons with visual and auditory communication through online, and will lead the trend of art and culture as an embodying device that gives psychological satisfaction to an appreciator more progressively and sensibly, and that is closer to the human culture life with the technology development. These features will be developed continuously by combining the functional element achieved on the network, and to design and worry about the contents that come with the function of multimedia through the development of digital technology will become influential in the development of net art hereafter.
keyword : net art, fusion, interactivity
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Research of Transition on Motion Graphic of Avatar
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김정연 Jeong Yun Kim |
JEWNR 9(0) 127-142, 2004 |
ABSTRACT
There are text based Identification, letters, and Avatar used with character to show oneself in the imagination space. In online community avatar made its first appearance in a form of a human as 2D graphic Image appealed in Multimedia Chat called Habitat. The objective of Avatar is for dolls that are tools of role-play to enter a digital period and exist in a form of a flesh in the imagination world, which replaces dolls is the past and express, and develop in a form of oneself. In this research we would like look at special quality as model, course of transition, preference, and appropriateness of Avatar Motion Graphic Design, also we will look at the flow of Avatar Motion Graphic Design Industry, its value and the future prospective. First We divided Avatar into Initial Avatar, 2D Avatar, and 3D Avatar with its special quality. Even if there are differences in Initial Avatar, Secondly an age bracket, preference and enjoyment of avatar in different period and its selection trend as it is developed. As Initial Avatar, 2D Avatar, and 3D Avatar being the center they preferred 3D in whole from, but more preferred 2D in is partial expression. The 3D avatar model that used the real image uses Motion Retargeting, so that you allow it to apply in different character using one character motion data of its geometry or analysis. After 2D Avatar as a result variety of options they provided for consumers, it brought charges in using Avatar and this expanded the field of expression. Thirdly, you can consider use of other contents using Motion Graphic Design of Avatar. The expansion in use of content that use 3D Avatar in Avatar games it is being developed into 4D. If Avatar is considered to fulfill self-expression instinct and excitement, its business and game grafting would be a valid strategy, then it is more than enough to accomplish its role in one source-Multi Use with character in Imagination Space, Avatar. Fourth, how much development we can make and fulfill users needs and excitement with the usage of Ubiquitous that can composes real life images with computer made imagination image will consider avatars ups and downs in the future. A Motion Graphic of Avatar that is shown in this research can escape from role-playing avatar and be used in form of Avatar Design for development, hereafter will become a fundamental development.
keyword : 역할놀이, 컨텐츠 디자인, role-play, 3D Avatar, 4D Avatar, VR Avatar, Contents Design, Ubiquitous
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English Educational Multimedia Game Design for Children
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김지윤 Ji Yoon Kim |
JEWNR 9(0) 145-161, 2004 |
ABSTRACT
The language education using multimedia is very powerful educational method. For designing educational multimedia game, the theory of education using multimedia and educational game is needed. The possibility of education using multimedia for children is verified with the study on a kind of education example using multimedia. The elements and character of game for children are researched and what kind of game good for children is studied. In this paper, the specific example of adoption is demonstrated by a case study of developing english vocabulary educational game for children could use it without help of anyone.
keyword : Educational Game, Feedback, Multimedia
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A Study on the Design and Social Responsibility
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김창래 Chang Rea Kim |
JEWNR 9(0) 165-176, 2004 |
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The economic value of design had emerged rapidly with the shift of the U.S. society from production to consumption. Despite a long and dominant role of design in economical development, there were surprisingly few detailed and critical analyses on its social role and consequent responsibility. Recently, while design is increasingly recognized as social, cultural, and philosophical object of study, its social role and ethical responsibility have come to the fore. Should design be socially responsible? In contemporary society, design is defined as a powerful economic, cultural, and social force. With that power comes its social responsibility. In a negative light, design has been an efficient medium to serve repressive regimes in power, to accommodate various problems and issues of war, and to cast presidential elections into doubt just. to name a few. Design can construct and reinforce stereotypes and false assumptions that are detrimental to society. However, the designers. indeed being facilitators of mass?consumption, have to be sensitive to, and responsible for, the huge amounts of waste and environmental damages. The fact that industrial corporations utilize design more often than educational institutions, cultural agencies, and other nonprofit organizations creates a monopoly of its service and disparity in accessibility of latest technologies in public domains. This thesis attempts to examine several ways that designers can integrate social responsibility into their work.
keyword : Social responsibility, Economic, Political Reasons
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