• Title/Summary/Keyword: 감성콘텐츠디자인

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Interactive Game Designed for Early Child using Multimedia Interface : Physical Activities (멀티미디어 인터페이스 기술을 이용한 유아 대상의 체감형 게임 설계 : 신체 놀이 활동 중심)

  • Won, Hye-Min;Lee, Kyoung-Mi
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.116-127
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    • 2011
  • This paper proposes interactive game elements for children : contents, design, sound, gesture recognition, and speech recognition. Interactive games for early children must use the contents which reflect the educational needs and the design elements which are all bright, friendly, and simple to use. Also the games should consider the background music which is familiar with children and the narration which make easy to play the games. In gesture recognition and speech recognition, the interactive games must use gesture and voice data which hits to the age of the game user. Also, this paper introduces the development process for the interactive skipping game and applies the child-oriented contents, gestures, and voices to the game.

Revitalization Plan of Calligraphy in Outdoor Store Sign Design - Focus on the District of Gyeyang at Incheon - (옥외간판디자인에서 캘리그라피 활성화 방안 - 인천시 계양구 중심으로 -)

  • Kim, Jung-Hee
    • The Journal of the Korea Contents Association
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    • v.10 no.2
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    • pp.184-192
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    • 2010
  • In the current so-called age of emotion marketing, the independent form of handwriting of calligraphy is being revitalized in various fields such as advertising, book designs, film titles, posters, packages, BI, and even fashion. Thus centered on Gyeyang-gu at the city of Incheon, 100 outdoors signs that used calligraphy were chosen and we researched a reform plan that could revitalize calligraphy in outdoor signs by classifying them according to current conditions of the use of calligraphy, actual conditions of practical use, expression tools, and analyzing the use of colors. The result was trial requests not only from the formalities industry, but also the financial sector, public corporations, and several other businesses, but in order to provide not only for franchise brand logotypes manufactured by expensive experts, but also provide production of high-quality calligraphy for low costs for small private enterprises, the development of a diverse calligraphy education program, centered on the regional society, will be needed. In the midst of globalization, in order to advertise the beauty of Korean alphabet and to create our own unique street culture, a variety of tools and tactile expressions are demanded, in the future the research on the calligraphy of outdoor signs must be revitalized.

A Study on Visual Attention According to Color and Form -Focusing on Eye Tracking Experiment- (색상(Color)과 형태(Form)에 따른 시각적 주의에 관한 연구 -아이트래킹 실험을 중심으로-)

  • Hwang, Mi-Kyung;Kwon, Mahn-Woo;Park, Min-Hee
    • The Journal of the Korea Contents Association
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    • v.19 no.4
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    • pp.102-110
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    • 2019
  • Among the visual sensibility studies, many studies of color or movement have been done, but not much have been done about whether it can evoke sensibility in static form itself. Therefore, in this study, visual attention by AOIs(Area of Interests) combined with color based on three basic forms was analyzed using eye tracking, and the results were visually expressed through Heat Map and Gaze Plot. In addition, A Paired t-test was performed on the mean difference between the two groups to verify the statistical significance of each color and form. As a result of the experiment, the chromatic color form was more visual attention than the achromatic color form and warm color form was higher mean than cool color, so the visual attention was greater. In this study, it is meaningful to suggest a quantitative method which is easy to interpret objectively the design element that is easily interpreted subjectively. Based on the results of this study, if more further studies and quantitative analysis methods are presented that can identify differences in visual attention from various colors and forms, it can be used to provide guidelines for basic design.

Comparative Study of Corporate Brand Image in Korea and China (기업 브랜드 이미지 한국과 중국의 비교 연구)

  • Zhao, Yu-Long;Kim, Byung-Dae
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.364-374
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    • 2021
  • In a fiercely competitive market, brands have become an important foundation for people to choose their products, and brands are also symbols of people's status and strength. Therefore, the importance of brand image design is growing. And color is an expression of emotion and can improve the communication and marketing environment of brand image as an important element of brand image. In this study, Interbrand selected Korea-China TOP 50 brand as a survey target in 2019 and downloaded brand CI from each brand's homepage to data images through Adobe Photoshop program and HSB system, and analyzed the color of the brand. There is no big difference in analyzing the color characteristics of Korean and Chinese brands, and the I.R.I color image scale analysis shows that the overall design of Korean brands is vibrant, elegant and warm to consumers. On the other hand, the overall design of the Chinese brand offers consumers a solemn, modern and sophisticated emotional adjective. Based on the results, this study can provide practical implications for companies to select colors and forms when launching their own brands and developing products.

Methodology of Online Survey Questionnaire based on Webgame towards Spacial Color Combination and Affective Word (웹게임 기반 온라인 설문조사 방법론 -공간배색과 감성언어를 중심으로-)

  • Kang, Seung-Mook;Kim, Hae-Yoon;Park, Kyeong-Su;Park, Young-Sung
    • The Journal of the Korea Contents Association
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    • v.10 no.7
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    • pp.133-141
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    • 2010
  • The purpose of this paper is to suggest one of effective online questionnaire methods by using web based games. The research examines the interrelation between space design element and emotion language in the background actually used in the web games, and suggests new questionnaire methods to overcome the problems of the insincere answers which is the limitation of online questionnaire methods. The paper is to examine the related references, and compare the merits and demerits between printed and online text based questionnaires. Then it suggests the on-line questionnaire methods based web games which can improve errors of the demerits. The emotional words and phrases database is embodied by the interrelation between the emotional words and four spaces such as a dwelling, a tradition, a commerce and a fantasy based on the position decision value of Gaussian distribution. The paper suggests to be utilized for a population calculability system such as a consumers preference test.

Approach to the Selection of Concepts and Images for GUI Design using Emotional Words -Mobile Phone with Boombox- (GUI 디자인에서 감성적 어휘를 이용한 컨셉 및 이미지 선택 -붐박스가 기능을 가진 휴대폰-)

  • Hyun, Hye-Jung;Ko, Il-Ju
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.103-112
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    • 2009
  • With technological development of product designs, products of various concepts have been developed and products by customized design concepts have been actively launched. For successful development, it is necessary to convey the target concept to the product development process exactly in order to create the targeting design. The study found the design concept of mobile phones with a boom box through emotional verbal expression, and defined the concept target by using visual images in accordance with the relative target with a view to looking for the design concept suitable to product development target. Regarding the visual image, the test for coordination among participants was conducted to select the image on which the interest groups participating in the development reach an agreement. As a result of the test, it aimed to propose the method to select concepts and images for rational choice by means of clustering algorithms. This method is considered to contribute to building the design concept and actualizing GUI design.

A Study on research interactive contents MICE-LED tele-screen bidirectional media art (MICE-LED융합 양방향 미디어아트 인터렉티브 컨텐츠 및 Tele-Screen 기초 연구)

  • Kim, Dong-Sik;Yoon, Sang-Ho;Kim, Byung-Oh;Kim, Sang-Ok
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.275-276
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    • 2015
  • LED를 활용한 고객 체험형 양방향 디지털 미디어아트 컨텐츠 및 Tele-Screen 솔루션을 통하여 차별화된 서비스가 가능 자연 친화적, 인체 감응 및 상황 인지 기반으로 다수가 참여 가능한 양방향 소통, 감성 디자인이 고려된 콘텐츠를 제공하는 MICE 융합 인터렉티브 LED 미디어아트 콘텐츠 및 플랫폼 기술 개발의 기초 연구를 수행 하고, Tele-Screen개발과 구현 방법을 제안하였다.

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Design requirements of mediating device for total physical response - A protocol analysis of preschool children's behavioral patterns (체감형 학습을 위한 매개 디바이스의 디자인 요구사항 - 프로토콜 분석법을 통한 미취학 아동의 행동 패턴 분석)

  • Kim, Yun-Kyung;Kim, Hyun-Jeong;Kim, Myung-Suk
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.103-110
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    • 2010
  • TPR(Total Physical Response) is a new representative learning method for children's education. Today's approach to TPR has focused on signals from a user which becomes input data in a human-computer interaction, but the accuracy of sensing from body signals(e. g. motion and voice) isn't so perfect that it seems difficult to apply on an education system. To overcome these limits, we suggest a mediating interface device which can detect the user's motion using correct numerical values such as acceleration and angular speed. In addition, we suggest new design requirements for the mediating device through analyzing children's behavior as human factors by ethnography research and protocol analysis. As a result, we found that; children are unskilled in physical control when they use objects; tend to lean on an object unconsciously with touch. Also their behaviors are restricted, when they use objects. Therefore a mediating device should satisfy new design requirements which are make up for unskilled handling, support familiar and natural physical activity.

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An Implementation of an Agent for Recommending Sensitive Information on Mobile Environment (감성형 모바일 정보 추천 에이전트 구현)

  • Park, Eun-Young;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.9 no.1
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    • pp.7-15
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    • 2008
  • The paper proposes information system for providing proper well known delicious restaurants as interactions with users. The system calls 'Moloke', which is an agent for recommending sensitive information on mobile environment The proposing agent differs from existing ones that guide the telephone number and the name of the restaurant. The differences are as following goals. First, the agent gets existing from users as interactive communications on mobile devices through the proper requests on each time zone such as morning, afternoon, and evening. Second, the agent also can recommend a specific restaurant for current personal states such as parties, special community meetings, bio-rhythms and so on. Among them, specially the bio-rhythm is used for recommending proper restaurants to each user. In addition to through proposal suitable design for the mobile agent design more effectively. The research used mobile environment for recommendation service and web environment for data management. Server environment for service used Apache, PHP4, Mysql and mobile page was implemented m-html for approach. Mobile Service was optimized Mozilla-1.22, KUN-1.2.3 Browser

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Creation of Fashion Items Using Traditional Dancheong Patterns - Focused on Bag Designs - (전통 단청문양을 활용한 패션상품 개발 - 가방 디자인을 중심으로 -)

  • Lee, Jae-Young
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.545-557
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    • 2020
  • With the increasing interest on K-fashion all over the world, it's the important time to create the items which can express the unique identity of Korea for promoting the globalization of Korean fashion. Accordingly, this study aims to suggest the modern applicability of traditional patterns by designing the bags using the Dancheong patterns(traditional multi-colored decorative painting) which can effectively express Korean images in a variety of shapes and definite visual features and then expand the scope of fashion items. To this end, this study concentrated on expressing the Dancheong patterns to fit to the modern fashion trends by re-interpreting them. The bag was designed using the laser cutting technique, without weaving or digital printing, to imbue the technical emotion and 3D effect to the patterns. In accordance with the analysis results, the features of patterns could be delicately expressed around the shaping and structuring method in terms of the design, and the scope of design for leather goods could be expanded using the laser cutting in technical aspects. For the industrial aspects, it is required to develop differentiated goods expressing the unique emotion of the Korean for globalization of Korean design.