• Title/Summary/Keyword: 감성 커뮤니케이션

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A Study on the Trend Analysis St Environment of Motion Graphic. -Focused on Historical Backgrounds of Motion Graphic Appearance- (모션그래픽의 환경과 경향분석에 관한 연구 -모션그래픽 출현의 역사적 배경을 중심으로 -)

  • Kim, Jae-Myoung
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.5-14
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    • 2005
  • Graphic Design is being developed as a unique genre and widely applied to movie, TV broadcasting, music video, computer an, web design, animation, and game. Some university added motion graphics in their curriculum recently. However Motion Graphic has not been defined clearly and pedagogy of motion graphics was not studied enough. Motion Graphic is not merely moving picture. Its typical purpose and concept are evolving because of the diversified application. Meta-synthesis between media and hybrid development based on diverse approach and composite presentational methods are also changing Motion Graphic. Various technology such as photograph, analytical engine, hypermedia, multimedia, digital composite picture, network and interface should be studied to understand Motion Graphic. This study reviews the historic background of Motion Graphic mainly related to its advent. A fundamental definition of Motion Graphic including the space and time is suggested and the international trend is introduced. Future Motion Graphic and possible development was also predicted.

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Inflatable Mouse: Volume-adjustable Mouse with Air-pressure-sensitive Input and Haptic Feedback (부풀어지는 마우스: 기압센서를 이용한 입력과 햅틱 피드백을 갖는 부피가 변하는 마우스)

  • Kim, Seok-Tae;Lee, Bo-Ram;Kim, Hyun-Jung;Nam, Tek-Jin;Lee, Woo-Hun
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.323-328
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    • 2008
  • Inflatable Mouse is a volume-adjustable user interface. It can be inflated up to the volume of a familiar mouse, but be deflated and stored flat in a PC card slot of a laptop computer when not in use. Inflatable Mouse functions just like a typical mouse; moreover, it provides new interaction techniques by sensing the air pressure in the balloon of the mouse. It also addresses some issues associated with pressure-sensing interactions such as the lack of bi-directional control and the lack of effective feedback. Moreover, it can be used as both a control tool and a display tool. In this paper, the design of an Inflatable Mouse prototype is described and potential application scenarios such as zooming in/out and fast scrolling using pressure control are explained. We also discuss the potential use of Inflatable Mouse as an emotional communication tool.

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Visual Tactility in Web-based Digital Contents (웹기반 디지털 콘텐츠에서의 시각적 촉각성 연구)

  • Kim, Hyo-Joong;Park, Soo-Jin
    • The Journal of the Korea Contents Association
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    • v.11 no.4
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    • pp.121-131
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    • 2011
  • Visual tactility implies feelings of touch through sight. To be exact, the eyes are doing the touch rather than the body and the subject concerned will experience the sensation of touch by looking at an object similar to that of physical touch. This is quasi tactility to put it simply and it can be defined as to touch with the eyes. This can not only provide opportunities to experience something close to reality but also another completely different form of modern experience. Experiencing visual tactility through the use of the web permits lavish communication between the user and the designer. This paper has reorganize the concept of visual tactility, characteristic and way to use in digital contents. Visual tactility stimulates the users' emotion as such. If it was to be utilized to develop edutainment contents or web sites will foster children's capability to develope problem solving skills and raise efficiency in creative learning, and prolong the period of concentration in order to encourage revisits to the place and extend the time of stay.

A case study of digital intermediate space designed - The focus on the consumer community - (디지털 매개공간 유형에 관한 사례 연구 - 수용자 커뮤니티를 중심으로 -)

  • 서동진;임종훈
    • Korean Institute of Interior Design Journal
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    • no.29
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    • pp.281-288
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    • 2001
  • It shows 21st century as a networking society that is moving up the concept of global town and being industrialized with regional and personal connections. Individual's original idea and variety of 21th century may be respected by such environmental change, and age (Literary, human axis, technology axis, nature axis, kaining farming axis are central keyword) of culture that cultural capacity of individual becomes important fetters that create added value is forecasted to become. The moaning for space that is unemployment enemy by change of conceptional environment about cultural life and agreeable quality of life by development of Information-Communication technology may be required newly. As it does interaction along with development of science technique and Information-Communication technology, the future environment of various that complex! Is predicted to form network environment (existence space, cyberspace) newly. Human central interest is risen in technology balance hereupon, and these characteristic escaped in physical system that do with functional special quality and require human central and sensitive interaction. First, if examine about phenomenon by Digitize and chance aspect that is risen in 21th century, Digitize is time that action occurs fusion Tuesday that is various and Blur phenomenon of city·space, and the period to collapse the border between several individual. Second, importance more than man-centered and sensitive aspect of functional physical system is risen by digital age with development of technology medium, and as the five digital senses showed up, it suggests a sensual of the times and therefore the interest and direction get set up for the sensual sides of consumers. Third, special quality is, medium enemy by that digital space connotes meaning disk floret, variability, transparency, space red of extensity etc.. to burn and is digitalised, can be risen by symbolic, original individualities and emotional communication's the importance is required sensitivity enemy who is sympathy horn by fusion anger of individual. Technology of new media may open direction of new communication through interface that did not enjoy so far is going to supply new means that can express own to human

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Why are We Enthusiastic about New-Tro Contents? : Differentiation Strategy for Media Content (왜 뉴트로 콘텐츠에 열광하는가? : 미디어 콘텐츠의 차별화 전략)

  • Park, Yuran;Song, Wonsook
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.47-57
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    • 2022
  • Newtro is gaining popularity recently as one of the media content genres. Newtro contents are not just a restoration, but are the creations that create new values by adapting to the current situation and appealing to the nostalgia for the past. A total of 254 people participated the online survey. Result showed that users prefer Newtro content that is in the 'moderate incongruity' state with moderate novelty, rather than content that is very new or too familiar. In addition, both 'personal nostalgia' from direct past experiences and 'vicarious nostalgia' from indirect experiences were found to have a positive effect on preference for Newtro content. Finally, it was confirmed that the image of Newtro contents affected the purchase intention of Newtro contents positively. But the attitude toward Newtro contents did not. Based on these results, this study suggested the implications for the differentiation strategy of Newtro contents.

BEHIND CHICKEN RATINGS: An Exploratory Analysis of Yogiyo Reviews Through Text Mining (치킨 리뷰의 이면: 텍스트 마이닝을 통한 리뷰의 탐색적 분석을 중심으로)

  • Kim, Jungyeom;Choi, Eunsol;Yoon, Soohyun;Lee, Youbeen;Kim, Dongwhan
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.30-40
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    • 2021
  • Ratings and reviews, despite their growing influence on restaurants' sales and reputation, entail a few limitations due to the burgeoning of reviews and inaccuracies in rating systems. This study explores the texts in reviews and ratings of a delivery application and discovers ways to elevate review credibility and usefulness. Through a text mining method, we concluded that the delivery application 'Yogiyo' has (1) a five-star oriented rating dispersion, (2) a strong positive correlation between rating factors (taste, quantity, and delivery) and (3) distinct part of speech and morpheme proportions depending on review polarity. We created a chicken-specialized negative word dictionary under four main topics and 20 sub-topic classifications after extracting a total of 367 negative words. We provide insights on how the research on delivery app reviews should progress, centered on fried chicken reviews.

Case Analysis for the Emotional Communication Contents of New Silver Generation (뉴 실버세대의 감성 커뮤니케이션 콘텐츠 사례 분석)

  • Yun-Ji Jeong;Min-Seong Yu;Joo-Young Oh;Hyeon-Seok Hwang;Won-Whoi Hun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.2
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    • pp.23-28
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    • 2024
  • This study focuses on investigating and exploring solutions to problems related to the increase in the elderly population in modern society where aging is rapidly progressing. With the advent of an aging society the elderly population requires more attention and support. In response companies are attempting to provide elder care services using AI and robotic technology. These services can assist seniors not only with health management and daily life care but also with emotional health aspects. This paper analyzes various elder-related technologies available in the current market investigates their pros and cons and potential for development. The paper concludes that companies need to develop and provide more AI and robot-based elder care services to solve aging problems. Such services can alleviate social and emotional issues in an aging society enhancing the quality of life for seniors.

A Case Study of Digital Media Usage Applied Experiential Elements - Focused on Beauty Brand Marketing - (체험적 요소가 적용된 디지털 미디어 활용 사례 연구 - 뷰티 브랜드 마케팅 중심으로 -)

  • Kim, Ah-rham;Kim, Bo-yeun
    • Journal of Communication Design
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    • v.55
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    • pp.240-249
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    • 2016
  • This study focused on cases about user experience using digital media as a marketing. The recent convergence of various types of media is resulting in new types of content. In a situation where approaching consumers through digital and virtual means is no longer an alternative or an option but a necessity, customers must be influenced and stimulated using various types of digital media. Because modern consumers prefer to participate actively rather than to be passively exposed to information, there is a need to maximize and optimize the consumer's experience using digital media. In this research, consumer experiences that utilized digital media were examined, and these case studies were analyzed from an experiential marketing perspective. How the 5 different types of Experiential Marketing proposed by Bernd Schmitt and Digital medias were combined in the digital marketing campaigns was examined. The case studies analyzed in this research were chosen out of widely popular digital marketing campaigns ran by beauty brands that used various experimental marketing types, such as 'Make-up Genius' of L'Or?al, 'Google Glass Tutorials' of Yves Saint Laurent and 'Digital Runway Bar' of The Burberry Beauty Box. This study classified that case samples into paid media, earned media and owned media based on sense, feel, think, act and relate that are the strategic experiential modules of Bernd Schmitt. This study could be confirmed various customer experience as a sense, feel, think, act and relate through that cases using digital media technology and marketing element of digital media. Through the process of examining which digital media types each marketing campaign utilized and how these types of digital marketing were combined, this research is significant in that it helps for the understanding of the current state of digital marketing and in that it can serve as the foundation for future research of efficient digital marketing.

A Study on eDesign Platform for Effective Communication and Information sharing - with an emphasis on process and template (효과적인 커뮤니케이션과 정보공유를 위한 e디자인 플랫폼 구축에 관한 연구 - 프로세스와 템플릿을 중심으로)

  • 윤주현
    • Archives of design research
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    • v.17 no.2
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    • pp.425-436
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    • 2004
  • A new design field called eDesign appears as if eBiz is an online related business in which an industrialized design creates the individual value added facing a digital revolution. The field of eDesign requires a special design process and management methodology regardless of the fact that human sensitivity will be satisfied through a dehumanized computer technique. However, it is the reality of eDesign that has been dependent upon a simple process or project management tool of general design. In this study, we develop an eDesign platform based on an eDesign process and template mainly focused on eBusiness in order to overcome the wrong situation. The template is a kind of document that has a standardization form. We aim to establish a general process through various case projects, store information using a necessary template, and use for the way of visual communication. We propose a standard of eDesign platform that can be widely applied to the field of design, medium and small enterprises focused on IT businesses or design-team through this project performed as an educational-industrial study. It makes it possible to get a detailed process methodology, which can be applied to many small design related companies that don't have their own process yet, and will be a scale for comparing their own process in which the company has a process of opened standard eDesign with it. In addition, it makes possible a systematic control of the own projects within and outside the firm, accumulating information for the firm through the database, and easy communication. Furthermore, it can be applied to check the process of the project as a checklist, and then it will reduce trial and error repeated for every project that has been done.

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A study on design of glasses pattern using Optical Art (옵아트를 이용안 안경 패턴 디자인의 연구)

  • Kang, Min-Soo;Kim, In-Soo;Kang, Sung-Soo
    • Journal of Korean Ophthalmic Optics Society
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    • v.10 no.4
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    • pp.391-403
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    • 2005
  • Vision is the most important sense of the five senses in our body. This represents that an eye is for the mysterious organ playing the essential role in our body. Alain Mikli known as a famous spectacle designer in France said that glasses exists for seeing and for being seen. This saying is one of the philosophically well-organized definition of the most fundamental function of eye-glasses described in and out of itself. Today, in the world, there are a number of works of glasses design and lots of glasses designers are designing hard in order to convey the goods with the best value and philosophy to customers. They work for the goal that glasses is used as seeing and try to give customers satisfaction and enjoyment of it. And they think that glasses should play the role of the interface. At this point, we need to catch hold of the interface of glasses. That means that glasses has to have the communication between eyes and objects and be the mediation of the connection between the image of oneself and that of one by others. For the character of the interface of glasses, glasses designers should plan and investigate this character at the being of design. This study of optical art has been researched for the necessary and sufficient condition between consumers and products.

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