• Title/Summary/Keyword: 감성 커뮤니케이션

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The Influence of Presentation Mode on Preference of the Meaningful Entities: The Interaction between Inward Bias and Canonical View Point (의미 있는 개체 제시 방식이 선호도에 미치는 영향: 중심 편향 원리와 규범적 관점의 상호작용을 중심으로)

  • Hye-Nyeong Chung;Shin-Ae Yoon;Hyun-Suk Lee;U-Pyong Hong
    • Science of Emotion and Sensibility
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    • v.26 no.2
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    • pp.103-116
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    • 2023
  • This study aims to investigate the interaction between inward bias and canonical viewpoint, which are factors known to affect preference for meaningful objects. It also considered the familiarity of each entity in terms of their influence on the existence of a canonical viewpoint and demonstrated whether the relative strength of two preferences varies depending on familiarity. To confirm this, we conducted a behavior experiment using a two-alternative forced-choice task. The experimental stimuli were eight single objects for familiarity level (high/low), whereas the entity's inward bias and canonical viewpoint were observed or violated. Results showed that when inward bias was obeyed, the frequency of being chosen as a preferred option was higher, and the reaction time for preference judgment was shorter. However, the observation of a canonical viewpoint did not affect frequency and reaction time. Moreover, familiarity played an interference role in aesthetic judgment. These results indicate that inward bias is stronger than canonical viewpoint, ultimately implying that a single object's interaction with the visual context is superior to the entity's attribute as regards to preference judgment.

Study on Mobile Interactive Media Art based on The Interaction of Experiential Communications (체험적 커뮤니케이션의 상호작용을 기반으로 한 모바일 인터랙티브 미디어아트에 관한 고찰)

  • Jung, Yoon-Sung
    • Cartoon and Animation Studies
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    • s.39
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    • pp.297-320
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    • 2015
  • Modern technology in the development and convergence of art brought the rapid development of the media arts actively accommodating 'media art' digital media. It has to go to expand the area and limitations as a basis of communication in the 21st century, a new artistic creativity, through the gathering of the existing chain of modern digital mobile technologies and new genre public art that is based on interactive communication break down the boundaries between sectors It has evolved into. This fusion of high technology and the art of mobile interactive media art is to overcome the limitations of time and physical space, as an active subject of interaction and participation, and expanding the range of experiential communications, such as art and science, cultural industries giving provides a flexible platform for a variety of applications. This study presents an expanded paradigm of the new communication and interactive media that define the reporting year review through the literature on art, experiential mobile communications through a case study of mobile interactive media art that is used as a medium of artistic expression the interactive effect was analyzed as a possible new public art. Convergence and interactivity, mobile interactive media art as a buzzword experience has proposed a new approach to high-tech and art and meet the new sensibility of our life and communication, unlimited possibilities worthy of the contemporary trend of convergence and consilience with a new art genre is expected to continued to evolve and develop.

The Impact of Functional and Emotional Factors on User Satisfaction and Commitment toward Mobile Messenger Service: Investigating the Mediating Effects of Intimacy and Fatigue (기능적·정서적 요인이 모바일 메신저 서비스에 대한 사용자 만족과 몰입에 미치는 영향: 친밀감과 피로도의 매개효과를 중심으로)

  • Lee, Ae Ri;Park, Yong Wan;Park, Yujin
    • The Journal of Society for e-Business Studies
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    • v.21 no.1
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    • pp.33-63
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    • 2016
  • The diffusion of smartphone has make people engaged in communication with mobile messenger in everyday life. To understand the rapid growth of mobile messenger usage, this study investigates the unique features of mobile messenger services as communication media. Based on the media synchronicity theory and literature about online communication, we identify the functional and emotional features of mobile messenger. In particular, this study demonstrates that functional and emotional features of mobile messenger would influence intimacy and fatigue. Also, intimacy and fatigue, as mediating variables, have an impact on user satisfaction and commitment toward mobile messenger service. The results of this study provide practical implications for mobile messenger providers and users which attempt to facilitate positive effect such as intimacy among users and reduce negative effect such as fatigue on mobile messenger communication.

Digital Animation As a New Medium Taking a View of Bolz Media Theory (미디어미학에서 바라 본 뉴미디어로써 디지털 애니메이션 - 노르베르트 볼츠의 매체미학을 중심으로 -)

  • 이종한
    • Archives of design research
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    • v.16 no.4
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    • pp.225-232
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    • 2003
  • A German philosopher, Herbert Bolz predicted that the human way of thinking would be fundamentally and completely changed because of digital media and the 'Gutenberg-Galaxis', named by M.McLuhan which was symbolized of modern reason was doomed to be over. He thought that the limit of reason-centered European culture would be overcome by the up-to-date multimedia to revive the communication life. On this theory, he emphasized the emotional perception, 'aisthesis' which is original meaning of aesthetics. That is to say, he insisted on the restoration of communication media to enable the five senses' amusement condition mentioned by Kant. This thesis asserts that the representative hypermedia digital animation may play a key role to rehabilitate human sensibility pressed by reason centered modernism. Digital animation has the unique worth of Art that is firstly to deal with time and space and enable unlimited expressions and can communicate effectively as a characteristic synthetic medium which consists of intensive computer techniques. Based on the background, this thesis analyzes the possibility of the digital animation as a new medium. Especially, it is focused on the relations to the hypermedia theory of Norbert Bolz who is a media analyst and professor of a design college.

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Study of Emotional Communication Strategy of Storytelling through Social Media - Based on the "Bear and Hare" Commercial of John lewis - (소셜미디어를 활용한 감성 커뮤니케이션 전략 연구 - 존루이스 백화점의 "Bear and Hare" 광고를 중심으로-)

  • Lee, DongKeun;Yoon, YoungDoo
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.29-37
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    • 2016
  • With the emergence of SNS, TV, newspapers and radio, which are one-way communication media, have become less important. Therefore social networking enables social networking beyond the constraints of time and space, and communication and emotional communication required for social relations have emerged as a factor in the importance of social media. Social media, which is based on rapid connectivity and scalability, is an medium of expression that is advantageous for companies and consumers to communicate more easily than traditional advertising media. Advertising can form a consensus that consumers and companies can create an atmosphere of friendly conversation because of the social media that has the efficiency of communication. This study compares two ads. One is the advertisement of 'Bear and Hare', an animation of John Lewis department store in the UK, where a new form of advertising marketing strategy is fused with emotional storytelling and social media. The second is an advertisement of LG, 'I love you LG' to be. Social media should be remembered as a warm and loving company in the heart of customers through open communication with customers, rather than companies that pursue merit profits by using social media ads as a medium of emotional transmission to consumers. It is a study on useful advertising strategy that can pursue the sales of the company at the same time.

Research on the relationship between the design of the most favorable ICONs and the formative factors in the GUI design - Focused on the design of the Graphic ICONs. - (사용자 선호지향 기반에 의한 GUI 아이콘 표현 유형과 조형 요소의 상관관계에 관한 연구 - 그림 아이콘 디자인을 중심으로 -)

  • Tao, Yu-Jin;Chung, Sung-Whan;Hong, Jung-Pyo;Hyoung, Sung-Eun
    • Science of Emotion and Sensibility
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    • v.11 no.4
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    • pp.521-530
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    • 2008
  • Graphical user interface design, the visual language to convey information about the icon and the user's information is a medium that can lead to action. Graphical user interface to communicate with the user icon, the user is easy to use, so any time you want to provide information effectively. Communication in order to increase the efficiency of the Graphic User Interface on the nature of the medium must be made to develop the appropriate icon. In this research icon of the type of icon painting. A picture of the icon representation of each type of detail, according to a rating of johyeongjeok identify the elements of the correlation between. On the type of representation of each of Art and Design elements that I know what I saw. The icon design based on user preferences provide guidance on the direction of design-oriented. When the data can be used to designs based on the theory has to offer.

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A study on camping brand's BI formation and branding strategy - Focused on related word research based on big data for sensible approach & market research for cognitive approach (캠핑 브랜드의 브랜드 아이덴티티(BI) 구축 및 전략 - 감성·인지적 접근을 기반으로 한 빅 데이터 및 마켓조사를 중심으로 -)

  • Choi, Soo-Ah;Lee, Ae-Jin
    • Journal of Communication Design
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    • v.63
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    • pp.336-347
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    • 2018
  • Nowadays, in Korea, the number of campers is increased over 5 million. Many Korean camping brands have excellent qualities however, a lot of times weak brand identities to be globally known. The purpose of this study is to provide helpful sources to have strong brand identities, add more values based on related word research from big data and market research. The data is to be analysed by sensible & cognitive approaches. The keywords for the sensible research are 'camping, camp, camping brand, and camping design'. Then 17 representative oversea brands and 10 Korean brands were analysed for the market researches. From related word research from big data, we can find out the thinking process of potential consumers, how people communicates to exchange information, and what can be the sources to add brand values. Also from the market researches, we were able to find that successful brands have distinctive brand identities, stories, logos with representable colors and they continuous produce signature designs and own way of color matching.

Research about the Influence of Color Communication on Brand Images - based on Industrial Logos (컬러커뮤니케이션이 브랜드 이미지에 미치는 영향에 대한 연구 - 기업 로고를 중심으로)

  • Rhie, Jinny
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.154-162
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    • 2012
  • We can expect an effective color marketing to build up a positive industrial image as it is easy for consumer to approach due to the ability of colors to affect human consciousness and sub-consciousness more than any other factor. The purpose of this research is to draw attention to the importance of color communication and to find strategies to elevate the brand image by surveying the degree of influence color communication has when forming a brand image. In order to conduct effective research, we executed theoretical and collaborative analysis through research materials and documents. If you take a look at the outcome of this research, brands that brings credibility and likability to its customers are not brands that uses color communication, but brands that utilize marketing strategies that build up credibility for quite some time. Also, preference over colors are distinctive. It turned out to be that the color of a brand logo that one likes has very little to do with one's favorite color. When people choose a brand, they are choosing the brand not because of the color of the brand logo, but its credibility and likability that the brand offers. It proves that the color of the brand logo has nothing to do with the colors that people prefer. The relationship between the color that consumers prefer and the image and emotional color that forms brand image is negligible. However, since research shows that there was a relationship between the color you prefer and the emotional color that forms brand images, it seems to be important to figure out what color customers prefer rather than the color that shows customers' self image. Unlike existing color communication research, through this research, we would like to know how to utilize the color communication strategically in the forming of brand images and take a look at the relationship between customers' preferences and the image of each brand logo's emotional color.

Extracting Core Events Based on Timeline and Retweet Analysis in Twitter Corpus (트위터 문서에서 시간 및 리트윗 분석을 통한 핵심 사건 추출)

  • Tsolmon, Bayar;Lee, Kyung-Soon
    • KIPS Transactions on Software and Data Engineering
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    • v.1 no.1
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    • pp.69-74
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    • 2012
  • Many internet users attempt to focus on the issues which have posted on social network services in a very short time. When some social big issue or event occurred, it will affect the number of comments and retweet on that day in twitter. In this paper, we propose the method of extracting core events based on timeline analysis, sentiment feature and retweet information in twitter data. To validate our method, we have compared the methods using only the frequency of words, word frequency with sentiment analysis, using only chi-square method and using sentiment analysis with chi-square method. For justification of the proposed approach, we have evaluated accuracy of correct answers in top 10 results. The proposed method achieved 94.9% performance. The experimental results show that the proposed method is effective for extracting core events in twitter corpus.

A Research for Methodology of Culture Semiotics for Smart Healing Contents (스마트 힐링콘텐츠의 문화기호학적 방법론 연구)

  • Baik, Seung-Kuk;Yoon, En-Ho
    • Journal of Information Technology and Architecture
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    • v.11 no.3
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    • pp.347-357
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    • 2014
  • This research aims to suggest the possibility of functional culture contents based on interdisciplinary methodologies, especially for people who have Autism Spectrum Conditions, or those who have disabilities on express and receive gamsung (emotions). Recently, the development of application technologies in smartphones and tablet computers needs of functional culture contents, which are connected with the gamsung system. Moreover, the potential of marketplace of functional culture contents is emerging, as can be seen from the success of Augmentative and Alternative Communications (AAC) applications. Therefore, with the development of more applications that prevent and resolve Gamsung Disabilities anticipatively, there will be a positive economic effect of reducing back on intervention expenses as well as the construction of new contents ecosystem. So, in this research, we will attempt to make an approach of using the cultural semiotics methodology in finding attributes and features of applications that help to keep mental stability and balance for people with gamsung Disabilities. Particularly, this research will suggest an interdisciplinary theory on healing contents making methodology, using contents analysis; user interface (UI) analysis; and user experience (UX) analysis on existing smart healing applications.