• Title/Summary/Keyword: 광고디자인

Search Result 310, Processing Time 0.025 seconds

A Case Study of Intellectual Property Rights Using Animation Characters (애니메이션 캐릭터를 활용한 Intellectual Property 사례 연구)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • v.20 no.2
    • /
    • pp.361-366
    • /
    • 2022
  • Recently, with the development of convergent media, the digital animation industry has developed a variety of content centered on the role of Intellectal Property. The excellent IP role image has created huge economic benefits in business. This paper selects three representative Intellectual Property animation cases from Japan, the United States and China. Analyzed of the reuse of IP animation character images and combined with the era technology and the style of culture and art, the traditional cultural IP roles are reconstituted into modern character design two aspects. Through the research of this paper, can understand the expansion possibility of IP animation according to the use of character image. It is expected that when making digital animation, can recognize the importance of intellectual property and use it as a reference for role development.

A study on Classification of Book Trailers (북트레일러의 유형에 대한 연구)

  • Kim, Hyunhee
    • Design Convergence Study
    • /
    • v.14 no.2
    • /
    • pp.67-87
    • /
    • 2015
  • With the development of cultural industries and technology, digital video marketing has grown immensely and 'Book Trailer' are now one of the main methods of promoting a title in publishing industry. The demands are growing, but the development lacks basic theoretical foundation and systematic structure. At this crucial moment, basic theoretical research on Book Trailer is necessary to establish a solid foundation for the medium to expand. In this study, I have focused on defining the basic concepts of Book Trailers and analyzing the classification of Book Trailers. In sorting the type of Book Trailers, content and formal appearance were used as standards. As a result, I was able to classify the content genre into message type, conflict type, character type using the elements of story. The formal appearance genre was classified into still photography type, motion typography type, interview type, story movie type and animation type.

A study for varieties of image design-With the credits of cinema in 1990s- (영상 디자인의 다양성에 관한 연구-1990년대 국내외 영화 크레딧을 중심으로-)

  • 김인철
    • Archives of design research
    • /
    • v.20
    • /
    • pp.253-262
    • /
    • 1997
  • The era of film has begun as a few media critics had anticipated already. The interestings of visual designers has asked to being with images in the processing and changing of varied image culture are different from the era of print media. It is reason to being with images that are generalizing of video culture. Now the film of images that made from popular advertisings and goods influenced by films has come. At first to being with image to visual designers need to understand films and to join making films. In films, visual designers make strengthen in part of credit titles. Credit titles are elements in films with the form of text to help understanding in the beginning and closing part of films. Credit title design has begun first by American visual designer Saul Bass as p pioneer position and have made to be varied film credit technics of computer. The advanced of technics have to think aspects of meaning of titles in the film of '007' movie series through 60s &70s. In 80s more technics have developed to being varied credits to films. And after all, in 90s there are films with almost varied titles. In Korean films ars less varied than that of Amenrican's and of French, in this study I hope to develope more varied Korean credit titles in near future.

  • PDF

A Study about Search Engine Interface Design including User's Search Goal (사용자 검색목적을 포함한 검색엔진 인터페이스에 관한 연구)

  • Jin, Beom-Suk;Ji, Yong-Gu
    • 한국HCI학회:학술대회논문집
    • /
    • 2008.02b
    • /
    • pp.304-309
    • /
    • 2008
  • The development in information technology allowed most of the information around us into digital information, in other words, a database. The innovation increased the accessibility and helped this society change into an informational age. However, there is a shortcoming of this open source as the users have difficulty in assorting the information that s/he needs and realizing if the information provided is important. Therefore, the need for search engine has risen in such a way to increase the accessibility and facilitation of information provided to the users through searching the necessary information in the database by an easy and accurate way. This study aims to increase the utilization of search engine through relationship analysis between purpose of user and interface design factors of search engine. Also, it intends to propose design guidelines for search engine interface design in order to increase user satisfaction and usability. This study categorized and correlated the relationships of the purpose in using the search engine and types of search engine interfaces. This study explicates the critical properties in designing each search engine interface according to the purpose of the users in using them. Also, this study proposes recommendations for appropriate design guidelines for search engine interface and effective advertisement use through properties of interface and their importance. The search engine interface suggested from the result provides interface that allows efficient search for desired information and embrace a variety in users, eventually increasing the usability in search engine.

  • PDF

A Survey on the Purchase and Preference of Golf Wear for Men and Women in Their 40s, 50, and 60s (40~60대 남녀의 골프웨어 구매 및 선호실태조사)

  • Kyung Ja Paek
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.4
    • /
    • pp.727-737
    • /
    • 2023
  • This study aimed to provide basic data for the design and R&D of golf wear intended for 64 people in their 40s, 50s, and 60s by identifying the needs for golfers through a survey of golf wear purchasing conditions and preferences. The findings shows that purchases are made at permanent discount stores, and information about products are discovered through TV and Internet advertisements. Golf wear is purchased once or twice a year, with annual expenditures ranging from KRW 500,000 to less than 1 million, with single purchases ranging from KRW 200,000 to less than 500,000. When purchasing golf wear, design was considered first, with women preferring white garment, while men preferred black and gray ones. Men tended to prefer a PK collar button fastening style, while women preferred a knit style with a round neckline. Women preferred semi-fitted and fitted styles, while men preferred semi-fitted and loose-fitting styles, showing significant differences. When considering the production of golf wear, the younger the age of the consumer, the more the results indicated that the design needed to look younger, so it is the necessary to design golf wear that reflects the functional need of golfer while prioritizing designs for various ages.

Implementation of product recommendation system through mashup of weather information and peripheral information (기상정보와 주변 정보의 매시업을 통한 상품추천시스템 구현)

  • Lee, Ju-Eun;Kim, You-Jin;Kim, Chae-Yeon;Lee, Eun-Sol;Jang, Jae Suk;Kim, Sung-Jin;Choi, Jae-Hong;Lee, Jun-Dong
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2019.07a
    • /
    • pp.153-155
    • /
    • 2019
  • 본 논문에서는 다양한 아두이노 무선센서 모듈과 Raspberry Pi, 웹서버를 이용한 IOT 기반 환경정보 수집시스템과 기상청 API를 통한 기상정보, 상점 서비스를 매시업하여 상품추천시스템을 구현하였다. 이 시스템은 사용자가 주변 환경의 데이터를 정확하게 확인하고 그에 맞는 상품을 추천받을 수 있도록 한다. 상품추천시스템에서는 상점 외부에 부착된 환경정보 수집시스템에서 측정한 데이터와 기상청 API 데이터를 DB에 저장하고 DB에 저장된 데이터를 이용하여 상황에 맞는 기후화면디자인과 환경정보 데이터를 html로 구성하여 보여준다. Raspverry Pi에 연결된 모니터를 통해 실시간으로 정보를 보여주며 일정 시간 간격으로 관련 상품 광고를 보여주며 필요한 물건을 추천해준다.

  • PDF

A Study on the Development of Tourism Souvenirs for the Domestic MZ Generation with Smart Glass and Map (MAP) - Examples of Jeju Tourism Focusing on Board Games and IP Design (스마트글라스와 지도(MAP)를 접목한 국내 MZ세대를 위한 관광 기념품 개발에 관한 연구 - 보드게임 및 IP디자인을 중심으로 제주관광을 예시)

  • Seung-Hyun Lee
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.1
    • /
    • pp.37-43
    • /
    • 2023
  • This study concluded that smart glass can combine realistic media and reasonable technologies to compensate for the disappointment of simple one-dimensional board game contents, suggest various games to board game contents that were only possible through advertisements and promotions, and can promote board games, tourism services, and insufficient tourism contents. Content development is highly complete as an educational content in that it can be omitted or repeated by customers, and it is expected to be a board game using interesting smart glasses for the MZ generation.

Cue Effects in Product Evaluation According to Expertise (제품평가에 있어서 전문성에 따른 단서효과 )

  • 최낙환;이진렬;나광진
    • Asia Marketing Journal
    • /
    • v.3 no.4
    • /
    • pp.38-58
    • /
    • 2001
  • 본 연구는 소비자들이 제품을 평가하는 과정에서 각 유형의 단서정보들이 평가과정에 어떻게 영향을 주는지를 살펴 봄으로써, 이론적으로는 정보단서와 관련하여 소비자의 제품평가 및 판단과정을 설명하는 기본적인 틀을 제시하고, 이를 통해 기업의 마케팅 및 광고전략에 대한 관리적 시사점을 제공하였다. 본 연구에서 이용된 단서의 유형은 외재적 단서(extrinsic cues)와 내재적 단서(intrinsic cues)를 이용하였다(Olson 1972; Olson and Jacoby 1973). 분석결과에 따르면 비전문가의 경우 내재적 단서는 제품평가에 영향을 미치지 못하지만 외재적 단서는 제품평가를 좀 더 우호적으로 수행하는 역할을 하였다. 이와는 달리 전문가는 외재적 단서가 아닌 내재적 단서가 제품평가에 영향을 미치는 것으로 나타났다. 그리고 전문가는 내재적 단서 관련 사고를 더 많이 하며 강한 내재적 단서에 접근 가능할수록 그 성향이 증가하나 비전문가의 경우에는 외재적 단서 관련 사고를 더 많이 함으로써 외재적 단서를 더 많이 처리한다. 그러나 비전문가는 전문가와는 달리 외재적 단서의 강도가 단서 관련 사고의 수를 증가시키지는 않는 것을 알 수 있다. 또한 전문가는 내재적 단서관련사고의 우호성이, 반대로 비전문가는 외재적 단서관련사고의 우호성이 제품평가에 미치는 영향을 매개하는 것으로 나타났다. 이러한 연구결과는 소비자의 제품평가과정에서 단서의 효과에 따른 영향을 제시해주는 유용한 개념적인 틀이 될 것이며 향후 연구에서 다양한 확장연구가 필요할 것이다.

  • PDF

A Study on Evaluation Method of the Urban Railway Station Sign Based on Applying the Positive Guidance Technique - Focusing on the Suseo Station Transfer Passageway - (Positive Guidance 기법을 적용한 도시철도역사 안내표지 평가방법 연구 - 수서역 환승동선을 중심으로 -)

  • Kim, Hwang Bae;Kim, Hyun Ju;Lee, Sang Hwa
    • KSCE Journal of Civil and Environmental Engineering Research
    • /
    • v.37 no.3
    • /
    • pp.629-636
    • /
    • 2017
  • Urban railway are the most widely used means of transportation in the metropolitan area. It is difficult to draw out problems through the quantitative analysis technique because most of the research results show that most of the guide signs are installed with many or few guide signs. In this study, we propose a method to evaluate the information load and proper installation location at the main decision point in the transfer passageway for Suseo Station by applying Positive Guidance. As a result of analyzing the information load using this technique, it is suggested that the necessary information should be provided centered on the copper node because it provides confusion of the users by providing the same information in the transfer line. It is necessary to obtain guidance on how to remove the sign (advertising, high ceilings, etc). The study will be regarded as a key for the basis and placement of the guidelines for determining the appropriateness of the in the future urban railway station sign guide.

A study on the interrelation to simplicity of Symbolmarks & Images (심벌마크의 단순성과 이미지의 상관관계에 대한 연구)

  • 박동경
    • Archives of design research
    • /
    • v.20
    • /
    • pp.199-208
    • /
    • 1997
  • The emphasis of simplicity in design is because of the desire to deliver much content with a simplest way. Since in general, a simple form is outstanding in its symbolical nature and the relief of plastic beauty is easy by it, it is usually applied to a form of a symbol mark. However, in the meantime, if any local autonomous group or enterprise which has not tried to give efforts to its advertisement than they might expect and might be disadvantageous in competition. For consumers, when they experienced several, forms of simple, symbol mark, would not remember the special features of each mark. Rather, for the psychology of perception, they might remember only the formative, common features, there by grouping the marks by their common features. In this study, some symbol marks in Dobong-gu Ward Office and Wonju city were inspected, reviewed, and analized. And its is a finding that the subjects of this study could not distinguish or identify any of marks from another mark having a similar image of it: the reason is that the simplicity of a symbol mark made or allowed them to recognize it identical with the other imaged: it proves that the mistakes, defects of memory, and accumulated errors are oriented to the identical image. After all, the appearented image and perceived image are differnt. Any of symbolmarks which takes a simple form does not mean the perceived image is also simple. As a final conclusion, designers, in order to produce any of competitive symbolmarks, need to thoroughly understand psychology of gestalt.

  • PDF