• Title/Summary/Keyword: 디자인체험

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Approach to develop a software supporting sign design strategy -Focusing on the letter information- (사인디자인 지원 소프트웨어 개발을 위한 방안 -문자정보를 중심으로-)

  • Paik, Jin-Kyung;Choi, In-Kyu;Shim, Eun-Mi;Lee, Kyung-Mi
    • Archives of design research
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    • v.17 no.4
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    • pp.149-158
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    • 2004
  • Domestic sign industry has seen a rapid growth in recent years, however, the level of quality is not so high. The main reason for this is due to the lack of well educated specialists. Thus, in this investigation, we will develop sign design experience software for the experienced employees in sign industry. Especially, focusing on the indoor letter information, we will develop the software that can provide the graphic effect associated with letter information. First, current situation and preliminary study in sign system used in public information were conducted, then design elements were analyzed from this. Then, experiments were performed on teh analyzed elements, and evaluation methods for the sign design were determined. Experiments including typography, color, layout, line alignment, letter space, and line space were conducted to analyze the visual perception. From these experiments, effective elements can be extracted and used as a elements for sign design software. As a next step, we will propose the development of experience software in sign design that can help to determine the sign elements. Thus, our investigation will provide sign design experience software that can be used by any inexperienced individuals, and be a great help for the more effective sign planning.

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Development of interactive children's museum contents for online-offline experience and research on satisfaction level (온·오프라인 연계 체험형 어린이 박물관 콘텐츠 개발 및 만족도 조사 연구)

  • LEE, JI-EUN;LEE, SANG-WON
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.59-65
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    • 2021
  • This study intends to find a positive effect on the learning of elementary school students by developing the exhibition contents of on-offline museum. This on-offline museum contents were combined with existing exhibit types and direct experience elements, and the theory of [blended learning]. Through this study, analyzing the limitations of existing online museum and finding with experiment to see if the new contents had a learning effect compared to the existing online museum. As a result of the experimental study, the content with a [direct experience] was counted as a high satisfaction and frequency index, and the [play] and [experience] type of direct experience contents showed higher satisfaction than the indirect experience type contents. Through this study, we want to provide new implications and development possibilities in the development of contents that online museums can provide, and to promote various effects on children's education.

The impact of virtual Brand experience using Metaverse on Interest, Immersion, and Recommendation intention (메타버스를 활용한 가상 브랜드 체험이 흥미, 몰입 및 추천의도에 미치는 영향)

  • Chang Sung Bok
    • Smart Media Journal
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    • v.12 no.7
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    • pp.84-92
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    • 2023
  • This study tested the hypothesis through confirmatory factor analysis to confirm the relationship between Brand experiences (Deviant, Entertainment, and Aesthetic experiences) in Metaverse on Interest and Immersion, and to verify whether these Interests and Immersion have a significant impact on Recommendation intention. As a result of the study, it was confirmed that all Brand experience factors had a positive (+) effect on Interest and Immersion, Interest had a positive (+) effect on Immersion, and Interest and Immersion had a positive (+) effect on Recommendation intention.

Direction Presentation of Development of Web-based Architectural Design Site (웹 기반의 건축설계 사이트 개발의 방향 제시)

  • Ahn, Seong-Hye;Choi, Jang-Myung
    • The Journal of the Korea Contents Association
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    • v.8 no.2
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    • pp.132-139
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    • 2008
  • The aim on this thesis is to develop virtual construction designing experience web-site in order to help non-professional to predict the actual construction working result by self-construction design, provided by virtual reality program, sharing knowledge of architectural design and materials on internet to solve certain problems. The way of study is using case of virtual reality technology which is practically using in architecture era recently; in construction design, deducting realizable virtual reality technology of limitation and its solution; analyze case of construction designing program which is currently used by professionals; constitute required essential functions as UI(User Interface) when constructing. Followed by result of study, as a proposal, in service, technical, and UI sectors are the way to construct its objectives for internet based virtual construction experience web-site.

A Study of the Influence of The Interesting Elements of Public Welfare Games on the User's Game Experience - Focused on 'Mountaineering LightsUp' (공익성게임의 재미요소가 유저의 게임체험에 미치는 영향 분석 - <등산행동(燈山行动)>사례를 중심으로)

  • Jeon, Wan-Sin;Kyung, Byung-Pyo
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.323-329
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    • 2021
  • Based on the research of the Public Welfare Games 'Mountaineering LightsUp', which is the main theme of helping the disadvantaged in society, this study uses the questionnaire method to obtain user data, and collects the data by using AMOS analysis for the effect of game interest elements on the experience of players. The results showed that the interesting elements (goal, obstacles, sense of belonging, atmosphere, story, information, and player to player communication) of the game were positively influenced by the experience of the game. And the questionnaire showed that the game still had problems such as playing simple, difficulty, lack of popularity, lack of feedback, and lack of storytelling. This paper also puts forward some proposals for these deficiencies. In future research, the research sample will be expanded, the research content will be improved, and the future Public Welfare Games will be designed and developed.

Analysis of RPG Characters' Personality Performance (RPG게임 캐릭터에서 개성 표현 요소에 관한 연구)

  • Shang, Jiong-Li;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.403-408
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    • 2021
  • From the perspective that RPG games give players a sense of reality, the characterization of game characters can be said to be at the heart of design behavior. The personality of a unique character enhances the player's concern and commitment, allowing players to experience a variety of experiences. Through theoretical research and case analysis, this paper analyzes the expression of individuality in RPG game character design. In the RPG game, the way to express the character's individuality is first based on the game's time-space background, plot, task, etc. to inform the character's general gender, race, occupation, and skills. In line with the application and use of the characters, the roles will be developed in a concrete and rich way, and the shapes, movements, colors, costumes and weapons will be more refined. The purpose of this study is to obtain the main factors that influence RPG character's personality design from the viewpoint of perceptual design theory. In addition, it is proposed that the RPG game character personality design method should be adopted.

A Study on Synesthetic Expression for Brand image Recognition (브랜드 이미지 인지를 위한 공감각적 표현효과에 관한 연구)

  • Gao, Yazhen;Jang, Chunggun
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.313-314
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    • 2013
  • 브랜딩의 목적은 브랜드 아이덴티티 구축의 개념에서 브랜드체험의 전달로 변화하며 오감과 감성의 활용에 주목하는 사회 환경에서 디자인도 감각디자인, 경험디자인 등으로 개념화되고 있다. 따라서 공감각적 표현의 전략적인 활용이 브랜드인지를 촉진한다는 가정을 하였다. 국내외 브랜드의 디자인에 나타나는 공감각적 표현을 분석해본 결과 시각과 청각, 촉각, 후각을 이용한 공감각적 표현이 가장 많이 나타났다.

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A Study on Space Plan and Production for the Design Exploratorium - The Selection of Items and the Presentation of Alternative Plans in a Children′s Design Exploratorium - (디자인 체험전시관의 전시공간구성 및 연출에 관한 연구 - 어린이 체험관의 아이템 선정과 대안제시 -)

  • 고도재;임채진
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2003.05a
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    • pp.104-111
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    • 2003
  • Today, design is considered to have competitive power for a county, so there has been various efforts such as education, publicity and development, etc. Design has long been a national material, and Korea Institute of Design Promotion(KIDP) was inaugurated for the purpose of education, publicity, development and the management, public ownership, support of the contents. Laying stress on the results, however, the design education for children which would be the heart of a world design power is short of both investment and systematic study of education. Now that the design education for children is being active, the cultural spaces are needed to transform the current system focused on schooling and textbooks into the participating, experiential ones by the interesting, educational, and entertaining presentation. The children design exploratorium should make children have their own feelings, and present communicative methods considering children's cognition and behaviors. So, in this study, I'd like to analyze characteristics of the participating and experiential exhibition, and present a children design exploratorium as an alternative plan by the application of adequate methods to the exhibition medium, and the analysis of current exploratoriums' features case by case. The children design exploratorium is the place to maximize the educational effect of design by children's easier and exciting participation, which would offer an unique exhibition place for children to comprehend designs. In this study, on the basis of the alternative presentation of children design exploratoriums, I would refer to the future direction of the 21st century pavilions, the search for the exhibition items for active design education, and the contribution to practical plans.

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A Study on the User Experience of the Complex Cultural Space -Focused on Starfield Library and ARC.N.BOOK- (복합문화공간의 사용자 경험 연구 -별마당도서관과 아크앤북을 중심으로-)

  • Jeong, Su-Hyun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.367-373
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    • 2019
  • In modern society, with the changing lifestyle, demand for complex cultural spaces is rising and various cultural spaces are emerging. However, user-centered cultural space research has not yet been shown. In order to find out whether various cultural experience functions and user experience types of complex cultural spaces are being delivered properly, this study compared and analyzed the representative cultural spaces of Korea, 'Starfield Library' and 'ARC.N.BOOK'. User experience analysis tools and individual in-depth interviews were used as research methods. As a result, both spaces responded that commercial space and brand library were out of harmony and that the use of services in complex cultural spaces was inconvenient. This is interpreted as the result of the need for improvement measures in the value and usability of experience provided by the current complex cultural space and is expected to help develop the complex cultural space in the future.

Barrier-Free Subway Service System Scenario : Comparison Between Korea and China (한국과 중국의 비교를 통한 무장애 지하철 서비스시스템 시나리오 제안)

  • Jia-Xing Long;Sung-Pil Lee
    • Journal of Service Research and Studies
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    • v.11 no.3
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    • pp.55-74
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    • 2021
  • In the global era, the tourism industry is a major profitable business, and the state and local governments are making various efforts to provide quality tourism experiences. The purpose of this study in a variety of tourism contents is to study barrier-free subway services in line with the global era, and to expand from the existing rapid, safe, and ordered transportation to the provision of high-quality comfort and all-round service experiences. This study compared and analyzed the subway service systems of Korea, China and both countries through the service design method, and presented a barrier-free subway service system to improve the user's satisfaction with the subway service system by improving the user's service experience. As a result, research results showed that 20 attractive quality attributes in 17 fields, such as convenience facilities, language issues, security equipment, and riding environment, play an important role in improving the quality and experience of subway services. In addition, through the construction of a Service Spatial Scenario, an optimized subway service system can be visualized to help understand this so that it can be used as a reference for creating a strategic application.