• Title/Summary/Keyword: 시각요소

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An Empirical Study on the Marketing Strategy for the Activation of management of the start-up Small Business (창업 소상공인들의 경영활성화를 위한 마케팅전략에 관한 실증연구 -커피전문점을 중심으로-)

  • Jung, Doo-Sig
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.105-115
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    • 2019
  • This study was intended to analyze the effect of emotional marketing on brand awareness and purchase intention in the coffee shop and investigates how SNS usage play moderating effect roles between motional marketing and purchase intention. The results of analysis are summarized as follows. First, emotional marketing has a positive effect on purchase intention(especially, taste factor and visual facto). Second, in the analysis of the effect of emotional marketing on brand awareness, the significant influence factors were the taste factor, tactile factor, visual factor and auditory factor. Third, as a result of analyzing the effect of brand awareness on purchase intention, it was found that brand awareness had a significant positive(+) effect on purchase intention. Fourth, it was analyzed that the moderating effect of SNS usage between emotional marketing and purchasing intention is to be positive(+) influence in the all detail factors. Therefore, In the start-up stages, it may be helpful to actively use emotional marketing and SNS usage for business activation.

A Study on User Evaluation of VR Games on Improving Visual Immersion (시각적 몰입감 향상에 관한 VR 게임의 사용자 평가 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.407-413
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    • 2022
  • This study conducted empirical analysis through user experience and questionnaire to find out whether the technical and contextual elements of the 'COVID-19 SABER' VR game produced and developed through initial research affect the improvement of the user's visual immersion. As a result first, the hypotheses regarding the resolution, viewing angle, effect, and design quality of the technical elements were accepted, but the hypotheses regarding the frame rate and the brightness of the lighting were rejected. Next, as for the hypothesis of the contextual elements, the hypothesis about background, directing, color and texture, interest and fun was adopted, and the hypothesis about storytelling was rejected. In summary, it was concluded that in order to increase the visual immersion of VR games, technical elements resolution, viewing angle, effect, design quality, contextual elements background, directing, color and texture, interest and fun must be designed and produced. The results of this study are expected to serve as basic data for the production and development of VR games that can induce and improve user's visual immersion in the future.

A proposal of visualization method of MBTI personality types using celebrity images (유명인 이미지를 활용한 MBTI 성격 유형 시각화 방식 제안)

  • Shin, Ho-Sun;Lee, Kang-Hee
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.8
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    • pp.491-498
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    • 2016
  • This paper proposes a visualization method that expresses users' MBTI personality types based on the categorization method called 'Big Five Personality Traits' and their representative celebrities' facial images. This system has significance for visualizing traits from texts to images effectively. The entire system is composed of making backgrounds to represent traits of each MBTI category using 'Big Five Personality Traits' and showing facial images of celebrities with corresponding MBTI personality types. First, 'Big Five Personality Traits' classifies 16 MBTI types into four categories and each of category traits lays the foundation to make background using visual elements such as colors and lines. Second, celebrities' facial images are substituted for the corresponding literal explanation of each MBTI type. By adjusting the color saturation, users can distinguish relationship between the types intuitively. As a result, this system enables users to take information for their own / opposite / similar MBTI types simultaneously.

A study on the sensory elements of the advertising image symbolizing sound (사운드를 심벌화한 광고 영상의 감각요소 연구)

  • Kim, HyungJoon;Chung, JeanHun
    • Journal of Digital Convergence
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    • v.18 no.7
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    • pp.369-374
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    • 2020
  • A variety of sensory elements are used in video advertisements promoting products. Video advertising using visual and auditory elements is a representative means of marketing. The advertising video that promotes the product by using such a sensory element is imprinted on viewers by continuously or repeatedly exposing visual elements such as a logo or a specific image or phrase. Such visual images are used as an effective way to symbolize brand image effectively. If the visual elements were symbolized in the advertising images of most car brands, Kia's K5's advertising images symbolized auditory elements, or sounds, to produce K5's unique advertising images. In this paper, we compared Kia's K5 advertisement image symbolizing auditory elements with other brands' advertisement image of other companies, and studied the techniques and effects used in advertisement image production.

A Framework for Visualizing Social Network Influence (사회연결망 영향력 시각화를 위한 프레임워크)

  • Jang, Sun-Hee;Jang, Seok-Hyun
    • Journal of Korea Multimedia Society
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    • v.12 no.1
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    • pp.139-146
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    • 2009
  • This paper deals with visualization that can appropriately show the characteristics deduced from relationships between pieces of information. The visualization of influence, which is used as an important index in deducing the characteristics of relationships in social network analysis, was selected as research topic, and first, the elements that show relationships within the network and the index that show influence were classified and organized. Second, the links between relational elements that show influence in social network were examined, and an influence visualization network was created. Third, an influence visualization framework was proposed which explains the interaction between social network analysis and visualization process. The influence visualization network and framework being proposed in this paper can be used not only to understand and analyze the elements that influence social network but also to make it possible to have a rational and efficient approach to network visualization. Hopefully, they will become a new methodological approach to information design.

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A Study of the Value of Psychological Recognition on The Pictorial Composition (화면구성에 있어서 심리적 인식에 관한 연구)

  • Moon, Chul
    • Archives of design research
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    • v.13 no.1
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    • pp.111-120
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    • 2000
  • Certain complex forces are existing at the other side of a canvas. These are visual arrangements and within the arrangement, even the simple combination of dots and lines create more than visual patterns. No matter what form that visual art has taken, it is performed in a certain space and it is constucted with various visual elements. For effective communication, visual elements must form a stable sturcture by extablishing organic relationship among each other. These requires an understanding of the human visual characteristics and psychonology, because human sight senses the same biological and psychological visual elements differently in its force and weight, according to the position within a given space. Although the structure which controls such force and weight exists within a peice of work, it is a internal plan of the work that actually controls the communication through a man\ulcorner psychological reactions towards the horizontal and virtical structures within it. Moreover it is a visual statement that effectively expresses a theme or a message. This thesis has studied visual structures through the analysis of art pieces regarding of these kind of a visual picture plane, characteristics of a picture plane formed by a structure of force existing on the other side of the picture and the theory of visual balance. In addition, the aim of this study is to help designers who deals with visual image works to understand the visual structures and psychological recognitions and to apply these picture plane compositions at their real work by recognizing the psychological power within the construction elements.

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Development of Sound Information Visualization Glasses for the Hearing Impaired (청각장애인을 위한 사운드 정보 시각화 안경의 개발)

  • Lee, Gye-hwan;Kim, In-hyun;Lee, Jun-ho;Lee, Jeong-hoon;Hwang, Kwang-il
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.10a
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    • pp.656-659
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    • 2018
  • 통계적으로 일반인보다 청각장애인의 교통 사고율이 높은 것으로 나타나는데, 이는 청각 장애로 대표되는 차량을 포함한 위험 요소를 인식하기 힘든 상태나 조건에서 기인한다. 자동차가 접근하는 등의 소리를 듣지 못한다는 것은 결국 어떠한 위치에 위험요소가 존재하는지 인지하지 못함에 따라 사고로 이어질 가능성이 존재함을 의미하는데 이러한 문제점을 개선함과 동시에 대화중인 사람의 목소리를 시각화하여 정보를 제공함으로써 청각장애인으로 하여금 더 안전하고 쾌적한 삶을 누리게 하는 것이 청각장애인을 위한 사운드 정보 시각화 안경의 개발 목적이다. 위와 같은 배경을 통해 딥 러닝 기술에 기반하여 분류 과정을 거친 소리 정보의 판별을 통해 위험 요소를 인식한 후 시각화 하여 정보를 제공하는 디바이스를 제안한다.

New Representation and Algorithm for Visualizing RNA Pseudoknot Structures (RNA Pseudoknot구조의 시각화를 위한 새로운 표현 기법과 시각화 알고리즘)

  • 김우택;이유진;한경숙
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.04a
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    • pp.685-687
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    • 2002
  • RNA pseudoknot은 RNA 삼차 구조를 형성하는 중요한 구조요소일 뿐만 아니라, RNA 분자에서 중요한 역할을 한다. 지금까지 RNA pseudoknot 구조를 시각화하는 도구는 개발되어 있지 않기 때문에 대부분의 pseudoknot 구조의 시각화 작업은 수작업으로 이루어지고 있다. 본 논문은 RNA pseudoknot을 시각화를 위한 새로운 pseudoknot 표현 기법과 시각화 알고리즘에 대해서 소개한다. 새로운 표현기법은 모든 H-type pseudoknot을 uniform planar graph로 나타내고 RNA sequence의 진행방향을 따라가기가 쉽게 되어있다. 알고리즘을 이용하여 PseudoViewer라는 프로그램을 개발하였으며 PseudoViewer는 어떠한 시스템에서도 작동할 수 있는 Java로 구현되었다. 그 결과는 pseudoknot을 명확히 구분되고 보기 쉽도록 시각화됨을 보여준다.

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Analysis of Effectiveness of Multiple Sensory Modalities in Virtual Environments (가상 환경 하에서 다감각 변수들의 영향도 평가)

  • Hong, Jeong-Hun;Jeong, Dong-Hyeon;Sim, Song-Yong;Song, Chang-Geun
    • Journal of KIISE:Software and Applications
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    • v.27 no.9
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    • pp.931-941
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    • 2000
  • 본 논문은 가상환경 속에서 사용되는 다감각(시각, 청각, 후각, 촉각)요소가 현실감에 끼치는 영향력을 평가한다. 이번 실험에 80명의 피실험자가 참여하였으며, 여러 감각 요소들을 조합한 가상환경을 경험하게 하여 얻은 실험 데이터를 분석함으로써 각 요소들의 영향도를 평가한다. 주된 평가 요소는 가상 현실 환경 속에서 피실험자가 주관적으로 느끼는 현심감과, 감각 요소들이 피실험자들의 기억력에 미치는 영향도를 객관적으로 측정한 결과를 가지고 분산분석법을 사용하여 검증하여 본다. 이번 실험을 통하여 우리는 이러한 다중 감감 요소들이 단일한 감각요소가 있을 때에 비하여 가상 환경 속에서의 사물에 대한 기억력과 현실감을 증가시킬 수 있다는 결과를 얻는다. 또한 피실험자가 느꼈던 가상환경 속의 현실감과 사물에 대한 기억력에 대하여, 시각적인 요소를 증가시키는 것보다 그 외의 다른 요소(청각, 후각, 촉각)들을 첨가시키는 것이 현실감과 기억력을 배가시키는 요소로써 더 효과적이고 민감하게 반응한다.

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A Study on Preference for Graphic Basic Elements of the UI/UX Design of Game Application (게임 어플리케이션의 UI/UX 디자인의 그래픽 기본요소 선호도 연구)

  • Cho, Hyun seung
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.573-579
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    • 2017
  • The game industry using Smart phones and related market is rapidly growing every year and a graphical view of the game fun and games player is in a diverse environment improvement. Game visuals in the design of the application of the user's perspective, very simple tricks, unlike such as the game's environment is pc, but more sophisticated and to improve the quality of the game, planning is required. Ranking the top rankings, game downloads this study, therefore, has recently structured questionnaire based on the case in existing research conducted a survey. The surveyed more than 200 million people downloaded the Onmyoji game users in China was limited to the preferences of each gui survey analyzed. Preference shown in graphic identify success factors should be improved to lighting of the basic elements of design / ux ui and applications should be taken into account when designing the game. A Study on Design Factors for research purposes. The results verification the importance of visual elements, information elements, manipulation, and rapid response.