• Title/Summary/Keyword: 영상 디자인

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Analysis of Video Advertisement Production Direction based on Generation Z Lifestyle and SNS Status (Z세대 라이프스타일과 SNS 현황을 바탕으로 한 영상광고 제작 방향 분석)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.539-544
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    • 2023
  • In this study, several important aspects were studied in producing video advertisements based on the lifestyle and SNS status of Generation Z. Generation Z highly values participation and interaction due to the nature of SNS, so SNS advertisements should be produced in a way that induces active interaction with viewers and accepts feedback. Here's a summary of the main parts. It prefers various content formats of Generation Z that consume information. Advertisements should be produced in various formats such as text, images, and videos, and should have flexibility suitable for various platforms. Because each SNS platform has its own characteristics due to platform specialization, this study suggests that advertisements analyze the characteristics of the platform and use the appropriate content strategy for the optimized platform. As an emphasis on value proposition, we propose an advertising format setting to focus on what value the product or brand provides. It is important to clearly emphasize the advantages and intrinsic value of a product or service in video advertising, and in conclusion, we propose to focus on the case of increasing interest by adopting modern and trendy design of storytelling as an attractive and unique design method of aesthetic design and visual effects. Considering these factors comprehensively, the research value of this paper will be able to establish an effective SNS marketing strategy by producing video advertisements that match the lifestyle and SNS usage characteristics of Generation Z.

Preceding Research for Developing Floral Design Education Contents (화예디자인 교육 콘텐츠 개발을 위한 선행연구)

  • Hong, Yun Joo
    • Journal of the Korean Society of Floral Art and Design
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    • no.42
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    • pp.97-116
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    • 2020
  • In this paper, the need for lifelong education and distance education is increasing due to the decrease of population and the increase of life expectancy. In addition, the popularization and everydayization of education, which combines daily life and learning, is an educational feature. Individuals can more easily access knowledge, and video plays an important role. Video content is the most basic medium that leads to the popularization and daily life of education. With the development of information and communication technology, popularization of media content production and editing technology, anyone can easily create and share. The video education contents business is expected to increase globally through SNS. Especially, the video contents education industry related to flower design is regarded as a suitable content field in an era where environment is essential. In the modern era, characterized by the "one-person household, one-person media" era, the environment of plants protects people from stress by restoring human emotional efficiency, environmental comfort, and stability. In other words, because humans have a preference for nature, plants play an important role for humanity recovery. Against this backdrop, flower design is expected to be a promising industrial sector with high growth, high value added and high job creation effects. In the era of the fourth revolution of the human race, competitive video contents are expected to influence the growth of the future country. will be.

A Study on the Hair Line detection Using Feature Points Matching in Hair Beauty Fashion Design (헤어 뷰티 패션 디자인 선별을 위한 특징 점 정합을 이용한 헤어 라인 검출)

  • 송선희;나상동;배용근
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.7 no.5
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    • pp.934-940
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    • 2003
  • In this paper, hair beauty fashion design feature points detection system is proposed. A hair models and hair face is represented as a graph where the nodes are placed at facial feature points labeled by their Gabor features and the edges are describes their spatial relations. An innovative flexible feature matching is proposed to perform features correspondence between hair models and the input image. This matching hair model works like random diffusion process in the image space by employing the locally competitive and globally corporative mechanism. The system works nicely on the face images under complicated background. pose variations and distorted by accessories. We demonstrate the benefits of our approach by its implementation on the face identification system.

Issues for the Design of Visual Navigation System (실감 내비게이션 개발을 위한 디자인 고려사항)

  • Joo, In-Hak;Kim, Kyong-Ho;Cho, Seong-Ik
    • 한국공간정보시스템학회:학술대회논문집
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    • 2007.06a
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    • pp.324-328
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    • 2007
  • 텔레매틱스 분야에서 가장 널리 서비스되고 있는 내비게이션 시스템의 최신 동향은 주행중 운전자의 정보 인지를 쉽게 하도록 하는 것이다. 실감 내비게이션 기술은 운전자의 시야와 동일한 전방 영상을 카메라로부터 획득하여 운전자에게 필요한 정보를 그 위에 오버레이하여 직접 전달하는 기술이다. 이러한 실감 내비게이션을 위하여 기존 방식과는 다른 빠르고 효과적인 정보전달 방식이 필요하며, 어떤 정보를 사용자에게 어떻게 전달하느냐에 따라 다른 효과를 가져올 수 있다. 본 논문에서는 실감 내비게이션에서의 정보 표현을 위한 화면 배치, 가상객체의 디자인 안, 정보량의 적정수준 등 디자인 방향과 고려사항을 논의하고 사용자 평가에 의한 디자인 최적 대안을 제시한다.

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Policy Design for Value Added Enhancement of Visual Content Industry (영상산업의 부가가치 제고를 위한 정책디자인 방향)

  • Jeong, Bong-Keum;Lim, Jung-Hee;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.697-708
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    • 2013
  • This study suggests the need of 'policy design' that aims to develop visual contents with competitiveness in a global market by comparing and analyzing the programs of promoting the visual content industry of each local government. Moreover it focuses to derive a policy implication so that the local government in its role could develop and promote programs of the industry to enhance its competitiveness. The scope of the study covers local governments of the national capital region and the five metropolitan cities of Korea. The support programs on the visual content industry have been compared and analyzed in 2012. A case study of the policy program of the UK, USA and France has been conducted. In conclusion, we must recognize visual industry as regional strategic industry. The policy orientation, organizations and the scale of support should be designed to make the most of regional characteristics and lead to sustainable growth in response to a rapidly changing IT convergence technology and the new digital environment.

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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A study on video production behavior of teenage creator (10대 크리에이터의 영상 제작 행태 연구)

  • Pyo, So-Hee;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.319-325
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    • 2019
  • The purpose of this study is to suggest ways to improve the competence and performance of teenage creators through the behavioral comparison. With the recent growth of video streaming services, the number of teenage creators is rapidly increasing. However, research on the video production behavior of teenagers is still limited. Therefore, in this study, we examined the video production behaviors of teenagers and assessed difficulties in each step. This study was conducted with the case study and the empirical study which interviewed the enthusiasts group and the creators group. Experimental results indicated that the editing stage was the most important but the lowest in both groups. In particular, the interest group had a greater burden on the editorial stage than the creator group. Therefore, in order to encourage teenage video production activities, it will be necessary to train them in editing programs or provide easy editing functions.

A Study on the mutual relation Design-Multimedia Contents (멀티미디어컨텐츠 - 디자인 상호연관성 연구)

  • 오양순
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.05a
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    • pp.44-45
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    • 1999
  • 컴퓨터의 발전은 인간으로 하여금 컴퓨터와 떨어져 생활할 수 없도록 인식시킴으로서 테크놀로지에 관해 다시한번 생각하게 하고 있다. 첨단정보인프라의 급속한 발전으로 이를 이용한 컨텐츠 산업분야가 21세기의 국가경쟁력이라고말 할 수 있다. 교육, 영상, 출판, 문화, 예술 등 다양한 분야가 종합된다 멀티미디어 컨텐츠산업은 미래의 핵심분야이기 때문이다. (중략)

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A Study on Development of Virtual Trainer Contents with Virtual Reality (가상현실을 적용한 가상의 트레이너 콘텐츠 개발에 관한 연구)

  • Jung, A Leum;Jeon, Jeong Yeon;Kim, Tae Hyung;Lee, Mi Rim;Jang, Hong Jun;Cha, Eun Jee;Bang, Yoon Kyeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.553-554
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    • 2014
  • 경제수준의 향상과 삶의 질의 향상으로 인하여 일반인들의 건강 및 운동에 대한 관심이 증대되었다. 이런 사회적 기대에 부응하여 바쁜 현대인들을 위한 게임 기반 및 스마트폰 기반의 헬스케어 시스템이 등장하고 있다. 최근에는 가상현실을 통한 현실세계와 유산한 운동효과를 추구하는 형태로 발전하고 있다. 따라서 본 연구는 가상세계의 현실과 같은 몰입감에 주목하고, 아이큐브(I-cube)를 활용하여 가상현실을 구축한 다음 가상의 트레이너를 통해서 원하는 운동효과를 제공하는데 목적이 있다. 운동 및 자극 부위, 지도 효율성의 정보 등을 제공하여, 운동효과와 정보를 한눈에 봄과 동시에 운동에 대한 올바른 자세를 가상현실을 이용해 직접적으로 배울 수 있도록 하였다.

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