• Title/Summary/Keyword: 콘셉트 디자인

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User-Created Content (UCC) based OSMU virtual character making - Focused on K/DA Girl Group - (사용자 제작 콘텐츠(UCC) 기반 OSMU 디지털 캐릭터 메이킹 - K/DA 걸 그룹을 중심으로-)

  • Han, Zhe;Lee, Hyun-Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.49-50
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    • 2019
  • 2018년 11월 '리그 오브 레전드' S8 파이널 폐막식장에서 Riot Games회사는 홀로그래픽 기술을 이용하여 디지털 K/DA 걸 그룹과 리얼 걸 그룹 멤버들과 함께 K/DA의 데뷔 앨범 타이틀곡 'POP/STARS'를 제작하였다. 디지털 캐릭터는 VOCALOID 기술 및 창작자의 디자인에 기반을 두지만, 디지털콘텐츠로써의 가치는 UCC 컨버전스를 통해 기존 콘텐츠의 영역을 확장하여 디지털 캐릭터의 생명력과 활용성을 확대하였다. UCC에 기반을 둔 디지털 캐릭터는 주요한 정보 기여자와 소비자가 콘텐츠를 제작함으로써 그 영역이 확대되고 있다. 이에 본 연구에는 디지털 캐릭터 콘셉트를 이용한 K/DA 걸 그룹의 캐릭터의 특성을 살펴보고, UCC를 바탕으로 K/DA 걸 그룹 데뷔 이래 뉴스, OSMU의 특성, 디지털 캐릭터의 가용성을 중심으로 사용자의 캐릭터에 대한 역할을 분석하고자 한다.

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A study of the Concept of Analogue-Digital Interaction Trace and its Application in Media Art ('아날로그-디지털 인터랙션 흔적'에 관한 개념 연구와 미디어 아트에의 응용)

  • Choi, Min-A;Kwon, Doo-Young
    • The Journal of the Korea Contents Association
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    • v.11 no.9
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    • pp.76-84
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    • 2011
  • This paper describes the development of the media art environment concept, in which the user's interaction becomes visual arts in both digital and analogue media. It describes AD-Trace, an experimental media art component that investigates the aesthetic and technological possibilities through the development of interactive media artworks that utilizes that the traces of the user's interaction. The AD-Trace consists of three design components: Analogue Trace, Digital Trace, and Interaction Metaphor to guide user interactions with user's understanding. Three artworks are proposed to demonstrate the real world applications of the concept: AD-PD(analogue digital picture diary), AD-Star (analogue digital star), and AD-Map (analogue digital map).

A Comparative Study on the Inner Space Composition of a Building between Louis I. Kahn and Rem Koolhaas through Psychoanalysis (정신분석학을 이용한 루이스 칸과 렘 쿨하스의 건축 내부공간 구성 비교연구)

  • Cha, Myung-Yeol;Choi, Hyo-Sik
    • Korean Institute of Interior Design Journal
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    • v.21 no.5
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    • pp.171-180
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    • 2012
  • The purposes of this study were to compare Louis I. Kahn and Rem Koolhaas, both of whom established their architectural theories and granted rationality to them by applying the theory of psychoanalysis, and examine common and different characteristics in the inner space composition of a building between them. The study also set out to confirm a basic premise based on which to develop a metaphysical design concept by applying the theory of psychoanalysis in the inner space composition of contemporary architecture in future from the more developed and integrated perspective of modern psychoanalysis. As a result, Kahn sought after a metaphysical design concept through the combinations of inner unit spaces including servant and served space, which are comparable to the confrontation between consciousness and unconsciousness from the perspective of psychoanalysis. Unlike him, Koolhaas applied the concept of folding to his architectural plans based on the theory of post-structuralism and created a metaphysical design concept by more focusing on connections between unit spaces rather than their combinations. While Kahn worked on his designs with much interest in the combinations of inner unit spaces in horizontal circulation by separating it from vertical circulation, Koolhaas created a new design concept beyond the limitations of Kahn, who had a confronting, dichotomous view of the world between the phenomenal world and the metaphysical world, by making use of inclined slabs to connect upper slabs with lower ones. The findings show that there can be various metaphysical design concepts depending on how to connect and combine two confronting concepts when applying the theory of psychoanalysis to architectural design.

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Optimized Bicycle-sharing Model for China Market (최적화된 중국시장의 공유자전거 모델제안)

  • Wang, Yang;Park, Seong Il;Lee, Sung Pil
    • Journal of Service Research and Studies
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    • v.8 no.4
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    • pp.53-75
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    • 2018
  • Bicycle-sharing as a product service system in the sharing economy, its characteristic is that users can go to nearby places by the public bike at any time however they don't need to have their own bicycle. However, the service quality of bicycle-sharing and satisfaction of users continuously decrease with the rapid growth number of bicycle-sharing users in China. Based on the double diamond model and from the perspective of service design, this research studies the service experience of bicycle-sharing of Chinese users, focuses on the potential pain points of Chinese users when using the public bike, and designs the optimum proposal to promote users' satisfaction. According to the research result, the research builds a new concept which can satisfy users' demand for communication, enjoyment and option during the cycling. The experience of new service system of bicycle-sharing makes humanized and subconscious interaction possible.

A Case Study of the Use of iPad Application in Fashion Design Education (패션디자인 교육의 아이패드 어플케이션 활용 사례)

  • Park, Keunsoo
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.377-383
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    • 2022
  • In today's modern society, along with the 4th industrial revolution, digitalization is rapidly progressing from everyday life to the entire industry. In the field of education, support is being provided at the government level, such as the dissemination of digital devices to create a digital educational environment, and the use of digital devices is remarkably increasing at the level of individual students as well. In the fashion design education field of universities, the number of students using tablet PCs and applications such as iPads is increasing and the scope of its application is expanding, from design concept setting and idea generation to design sketches in the early fashion design process, as well as diagramming and portfolio work. For fashion design sketching, it was found that students mainly use Procreate or Clip Studio applications with iPad. Therefore, by identifying the differentiated functions and characteristics of Procreate and Clip Studio, and examining design sketch examples using them, the possibility of effective use of iPad applications was presented and problems were also examined. Through this study, it is intended to provide basic data for fashion design education that can increase students' interest and achievement by using the iPad application.

A study on Revizor as the founding performance of Geugyesuryeonguhoe (극예술연구회의 창단 공연작 『검찰관』에 관한 연구 - 실험무대 출범 정황과 창립 공연 무대 사진을 중심으로 -)

  • Kim, Nam-Seok
    • (The) Research of the performance art and culture
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    • no.39
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    • pp.167-196
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    • 2019
  • Geugyesuryeonguhoe founded the Silheommudae and chose Nikolai Vasilevich Gogol's Revizor as the founding performance. This Revizor theater performance was a performance equivalent to the founding performance of the Geugyesuryeonguhoe, so it had to be based on the discussion and consensus of the members. Nevertheless, the reasons for selecting this work, the actual performance situation, and whether or not it was successful were not properly addressed in the research data so far. As a result, Revizor performance of Silheommudae did not escape the powerful influence of Revizor theater performance performed at Tsukiji(築地) theater in Japan. In addition, the original design of stage, acting and acting concept of Silheommudae was not confirmed. After this performance, the change of the performance method of Geugyesuryeonguhoe was inevitable. And Geugyesuryeonguhoe was forced to carry out its own reflection on the problems in the stage process.

Suggesting Online Whiteboard Tool Concepts for the Convergence Process of Online Collaboration (온라인 협업의 수렴과정 개선을 위한 온라인 화이트보드 툴 콘셉트 제안)

  • Wu Seok Lim;Sang Hoon Jeong
    • Smart Media Journal
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    • v.12 no.11
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    • pp.198-210
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    • 2023
  • After COVID-19, team's collaborations are conducted online using whiteboard tools as remote working increases. In order to understand the problems of the convergence process using online whiteboard tools, an observation study comparing online and offline collaboration and a focus group interview were conducted. In addition, a questionnaire was conducted to confirm the found problem, and a solution idea was proposed. through in-depth interviews, we validate the proposed ideas. The convergence process of collaboration using online whiteboard tools had problems ; "excessive amount of information", "shift of view", "role of facilitator". To solve the problems, we proposed the idea of classifying each stage of the collaboration process, providing a navigator, and facilitator request system window. This paper proposed an idea that can effectively help the convergence process directly related to decision-making during the online collaboration process through analysis of advantages and problems of online and offline collaboration.

Convergence Research for CIGS Solar Cell Aesthetics Product Design Development for Utilizing Urban Living Structures (도시 생활구조물 활용을 위한 CIGS 태양전지 심미성 향상 제품디자인 개발융합연구)

  • Jo, Jae-Yoon;Jang, Hui-su;Jeong, Je-yoon;Nam, Won-Suk;Jang, Joong-Sik
    • Journal of the Korea Convergence Society
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    • v.11 no.4
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    • pp.157-163
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    • 2020
  • This paper is a product design convergence study to improve the aesthetic quality of CIGS solar cells for utilizing urban living structures, identifying problems of existing solar cell panels and drawing expert aesthetic elements for improving CIGS solar cells through survey and [Group discussion of experts] based on aesthetic elements of product design. Out of the aesthetic elements derived, the top three models of the product design process were 'environmental harmonization', 'pattern balance', and 'period universality' to derive the design and assembly design of the CIGS solar cell module for improving aesthetic quality, and applied to apartments, veranda, windows, and streetcar through product simulation. This study is suitable for applying aesthetic and CIGS solar cell function later to actual urban living structure, and future research direction needs to be studied on various patterns and structural design development of design.

A Study on UX-centered Smart Office Phone Design Development Process Using Service Design Process (서비스디자인 프로세스를 활용한 UX중심 오피스 전화기 디자인개발 프로세스 연구)

  • Seo, Hong-Seok
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.41-54
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    • 2022
  • The purpose of this study was to propose a "user experience (UX)-centered product development process" so that the product design development process using the service design process can be systematized and used in practice. In a situation in which usability research on office phones is lacking compared to general home phones, this study expands to a product-based service design point of view rather than simple product development, intending to research ways to provide user experience value through office phone design in smart office. This study focused on extracting UX-centered user needs using the service design process and developing product design that realizes user experience value. In particular, the service design process was applied to systematically extract user needs and experience value elements in the product development process and to discover ideas that were converged with product-based services. For this purpose, the "Double Diamond Design Process Model," which is widely used in the service design field, was adopted. In addition, a product design development process was established so that usability improvement plans, user experience value elements, and product-service connected ideas could be extracted through a work-flow in which real users and people from various fields participate. Based on the double diamond design process, in the "Discover" information collection stage, design trends were identified mainly in the office phone markets. In the "Define" analysis and extraction stage, user needs were analyzed through user observation, interview, and usability survey, and design requirements and user experience issues were extracted. Persona was set through user type analysis, and user scenarios were presented. In the "Develop" development stage, ideation workshops and concept renderings were conducted to embody the design, and people from various fields within the company participated to set the design direction reflecting design preference and usability improvement plans. In the "Deliver" improvement/prototype development/evaluation stage, a working mock-up of a design prototype was produced and design and usability evaluation were conducted through consultation with external design experts. It is meaningful that it established a "UX-centered product development process" model that converged with the existing product design development process and service design process. Ultimately, service design-based product design development process was presented so that I Corp.'s products could realize user experience value through service convergence.

Mobile Application UI Design for TV Broadcasting Content Recommendation (TV 방송콘텐츠 추천용 모바일 어플리케이션 UI 제안)

  • Son, Hee-Jeong;Choe, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.12 no.2
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    • pp.86-93
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    • 2012
  • The emergence of cable TV, satellite broadcasting and IPTV provides viewers with a variety of TV programs. However, viewers' desire for watching their favorite TV program at convenient time has increased because of insufficient spare time. As an increase in smart phone market has accelerated an entry into "the age of smart network media" since 2009, mobile media suggests services connected to other digital devices. Recently, there has been growing interest in TV controling system of smart phone. Therefore, the present study aims to provide an concept of the smart phone application which recommends contents of TV program by analyzing personal watching pattern. To suggest detailed direction of the interaction and UI design, we analyzed previous research and examples of TV controlling applications and products. In addition, public opinion survey was carried out to rationalize this study and suggest suitable UI structure.