• Title/Summary/Keyword: 편집디자인

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출판미학을 창조하는 디자이너들

  • Ma, Jeong-Mi
    • The Korean Publising Journal, Monthly
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    • s.225
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    • pp.6-7
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    • 1997
  • 디자인의 중요성이 부각되는 요즈음, 출판사 디자이너들의 비중도 점점 더 커지고 있다. 표지는 물론이거니와 본문편집도 전담하고, 광고제작과 보도자료 편집, 카달로그.도서목록.전시용품 등까지 다양한 역할을 맡아야 한다. 종합적인 코디네이터의 역할을 하기'까지 아직은 많은 어려움이 있다.

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The Study on Design of Business Paper Editing Product in Ubiquitous Environment (유비쿼터스 환경에서의 비즈니스 문서 편집 기기 디자인에 관한 연구)

  • Ryu, Su-Min;Park, Ji-Hye;Song, Ji-Won
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.424-429
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    • 2008
  • The purpose of this research is to suggest a competitive design by producing functions and elements needed to users based on a research about device use and needs according to user behavior. We proceeded to the research aiming a design smart document-editing device design which can be used for business regardless of place (at office or home), targeting reasonable and individualistic users from twenties to thirties. By some ways for that, first, we selected target users and based on user interviews to get enough understanding for them. Second, we produced user needs by some troubles after establishing persona and deciding target users on the basis of the research. Third, we designed form-factor visualizing work, organized design spec by the produced concept, and we developed interaction design on the basis of this scenario. Fourth, we made paper prototype and conducted user test. As a result, our final design emphasizes mobile ability and simplicity to be suitable for reasonable individualism and is able to efficiently work input, editing, and output without complicated procedure. We could also prove the validity of the design through usability test.

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Analysis of Developing Contents of 2005 Renault Samsung Motors Corporate Brochure (2005 르노삼성자동차 Corporate Brochure Contents 개발 분석)

  • Suh, Kyong-Won
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.241-249
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    • 2007
  • This article addresses considerations, processes of drawing concepts and design approaches in compiling a corporate brochure set in the practice of editorial design. A well-made brochure does not simply refer to listings of the current state of a company and a fantastic visualization of their visions. It necessarily involves the utilization of strategic core keywords appropriate to the industry, proper and classy metaphors that fit the target, a certain harmony between direct and indirect narratives, and bringing all of these aspects under the hat of creative and purposeful design in a single brochure. Thus, it also calls for variety and changes to captivate the eye when leafing through brochures. 1. Does the brochure reflect accurate diagnoses on the position of the market environment, the industry and their needs? 2. Does it offer solutions to given tasks, does it claim to be able to solve problems a company may have, does it satisfy their expectations, and does it cover the topics in an in-depth manner? 3. Referring to questions 1 & 2, does it address existing cases of competitors, leading players and global trends? 4. Does it have an appropriate design language that can communicate intrinsic issues and global trends as well as appropriate rhetorical visual aids that stand out?

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 Design of Korean Textbooks in Elementary Schools for Learning Interest (학습흥미 유발을 위한 초등학교 국어 교과서 디자인 연구)

  • Lee, Chang Wook;Park, Kwang Shin
    • Journal of Digital Convergence
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    • v.16 no.12
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    • pp.555-561
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    • 2018
  • It is the Korean language textbook of elementary school 1~2 grade that forms the basis of the textbook to nurture the creative convergence talent with the core competence required by the future society. In order to increase the learning effect based on the textbooks, the interest inducing factors were derived on the basis of the learning interest, and the textbook design was analyzed by the in - depth interviews and discussions of the expert group. As a result, Graphic elements using bright and soft colors, illustrations of peer groups related to learning contents, and resilient use of sans serifs. However, issues such as lack of proper mixing of photos and illustrations, further development of learning helper characters, configuration of spare margins, graphic image design, and lack of a structured layout that utilizes color and visual images were cited as problems.

Augmented Plasticity: Giving Morphological Editability to Physical Objects (증강가소성: 물리적 오브젝트에 형태적 편집가능성 부여하기)

  • Lee, Woo-Hun;Kang, Hye-Kyoung
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.225-234
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    • 2006
  • Product designers sketch various ideas of foreground figures(detail design) onto background figures(basic form) and evaluate numerous combinations of them in the late stages of design process. Designers have to test their ideas elaborately with a high-fidelity physical model that looks like a real product. However, due to the requirements of time and expense in making high-fidelity design models, it is impossible to evaluate such a number of combinatorial solutions of background and foreground figures. Contrary to digital models, physical design models are not easily modifiable and so designers cannot easily develope ideas through iterative design-evaluation process. To address these problems, we proposed a new concept 'Augmented Plasticity' that gives morphological editability to a rigid physical object using Augmented Reality technology and implemented the idea as Digital Skin system. Digital Skin system figures out the position and orientation of object surface with ARToolKit visual marker and superimposes a deformed surface image seamlessly using differential rendering method. We tried to apply Digital Skin system to detail design, redesign of product, and material exploration task. In consequence, it was found that Digital Skin system has potential to allow designers to implement and test their ideas very efficiently in the late stages of design process.

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Designing an efficient apparel CSD system and its prototype implementation (효율적인 의상 캐드 시스템의 설계 및 시제품 구현)

  • 오규환;신성용
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10b
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    • pp.629-631
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    • 1999
  • 본 논문에서는 의류 제품의 기획, 디자인 시제품 검토 등의 작업을 효과적으로 지원하는 의상 캐드 시스템의 창조 모델을 제안한다. 이 참조모델은 디자이너의 패션 일러스트 작업을 지원하는 스케치 시스템, 의상 캐드 전반에 걸쳐 사용되는 문양을 생성하는 문양 생성 시스템, 옷본 디자인 작업을 수행하는 옷본 편집 시스템, 그리고 시제품 검토를 위한 가시화 시스템으로 구성된다. 또한 본 문에서는 이러한 시스템들을 구현하기 위한 관련 이론들을 제시하고 시제품을 구현한다. 구현된 시스템들은 기존의 상용화된 캐드 시스템들보다 고급화된 디자인 환경을 제공함으로서 의상 디자인 작업을 효과적으로 지원한다.

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Design and Implementation of Template Design System for Constructing Electronic Shopping Mall (쇼핑몰의 구축을 위한 템플릿 디자인 시스템의 설계 및 구현)

  • 심명선;강현석;이승호
    • Proceedings of the Korea Multimedia Society Conference
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    • 2000.11a
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    • pp.349-352
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    • 2000
  • 인터넷 쇼핑몰의 구축이 활발해 짐에 따라 독자적인 쇼핑몰을 보다 쉽게 구축할 수 있는 방법이 필요하게 되었다. 이렇게 독자적인 쇼핑몰의 구축을 쉽게 한 수 있기 위해서 미리 제공되는 여러 화면들을 조합하여 원하는 상점을 체계적으로 디자인한 수 있게 하는 템플릿 시스템의 개발이 활발하다. 본 논문에서는 비전문가들도 자신이 원하는 형태의 쇼핑몰을 손쉽게 디자인할 수 있게 템플릿 설정 기능과 설정된 페이지들을 편집하는 기능을 가진 새로운 템플릿 디자인 시스템을 설계하고 구현한다.

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The research on applying of Caligraphy design among the applying ways of Typography in the Web-design (웹 디자인에서 타이포그래피의 적용방법과 캘리그래피 디자인에 관한 연구)

  • Park, Jung-Hyun
    • Journal of Korea Game Society
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    • v.4 no.2
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    • pp.29-36
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    • 2004
  • The research on applying typographic medium to typography has been active, and the results have been Used on designs. But method of applying editing design in imaginary space in the Web environment to typographic medium has been used in actual life instead of editing design for print outs. In this treatise, we will look into appropriate method to apply typography under the Web environment through research, and limitation of applying typography as a method to apply typography into the Web environment appropriately, and discuss the alternative for it.

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A Study on the Posters of Swiss Graphic Style (스위스 그래픽 양식의 포스터에 관한 연구)

  • 홍성일;안창호
    • Archives of design research
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    • v.16 no.3
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    • pp.175-182
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    • 2003
  • The objective of this study is to systematically understand the swiss graphic style and examine the design ideology of designers and the visual features, with the focus on the posters that played the largest role in the formation and settlement of the swiss graphic style. Although through other visual designs such as editorial design, from the outside beyond posters, the swiss graphic style has evolved to exert a large influence around the world, based on the posters that served as the main medium for expression by designers and that were used the most in instigating the public, this study aims to cast light on the swiss graphic style, which has become recognized as the textbook of the graphic design around the world since the mid 20th century. First, the study casts light on the meaning of the creation of the graphic style through the background and the formation process, aiming to examine the visual features of the swiss graphic style and how they are integrated through the posters of Swiss designers. The personal activities and efforts of individual designers contributed significantly to the formation and development of a certain design style; however this study intends to identify the other equally important elements: the underlying social and cultural influence, the legacy of previous design styles and ideologies, the collective enthusiasm of designers, and the active progress of experimental research.

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