• Title/Summary/Keyword: Advertising Design

Search Result 522, Processing Time 0.038 seconds

컴퓨터 Animation의 임펙트(Impact)한 표현의 사례에 관한 연구(Softimage 3D Animation을 중심으로)

  • 김정반;김관음
    • Archives of design research
    • /
    • v.21
    • /
    • pp.173-182
    • /
    • 1997
  • Technology represented by computers has made a ne w word, communication technology, and now we are at the time of opening New-Media, Multimedia, which sou nd a little unfamiliar. As the use of computers in produ cing movies, games and advertising commercial films in creases, very realistic and various transmission of infor mation is possible. This study has a purpose to suggest some possibilitie s by using softimage 3D Animation operated in the wor kstation which has an excellent function in producing co mputer animation Frist of all, I grasped the contents of light and textur e for an effective expression, the characteristics and ere ation methods of Motion Module which is the base of S oftimage 3D, and suggested general using plan through some examples of impact expression in computer animat ion to plan more lively production of computer artists, a nd produce quality products by grasping the adaptability and merits and demerits of the technique

  • PDF

Research on New Hip Hop Fashion of Glam Style - Focusing on Black Musician Star and Korean Hip Hop Musicians - (힙합 뮤지션의 패션 스타일 연구 - 흑인 뮤지션 스타와 국내 힙합 뮤지션의 비교 연구 중심으로 -)

  • Lee In-Seong;Lee Soon-Ja;Choi Bo-Young;Lee Min-Jung;Son Yi-Jeong
    • Journal of the Korea Fashion and Costume Design Association
    • /
    • v.8 no.1
    • /
    • pp.127-136
    • /
    • 2006
  • These researches discussed promotions and effectiveness in the area of star marketing production, copying, advertising, and expenditure on clothes. The thesis is refreshing in the way it deals with analysis of strategical changes in the fashion of entertainers asia cultural industry developed. I specially focused on comparing and analyzing the changes in style of Hip Hop fashion from the period of inferior culture to the period in which their fashion is highly respected. Also, I'd like to study the influence of the fashion to Korean Hip Hop artists. The Hip Hop musicians developed their styles from underdog images of Hip Hop to glamourous and luxurious styles along with modeling in various magazines appealing sexually. In Korea, Seven and Hyori Lee are showing new and changed styles that are different from the past to their fans. The Hip Hop style now is showing with unimaginably luxurious styles as opposed to its original image. With their pursuance of ostentatious and luxurious styles Hip Hop was reborn as new Glam style. Old Hip Hop styles such as ripped jeans, safety pins, graffiti, and loose and exaggerated silhouette give inspirations to many worldly known designers and their collection. Hip Hop that used to be a branch of a low culture was able to grow to the culture of luxuries via the development the media and improvement of lives and the level of consciousness of the middleclass. Music stars with luxurious Hip Hop fashion influenced coming of a new musical genre and Korean musicians largely. I hope this research can help developing the unique low-culture and creating new trend in the field of entertainers' fashion.

  • PDF

Players Adaptive Monster Generation Technique Using Genetic Algorithm (유전 알고리즘을 이용한 플레이어 적응형 몬스터 생성 기법)

  • Kim, Ji-Min;Kim, Sun-Jeong;Hong, Seokmin
    • Journal of Internet Computing and Services
    • /
    • v.18 no.2
    • /
    • pp.43-51
    • /
    • 2017
  • As the game industry is blooming, the generation of contents is far behind the consumption of contents. With this reason, it is necessary to afford the game contents considering level of game player's skill. In order to effectively solve this problem, Procedural Content Generation(PCG) using Artificial Intelligence(AI) is one of the plausible options. This paper proposes the procedural method to generate various monsters considering level of player's skill using genetic algorithm. One gene consists of the properties of a monster and one genome consists of genes for various monsters. A generated monster is evaluated by battle simulation with a player and then goes through selection and crossover steps. Using our proposed scheme, players adaptive monsters are generated procedurally based on genetic algorithm and the variety of monsters which are generated with different number of genome is compared.

Fashion Style and Image Preference for University students -focused Daejeon and Gyeonggi area- (대학생의 패션스타일과 이미지 선호도 연구 -대전과 경기지역 대학생을 중심으로-)

  • Cha, Su-Joung
    • Journal of Fashion Business
    • /
    • v.20 no.2
    • /
    • pp.97-106
    • /
    • 2016
  • This study aims examine specific image preferences through selected fashion style and evaluation terms. Therefore, this study provided basic information in order to help select a suitable fashion style within a desired image. As times are changing, most people obtain information about fashion through the use of the Internet by utilizing mobile phones and personal computers and less through magazines, newspapers and so on. When people buy clothes, they seem to be more influenced by the design and color than by price and quality. It is not perceived important for buying like company, advertising, the place of purchase etc. The results of the analysis reveal the structural elements of an image having a sense of fashion style and can be categorized as a natural image, romantic image, elegance image, casual image and avant-garde image. Among the six fashion styles, the natural image is regarded the highest A style. The romantic image is the highest B style and elegance image is the C, D, E style. The casual image is the highest F style and avant-garde image is a D style. In regards to appropriate fashion style by ages, the twenty-something population is investigated in finding a fit that is lively and vibrant in style while the thirty-something population is perceived to identify with a more feminine style. The forty-something population has shown to prefer a more luxurious style. Through this observation one can see that there is a distinction is fashion style between ages.

The Curriculum Design for Department of Culture and Contents according to Technology Change (기술 변화에 따른 문화 콘텐츠 관련학과 교육과정 개발)

  • Jeon, SeongSin;Lee, WonHyung
    • Journal of Digital Convergence
    • /
    • v.11 no.3
    • /
    • pp.299-304
    • /
    • 2013
  • Culture contents are connected directly with our lives. Experts who produce culture contents or work at such industry or most of people regardless of age and gender are exposed to media contents like movie, game, animation, broadcasting and advertising. There are a number of users who use smart phones and smart pads which can view such media contents. The era of smart device which people easily surf, watch, and produce media contents will be opened. Therefore, the efficient curriculum for producing more touchable media contents should be developed continuously. Most of people recognize the necessity of educations to enhance creativity at university education. This paper intended to research the method of roles curriculum of university produce culture contents which stimulate emotion, creative and show new technology. This paper suggests academic curriculum for department of culture and contents based on the basics, even though new media device emerges the proper talents can be fostered.

The Effects of User Involvement on Internet Ad Preference Based on Presentation Type and Content

  • Joo Hoo Kim
    • The Journal of Society for e-Business Studies
    • /
    • v.8 no.4
    • /
    • pp.33-51
    • /
    • 2003
  • The primary objectives of this study were, using data from Internet users in Korea, to determine users' preference of banner ad through two ad properties; ad presentation type (text vs. image) and ad content (product information vs. prize information) by incorporating the level of involvement into research design. Using within-group experimental design by means of subjects' web-based participation in the study, the study result showed that image-based banner ad was significantly preferred to text-based banner ad. It was found that the level of ad involvement had a significant impact on the preference of banner ads. Also it was found that image-based banner ad had a greater effect on ad preference than text-based banner ad in low involvement situation only, Finally, image-based banner ad was consistently preferred to text-based banner ad regardless of involvement level when the banner ad was product oriented. The study findings suggest that adoption decisions regarding banner ad presentation type and banner ad content should be based on the knowledge of both the level of consumer's ad involvement and the interactive effects between ad presentation and ad content.

  • PDF

Mediation Roles of Goal Types and Emotion in the Effects of Social Identity-Based Self-Discrepancy Type on Compensatory Consumption

  • CHOI, Nak-Hwan
    • The Journal of Industrial Distribution & Business
    • /
    • v.12 no.6
    • /
    • pp.75-88
    • /
    • 2021
  • Purpose: This research aimed at exploring the functions of consumers' perceiving approach and avoidance roles and their feeling anger and disgust in the effect of the two types of self-discrepancy at social identity such as the ideal self-discrepancy and the ought self-discrepancy on within-self domain versus across-self domain consumption. Research design, data, and methodology - This study divided the self-discrepancy group into the ideal self-discrepancy and the ought self-discrepancy group as experimental groups for empirical study. Self-discrepancy type between-subjects design was used to develop two types of questionnaire according to the type of experimental groups. The platform, 'questionnaire stars' of 'WeChat' in China was used to collect 103 data from the ideal self-discrepancy group and 102 from the ought self-discrepancy group for empirical study. T-test and the structural equation model in Amos 21 were used to verify hypotheses developed through theoretical review. Results - First, ideal self-discrepancy positively affected the role-approaching goal and anger. Second, ought self-discrepancy positively affected the role-avoiding goal and disgust. Third, the role-approaching goal and anger positively influenced on the within- versus across- domain consumption. Fourth, the disgust negatively influenced on the within- versus across- domain consumption, however the role-avoiding goal did not influence on the consumption. Fifth, there was the mediation roles of anger (disgust) in the effects of ideal (ought) self-discrepancy on the consumption. Conclusions - When consumers feel anger at the ideal self- discrepancy induced by in-group, it is necessary for the marketers to promote their product brand used by the in-group. They should develop and advertise the messages priming the ideal self-discrepancy and the anger to increase the intent to purchase or use their product brand when the in-group members have used the brand by relating the brand to their social identity concerned with the ideal self-discrepancy. However, marketers should help consumers feel disgust by developing and advertising the messages expressing the ought self-discrepancy to lead the consumers to the place of purchasing or using their product brand when the members have used the brand based on keeping the consistence between the brand and other social identity not related to the ought self-discrepancy.

Deconstruction Characteristics in Fashion Brand YouTube Campaign (패션 브랜드 유튜브 캠페인에 나타난 해체주의적 특성)

  • Youngjae Lee
    • Journal of Fashion Business
    • /
    • v.27 no.3
    • /
    • pp.35-49
    • /
    • 2023
  • The purpose is to derive its aesthetic characteristics by objectifying the visual image of the YouTube campaign into adjectives. As a result, we intend to identify advertising strategies that use them as basic data for setting fashion design concepts. A group of experts in fashion majors watched each of them, wrote adjectives, and collected 75 adjectives. By analyzing the frequency of adjectives, aesthetic characteristics were derived with adjectives recording the upper number of times, and the results were obtained that they had the characteristics of deconstruction. The conclusions of this study are as follows. First, Tamburin's Jenny appeared to be strange, scary, rambling and charming. Among the internal meanings of deconstruction due to spatial, social, and psychological distance from consumers, it can be said that T.P.O's mutual textuality and play of interaction. Second, Gucci Cruise be chosen rural, strange, wild, unharmonious, and difficult, which is a mixture of intertextuality and play of T.P.O. Third, The Excise Gucci Campaign parodies that juxtaposes six films directed by Stanley Kubrick, making them strange, retro, difficult, interesting, and wrong. Deconstructionist de-genre and de-boundary Fourth, Kenzo World is weird, dynamic, wrong, difficult, difficult, and confused, which correspond to T.P.O's interactive textuality, play of the second half, and destruction and decomposition among the external expressions of deconstruction. Fifth, Burberry Hero emphasized the aesthetic value of traditional men, so it was ostensibly wild, free, powerful, sensual, and fantastic. Compared to the lifestyle of men who usually work at work, this corresponds to play of second best.

A Study on the Characteristics of Planning Process for Public Regeneration of Under-used Space -Focusing on Public Competition Projects for Cultural Regeneration- (공공적 유휴공간 재생 계획과정의 특성에 관한 연구 -문화적 재생을 위한 공공 현상설계 프로젝트를 중심으로-)

  • Choi, Soon-Sub;Oh, Joon-Gul
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.16 no.3
    • /
    • pp.2201-2211
    • /
    • 2015
  • In Korea, several design competition have been conducted to revitalize the cultural function of some areas using under-used space. However, though such sites include public and urban assets inherently, these projects defined their boundary as an isolated architectural or landscape design. Hence, this study will clarify the differentiated design content and process for public regeneration of under-used space through analysis of the case-study. For this purpose, firstly, the public and urban assets of under-used space will be analyzed to prove that it should be handled with wider boundaries and perspectives. And then, this study will reveal the limitation of design contents and process of Korean design competitions linking to the regeneration of under-used space after analyzing several case studies. Lastly, some differentiated design inducements conducted by the City of Oslo for the each regeneration plan of under-used space will be deducted, focusing on the fact that those projects have been implemented in more urban and connected ways. As a result, this study is strongly aiming to insist that the revitalization of under-used space should not be implemented by advertising a poetic symbolism. Instead, it must be an practical integrated plan emphasizing the connectivity with surrounding environment and diverse plan.

European Experience in Implementing Innovative Educational Technologies in the Field of Culture and the Arts: Current Problems and Vectors of Development

  • Kdyrova, I.O.;Grynyshyna, M.O.;Yur, M.V.;Osadcha, O.A.;Varyvonchyk, A.
    • International Journal of Computer Science & Network Security
    • /
    • v.22 no.5
    • /
    • pp.39-48
    • /
    • 2022
  • The main purpose of the work is to analyze modern innovative educational practices in the field of culture and art and their effectiveness in the context of the spread of digitalization trends. The study used general scientific theoretical methods of analysis, synthesis, analogy, comparative, induction, deduction, reductionism, and a number of others, allowing you to fully understand the pattern of modern modernization processes in a long historical development and demonstrate how the rejection of the negativity of progress allows talented artists to realize their own potential. The study established the advantages and disadvantages of involving innovative technologies in the educational process on the example of European experience and outlined possible ways of implementing digitalization processes in Ukrainian institutions of higher education, formulated the main difficulties encountered by teachers and students in the use of technological innovation in the pandemic. The rapid development of digital technologies has had a great impact on the sphere of culture and art, both visual, scenic, and musical in all processes: creation, reproduction, perception, learning, etc. In the field of art education, there is a synthesis of creative practices with digital technologies. In terms of music education, these processes at the present stage are provided with digital tools of specially developed software (music programs for composition and typing of musical text, recording, and correction of sound, for quality listening to the whole work or its fragments) for training programs used in institutional education and non-institutional learning as a means of independent mastering of the theory and practice of music-making, as well as other programs and technical tools without which contemporary art cannot be imagined. In modern stage education, the involvement of video technologies, means of remote communication, allowing realtime adjustment of the educational process, is actualized. In the sphere of fine arts, there is a transformation of communicative forms of interaction between the teacher and students, which in the conditions of the pandemic are of two-way communication with the help of information and communication technologies. At this stage, there is an intensification of transformation processes in the educational industry in the areas of culture and art.