• Title/Summary/Keyword: Advertising Design

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A Study on the Color of AI-Generated Images for Fashion Design -Focused on the Use of Midjourney (패션디자인을 위한 AI 생성 이미지 색상 비교 연구 -미드저니의 활용을 중심으로-)

  • Park, Keunsoo
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.343-348
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    • 2024
  • Today, AI image creation programs are optimized for various and specialized purposes such as fashion product advertising, customized fashion style suggestions, and design development, and are actively utilized in the fashion industry. Meanwhile, color is a powerful formative element and plays an important role in expressing images for suggesting products or fashion styles. This study seeks to expand understanding of the use of Midjourney by identifying the characteristics of color combinations that appear in clothing images created using Midjourney among AI image creation tools. The results of this study are as follows. First, the initial image created in Midjourney reflects the existing image color used to create the image more than the color specified in the command. Second, the color combinations that appear in the clothes of the images created in Midjourney are divided into separate and mixed colors. The ratio of colors expressed in a separate color scheme is affected by the color order specified in the command. The number of colors combined in a mixed color scheme appears as a combination of fewer colors than the total number of colors of clothing in the existing image used to create the image in Midjourney and the number of colors specified in the command. Third, caution is needed because changes in background color can affect the user's color perception of the clothes in the image and the formation of the costume image. It is hoped that the results of this study will be helpful in fashion design education and practice.

Semiology as a Way of Expression for Message-focused on the advertising design- (메시지 표현방법으로서의 기호-광고 디자인을 중심으로-)

  • 박영희
    • Archives of design research
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    • no.18
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    • pp.113-121
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    • 1996
  • Persuasion is one of the attractive channels to enhance the relation between markerters and consumers and deliver the true communication on products to the consumers. This arctic tried to examine the symbolic meaning system as a way of maximizing the visual communicational effect of persuasion, the efforts of marketers who are trying to utilize the psychology of the mass that consume the symbol rather than products and the symbol system as a mean of propaganda were analyzed as well. People in modern age, in general, place more value on the emotional assoessibility than the efficiency of the product, As a result, the ways of expression of propaganda approaching the mass are in the process of gradual change, which was another theme this article tried to explore. Ames sied that the human preoeption has a tendency to perceive things in some organized pattern, which can be applied to even untransparable and meaningless image. Human beings don't perceive what there is but what, thery believe there to be, and his peroeption are channelized by the opportunity of the past, his peroeption are channelized by the opportunity of the past, his experience of the environment, and the history of learning. To say another word, people not only recognize the objective form but also accept the inside meaning of the visual object. Their reponse to the visual object, therefore, include personal cognition, judgment, and attitued. The communication in visual design reveals the culture, society, and art in a complex symbol, and make synthetic cultural interpretation possible. It's pretty attractive, effective, and reasonable method to use symbolic meaning system as a way of persuasion. It is because communication means whole process from receiving and delivering the information and message to making common meaning system, to measuring the effect of the behavior change.

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The study about "view" in product esthetics (상품미학에 내재된 시선에 관한 고찰- 근 대적 시선의 형성과정을 중심으로 -)

  • 조현주
    • Archives of design research
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    • v.11 no.3
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    • pp.137-146
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    • 1998
  • Historically, with change of life' s environment, The view to see object and person has been changed. So, as the conception that visual design is a help to produce and spread heteronomous view, this study analyse the view character of recent society as follows. A cityscape, fashion, product, prints(paper goods), advertising give a person special view and a person see the object with the view to be infected to capitalistic consumer' s custom. This origin has been started with the view that in the end of 19 c, capitalism has a visible system to build up capital and that in the make-up of modern civil society, the view was activated as the power of system maintenance and it internalized a person heteronomous view as the object of the power. The product esthetics as to make an effective demand in consumer capitalism after 70' s has shaped the way to produce the 'view desire" through the absorption. When the object is changed to 'the show" , opposite the activation of product esthetics make a person the consumer or outlooker with view of voyeurism. As to this study, the reverse ability of "product esthetics view" in the image to be produced to visual design is revealed through investigating the view as the power. So, an autonomous visual expression way and self-discipline criticism are needed.riticism are needed.

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Influences of a Sound Design of Media Contents on Communication Effects - TV-CF Sound Using a BQ-TEST (영상음향의 사운드디자인설계가 커뮤니케이션 효과에 미치는 영향 - TV광고음향을 뇌 지수 분석기법으로 -)

  • Yoo, Whoi-Jong;Suh, Hyun-Ju;Moon, Nam-Mee
    • Journal of Broadcast Engineering
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    • v.13 no.5
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    • pp.602-611
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    • 2008
  • The sound design performed in the production of media contents, such as TV, movie, and CF, have been conducted through the experienced feeling of some experts in the aspect of auditory effects that communicates stories. Also, there have been few studies of the quantitative approach and verification to apply visual and auditory effects felt by users. This study is a non-equivalent control group pretest-posttest design and investigates the difference in communication effects in which the difference in a sound design in the production of media contents that affects users. This study analyzed the brain quotient (BQ) obtained by the measurement of brain waves during the watching of an experiment image (track A) designed by using a 60-second TV CF only and an experiment image (track B) designed by sound effects and music and investigated which sound design represents differences in communication effects for users. The results of this investigation can be summarized as follows: First, in the results of the comparison of the attention quotient (ATQ), which is the BQ of recognition effects, between A and B tracks, the track A showed a higher difference in activation than the track B. It can be analyzed that the sound design based on music showed higher levels in attention and concentration than that of the sound effect design. Second, in the results of the comparison of the emotional quotient (EQ), which is emotional effects, between A and B tracks, the track A represented a higher difference than the track B. It means that the sound design based on music showed higher contribution levels in emotional effects than that of the design based on sound effects. Third, in the results of the comparison of the left and right brain equivalent quotient (ACQ), which is memory activation effects, between A and B tracks, there were no significant differences. In the results of the experiments, although there are some constraints in TV CF based on the conventional theories in which sound effects based design affects strong concentration, and music based design affects emotional feeling, the music based design may present more effects in continued concentration. In addition, it was evident that the music based design showed higher effects in emotional aspects. However, it is necessary to continue the study by increasing the number of subjects for improving the little differences in ACQ. This study is useful to investigate the communication effects of the sound based design in media contents as a quantitative manner through measuring brain waves and expect the results of this study as the basic materials in the fields of sound production.

A Study on the Recognition of Swimsuit Brand Image Using IPA Technique (IPA기법을 활용한 수영복 브랜드이미지에 대한 인식연구)

  • Kim, Jae-Hwan;Lee, Jae-Moon
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.467-477
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    • 2017
  • The purpose of this study is to present the ranking and difference of the importance and satisfaction of the swimsuit brand image that the swimsuit consumers perceive through the IPA and to provide the implications for the activation of the swimsuit industry market by diagramming it with the IPA matrix. To do this, we analyzed 298 questionnaire data for university students and graduate students and the following conclusions were drawn through the ranking of importance, satisfaction, and the corresponding sample t-test and IPA matrix. First, as a result of examining the ranking through the average of the importance and satisfaction of the swimsuit brand image, the importance showed average 4.0 or more in order of 'quality', 'functionality', 'price', 'design', 'trust', 'color', and the satisfaction showed average 3.5 or more in order of 'trust', 'quality', 'functionality' and 'awareness'. Second, as a result of difference verification in swimsuit brand image, it showed a significant difference in order of 'quality', 'price', 'functionality', 'design', 'color', 'trust', 'sophistication'. On the other hand, it showed no significant difference of cognitive images. Third, as a result of IPA of swimsuit brand image, the factors of 'design', 'functional', 'quality' and 'trust' were included in I quadrant, 'price' 'color' in II quadrant, 'advertising image', 'event', 'popularity', 'originality' in III quadrant, and 'awareness', 'sophistication' in IV quadrant.

The study on preference according to visual shape of Hangeul logotype (한글 로고타입의 시각적인 형태에 따른 선호도에 관한 연구)

  • Shin, Yoon-Jhin
    • Science of Emotion and Sensibility
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    • v.12 no.2
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    • pp.193-204
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    • 2009
  • The importance of corporate identity design has been recently highlighted in the marketing. However, logotype among marks that represent the image of a company has been neglected relatively comparing to symbol mark and logo mark. A logotype should be something to represent the personalities and characteristics of a company in suggestive ways. For such reasons, the image expressions by shape are thought to be important. Consequently, the formative aspects of visual communication design should be examined with emphases. However, it is true that studies on the formative aspects regarding logotypes and logo marks, especially studies on the shapes of font types and the responses of consumers to them, are lacking. Accordingly, this study examined the visual shape of logotype preferred by consumers and the shape of logotype preferred by consumers according to the business type of companies. As a result of research, there were differences in the elements of logotype preferred according to the business type of companies; as for construction companies is preferred the body of the type of dotum font with bold stem, without serif, with oblique, straight-line and curve-line endings; as for banks is preferred the body of the type of dotum font without serif, with oblique ending and with one-side curve style of serif, the stem in a middle level; as for laboratories is preferred the body of the type of dotum font with oblique ending, with bold stem and straight-line serif. The elements that should be commonly applied to construction companies, banks and laboratories appear to be the oblique ending but the curve-line ending and shallow stem seemed to be avoided. On the other hand, the serif, ending and gulim appeared to be applied differently according to the business type.

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A Study on the Brand-imprinting Effects of Utilizing Interactive Media Installation -Focusing on interactive marketing targeted at consumers in their 20s and 30s- (설치형 인터랙티브 미디어 활용을 통한 브랜드 각인효과에 관한 연구 -20~30대 소비자를 대상으로 한 인터랙티브 마케팅을 중심으로-)

  • Moon, Ha Na;Choe, Jong Hoon;Park, Seung Ho
    • Design Convergence Study
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    • v.14 no.1
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    • pp.47-61
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    • 2015
  • Along with the advent of the digital era, the media environment in which an informant would convey information one-sidedly has evolved more towards engaging customers to actively participate and produce contents themselves. This change in content consumption behavior has brought about the new marketing paradigm. The new communication strategy is interactive marketing, which enhances brand-imprinting Effects, and has been consistently proposed these days. This study aims to examine these brand-imprinting effects through an empirical study and to propose an application plan. Therefore, methods of approach for engaging customers' participation and the methods of experiences are categorized by types through the case analysis of various domestic as well as international interactive marketing techniques. In addition, in-depth interviews have been carried out in order to verify the influence of interactive marketing on brand-imprinting effects. Through the interview, potential needs of customers were found. Based on the findings, marketing strategies that utilize interactive media installation for brand-imprinting effects have been constructed. First, to utilize a space for a medium of communication between customers and advertising media. Second, using storytelling as a construct that focuses on the individual's situation. Third, to design interactions that are proper to the situation and context.

A Study on the Visual Application of Humor Effects and its possibilities (유머효과의 시각적 적용과 그 가능성)

  • Park Young-Won
    • Journal of Science of Art and Design
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    • v.1
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    • pp.267-303
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    • 1999
  • The visual humor can be regarded as an original source for creative ideation. There are several types of humor. for example,'wit, satire, irony and so on. These can be motivations of developing an up-to-date idea. Wit differs from most humor in being purely intellectual, rather than relying on incongruities that come up naturally in many situations. The humor of words contains pun, hyperbole, repetition, and comparison or contrast. Especially in case of pun, it can be most important type of humor for making analytical and humorous effects visually. Pun, meaning the humor of double meaning, furnish us with much of our humor. The concept of pun is the most valuable for creating the visual humor by substituting, combining and manipulating symbols. There are essentially three distinct categories of puns : the literal pun, the suggestive pun, and the comparative pun. All types of puns belong to one of these three groups. The definitions are simple to understand and easy to apply for creating the visual humor, In order to develop a better conceptual model, (this researcher) reexamine the concept of humor, the relationship of humor to various types of message processing, and the relationship of humor to various aspects of message. This thesis. is primarily concerned with basic theories of humor such as concepts of humor, types of humor and analysis of humor. And this contains the research of humor's communications effects and theory of humor response with literature reviews. Modem theories of humor response generally fall into three major schools : Incongruity theories, Superiority theories and Arousal (Relief theories. Together these three approaches address the cognitive-perceptual, affective-evaluative and psycho-dynamic dimensions of a subject's humor response. The literature research of humor and humor response theory in communications and visual communications can help the visual application of humor concepts and usefulness of visual humor appeals. This research agreed that the humor and visual humor must be very effective at being as a means for the advertising expression, not for the purpose itself. In addition, this research is aimed at studying significations and usefulness of visual humor through semiotic approaches in the near future. Then it can be essencial research for the appropriate situational uses of humor related to media, product, and audience factors, such as nationality, age, standard of living, sexuality, and so on.

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Design and Manufacturing Characteristics of Eco-Friendly Wood Street Lamp (친환경 목재가로등의 디자인 및 제조특성)

  • Kim, Jong-In;Jung, Su-Young;Won, Kyung-Rok
    • Journal of the Korea Furniture Society
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    • v.25 no.4
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    • pp.345-352
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    • 2014
  • This study was carried out to develop eco-friendly wood street lamp (EFWSL) by using wood resources stacked in the forests after tree tending operations which were mostly abandoned, but economical as renewable wood resources for developing the wood coated street lamps with the effects of cost reduction and their attractive appearances. This study has led to the development of key compact structures of street-lighting wood poles (shaft) using laminated timber. The core technique in this study is related with producing the more stable wood poles (shaft) with the hole inside than wood poles exposed under the natural environment through applicable process to protect the wood from bursting and splitting. We also comprehensively developed the method to conserve the timber durability of wood shaft and connect the wood shaft with groove, race way to be located in the groove, locking ring, current stabilizer connected to the groove and luminaire support arm, base and hand-hole which was partly used in combination with steel materials and wood. Also we increased the utilization of abandoned and stacked woods after thinning in the forests such as Pinus densiflora, Larix leptolepis, and Pinus koraiensis plantations by maximizing the value of these natural wood resources as main materials of eco-friendly street lightings with the effects of cost reduction and attractive appearances and also the expectation of advertising effects of street lightings developed in this study.

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Consumer Awareness Survey for Environmentally Friendly Children's Furniture Development (친환경 아동용 가구 개발을 위한 소비자 인식 조사)

  • Kim, Ja Kyung
    • Journal of the Korea Furniture Society
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    • v.28 no.4
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    • pp.340-354
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    • 2017
  • Currently, the global furniture market can not overlook environmental problems due to changes in environmental regulations. In order to grow into a global corporation, environmentally friendly design became essential. In addition, domestic and foreign consumers are increasingly interested in and spending on children's furniture, and demand for environment - friendly furniture for children's health and emotional development is increasing. In the era of universal consumer tastes due to massive mass production, it has been changed into a multi-product small-volume production period that reflects the preferences of various consumers, so that various types of furniture that meet individual preferences are required. Therefore, in this study, we investigated various personal opinions, perception, preference, propensity to use furniture, purchasing points, etc. for environmentally friendly children's furniture, and provided basic data for environmentally friendly children's furniture development that reflects consumer preference and requirements. Accordingly, 243 parents who have more than one child living in Seoul, Gyeonggi, and Incheon were surveyed about the use of children's furniture and the perception and preference of environmentally friendly children's furniture. According to the survey results, 64.57% of the respondents knew about eco - friendly children's furniture and the most popular way to get to know eco-friendly furniture was Internet advertising (49.48%). The rate of recognizing eco-friendly furniture as healthy furniture with no emission of hazardous substances was high as 56.16%. The purchase intention of eco-friendly children's furniture was very high at 86.01% and the most important factor in purchasing was the harmlessness to the human body (56.88%). 59.50% said that it is not possible to distinguish environmentally friendly furniture, which means that there is not much information to consumers yet. In addition, the preferred price range is 500~1000 thousand won, and the preference for the rest furniture is high. In the preferred form type, unit type modular furniture is 36.13%, in the material, wood is 72.35%, in the color, the color of wood with wood grain is high as 45.56%.