• Title/Summary/Keyword: Content design

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Social Media Marketing Strategies for Tourism Destinations: Effects of Linguistic Features and Content Types

  • Song, Seobgyu;Park, Seunghyun Brian;Park, Kwangsoo
    • Journal of Smart Tourism
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    • v.1 no.3
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    • pp.21-29
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    • 2021
  • This study explored the relationship between post types and linguistic characteristics in marketer-generated content and social media engagement to find the optimized content to enhance social media engagement level. Post data of 23,588 marketer-generated content were collected from 50 states' destination marketing organization Facebook pages in the United States. The collected data were analyzed by employing social media analytics, linguistic analysis, multivariate analysis of variance, and discriminant analysis. The results showed that there are significant differences in both engagement indicators and linguistic scores among the three post types. Based on research findings, this research not only provided researchers with theoretical implications but also suggested practitioners the most effective content designs for travel destination marketing in Facebook.

A Study on User Experience Design of Personalized OTT Content Preview (개인 맞춤형 OTT 콘텐츠 미리보기의 사용자 경험 디자인 연구)

  • Kim, Hyun-Woo;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.283-287
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    • 2021
  • The purpose of this study is to analyze personalized contents and previews of OTT service based on user experience and to suggest the improvements of the preview viewing experience. Current domestic OTT mobile applications were researched to find out how services are offering content. Plus, the 20s-30s were recruited to analyze user experience. An online survey and in-depth interview were conducted by using Stephen P. Anderson's Creating Pleasurable Interface Model. As a result, preview help users to select content but it doesn't suit their taste. Also, the preview is hard to watch however they want. Therefore, it can be inferred that the preview requires the function for improving efficiency, preference, and accessibility. This study is expected to be used as research material on user experience or preview experience of OTT content.

Content Analysis on Housing Design Guidelines for the Disabled in Korea (국내 장애인주택 디자인가이드라인 내용분석 연구)

  • Kim, Boae;Lee, Yeunsook
    • Journal of The Korea Institute of Healthcare Architecture
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    • v.21 no.1
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    • pp.37-46
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    • 2015
  • Purpose : With a recently growing population of the disabled, the importance of creating the living environment for them has been emphasized, making the design guidelines to play more important role in this sense. This research aims to generalize the existing design guidelines for the housing for the disabled, diagnose their problems, and suggest a systematic and consistent milestone of the guidelines developed in the future. Method : The analysis objects of this research are 1910 categories of the design guidelines for the domestic housing for the disabled, and the research removed the redundancy and separated multi-complex categories. A total of 1424 independent categories were extracted, and been conducted content analysis from three aspects of redundancy, sub-categorization system and descriptive form based on the extracted categories. Results : Redundancy analysis figured out important characteristics by space. Moreover, the current guideline system can be integrated by analysis of sub-category system. Lastly, the research found that the guidelines need to be understood more easily and suggested under accurate criteria by analyzing the descriptive forms. Implication : This research holds significance as a fundamental data to improve the design guidelines for the disabled in the future, ultimately contributing to a better quality of life of the disabled.

A Study on Fashion Designing Idea (의상디자인 발상법에 관한 연구)

  • 조진숙;한명숙
    • The Research Journal of the Costume Culture
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    • v.8 no.4
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    • pp.537-548
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    • 2000
  • This paper focuses on development of a fashion design education course that will foster the talent and aesthetic consciousness of fashion design student. The writer reached the content of the designing ideas to practical applications as the defined scope of fashion design education. For designing idea in practical application : matching ideas, contrasting ideas, formative combinations and revisionism were used. For design ideas, the ideas developed by 飯塚弘子, 万江入重子, 香川達子 were used in revision. To detail the content of design education, fashion magazines, portfolios, photographs and related fashion design educational materials were used. 1. Matching ideas : it proposes such identical expression into costume by making a research of developing material, application form and color extraction from design sources. 2. Contrasting ideas : it proposes such opposite expression into costume by making a research of opposite to image, form, position and purpose from some object. 3. Formative combinations : it proposes such new expression into costume by combining a detail of costume with the other object. 4. Revisionism : it proposes such modified expression into costume by making a research of deletion, change, addition and conversion in costume.

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Design and Implementation of Education Contents for Prevention of Child Sexual Violence (아동 성폭력 예방을 위한 교육 콘텐츠의 설계 및 구현)

  • Kim, Hee-joo;Shin, Hye-won;Lee, yoon-ji;Won, Hye-mi;Park, Su e;Park, Jung Kyu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.179-181
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    • 2017
  • In this paper, we propose the contents of the visual content of the child's own boundaries and implement the contents based on active learning using touch method. The images consist of four modules, each of which consists of content developments, learning concepts, and learning content. The notion of sexual violence is also aimed at fostering awareness that sexual violence is also an extension of the child's safety. Moreover, the learning content of a learning game improves learning outcomes by receiving a 'compliment' if the game succeeds and receives a 'reward' on the game.

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A Study on the Educational Content of Floral Design on YouTube (유튜브에 나타난 화예 디자인 교육 콘텐츠 연구 -화훼장식기능사 교육 콘텐츠를 중심으로-)

  • Yang, Dongbok
    • Journal of the Korean Society of Floral Art and Design
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    • no.41
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    • pp.93-114
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    • 2019
  • The purpose of this study is to analyze the characteristics and problems of the content of flower design education videos on YouTube and to search for improvement direction. The subjects of analysis were 129 pieces of videos uploaded in the last one year including 'craftman floral design' as a search term. The result shows that contents covered were practical lectures, theory lectures, test related tips, job and character introduction, test work, educational guidance and publicity. The production format could be divided into studio lecture, classroom lecture, video feature, interview, Vlog, and television program. The hub-type programming strategy that periodically uploads the videos satisfying the target audiences' interests is mostly applied. The type of lecture covered 'practical skill test' got a good response from the users. Overall, content diversity, interaction between creators and users, and harmonious programming strategies are lacking. In order to improve this, it is necessary for emotional and expressive creators to pioneer differentiated fields and practice based on actual field. The introduction of interactive elements such as games and quizzes and the application of new media technologies such as VR and AR are worth trying. Three strategic types of 'hero', 'hub', and 'how to' should be applied complementary. As the demand for education content related to flower design is expected to expand in the future, it is required to develop content that can be used in various platforms, foster professional creators, and develop associated business models.

Study on Design Education Plan Using Microcontroller Board Prototyping Tool

  • Nam, Wonsuk
    • International Journal of Contents
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    • v.14 no.3
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    • pp.61-68
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    • 2018
  • Unlike in the past, where the expression of the form was given a priority, with the widening of the scopes of the designs, the proportion of design education institution curricula targeting user experience and the application of technology is continually and gradually increasing. Open source microcontroller boards such as Arduino have initiated attracting attention as a countermeasure against these changes. These prototyping tools have many advantages for the diversification of expression and design verification in the design field and therefore have a high likelihood of being introduced into many design education institutes; however, the tools act as high entry barriers for design students who lack engineering knowledge. Although various educational content and tools have been developed to address the issue of barrier, existing solutions remain insufficient as alternatives for the purpose of activation. In this study, we investigated the present state of related education content and conducted a pilot workshop using a prototype microcontroller board with simplified coding. We intend to use the results of this investigation to develop study material for design education. We started by conducting a survey regarding the pre-university education situation. It was observed that engineering education opportunities are insufficient and the problem of mutual application between educations due to course-based education was not realized. We also analyzed the characteristics of simplified training tools using the microcontroller to establish a direction for educational design and conducted a pilot workshop using the microcontroller toolkit with a simplified coding process based on this content. Students who lack a basic knowledge of engineering technology received instruction, and after completing minimum preliminary training, they proceeded to practical exercises that involved utilizing the toolkit. Through this process, we identified the need for a simple-type microcontroller board with low-complexity for use in educating students majoring in design. We also identified some obstacles that serve as barriers to entry of utilizing microcontroller board. Based on these results, we propose several functional requirements and teaching guidelines for prototyping toolkits for design education.

Charaeteristics of Women′s Fashion in the 20th Century Based on the Threefold Structure of Semiotics (기호의 삼분구조에 의한 20세기 여성 패션의 특성 분석)

  • Kim Eun-Kyoung;Kim Young-In
    • Journal of the Korean Society of Costume
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    • v.54 no.7
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    • pp.41-54
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    • 2004
  • This study purposed to apply function form content, the three concepts that have been discussed by many philosophers since ancient times, to fashion design. Specific research goals are : first, to define fashion design based on the three concepts : and second, to examine how each of the three concepts function-oriented, form-oriented and content-oriented design have been expressed in women's fashion in the $20^{th} century. For these purposes. the author considered Morris' semiotics, which is the theoretical background of the three concepts, reviewed previous researches in design area, and applied the findings to fashion design. According to the result of applying the threefold structure of semiotics. which is the theoretical background of the three concepts, the pragmatic dimension of fashion design comprehends all functional rules related to the use of dress such as body motion and protection, health and safety. air flow and durability, and its syntactic dimension comprehend all the formal elements of visual design such as the structure, shape, line, color and material of dress. The semantic dimension of fashion design includes the symbolic meanings of dress expressed by emotion, sentiment and images. The three dimensions exist interdependently with one another. According to the result of considering the characteristics of the three concepts in the scope of women's fashion in the $20^{th} century. function-oriented design is characterized by practicality and simplicity, and has been expressed as the fashion of functionalism in the 1920s, that of minimalism in the 1960s, and the basic style from 1970s to 1980s, 1990s and the present. Form-oriented design has pursued aestheticism, putting stress upon form, and has been expressed with organic shapes imitating patterns found in nature in the 1950s and with optical art fashion in the 1960s. Content-oriented design attaches importance to transmission of delicate meanings related to the mental world of human beings, and is represented with symbolic forms. Such a characteristic has been expressed in fashion in the early 20th century influenced by surrealism and, with various types of design breaking established forms as well as metaphors and humors that characterize design in the late 20th century.

Design and Implementation of the Document HTML System for Preserving Content Integrity

  • Hyun Cheon Hwang;Ji Su Park;Jin Gon Shon
    • Journal of Information Processing Systems
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    • v.19 no.3
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    • pp.334-346
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    • 2023
  • An electronic document based on PDF has been widely used in customer communication between an enterprise and a customer to deliver personalized content. However, electronic documents based on PDF in the form of paper layouts are not suitable for mobile environments because of low readability and lack of interactive interaction. Even though HTML is an essential language in a mobile environment, electronic document based on PDF is still used as it has a content integrity verification feature with a digital signature. It means that a user is sacrificing user experience in a mobile environment for content integrity and using paper-layout electronic documents. In this research, we design the Document HTML specification by setting the Document HTML conformance, adding the extended meta tags, and signing the message digest with a digital signature based on public key infrastructure (PKI). Furthermore, we implemented the Document HTML system, which has REST API services to generate and verify the Document HTML, and did experimental verification of the theory. As a result, we have confirmed that the Document HTML has both content integrity and user experience on mobile. Furthermore, the Document HTML is expected to be an alternative document format to deliver personalized content from an enterprise to a customer in a mobile environment instead of the paper layout electronic document such as PDF.

A Case Study on Digital Interactive Training Content <Tamagotchi> and <Peridot>

  • DongHee Choi;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.306-313
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    • 2023
  • Having pet is one of the activities people living in modern society do to relieve stress and find peace of mind. Currently, the object of companion animals has moved beyond being a real 'living entity' and has developed to a stage where the animal's upbringing process can be enjoyed in a virtual space by being programmed in digital content. This paper studies detailed elements such as character design, interaction, and realism of 'Tamagotchi (1996)', which can be said to be the beginning of digital training content, and 'Peridot (2023)', a recently introduced augmented reality-based training content. The point was that it was training content using portable electronic devices. However, while the environment in the electronic device in which Tamagotchi's character exists was a simple black and white screen, the environment in which Peridot's character operates has been changed to the real world projected on the screen based on augmented reality. Mutual communication with characters in Tamagotchi remained a response to pressing buttons, but in Peridot, it has advanced to the point where you can pet the characters by touching the smartphone screen. In addition, through object and step recognition, it was confirmed that the sense of reality had become more realistic, with toys thrown by users on the screen bouncing off real objects. We hope that this research material will serve as a useful reference for the development of digital training content to be developed in the near future.