• Title/Summary/Keyword: Visual

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A Study on the Concepts and its Vision for Visual Merchandising in Korean Retail Shops (한국 소매점에서의 비주얼머천다이징 개념 정리와 방향)

  • Seo, Jung-Hwa;Youn, Myoung-Kil
    • Journal of Distribution Science
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    • v.14 no.8
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    • pp.153-160
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    • 2016
  • Purpose - The current distribution enterprises have realized the necessity for integrated and specialized images in their stores. From those reasons, visual merchandising has been considered as a powerful means towards brand value judgement as well as maximizing both brand and corporate identity. This research intends to study and discuss the current situations in Korean visual merchandising and its future concept setting. Based on the research findings, this paper tries to propose the basic concept for development strategies of visual merchandising in Korean distribution market. Although the studies on visual merchandising in Korean traditional markets have been continued, visual merchandisers have been distorted by display control centers in real situations. Therefore, this study tries to set both current and future concepts in visual merchandising for further discussions and a new complement formulation. Research design, data, and methodology - This study has investigated previous studies with the way of normative study by comparing, organizing concepts and relating terms on visual merchandising. In order to be an exact research, it seems to be more appropriate to analyze this study with a deductive analysis way rather than inductive as for getting the core of visual merchandising. Besides, this study changed the term 'visual merchandising' into 'VMD', and used it as an unified one. Results - Visual merchandising has an important key in retail planning. With focusing on organizing visual merchandising concepts, it should be adequate for domestic circumstances because there are various visual merchandising concepts with different perspectives. Thus, it is necessary to establish a concept including modern and Korean features through previous studies and data. Visual merchandising can be defined as followings. It enhances the value of shop images from visual aspects and conveys brand concepts effectively. Its task is to plan and manage products sales by combining three merchandising domains such as interior, display, and merchandising. Conclusions - There are some limitations on setting academic concepts in visual merchandising due to its features as to be taken in the field focused studies. More meaningful case studies should be performed as an area of future studies. Therefore, it is necessary to perform an effectiveness analysis on empirical visual merchandising state and present the course of development.

Consumption of Visual Cues in Computer-Mediated Environments

  • CHOI, Hwanho
    • Journal of Distribution Science
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    • v.18 no.8
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    • pp.23-33
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    • 2020
  • Purpose: In the digital age, visual cues in computer-mediated environments are becoming a very popular means of communication. Therefore, it is a very critical market for marketers to utilize for marketing communication and platform providers and manufacturers of mobile devices which create and distribute the visual cues While the prevalent research on visual cue consumption focuses on the positive side, the dark side of consuming visual cues has not been investigated. Therefore, in this research, the dark side of using visual cues, such as difficulties and problems in their application, will be investigated. Research design, data, and methodology: Due to the nature of this study, a netnography approach was adopted. Twitter which the users regularly utilise visual cues in their communications was a prime source for data of this research. Results: This research suggests that visual cue users experience anxiety about the subordination of expression and suffer from the myth of an ideal practice of expression. Conclusions: As the previous research emphasised the complementary role of visual cues, has failed to recognise the problems associated with the extensive and growing dependence on visual cues. This awareness demonstrates that we need to take a careful approach to visual cue usage.

An Examination on the Concept of Visual Literacy as a Basis for Convergence Education Programme (융복합교육 프로그램을 위한 기반으로서 시각적 문해력(Visual Literacy) 개념 검토)

  • Park, Gun-Kyu;Kim, Won-seok
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.397-403
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    • 2016
  • This research reviews the concept of Visual Literacy which is the critical base for performing convergence-style educational program of fine arts. The Visual Literacy means the ability to understand and properly deal with the visual information given to the agent such as the literacy to the written language. It is beyond doubt that the necessity of the Visual Literacy is raised because there is different visual information through new media for the entire life of young generation. Therefore, the Visual Literacy is the base for performing convergence-style education when it comes to performing convergence-style educational programs. It covers the communication abilities to utilize new media and exchange visual information one another.

Effect of Visual Scanning Program on the Visual Memory of Stroke Patients: Single Subject Research Design (시각탐색(visual scanning) 프로그램이 뇌졸중 환자의 시각기억에 미치는 영향: 단일 사례연구)

  • Hwang, Sun-Jung;Kim, Jung-Mi
    • The Journal of Korean society of community based occupational therapy
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    • v.3 no.1
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    • pp.67-75
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    • 2013
  • Objective : The purpose of study was to visual scanning program on the effect of visual memory in stroke patients. Method : A single subject experimental research with ABA design was employed in this study. The experiment composed of 15 sessions in total: 5 sessions for baseline, 7 session for visual scanning program, and 3 sessions for the second baseline. Each session for intervention took 30 minutes daily. MVPT, CNT(visual span test, visual learning test) were used for assessment visual perception, visual memory. Result : After visual scanning program, changing faster processing time MVPT 5.5 seconds to 4.5 seconds. Also all itme raw score changes of CNT visual span test, visual learning test. Conclusion : Visual scanning program in stroke patients give a positive impact on the visual memory. To improve stroke patients' perception visual scanning program utilizing visual perception research as well as training programs for a variety of looks forward to being developed.

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Analysis of Visual Art Elements of Game Characters Illustrated by the Case of Glory of Kings

  • He, Yangyang;Choi, Chulyoung
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.3
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    • pp.213-219
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    • 2020
  • Visual art elements can most intuitively express the information expressed by a game character and play an important role in shaping a successful game character. We compares and analyzes the role design in the skins of the "Five Tiger-like Generals" series in Glory of Kings in terms of color, line, graphic and other visual elements. Different visual elements form different visual impacts and influences, which brings people different psychological feelings and presents different emotional colors. The reasonable use of visual elements gives people a refined visual experience and a comfortable psychological feeling, adding more influencing factors to the "immersion" of the game. It not only can strongly attract the attention and love of players, but also spreads traditional culture of the nation and the country. Therefore, whether the visual art elements of a game character can be appropriately used is an important part of the success of the game work. The analysis of visual art elements of game characters has important learning and research value.

Effects of Visual Organizer for supporting Web-based Instruction (웹 기반 학습 프로그램을 지원하는 시각적 조직자(Visual Organizer) 전략의 효과)

  • Han, Ahn-Na
    • The Journal of the Korea Contents Association
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    • v.8 no.9
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    • pp.281-292
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    • 2008
  • The purpose of this study is to implement a visual organizer which enables learners to support web navigation as well as visual understandings in the electronic document space. I developed a visual organizer according to design principles of visual organizer, and then analysed the effect of a visual organizer on the students' disorientation, perceived usefulness, perceived usability, satisfaction and use intention. According to the result, using the visual organizer was more effect than conventional web-based instruction in view of navigation and visual understandings.

Predicting Human Performance of Multiple-Target Search Using a Visual Lobe (비쥬얼 롭을 사용한 다수표적 탐색의 수행도 예측)

  • Hong, Seung-Kweon
    • Journal of the Ergonomics Society of Korea
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    • v.28 no.3
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    • pp.55-62
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    • 2009
  • This study is concerned with predicting human search performance using a visual lobe. The most previous studies on human performance in visual search have been limited to a single-target search. This study extended the visual search research to multiple-target search including targets of different types as well as targets of same types. A model for predicting visual search performance was proposed and the model was validated by human search data. Additionally, this study found that human subjects always did not use a constant ratio of the whole visual lobe size for each type of targets in visual search process. The more conspicuous the target is, the more ratio of the whole visual lobe size human subjects use. The model that can predict human performance in multiple-target search may facilitate visual inspection plan in manufacturing.

The View Character of Mountainscape of a City according to Visual Point Level - In a Case of Mt. Uam - (시가지내 산악경관의 시점 높이별 조망 특성 - 청주시 우암산을 대상으로 -)

  • Jeong, Jeong Seop;Gwon, Sang Jun;Jo, Tae Dong
    • Journal of Environmental Science International
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    • v.13 no.6
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    • pp.497-503
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    • 2004
  • In this research, we have performed a T-test to see how the relationship between dependent variable or visual point level and independent variable or visual quantity is in order to clear up the correlation between pattern of visual point and visual quantity by the constituents of a view from a different visual point level and the results are as follows: 1) In case of the character of Mt. Uam landscape of the city, Uamsan is set as a fixed point and about a direction of view(D), the north is a datum point from which the range of direction is distributed within 1800 westwardly and the visual range(R) is also within 2000m. An elevation is an average of 7.40 and the average story of the buildings is 3.85. Here the height of a story is about 4m so the average of the visual point difference is estimated at 15.4m. 2) The type of visual point is divided into the intersection group and the front of the highly used public buildings group. Double intersection types account for about 78.80%(52 spots) which forms a majority part of LCP. 3) The analysis of the difference of visual point level divided by eye level and that of the top of the buildings has been proved that there's a sharp difference resulted from t-test at 1 % significant level. The significant difference of elevation from height difference(l5.93m), however, has not been shown. 4) From the result of T-test about visual quantity by the elements of a view from a different visual point level, the visual quantity of mountain(VQM), sky(VQS), ground(VQG) is significant at about 1% each and that of building(VQB) is at about 5%. The difference in visual quantity of a mountain by the visual point level is at about 4% which can meet a marginal level of LCP necessary for evaluation of mountainscape.

The Study of Kinetic Visual Acuity in College Students (대학생의 동적시력에 관한 연구)

  • Shim, Moon-Sik;Kim, Sang-Hyun;Kang, Hye-Sook;Shim, Hyun-Suk
    • Journal of Korean Ophthalmic Optics Society
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    • v.17 no.4
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    • pp.419-424
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    • 2012
  • Purpose: We were to obtain the basic data for studying kinetic visual acuity through the comparative analysis in kinetic visual acuity, visual acuity, refractive error, pupil size, and hand reaction time for college students. Methods: We had tested the kinetic visual acuity, visual acuity, refractive error and hand reaction time using the kinetic visual acuity tester (KOWA AS-4A), the hand reaction time program and auto-refractometer for thirty-nine male and same female optometry students with more than +0.1 LogMAR visual acuity in both eyes. And the results were examined gender differences of kinetic visual acuity and the factors correlation. Results: In the measured values of male, pupil size were 6.00 mm, hand reaction time 0.23 msec, refractive error -1.66 D, visual acuity -0.07, kinetic visual acuity 0.59 and pupil size 5.86 mm, hand reaction time 0.24 msec, refractive error -2.08 D, visual acuity -0.02, kinetic visual acuity 0.46 in female. It was significant difference for kinetic visual acuity values but other factors were not. The kinetic visual acuity and left visual acuity had the highest correlation, r=-0.406. The kinetic visual acuity indicated more excellent values in the case of increasing visual acuity and decreasing myopia amount. Conclusions: It was able to see that male college students were better than female for kinetic visual acuity and the visual acuity were related to kinetic visual acuity.

Visual Discomfort and Visual Fatigue: Comparing Head-Mounted Display and Smartphones

  • Han, Jungmin;Bae, Seon Hee;Suk, Hyeon-Jeong
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.4
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    • pp.293-303
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    • 2017
  • Objective: This study aims to evaluate visual discomfort and visual fatigue caused by watching HMD and smartphones by conducting both subjective and objective measure. Background: With the rapid development of mobile Head-Mounted Display (HMD), the problem of visual discomfort and visual fatigue caused by watching Virtual Reality (VR) contents became a crucial concern for consumers and manufacturers, especially given that the casing of mobile HMD keeps the phone at a specified distance from the lenses that is close to the eyes. Method: Two smartphones were chosen for a preliminary study: LG G5 and Galaxy S7. As for a main study, iPhone 6S and Galaxy S7 were used. After being exposed to the selected clips, participants were asked to answer Simulator Sickness Questionnaire (SSQ) and went through optometric tests that measure tear break-up time, spherical equivalent, and contrast sensitivity. Results: The subjective assessments indicate that HMD causes more visual discomfort compared to watching a smartphone. Furthermore, the experimental result confirms that watching a HMD causes more eye dryness compared to smartphones. Conclusion: The result of the study compared visual discomfort and visual fatigue of two different displays, HMD and smartphone, and confirmed that watching HMD causes more visual discomfort and visual fatigue. Application: Ultimately, this study could help manufacturers understand the strengths and weaknesses of different display forms, providing guidance for an effective application of HMD.