• Title/Summary/Keyword: Visual Elements

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Visual Environmental Elements of Game Space by Play-Event in Adventure Games (어드벤처 게임에서 플레이이벤트별 게임공간의 시각적 환경요소)

  • Choi, GyuHyeok;Jin, Hyungwoo;Kim, Mijin
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.47-56
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    • 2020
  • The purpose of this study is to analyze visual environmental elements of game space by play-event in adventure games. We extracted common six types of play-event through exploring ten representative adventure games and organized three types of space structure and four types of object as the criteria of analysis. Based on the criteria, we embodied the characteristics of visual environmental elements by performing direct playing and monitoring. As a result, we verified that the story intended and the gameplay induced by the play-event are closely related to visual environmental elements.

Patterning of Visual Environmental Elements and Player Reactions in Game Space of Adventure Games (어드벤처 게임공간에서 시각적 환경요소와 플레이어 반응의 패턴화)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.139-148
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    • 2021
  • In a game, the visual environment element is a means of expressing the intention of the developer, and is mediums that enable the player to gain to play experience of interaction. In this paper, the player's reaction to the visual environmental elements of the adventure game was patterned with a collection and analysis process by empirical experiments. The data collected through the experiment were about 10,000, and as a result of the analysis, 24 types of player reaction patterns were found in total. This can be used as a guideline for game space design by matching the properties of visual environment elements and the reactions against players occurring in the game play process to examine the play experience.

Analysis of Visual Attention on Visual Elements of Ramen Package Design using Eye-Tracking Device (시선추적장치를 활용한 라면 패키지 디자인의 시각적 요소에 대한 시각적 주의집중도 분석)

  • Park, Minhee;Kwon, Mahnwoo;Hwang, Mikyung;Kim, Hyeonseong
    • Journal of Korea Multimedia Society
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    • v.25 no.7
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    • pp.945-952
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    • 2022
  • In a market situation full of brands and products, packaging requires a differentiated design that reflects the needs and trends of the times, as well as the characteristics of the product. Therefore, in this study, through literature reviews, market research methods, questionnaire surveys, eye-tracking experiments, etc., we derived related research and current status of ramen package design, and visual expression elements that induce consumers' subjective perception and interest. As a result, the ramen package design was generally simplified and tended to visualize the spicy taste. Second, consumers buy bag ramen once a week on average at a large discount mart, consider the color of the ramen package design as important, and recognize that the aesthetics of the package design can improve quality. Finally, the spicy phrases and ramen illustrations were the first visual elements of the ramen package design, and for the longest time, attention was focused on the brand name.

A Study on the Emotional Cognitive Characteristics of Formative Elements - Focusing on Color and Form - (조형요소의 감성적 인지특성에 관한 연구 - 색상과 형태를 중심으로 -)

  • Hwang, Mi Kyung;Kwon, Mahn Woo;Kim, Chee Yong
    • Journal of Korea Multimedia Society
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    • v.24 no.3
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    • pp.460-467
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    • 2021
  • Among the formative elements, color and form are the most critical elements that can capture a person's perspective. Companies are concentrating on developing visual perception-oriented products by accommodating the diverse needs of consumers, where the emotional factor plays as an important design consideration. Accordingly, the visual perception reaction of consumers was analyzed through a questionnaire focusing on color and form. The result finds that, when Ernst Gombrich (1909-2001) perceives objects in questionnaires related to personal preferences for color and form, humans do not rely solely on the eyes, but describes with the knowledge diagram through that knowledge. In doing so, the knowledge that we already know plays a part to describe the object. In addition, colors and forms are recognized by combining the social and cultural information experiences of the perceiver with the learned knowledge. In the future studies that define the interrelationships of the formative elements should be continued through the analysis of more complex and clear visual perception characteristics of the formative elements.

A Visual Communication Design Study: Graphic Element Design Under Traditional Handwork

  • Gengming Li
    • Journal of Information Processing Systems
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    • v.19 no.2
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    • pp.203-210
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    • 2023
  • The addition of traditional elements can enhance the uniqueness of visual communication design. This paper briefly introduced visual communication and applications of traditional elements in visual communication design and applied paper cuts, a handmade graphic element, to the logo design of Dezhou University's 50th anniversary. The convolutional neural network (CNN) algorithm and the analytic hierarchy process method were applied to evaluation analysis and compared with the support vector machine (SVM) algorithm. The results of the CNN algorithm on the test set verified its effectiveness. The evaluation results of the CNN algorithm were similar to the manual evaluation results, further proving the effectiveness and high efficiency of the CNN algorithm. The hierarchical analysis and the analysis of the assessment results of the CNN algorithm found that the two logo designs made full use of paper cuts.

A Study on the Community Identity Design of Local Self-government Bodies -Focusing on the Analysis on the Basic Visual Elements- (국내 자치단체의 커뮤니티아이덴티티 디자인에 관한 연구 - 시각요소 중 기본요소의 현황분석을 중심(中心)으로 -)

  • Kim, Hoon
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.5-14
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    • 2005
  • Local self-governing bodies have created community identity to activate local communities. community identity is one of the very effective ways to establish a different image from other self-governing bodies and to raise locals' love of hometown and sense of belonging. In addition to community identity., there are several things to form identity such as symbols (like flowers, birds, and animals) of local self-governing bodies or characters visualizing figures, tradition, and specialties of the region. Recently local governments have introduced various programs such as brand planning like city brand, and local events. This study analyses the basic elements, like symbol mark, logotype, and color, among visual elements of the current local self-governing bodies community identity. and conducts a comparative analysis of the visual elements of symbols and characters. The results show that those community identities and other design elements lack differentiation and consistency among visual elements. To create differentiated image of local self-governing bodies, it needs to develop unique and various themes of the region and to generate synergy effect through consistency and interactions among various visual effects based on community identity.

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Effect of Design Elements and Brand Identity on Brand Association, Brand Personality, and Brand Image: Focusing on Franchisee Coffee Shop

  • SHON, Jung Hieh;SONG, Jisung
    • The Korean Journal of Franchise Management
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    • v.12 no.3
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    • pp.21-34
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    • 2021
  • Purpose: As the visual expression cue that can easily reveal and imprint the brand image to consumers becomes more important, franchise coffee shops are making various efforts to establish design elements and brand identity. Therefore, the purpose of this study is to examine the structural model between design elements, brand identity, brand association, brand personality, and brand image of franchise coffee shops from various angles, and to suggest a plan for using visual elements makes a brand image on the franchise in the future. Research design, data, and methodology: This study tests the structural relationship between design elements, brand identity, brand association, brand personality, and brand image of franchise coffee shops. design elements are divided into three attributes (interior design, product design). And brand identity is divided into two attributes (brand name, brand symbol/logo). In order to achieve the purposes of this research, research model and hypotheses were developed based on previous researches. All constructs were measured with multiple items developed and tested in the previous studies. The data were collected from 380 customers who visited franchise coffee shops and were analyzed through SPSS 26.0 and SmartPLS 3.0 statistical package program. Result: As a result of this study, first, it is confirmed that product design has a positive effect on brand association toward coffee shops. Second, interior design and product design have a positive effect on brand personality. Third, all brand identity have a significant positive impact on brand association and brand personality. Finally, brand association and brand personality of coffee specialty shops have a positive effect on brand image. Conclusions: The following implications of this study are as follows. This study is confirmed that there is an effect of design elements attributes and brand identity attributes on brand association and brand personality. And, the brand image was found to be influenced by brand association and brand personality. This suggests that it can be used to establish visible marketing strategies for franchise coffee shops. Therefore, it is necessary to further improve efforts to raise the level of the brand image through visual factors such as unusual interior design, product packages.

A Study on User Evaluation of VR Games on Improving Visual Immersion (시각적 몰입감 향상에 관한 VR 게임의 사용자 평가 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.407-413
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    • 2022
  • This study conducted empirical analysis through user experience and questionnaire to find out whether the technical and contextual elements of the 'COVID-19 SABER' VR game produced and developed through initial research affect the improvement of the user's visual immersion. As a result first, the hypotheses regarding the resolution, viewing angle, effect, and design quality of the technical elements were accepted, but the hypotheses regarding the frame rate and the brightness of the lighting were rejected. Next, as for the hypothesis of the contextual elements, the hypothesis about background, directing, color and texture, interest and fun was adopted, and the hypothesis about storytelling was rejected. In summary, it was concluded that in order to increase the visual immersion of VR games, technical elements resolution, viewing angle, effect, design quality, contextual elements background, directing, color and texture, interest and fun must be designed and produced. The results of this study are expected to serve as basic data for the production and development of VR games that can induce and improve user's visual immersion in the future.

Study of the Form Generation Diagrams of Trompe l'oeil Fashion Design (트롱프뢰유 패션디자인의 형태 생성 다이어그램에 관한 연구)

  • Lee, Shin-Young
    • Journal of the Korean Society of Costume
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    • v.63 no.3
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    • pp.17-32
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    • 2013
  • This study examined the visual elements of the Trompe l'oeil design and the combination conditions of each element in order to deduce the form generation diagrams of Trompe l'oeil fashion design. The following is what the study found: First, Trompe l'oeil fashion design can be divided into two based on its subject: 'the combination of internal elements of dress' and 'the combination of external elements of dress'. Looking at the visual components of each type, depending on the subject, 'the combination of internal elements of dress' design was achieved by combining internal dress elements: including textile, detail, item, accessory, layering, etc.. In case of 'the combination of external elements of dress' design, the object of Trompe l'oeil was expanded in scope to environment, which includes the actions of a wearer. Second, as for Trompe l'oeil fashion design through the combination of external dress elements, the condition to combined visual components of the work in the process of creation was related to 'the popularity of object', 'the similarity of shapes and sizes', and 'the probability of location'. Third, deriving a form generation diagrams of Trompe l'oeil fashion design was very effective in delineating specific relationships and conditions, directions among elements combined in fashion design.

A Study of Streetscape Evaluation Methods Using Computer Animation -A Comparison of Static and Dynamic Simulation Methods- (컴퓨터 애니메이션을 이용한 가로경관의 평가기법 연구 -정적 및 동적 시뮬레이션 기법의 비교-)

  • 김충식;이인성
    • Journal of the Korean Institute of Landscape Architecture
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    • v.26 no.4
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    • pp.1-13
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    • 1999
  • Previous research for visual assessment of streetscape employed static simulation methods to represent future landscape. However, streetscape is experienced sequentially, and thus dynamic simulations can be more effective. This study tried to adopt computer animation in the evaluation of streetscape, and examined its effects and possibilities. Three development scenarios for the redevelopment districts of Sokong-Ro and Banpo-Ro in Seoul were designed, and simulations were produced by three methods-photo-retouching, computer still image, and animation. A preference questionnaire was asked to 69 university students, and the effects of simulation methods on visual preference were examined. In addition, the frames of the animation were reclassed to identify the visibility of physical elements. The relationships between the visibility and visual preference were analyzed. The results showed that visual preference can be explained by three factors-Amenity, Tidiness, and Variousness-that account for 62.4% of the total variance, and the Amenity showed the highest proportion: 36.0%. Among the three simulation methods, animation showed the largest difference in preference for the most important factor(Amenity), and yielded the highest correlation between visibility of physical elements and Amenity. This result demonstrated that dynamic simulations can provide more accurate observation of visual changes, especially because the simulated landscape is experienced sequentially. The results also revealed that the sequential change in the visibility of physical elements can be examined easily and precisely by animation. This benefit of animation enables analysts to identify the points where the landscape varies the most, and thus visual preference should be evaluated.

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