• 제목/요약/키워드: graphic factor

검색결과 143건 처리시간 0.026초

An objective study on the impact of emotional elements of motion graphics on the brand preference in websites of TV products (TV 제품의 웹사이트에서 동영상의 감성요소가 브랜드 선호도에 미치는 영향력에 관한 실증적 연구)

  • Kim, Young Seak
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • 제9권4호
    • /
    • pp.189-199
    • /
    • 2013
  • The goal of this study was to contemplate the impact of emotional elements of motion graphics on the brand preference in websites of TV products. To attain the goal, the emotional elements of motion graphics in websites of TV products, i.e., color, graphic image, typography, and layout, were set as independent variables and the brand preference as a dependent variable. The variables were analyzed objectively. Samples were collected from selected design students attending technical colleges. Among 282 samples collected, 15 were discarded as unfeasible and the remaining 267 were used in the analysis. Statistical analysis techniques used in the study included factor analysis, reliability analysis, correlation analysis, and multiple regression analysis; and 'SPSS Win. 11.5' was used to perform the statistical analysis. From the analysis, the following two results were obtained. First, it appeared that emotional elements of motion graphics appeared in websites of TV products exerted statistically significant impacts on the brand preference. Second, the element exerting the most significant impact on the brand preference among the emotional elements were appeared as 'graphic image' and 'color'. Thus, it was concluded that it is necessary to give priority in 'graphic image' and 'color' to enhance the brand preference.

Effect That Layout Component of Wrapping Advertisement gets in Brand Attitude: To Center on Bus Wrapping (래핑 광고의 레이아웃 구성 요소가 브랜드 태도에 미치는 영향: 버스 래핑을 중심으로)

  • Lee, Kwang-Sook
    • Journal of the Korean Graphic Arts Communication Society
    • /
    • 제30권1호
    • /
    • pp.71-81
    • /
    • 2012
  • A research framework and hypothesis were established for analysing layout-factors of bus wrapping which influence on brand attitude. 130 questionnaire were distributed and 123 copies were retreated at metropolitan area. SPSS 12.0 was used for frequency analysis, factor analysis, and reliability analysis. For testing hypothesis multi-regression analysis were utilized. Attention, readability, explicitness, formativeness, creativity are partially significant to establish brand attitude. Attention and readability are insignificant, while explicitness, formativeness, creativity are significant to establish brand attitude. The most effective independent variables are creativity, and explicitness and formativeness are followed. In particular sensual, original, fresh layout of bus wrapping are highly significant.

A study on the error recovery method of the practical supervisory control using computer graphic simulation (컴퓨터 그래픽 시뮬레이션을 이용한 감시제어작업에서의 에러회복방법에 관한 연구)

  • ;長町三生;伊藤宏司
    • Journal of the Ergonomics Society of Korea
    • /
    • 제5권2호
    • /
    • pp.3-9
    • /
    • 1986
  • The present paper deals with obtaining the proper application criteria for the control mode, by using computer graphic simulation, in order to recover the error effectively occurring in the practical supervisory contol work of hyman-robot system. In these experiments the opteations by human and by control program are performed as control modes for recovering the error. And then we compare and analyze tow control modes taking task error and task time as performance measures and task difficulty as a variable factor. Consequently as the task difficulty increases, the task error in the operation by hyman tends to be less than in the operation by control program and the task time is superior in the operation by control program. Therefore, we suggest that two control modes should be used jointly for recovering the error and the operation by control program should be applied in major fraction of control and the operation by human in minor fraction of control.

  • PDF

The Study of Structure Recovery According to the Concentration of the Calcium Carbonate for Emulsified Ink (탄산칼슘 함량에 따른 유화된 잉크의 구조 회복성 변화)

  • Lee, Kyu-Il;Kim, Sung-Bin;Choi, Jung-Byung
    • Journal of the Korean Graphic Arts Communication Society
    • /
    • 제21권2호
    • /
    • pp.1-10
    • /
    • 2003
  • The Rheological properties are important factors in printing process. Specially, emulsification phenomenon is a very important factor that decides the quality of printing products in lithography. In this paper, I investigated the flow characteristics depending on calcium carbonate concentration for emulsified inks. By applying the data of this paper, I which to predict quality of printing product in practical printing process.

  • PDF

A study of the relations between the Silver halide Grain structure in Emulsion and the Granularity (유제중의 AgX grain의 형태와 입상도에 관한 연구)

  • JeWungOh
    • Journal of the Korean Graphic Arts Communication Society
    • /
    • 제8권1호
    • /
    • pp.21-53
    • /
    • 1990
  • In analysing the Image quality, one of the most important things to be considered is the granularity at a given emulsion speed. To enhance the image quality, the granularity should be lowered by the suitable methods, such as controlling the design of emulsion, grain size and structure, the distribution state of grains in the emulsion, etc. In this paper, the relations between the AgX grain structure and granularity are studied as a way of lowering granularity. According to the results, it is found that the grain structure is a very important factor for determining the granularity characteristics.istics.

  • PDF

A Study on Contents Analysis of MMORPG (엠엠오알피지 콘텐츠 분석에 관한 연구)

  • Kim, Seo-Young;Park, tae-Soon
    • Proceedings of the Korea Contents Association Conference
    • /
    • 한국콘텐츠학회 2006년도 춘계 종합학술대회 논문집
    • /
    • pp.167-171
    • /
    • 2006
  • This essay suggests frame of analysis about MMORPG and analyzes 3 representative games. That frame has 7 categories and more divisional analysing ietms. The 7 categories are community orientation, PK orientation, convenient usability of item, variety of character, balance, convenience of interface, aesthetics of graphic and sound. The result of analysis is quite correspond with empirical and general information. That is, Foreign games have multiple game factor and high asthetics of graphic and sound, Domestic games have good convenience of interface and well adapted balance.

  • PDF

Research on GUI(Graphic User Interaction) factors of touch phone by two dimensional emotion model for Grooming users (Grooming 사용자의 2차원 감성 모델링에 의한 터치폰의 GUI 요소에 대한 연구)

  • Kim, Ji-Hye;Hwang, Min-Cheol;Kim, Jong-Hwa;U, Jin-Cheol;Kim, Chi-Jung;Kim, Yong-U;Park, Yeong-Chung;Jeong, Gwang-Mo
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
    • /
    • 한국감성과학회 2009년도 춘계학술대회
    • /
    • pp.55-58
    • /
    • 2009
  • 본 연구는 주관적인 사용자의 감성을 객관적으로 정의하여 2차원 감성 모델에 의한 터치폰의 GUI 디자인 요소에 대한 디자인 가이드라인을 제시하고자 한다. 본 연구는 다음과 같은 단계로 연구를 진행하였다. 첫 번째 단계로 그루밍(Grooming) 사용자들의 라이프 스타일을 조사하여 Norman(2002)에 의거한 감각적, 행태적, 그리고 심볼적 세 가지 레벨의 감성요소를 추출하였다. 두 번째 단계로 Russell(1980)의 28개 감성 어휘와 세 단계 감성과의 관계성을 설문하여 감성모델을 구현하였다. 마지막으로 요인분석을 이용하여 대표 감성 어휘를 도출한 후 감성적 터치폰의 GUI(Graphic User Interaction) 디자인 요소를 제시함으로써 사용자의 감성이 반영된 인간 중심적인 제품 디자인을 위한 가이드라인을 제안한다.

  • PDF

A Study on the Supervisory Control System Using Computer Graphic Simulation (컴퓨터 그래픽 시뮬레이션을 이용한 감독자(監督者) 제어(制御)에 관한 연구(硏究))

  • Lee, Sun-Yo;Sim, Seon-Mo
    • Journal of the Ergonomics Society of Korea
    • /
    • 제4권2호
    • /
    • pp.11-15
    • /
    • 1985
  • Nowadays, there are many situations which the conventional control system can't be applied any more (e.g. nuclear waste disposal sites, radioactive laboratories, the deep ocean and the vacuum of the outer space). New control system must be considered such as supervisory control system in those environment. Using computer graphic robot simulation, supervisory control which can cope with this situation is compared to manual control. As a performance measure of these comparisons, task time and task error are used. And task difficulties and time delay are considered as a variation factor. According to the result of this study, supervisory control is superior to manual control generally. Especially in the situation including task difficulties and time delay, the superiority is much greater.

  • PDF

Communication Effects of Print Ad Having Pictorial Typography (픽토리얼 타이포그래피가 사용된 인쇄 광고의 커뮤니케이션 효과 연구)

  • Lee, Kwang-Sook;Kwak, Bo-Sun
    • Journal of the Korean Graphic Arts Communication Society
    • /
    • 제30권2호
    • /
    • pp.13-22
    • /
    • 2012
  • This research attempts to analyze communication effects of print ad having pictorial typography. 150 Questionnaires were distributed to respondents staying Daejeun City and 148 copies were retreated for five days from April 22nd to 26th, 2012. Frequency analysis, factor analysis, Cronbach's alpha for reliability analysis were utilized for data analysis with SPSS 12.0. For testing hypothesis, regression analysis was used. As result of testing hypothesis, 'informative, beneficial, creative, reliable' were partially significant to attitude towards print ad having pictorial typography. That means 'creative' and 'reliable' were insignificant, while 'informative' and 'beneficial' are significant. Variable of the most influencing on attitude towards advertising is 'informative.' 'Informative, beneficial, creative, and reliable' were partially significant to brand attitude, too. That means 'beneficial' and 'creative' were insignificant, while 'informative' and 'reliable' were significant. Variable of the most influencing on brand attitude was 'reliable.' Therefore, to enhance communication effect of print ad having pictorial typography, 'informative' and 'reliable' are most significant variables.

Study of Factors Related to Speed Perception in a Graphic Simulator (시뮬레이터의 속도감에 대한 감성인자 분석)

  • Jeong, Young-Hun;Eom, Sung-Suk;Son, Kwon;Choi, Koung-Hyun
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
    • /
    • 한국감성과학회 1999년도 추계학술대회 논문집
    • /
    • pp.105-110
    • /
    • 1999
  • This research has been focussed on the evaluation of the driving speed in a graphic environment. Through the investigation of some electronic driving games, two factors related to perceived speed have been extracted. The two factors are distance and density of objects. Experiments have been executed for the two factors. The experiment is needed to acquire a relationship between speed perception and each factor. For experiments involving more than ten subjects, graphical representation of a vehicle and its surrounding environment has been obtained using three-dimensional tools, Pro/ENGINEER and dVISE. Based on the experimental results, relationships are formulated and plotted.

  • PDF