• 제목/요약/키워드: visual

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

  • 서정화;윤명길
    • 유통과학연구
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    • 제14권8호
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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
    • 유통과학연구
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    • 제18권8호
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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.

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

  • 박건규;김원석
    • 디지털융복합연구
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    • 제14권12호
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    • pp.397-403
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    • 2016
  • 본 연구는 미술교과를 중심으로 하는 융복합 교육 프로그램을 수행함에 있어 중요한 기반이 되는 시각적 문해력(Visual Literacy)의 개념을 검토한다. 시각적 문해력은 문자에 대한 문해력이 그러하듯이 주체에게 시각적으로 주어지는 정보를 이해하고 적절하게 다룰 수 있는 능력을 의미한다. 청소년층의 생활전반에서 뉴미디어를 통해 접하는 시각정보가 많고 다양한 만큼 시각적 문해력의 필요성이 대두되는 것은 당연하다. 따라서 뉴미디어를 적극 활용하는 융합교육 프로그램의 수행에서 시각적 문해력은 프로그램의 수행을 위한 기반이 된다. 여기에는 뉴미디어를 사용하여 시각정보를 교환하며 서로 소통하는 능력도 포함된다.

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

  • 황선정;김정미
    • 대한지역사회작업치료학회지
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    • 제3권1호
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    • pp.67-75
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    • 2013
  • 목적 : 본 연구는 시각탐색 프로그램이 뇌졸중 환자의 시각기억에 미치는 영향에 대해 살펴보고자 실시하였다. 연구방법 : 시각 기억에 결여를 보이는 뇌졸중 환자를 대상으로 개별실험 연구방법(single subject research design) 중 ABA' 설계를 사용하였다. 기초선 A는 일반적인 작업치료를 5회기, 중재기 B에는 시각탐색 훈련프로그램을 4주 동안 7회기 매회 30분간 진행하였고, 재기초선 A'는 일반적인 작업치료를 3회기 실시하였다. 훈련 전, 후 시각기억의 변화를 알아보기 위하여 전산화 신경인지 기능 검사 프로그램 중 시각기억 검사(Visual Learning Test), 시각 단기 기억(Visual Span Test)를 실시하였다. 결과 : 시각 탐색 훈련프로그램 후에 MVPT processing time이 5.5초에서 4.5초로 더 빨라졌고, CNT 시각기억 검사(Visual Learning Test), 시각 단기 기억(Visual Span Test) 의 모든 항목들에서도 치료 전, 후 평균점수들의 향상된 결과를 보였다. 결론 : 시각탐색프로그램이 뇌졸중 환자의 시각기억에 긍정적인 영향을 주는 것을 알 수 있었다. 이러한 시도를 통해 뇌졸중 환자들의 시지각 향상을 위해 시각탐색훈련프로그램을 활용한 연구뿐만 아니라 시지각 훈련을 위한 다양한 프로그램들이 개발되어지기를 기대해 본다.

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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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    • 제12권3호
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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.

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

  • 한안나
    • 한국콘텐츠학회논문지
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    • 제8권9호
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    • pp.281-292
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    • 2008
  • 본 연구는 웹 기반 학습 상황에서 전자 텍스트 문서 공간에 대한 시각적 이해를 돕고 네비게이션을 지원할 수 있는 시각적 조직자(visual organizer)의 구현에 관한 것이다. 선행 연구된 시각적 조직자의 설계원리에 따라 시각적 조직자를 개발하고 방향감 상실, 인터페이스 만족도, 지각된 유용성과 사용 용이성, 지속적 이용의도 측면에서의 효과를 분석하였다. 그 결과 기존 웹 기반 학습 프로그램에 비해 모든 면에서 긍정적인 효과를 볼 수 있었다.

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

  • 홍승권
    • 대한인간공학회지
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    • 제28권3호
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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.

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

  • 정정섭;권상준;조태동
    • 한국환경과학회지
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    • 제13권6호
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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.

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

  • 심문식;김상현;강혜숙;심현석
    • 한국안광학회지
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    • 제17권4호
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    • pp.419-424
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    • 2012
  • 목적: 대학생의 동적시력, 시력, 굴절이상, 동공크기, 손의 반응력 등을 비교 분석하여 동적시력 연구에 기초 자료를 얻고자 하였다. 방법: 양안의 LogMAR 시력이 +0.1 이상인 안경광학과 학생 남녀 각각 39명을 대상으로 동적시력계(KOWA AS-4A), 손의 반응력 프로그램, 자동굴절검사기를 이용하여 측정하였고, 그 결과를 이용하여 동적시력의 남녀 차이와 검사 항목간의 상호 관계를 알아보았다. 결과: 남자의 경우는 동공크기 6.00 mm, 손의 반응력 0.23 msec, 등가구면굴절력 -Q1.66 D, 시력 -Q0.07, 동적시력 0.59로, 여자는 동공크기 5.86 mm, 손의 반응력 0.24 msec, 등가구면굴절력 -Q2.08 D, 시력 -Q0.02, 동적시력 0.46으로 각각 나타났다. 동적시력에서는 남녀 유의한 차이를 보였으나, 시력, 굴절이상, 손의 반응력, 동공크기 등은 유의한 차이를 보이지 않았다. 또한 동적시력과 좌안의 시력이 r=-Q0.406으로 검사 항목 중 가장 높은 상관성을 보였고, 전체적으로는 시력의 증가와 굴절이상의 근시량 감소에 따라 동적시력이 높은 것으로 나타났다. 결론: 남자 대학생이 여자 대학생 보다 동적시력이 높은 것을 알 수 있었고, 원거리 시력이 동적시력과 관계가 있는 것을 알 수 있었다.

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

  • Han, Jungmin;Bae, Seon Hee;Suk, Hyeon-Jeong
    • 대한인간공학회지
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    • 제36권4호
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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.