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2018, Vol.63, No.

  • 1.

    Analysis of User’s Attitude Depending on the Difference in Type of Information Provided by Sina Weibo - Focused on Users' Attitude, Purchase Intention, Sharing Intention of SNS Feature

    Xu, Mong-un | KIM JONG MOO I | 2018, 63() | pp.7~18 | number of Cited : 8
    Abstract
    Based on the preceding study indicating that even same contents have different impression and effect felt by users depending on the type of provided contents, this study analyzed users’ attitude, purchase intention & sharing intention for SNS feature. To this study, 239 questionnaires were distributed to testees living in China for 12 days from October 1 to October 12, 2017. All of 239 collected questionnaires were used for analysis of final result. According to analysis, first, no significant difference was observed in perceiving amusement depending on the type of provided information. However, statistically significant difference was not observed on reliability and information property. Second, SNS property (reliability, information property, amusement) of type of provided information showed significant influence over user attitude, purchase intention and sharing intention. Generalizing this result, amusement is found to be different in perception under statistically significant level. However, reliability and information property are found to be different in perception under statistically significant level. Further, generalizing the result of multi regression analysis of SNS property (reliability, information property, amusement) over user’s attitude, purchase intention & sharing intention, reliability, information property and amusement all are found to have positive influence over user’s attitude, purchase intention and sharing intention. The result of this study will be helpful for basic direction when Sina Weibo provides consumers with information later by referring to this result.
  • 2.

    Empirical Study on the Relations between Insert Graphics of TV Ballot-counting Broadcast and Audience Attitude

    Han Mal Kum | Park Du Su | Sung Youl Hong | 2018, 63() | pp.19~34 | number of Cited : 2
    Abstract
    This study, which classified insert graphics of ballot-counting broadcast at the 19th presidential election into personal digitizing type, game avatar type, caricature type, film/drama parody type, examined the differences in flow, enjoyment, attention, understandability and parasocial interaction. Along the way, the study sought to examine the effects of these variables on audience attitude as well as differences in influences depending on gender and age. As a result, the study found that, among the four types, film/drama parody type had the most effect on flow, enjoyment, attention and parasocial interaction. On the other hand, in case of understandability, personal digitizing type was most effective. Enjoyment, attention, parasocial interaction had a positive effect on audience attitude. In case of moderating effect, only attention was statistically significant with more effect on males than females and the 20-30s than the 40-50s. These findings - there were the differences in flow, enjoyment, attention, understandability and parasocial interaction depending on insert graphic types at ballot-counting broadcast, and these variables had a positive effect on audience attitude and specifically attention was different depending on demographic characteristics. These findings would suggest strategical implications for producing and organizing ballot-counting broadcast.
  • 3.

    The Role of Branded Apps in Brand Engagement

    Sung-Mi Lee | 2018, 63() | pp.35~46 | number of Cited : 1
    Abstract
    This research explores the relationship between perceived value of branded applications(apps) and brand engagement. Also, this research investigated how consumer satisfaction with branded apps moderate the relationship between perceived value of apps and brand engagement. The findings of survey show that the utility of apps and the level of confirmed expectation are significant factors in predicting brand engagement. Also the results confirm that consumer satisfaction with branded apps moderates the relationship between perceived value of apps and brand engagement. Important implications of the study are discussed.
  • 4.

    A study on proposing new text input system in Combination mode Hangeul font design

    Keun Hyung Lee | 2018, 63() | pp.47~58 | number of Cited : 0
    Abstract
    There have been significant changes in Hangeul history. These changes seems to come from needs of the time. Collinear writing was claimed and horizontal writing replaced vertical writing and Combination mode Hangeul was developed. Number of Hangeul fonts dramatically increased due to various needs of usage. Despite these changes, the way of making Hangeul font has not changed since late 1980s. There are Completion mode and Combination mode Hangeul font design method. Completion mode Hangeul is the best way of making decent font and it adopts national standard text input system. However, it takes long time to generate fonts and need special coding. By contrast, Combination mode Hangeul is very economical way of making font. It needs to design only a dozens of vowels and consonants. Combination mode Hangeul adopts 3way text input system which is unaccustomed to users. Whereas, if Combination mode Hangeul font can be changed its text input system, it can be great Hangeul font design method. This study propose new text input system in Combination mode Hangeul font. 33 keys out of 60 are the same as national standard input system. The result of survey research tells that new text input system is 79% similar to national standard. The new text input system could be the beginning of convenient Hangeul font design method.
  • 5.

    A Study on Strategic Direction of Beauty Care Service using Smart Mirror

    WON JONG WOOK | Han Gyu-hoon | Moonseok Oh | 2018, 63() | pp.59~74 | number of Cited : 2
    Abstract
    The smart paradigm is rapidly changing through technological development in the fourth industrial revolution. As a result, the application method of smart media in the service environment is changing in various ways, and the value required for each service turns into differnet ways as well. The purpose of this study is to derive the service value required by the service provider in the service environment using smart media. Also, the study proposes a service strategy that can be implemented through smart device. Specifically, the purpose of this study is to derive a strategy that reflects service value of service provider in providing service using smart mirror in beauty care shop. For this study, smart media ecosystem of the 4th industrial revolution period was reviewed, and smart mirror was selected as a suitable media for beauty care shop. After that, we conducted a qualitative research through FGI for 20 people in beauty care shop and created user experience map based on the derived data and analyzed key elements in each service stage. From the analyzed data, we derive five service values ​​ from the side of service provider and derive three core service strategies, which reflect the service value. For the last, the user experience map was revised and supplemented, and these are based on the service strategy and the customized service utilizing the functions of the smart mirror. As a result, the service strategy of the smart beauty care shop with the smart mirror was finally proposed.
  • 6.

    A Comparative Analysis of User Interfaces for Secure Mobile Payment

    Jeong, Myeong-moon | 이혜진 | 박소현 and 3other persons | 2018, 63() | pp.75~88 | number of Cited : 2
    Abstract
    This study focused on domestic and international mobile simplified payment systems, analyzing the user's perception of secure payment UI and investigating ways to increase the security awareness. In the prior study, we identified the concepts and principles of a mobile payment system, then considered five types of payment authentication methods (immediate payment, password, fingerprint and pattern), taking into account the universality and scalability of the payment system. By producing payment system experiments to investigate user perception, the company conducted a survey and in-depth interviews of 116 mobile payment system users in their 20s and 30s. As a result, the " fingerprint " type showed the highest satisfaction level. In terms of social impact, the type of ‘ password ’, the type of ‘ payment by the minute ’ and the type of ‘ speed ’ were highly satisfactory. This study provides insight into the pros and cons of payment verification methods and their user perception.
  • 7.

    Research on Cultural Foundation Brand Identity System Development examples - Focused on Pohang cultural foundation brand development

    Kim Sung Jae | 2018, 63() | pp.89~100 | number of Cited : 1
    Abstract
    This study is about brand identity design development of Pohang cultural foundation and is also based on brand identity design development examples conducted from July 2017 to December 2018. The most valued item is the brand, which is considered as the most important intangible asset of corporations and organizations. To be positioned as a well-known brand to consumers, a distinctive brand image which is differentiated from the rival brand must be formed in the consumers' memory. It is the brand that conveys visual stimulation to consumers and its role and function have a very important effect. In case of Pohang cultural foundation, among 17 metropolitan cities, under developing brand design at the last time, the goal of development plan is brand differentiation and effectiveness. Thus in this study, we produced brand identity design of Pohang cultural foundation and proposed a complete draft. The results reveal that brand identity design of Pohang has been successfully reflected in formativeness, internationality and differentiation. Through this study, we hope that a variety of research and discussion for brand identity design of local cultural foundation that is about to be developed sooner or later will be addressed and practically helpful with brand design development.
  • 8.

    A Study on Exploratory 360 Degree VR Contents

    KIM, JIN KON | 2018, 63() | pp.101~112 | number of Cited : 1
    Abstract
    This study examines the present and the limitations of the 360 degree VR technology, and make exploratory 360 degree VR content with more immersive and interactive interaction. We expanded the transfer function to the existing 360 degree VR system and replacing the environment spheres that process the panoramic photographic images appropriately at that point in time, we were able to improve the realism as if we were moving to that point with agent controller. In addition, agents can add manipulatable objects to generate interaction and event effects, and implemented an automated virtual space creation processing function. Experimental results show that the 360 degree VR method can exceed the limited static environment and interaction limit in the conventional 360 degree VR method. In addition, it provides a high level of immersion and interaction by giving the user a space to secure a desired time and space, and has found a possibility to apply it to various fields in the future.
  • 9.

    A Study on the Improvement of Identity Design for the Vitalization of Cultural Tourism Festival - Focused on Global Festival -

    Li, Li | Maengho Kim | 2018, 63() | pp.113~128 | number of Cited : 1
    Abstract
    Now, the Global Festivalization Festival is not just a local festival, but is evolving into a global one sought by countless foreigners. Therefore effective identity design plays the role of a visual communication center that creates a festival to find again by giving foreigners a positive and lasting image, not to mention those who are participating in the festival. This study was based on the theory of global development festival and identity design based on the three major global identity design research and the aim of identifying the problem of design application and the direction of improvement of identity design through the analysis of the global development festival's identity design. As a result of analysis, the global incubator festival has very big economic and cultural effects, therefore, measures to increase the awareness of the value and to renew the identity design for the global incubator festival are needed. Also, the development of identity designs requires development by qualified professional designers or professional companies and an identity design development strategy should be implemented not only internally, but also considering foreigners.
  • 10.

    A Study on the change of Experiential Value of Digital Marketing by Digitalization

    Lee, Kil-hyung | Young Sun Oh | 2018, 63() | pp.129~144 | number of Cited : 0
    Abstract
    Digital marketing is interconnected by on-line and off-line, stimulating consumers' universal sensibility with more intuitive and experiential contents to be more vividness and reality. Digitalization, which pervades consumer life, serves as a new value creation infrastructure and leads to voluntary participation. In this study, we consider the concept of ‘experience’ and analyze the representative case of digital marketing campaign through analysis model designed based on J. Pine and J. Gilmore. As a result of the analysis, while we were able to discover the same experience as analogue method in digital marketing, digitalization showed the difference in the level of participation and connection, also showed the change of the experiential value. This study focuses on the interacted communication that changes as analogue is converted into digital, and aims to understand the change of the experiential value through case and to suggest the strategic implication of digital marketing.
  • 11.

    Analysis and investigation of Internet of things(IOT) UI Accessibility Design - Focused on IoT accessibility design of low vision people

    Park, Han-jin | 2018, 63() | pp.145~160 | number of Cited : 1
    Abstract
    This purpose of this study is to diagnose the current state of accessibility of things media and to find problems and to suggest alternatives in the base on the lack of research on IoT UI accessibility design in the hyper connected era where everything is connected. The research method are to evaluate the accessibility satisfaction from the point of view of low vision people about boiler application and controller UI design which can be encountered in daily life, and to verify the problem diagnosis, the causes and the alternatives through accessibility experts. In term of the accessibility satisfaction in this research result, it showed that the application was 2.6 points in the five-point scale and the controller was 2.8 points. It was said that The fundamental causes were the lack of understanding of the media use characteristics of the low vision people, the lack of compliance with the accessibility standards of the UI design, and the lack of investigation about connected communication which things media has. Alternatives and directions for this are given below. 1. Compliance with a single media accessibility standard 2. Accessibility usability perspective and interactive usability design to be accessed in multiple media 3. Connected design that takes into account connected communication characteristics of object media 4. Necessity of Establishment of international standards for things media accessibility that take into account things media's characteristics As existing single media-based internet accessibility is based on the new characteristics considering hyper connected communication. Universal connected communications can be achieved.
  • 12.

    The Influence of the Brand Personality of Jeju Island Cultural Contents on the Tourism Satisfaction, Recommendation Intention, and Revisit Intention

    Kim, Ji-soo | KIM JONG MOO I | 2018, 63() | pp.161~172 | number of Cited : 7
    Abstract
    In this thesis, the theoretical background of the cultural heritage of Jeju Island, kind of cultural contents, brand individuality, tourism satisfaction, recommendation intention, and revisit intention was examined through the precedent thesis, and the theory necessary for this study was arranged. In the theoretical background, Jeju Island cultural contents were set as the ‘natural landscape’, ‘experience facility’, and ‘specialized street’, and the brand individuality of Jeju Island cultural contents was set as the ‘traditionality’, ‘dynamics’, and ‘innovativeness’, and the effect of the brand individuality of Jeju Island cultural contents on the tourism satisfaction, recommendation intention, and revisit intention through a survey targeting 204 tourists who visited Jeju Island. According to the study, first, it was confirmed that three factors: ‘traditionality’, ‘dynamics’, and ‘innovativeness’ were the brand individuality of Jeju Island cultural contents. Second, it was confirmed that ‘traditionality’, ‘dynamics’, and ‘innovativeness’, brand individuality factors of Jeju Island cultural contents, let tourists want to recommend Jeju to their acquaintances or visit Jeju again. Third, it was confirmed the ‘traditionality’ among 3 factors: ‘traditionality’, ‘dynamics’, and ‘innovativeness’, brand individuality factors of Jeju Island cultural contents, had the biggest effect on the tourism satisfaction, recommendation intention, and revisit intention. This result will be basic materials for understanding Jeju cultural contents brand personality and the attitude of tourists.
  • 13.

    Customer experience(CX) design study based on content types of multiple media

    WON JONG WOOK | 2018, 63() | pp.173~184 | number of Cited : 1
    Abstract
    With the appearance of various media platforms and convergence technologies, it is possible to use media without constraints of time and space. At the same time, multi-media environments that use multiple media simultaneously and cross-use can provide users with more convenient and customized content. This study tries to look at the multi media phenomenon from the perspective of users of media environment. Also, we try to apply the concept of customer experience(CX) design to type of the multiple media contents which explains the total experience and value that users feel. First, this research examined the changing media environment and its terms through the theoretical background. Secondly, we derive the content type-OSMU, Cross media, Trans media-and customer experience design factor-sensuous, emotional, relational-of multiple media. Thirdly, cognitive and environmental factors are extracted from interviews with academics and field experts, and 5-point Likert scale is used to improve the accuracy of the study. As a result of this research, we confirm that the customer experience design elements are applied differently according to the features of type in multiple media contents. Through this study, for convergence media environment in future, we propose the application and durability of media research based on user experience and value.
  • 14.

    A Study on the Service Design of Crime Prevention for Female Single Households

    Wang Lu | hong, changkee | 2018, 63() | pp.185~196 | number of Cited : 1
    Abstract
    The number of single-female households is growing as the average marital age is getting higher. Even though there are various measures being held to secure a safe residential environment, crimes against women are still committed constantly. This study searches a plan for a service design application to prevent crimes held against women who live alone. The current status of single-female households and types of crimes held against women are examined, and the current extent of crime-prevention services and their cases were investigated. To figure out the general opinion on single-female households, a survey with 40 women aged between 20 and 40 who live alone was conducted to extract a service that is needed for the users. Lastly, the steps of service and the overall process were organized, and the final service blueprint is suggested in this study. The study expects not only to reduce anxiety and damage from living in a single-female household through the mobile application, but to also create a society where anyone can live at ease without having to worry about safety.
  • 15.

    A Study on the Expression of Flexible Identity Based on the Participatory Governance of City Branding

    Lee, Ga-yun | Jung, Jungho | 2018, 63() | pp.197~212 | number of Cited : 1
    Abstract
    To settle down a city brand successfully, it is needed to secure constant interest and affection from the citizens. However, there is lack of understanding over the modes or processes of expressing city branding grounded on citizens’ participation. Besides, there is lack of ways to develop design that can induce active participation from citizens. Accordingly, this study is going to analyze the successful cases of city brands applying flexible identity, draw implications about citizens’ participatory governance, and suggest foundational material to design city brands effectively. Based on literature review, this author arranged the types of citizens’ participatory governance and structuralized them into two sides, formal participation (providing information, participating in meetings, exchanging feedback, & inducing participation) and practical participation (having partnership, entrusting authority, & controlling citizens). Grounded on that, this researcher analyzed the successful cases of high-rank city branding. According to the analysis results, to maximize the effect of flexible identity, it is necessary to improve the mode of citizens’ participation into a multiple form, that is, a form of circulation. Also, to enhance citizens’ brand attachment and loyalty, it is needed to evolve the co-creation mode is an extended form of practical participation. This study is suggested as foundational material for designing citizen-led communication that is optimized for city branding afterwards, and it is expected that it will enlarge the base of the domestic market for city marketing.
  • 16.

    Ethnographic Animation : Animated Practice in the Context of Anthropology

    Sun, Yu-cheng | Lee Dong Hun | 2018, 63() | pp.213~224 | number of Cited : 0
    Abstract
    In the middle and late 20th century, with the spread of post-modernism in the world, the development of anthropology also entered a period of post-modernism. The self-reflection of visual anthropology and the fictionalization of ethnography pioneered by Jean Rouch promote the diversification of the paradigm of anthropological cinema style. In the wave of ethnographic ‘writing’ and ‘ethnography fiction’, the variety of the visual language's virtuality and artistic expression gradually manifests itself. In the process of development, creators began to pay attention to the writing of humanization and aesthetic style. Painting, animation, new media and other means gradually enter the field of visual anthropology. In particular, more film and multi-disciplinary scholars at the beginning of this century entered the field of ontology practice of visual anthropology. The research interests in the field of visual anthropology are therefore diverse. Animation and new media intervention is particularly prominent. New media animation has gradually become a new paradigm of visual anthropology.
  • 17.

    A Study of Usability for Subway Information Applications - Focused on Smarter Subway,Kakao Subway,Metroid,Subway Korea

    Seung-Min Lee | Hae-Kyung Chung | 2018, 63() | pp.225~236 | number of Cited : 0
    Abstract
    The purpose of this study is to present an analysis and direction of whether subway information providing apps provide effective services. To this end, the usability test questionnaires and focus group interviews were used to grasp the user's perception of four typical subway apps in more detail. As a result of the questionnaire, Kakao 's usability score was the highest. Especially, they received high scores in aesthetics and satisfaction items, followed by Smarter subway, Metroid, and Subway Korea. Smarter subway and Metroid showed high scores on usability and ease of learning, but lower scores on aesthetics and satisfaction. Subway Korea showed higher scores on aesthetics items than usability and ease of learning. The subway app should be able to show users precisely and expeditiously the information they need for their busy time. Therefore, it is necessary to stick to basic functions such as route and reverse search through suitable interface considering small mobile screen.
  • 18.

    The Evaluation Study on User Experience of Seoul Mobile Tourist Guide Application Design - Focused on Chinese Users

    Yang, Xu | 2018, 63() | pp.237~250 | number of Cited : 2
    Abstract
    This study is an evaluation about user experience of Seoul mobile tourist guide application design based on categories such as contents, user interface and graphic user interface. According to analysis model, this study analyzes the design of four cases of Seoul mobile tourist guide applications. In addition, user test and FGI evaluation were conducted to evaluate the user experience of the applications. As a result, HanYouWang application achieved high assessment in all evaluation procedures, WanZhuan HanGuo application and iTourSeoul application are the next. To conclude, it is necessary to provide a wide range of services based on the accuracy, reliability, utility and economic feasibility of the contents. And in user interface design, it is required to make an intuitive interface for users so that they can find information quickly. In graphic user interface design, icon, main image, font and color are essential to improve user's satisfaction and guarantee the consistency of design.
  • 19.

    A Study on emotional understanding of color expression in film

    Won, Seon-me | 2018, 63() | pp.251~260 | number of Cited : 2
    Abstract
    The film industry has been showing rapid growth and occupying the center of cultural life of modern. Although the Korean film industry has been developed in many quantitative and qualitative developments, it still has a place in foreign countries in the production of films of various genres. Especially, it is necessary to examine more actively about the emotional transfer of the movie when the number of the audience who are looking for the movie to convey the emotional stimulus is increasing. The film "Grand Budapest Hotel" is a movie that shows emotional beauty with its color. It was a big repercussion in Korea. The visual beauty of the film has been reevaluated once again with the importance of using color with many responses, and it has become an opportunity to show the artistry of the diversity film. Therefore, we analyze the colors in the movie "Grand Budapest Hotel" and emphasize the importance and function of color in the movie communication function, thereby enhancing the activation of the film industry with high added value in national competitiveness.
  • 20.

    The Influence of Stage Design Factors on the Satisfaction of Dance Performance Audiences - Focused on 'Les Sylphides‘

    Kim, Seung-woong | lee chang keun | 2018, 63() | pp.261~272 | number of Cited : 1
    Abstract
    Dance performances in various genres of the performing arts market showed relatively fewer performances and number of performances, and audiences compared to the performances of other genres. In this study, we analyzed the effects of the stage space and the lighting design on the satisfaction of audiences. The purpose of this study is to investigate the effect of stage space change of proscenium stage divided into outdoor open stage, small theater, and large theater size, and natural light and stage lighting in classical ballet ‘Les Sylphides’ performance. In the performances using outdoor natural lighting, stage satisfaction and lighting satisfaction were low, but overall satisfaction, revisiting, and recommendation ratio were high. In stage performances performed in the indoor proscenium stage, stage satisfaction, lighting satisfaction, The ratio of revisiting and the ratio of recommendation were different, and the difference according to stage design factor was significant.
  • 21.

    A Comparative Study on the Practical Applicability of Curriculum of Visual Design-related Departments at Cyber Universities

    Cha, Jeong-un | 2018, 63() | pp.273~282 | number of Cited : 2
    Abstract
    The education of cyber universities in Korea is in line with the circumstance of the time as the growth of Internet industry and the rapid development of information and communication technology in the mid 1990's. The Ministry of Education recognizes the interest of cyber education and its importance, so 21 cyber universities are currently in operation in 2017, starting with 9 cyber universities in 2000 to plan the Ministry of Education supported lifelong vocational skills development. Despite such growth and development potential, currently, the design classes in the cyber university operate only the subjects that are not significantly different from the design departments of existing general university on online or it runs classes adding some subjects which reflect the trends of the times. Therefore, this study selected top universities with a relatively large number of students majoring the visual design departments (majors) among cyber universities in Korea, and conducted the focus group interview(FGI) based on 10 design experts in Seoul and Gyeonggi-do. In the result, first, it presents a curriculum for the students to choose various new technologies rather than traditional visual design related classes that are not different from general universities. Second, it educates the ability to use computer graphics(2D/3D) software, and theories required for content planning. Third, it manages advertising and marketing courses considering new media environment and change of the development of IT technology, lifestyle etc. Fourth, it operates convergence and collaboration courses that take full advantage of the advantages of online. Fifth, it newly organizes the employment related education on the premise that maintaining close relationships with companies and collaboration. This study aims to examine the present address of the curriculum of the visual design related department in the cyber university for the education environment without space-time limit and developing creative visual designers with design thinking skills, and to provide a platform for effective cyber education direction based on creative knowledge-based industry.
  • 22.

    A Proposal on Silver Age of Wuhan Floriculture Community Design Service

    Zhou, Yan-gang | hong, changkee | 2018, 63() | pp.283~294 | number of Cited : 0
    Abstract
    The aging phenomenon of Wuhan city became more and more serious, and the amphibious way of focusing on physiological care became no longer able to satisfy the emotional demand due to lack of exchange of Wu elders. This study sheds light on the daily life and hobby of Wuhan city elders, policy of Wuhan city government, news reports, It also aims to design more concrete aspects in terms of profit persons and system process related to the flower farming complex design service, which aims to increase the frequency of social interaction among seniors. Ultimately, he tries to solve the emotional needs of the elderly.
  • 23.

    Study on curation service design through mobile information visualization analysis

    Min, Seul Gi | SUNGHOON KIM | 2018, 63() | pp.295~306 | number of Cited : 2
    Abstract
    The spread of smart devices has resulted in various mobile services and contents, and a large amount of information is circulating rapidly. Customized services are being developed in consideration of users' tastes in mobile information. There is needs for a design that can visualize and provide those information easily as well. The purpose of this study is to research the current status and development plan of curation service design in mobile environment through the concept of information visualization. Firstly, this study produces the theoretical research about curation service and information visualization of mobile environment. Based on this, we derive the types of mobile curation services-content, social, commercial- and analysis factors of information visualization. After we selected six cases that reflect all features of mobile curation service on top of AppStore, we analyzed case by type. As a result, there are several differences in visual expression depending on the features of each type. This study examined the application of information visualization for curation services through examples of current service applications. Also, it proposes continuity of intuitive design which user can recognize and use easily in future mobile environment.
  • 24.

    A Study on the Early Design Education in the Age of Cultural Pluralism

    Minyoung Lee | 2018, 63() | pp.307~320 | number of Cited : 1
    Abstract PDF
    A culture that learns the value of coexistence while respecting each other's culture. Design education is an effective art education that naturally accepts the age of cultural pluralism. The Ministry of Education is pursuing a vision of fostering and communicating through the 2015 revision curriculum. Local and cultural institutions provide programs for early childhood design education for various children. This study analyzed the art education curriculum of 2015 revised elementary school as public education and early design education programs outside the classroom. It is necessary to develop kindergarten curriculum and arts and design education program for elementary curriculum for early education program for sustainable design support to foster design education specialists. This study suggests the direction of early design education in order to cultivate talented people who will lead the age of cultural pluralism centered on the necessity of cultural pluralism that should be the basis of 'understanding' and 'criticism' presented in the new curriculum .
  • 25.

    A Study on Interaction with Adaptation of Digital News Media

    Yu, Sang-won | Pan Younghwan | 2018, 63() | pp.321~334 | number of Cited : 0
    Abstract
    With the development of the Internet and the proliferation of information data, the digitalization and diversification of news media channels, news surpluses are underway. As a result of this change in media landscape, news media is evolving to facilitate competition between traditional and new media for survival and to win the choices of users who have turned themselves into active participant. Based on this background, this study attempted to analyze adaptive digital news media and to propose an interaction model which can be universally applicable. For this, the study looked into Marshall McLuhan's media theory, Uses & Gratification Theory, biological evolution theory with the Universal Darwinism by Richard Dawkins, and then finally the interaction design concepts. Through theoretical considerations of previous studies, it was found that interactions with users were a key factor in the news media trying to adapt to the new environment. Based on the previous discussion, the Adaptive news media is newly defined, and the case studies of these news media companies extracted three common characteristics. First, those expands social media-centric interaction channel. Secondly, those experiment with various forms of new media technology and study new patterns of interaction formats. Lastly, those produce personalized content through user data analysis. Based on these results, a new model of interaction in Adaptive news media is proposed and expected to be used in a meaningful analysis framework in the future.
  • 26.

    A study on camping brand's BI formation and branding strategy - Focused on related word research based on big data for sensible approach & market research for cognitive approach

    Choi, Soo-Ah | 이애진 | 2018, 63() | pp.335~347 | number of Cited : 2
    Abstract PDF
    Nowadays, in Korea, the number of campers is increased over 5 million. Many Korean camping brands have excellent qualities however, a lot of times weak brand identities to be globally known. The purpose of this study is to provide helpful sources to have strong brand identities, add more values based on related word research from big data and market research. The data is to be analysed by sensible & cognitive approaches. The keywords for the sensible research are ‘camping, camp, camping brand, and camping design’. Then 17 representative oversea brands and 10 Korean brands were analysed for the market researches. From related word research from big data, we can find out the thinking process of potential consumers, how people communicates to exchange information, and what can be the sources to add brand values. Also from the market researches, we were able to find that successful brands have distinctive brand identities, stories, logos with representable colors and they continuous produce signature designs and own way of color matching.