Journal Archive

1

A Study on 3D Motion Design Expression Techniques for 2D Facial Images

Ki-Bum Kim | JDAEM 11(1) 1-10

Abstract : The motion that can be applied to 2D graphics is made on a plane, which is monotonous and limited in visual expression compared to 3D motion design. With the rapid expansion of video online platforms, there is a need for high-quality motion design quickly and easily in terms of production, so this paper proposes 3D motion design by applying only optical illusion theories such as perspective and simple motion functions to 2D graphics. Based on the principle that the human eye recognizes 3D s, we propose and verify a technique that arranges each element of a character's face in layers and expresses 3D motion by positioning and scaling, and confirm that it is possible to realize 3D rotational motion in 2D, resulting in a 3D motion design with high visual immersion. The proposed technique can expand the possibilities of expression and information delivery in video contents such as motion graphics, and can be advantageous in terms of reducing production time and cost, and is expected to be utilized in actual production in the fieldas a basic research and educational material related to content visual expression and motion design.

Keyword : 3D Expression, Motion Design, Motion Graphics, Character Motion, Motion Technique

http://dx.doi.org/10.29056/jdaem.2024.03.01

       
2

A Study on the Design Elements of Corporate Social Responsibility Advertisements -focusing on Huawei's CSR advertisements-

Qiong Wang, Jin Woo Lee | JDAEM 11(1) 11-24

Abstract : Corporate social responsibility (CSR) has become a focal point of interest in both practical and academic areas. Despite this attention, there is a notable gap in research concerning advertising and its design elements pertaining to social issues, particularly when utilizing a company's materialnon-material resources to solve such issues. This study addresses this gap by delving into six CSR advertisements created by Huawei, a prominent Chinese technology-focused firm, employing a qualitative case study approach. Data collection involved a comprehensive documentary review of secondary sources related to the advertisements and direct observational analysis. The gathered data was examined by categorizing the advertisements based on CSR types and scrutinizing their color schemes, layouts, and typography. The analysis revealed distinctive features in CSR advertisements, such as the strategic use of low-saturated, warm colors to emphasize negative perceptions about social issues, the horizontal arrangement of layout elements to evoke a sense of stability, and the utilization of highly readable fonts for delivering effective messages. The findings of this study hold academic significance, providing qualitative insights into the design elements of CSR advertising. Additionally, this research offers practical guidelines for companies, enabling them to thoughtfully plan and execute their CSR advertising initiatives.

Keyword : Corporate social responsibility, CSR advertisement, Design, Qualitative research, Huawei

http://dx.doi.org/10.29056/jdaem.2024.03.02

       
3

A Research on Fun Design's Expressive Elements of Graphic Patterns in Cultural and Creative Products

SaiYou Li, YuBo Wang | JDAEM 11(1) 25-38

Abstract : In today's society, people's demand for products is no longer limited to meeting rigid demands but emphasizes spiritual and psychological pleasure and satisfaction in the products purchased. Fun design for cultural and creative products rises in response to the proper time and conditions. In the fun design of cultural and creative products, the design of graphic patterns will give people a more intuitive aesthetic feeling. However, there is insufficient research on the expressive elements of fun graphic patterns in cultural and creative products. The purpose of this research is to study the key elements and the artistic functions shown in different fun design types by analyzing them in relation to different expressive elements based on the many types of graphic patterns in fun design in cultural and creative products. This study investigates and examines the four fun design types, namely, direct use, cartoonisation, symbolic use, and use conversion of graphic patterns in cultural and creative products, in combination with the seven fun design expressive elements, including transformation, deviation, optical illusion, reversal, association, exaggeration, and implication. It concludes that all seven expressive elements of fun design are expressed to a certain extent in graphic pattern fun designs of cultural and creative products. However, these expressive elements show differences in their use according to different graphic pattern fun designs.

Keyword : Cultural and Creative Products, Graphics and Patterns, Fun Design, Expressive Elements

http://dx.doi.org/10.29056/jdaem.2024.03.03

       
4

A Study of Image Telling in Music Videos of the Gwangju Uprising

Juhyun Kim, KyoungSoo Kim | JDAEM 11(1) 39-49

Abstract : This study is an image-telling study that analyzes the stories and images inherent in music videos about the Gwangju Uprising. The subject of the study is 「It's Over」 by the group Speed, which has the most views and comments among the music videos related to Gwangju 5.18 on YouTube. The analysis method was to divide the story into 1 and 2 sectionsthe perspective of music and storytelling, which were further divided into initiation, development, climax, and ending, and characters were divided into main characters, supporting characters, and extras, and then analyzed the symbolism of the story through time and number of places and backgrounds in scene telling. As a result of the analysis, it was confirmed thatthe perspective of storytelling, characters and stories play a role in conveying historical facts, andthe perspective of scene telling, the symbolism of places and backgrounds, the number of times and places, and the directing technique that gave meaning to the story are fulfilling the role of music videos as a way of memory and commemoration. In addition, it is judged that YouTube's music videos have a net function of spreading viewing and raising historical awareness through visual and auditory image telling.

Keyword : Gwangju uprising, music video, storytelling, scene telling, image telling

http://dx.doi.org/10.29056/jdaem.2024.03.04

       
5

Synthetic Image Generation Using 3D Rendering Software and Detection Research : Focused on Pine Wilt Disease

Yonghoon Jung, Sang-Hyun Seo | JDAEM 11(1) 51-60

Abstract : Maintaining the health of forests is crucial, and early detection of plant diseases like Pine Wilt Disease (PWD) is vital for this purpose. Recently, research in applying deep learning-based algorithms to forestry and agriculture has been gaining momentum. However, constructing a dataset is an essential prerequisite for utilizing these technologies. This study aims to detect PWD using deep learning-based detection algorithms and synthetic data generation techniques. We use 3D rendering software, Blender, and Unreal Engine 5, to create synthetic data. Additionally, this research applies and compares three different training strategies to improve the learning model's performance and assess the validity of the synthetic data: 1) Training on synthetic and real data independently, 2) Ensemble learning using both data types, and 3) Pre-training the model with synthetic data and fine-tuning it with real data. Experimental results showed that the third method exhibited the best performance. The outcomes of this research are expected to assist in building large-scale datasets for training deep learning algorithms in the field of forestry.

Keyword : 3D Rendering, Synthetic Data, Detection, Pine Wilt Disease

http://dx.doi.org/10.29056/jdaem.2024.03.05

       
6

The of Subtitle Format Differences and PresenceAbsence of Background Noise on Viewer Watching Attitudes in Xiaohongshu Vlogs

Li Jing, Jong Moo Kim | JDAEM 11(1) 61-74

Abstract : This study analyzed the effects of subtitle format (sentencesummary) and the presence of background noise on the immersion, loneliness alleviation, and empathy of 400 viewers watching Xiaohongshu's vlogs. The results showed that sentence-style subtitles with background noise resulted in the highest level of immersion. A two-way ANOVA confirmed a significant interaction effect between subtitle format and background noise presence. Particularly, sentence-style subtitles were found to enhance immersion and empathy more than summary subtitles when background noise was present, though neither subtitle format nor background noise significantly affected loneliness alleviation. These findings are consistent with prior studies indicating that subtitles positively enhance viewer enjoyment and suggest that background noise can interfere with complex sentence comprehension. Additionally, the presence of background noise was found to increase viewer immersion and empathy more than its absence. This research aims to aid in understanding the impact of subtitle format and background noise on viewer attitudes in Xiaohongshu's vlogs.

Keyword : Xiaohongshu's Vlogs, Engagement, Alleviation of Loneliness, Empathy

http://dx.doi.org/10.29056/jdaem.2024.03.06

       
7

A Study on the User Experience of mobile game brand pop-up store: Focused on Black Desert Mobile and Genshin Impact

Jayoung Kim, Seung In Kim | JDAEM 11(1) 75-86

Abstract : The purpose of this study is to measure the user experience of mobile game users in the mobile game brand pop-up store and to suggest ways to improve the user experience. Pop-up stores are pouring out of various brands again in line with the recent end-COVID-19 period. As of May 2022, the number of pop-up stores was about 131, more than double that of 2020 (59 cases). In line with this period, various game brands are actively hosting pop-up stores. Pop-up stores of game brands with a large fan base such as Lineage W, Black Desert Mobile, Genshin, and Overwatch were held in 2022. On the other hand, there are few studies on pop-up stores of game brands. This Study organized the evaluation criteria of mobile game brand pop-up stores by dividing them into appearance, brand experience, goods, and convenience, based on previous studies. And based on that, experimented and analyzed user experience of game users of 10s-30s on pop-up stores through in-depth interviews. This study likes to present the direction of the pop-up store that can increase user satisfaction by analyzing what users expect and how they feel about the pop-up store at the present time.

Keyword : Game, Mobile Game, Brand, Pop-up Store, User Experience

http://dx.doi.org/10.29056/jdaem.2024.03.07

       
8

The Impact of KOS Characteristics on Consumer Purchase Intention in Taobao Live Commerce: Perceived Value and Engagement as Mediating Variables

Xie Chunxiao, Jong Moo Kim | JDAEM 11(1) 87-100

Abstract : This study analyzed the impact of the characteristics of KOS (Key Opinion Sales) on consumer purchase intentions in Taobao Live Commerce, and examined the mediating role of consumers' perceived value and engagement in the relationship between KOS characteristics and purchase intentions. For this purpose, surveys349 consumers aged 20 to 50 who have shopping experience on Taobao Live Commerce were used for analysis. The analysis results are as follows: First, the characteristics of KOS (expertise, reputation, and attractiveness) influenced perceived value and engagement. Second, in Taobao Beauty Live Commerce, only the attractiveness of KOS had a positive impact on purchase intentions. Third, consumers' perceived value and engagement positively affected purchase intentions. Fourth, the expertise and reputation of KOS had a full mediating effect on purchase intentions through perceived value and engagement, while the attractiveness of KOS showed a partial mediating effect. The findings of this study will help in understanding how the characteristics of KOS, along with consumers' perceived value and engagement, affect purchase intentions in future live commerce contexts.

Keyword : KOS Characteristics, Perceived Value, Engagement, Purchase Intentions

http://dx.doi.org/10.29056/jdaem.2024.03.08

       
9

A Study of the Auditory User Experience of Medical Devices for aesthetic purposes: Focusing on Medical Devices for Lifting Purposes

Jieun Kim, Junghoon Shin, Kiechan Namkung | JDAEM 11(1) 101-109

Abstract : This study aims to analyze and improve the auditory user experience of practitioners and subjects in the use of aesthetic medical devices. In particular, the study focused on lifting aesthetic medical devices, which have a large number of auditory experience touch points in the treatment environment. As a research method, we conducted observation and in-depth interviews with two populations, patients and medical staff, to create a user journey map to understand the current auditory user experience process of lifting aesthetic medical devices, and to analyze the auditory user experiencea qualitative perspective through in-depth interviews with medical staff to derive improvement directions. The results of the study showed that most of the subjects felt anxious and uncomfortable with the repetitive beeps sounds during the procedure process, and had questions about the procedure process because they were not informed about the procedure process. The practitioners were less aware of the device's auditory feedback and had opinions on which procedures required auditory feedback. The results of this study suggest that there has been a lack of research and consideration of the auditory user experience of medical devices for aesthetic purposes, and highlight the need for improvement in the traditional manufacturer-driven medical device design process.

Keyword : Auditory User Experience, Medical Device, Customer Journey Map, Sound UX

http://dx.doi.org/10.29056/jdaem.2024.03.09

       
10

A Comparative Study of Emotional Responses to Different Types of Compliment Emojis in the Workplace

Jay Han, Boyeun Kim | JDAEM 11(1) 111-122

Abstract : This study aimed to find out how different ways of expressing complimenting emoticons in workplace communication using messengers affect the recipients' emotions and which type of emoji is appropriate for workplace use. We categorized emojis into three types: text-only messages, serious graphics and messages that convey emotions, and humorous images. Based on this, we constructed situations of praise and positive language in the workplace, distributed questionnaires to employees, and analyzed the emotional state, communication power, and communication effectiveness of each of the three types. The results showed that text-only messages were more rigid and uncomfortable in communication, while serious images and humorous images were more effective than positive messages. However, there was also negative feedbackthe recipients because it is not possible to satisfy every situation and emoji communication is influenced by personal emotions. These results suggest that both serious and humorous graphic message tones, as well as their respective environments, need to be considered in the context of the workplace when communicating online.

Keyword : CMC(Computer Mediated Communication), Emoticon, Emotion, Communication, Emoticon Expression Type

http://dx.doi.org/10.29056/jdaem.2024.03.10

       
11

A Study on the International Exhibitions of the Korean National Museum of Modern and Contemporary Art (MMCA)1970 to 1999

Kusuk Yun | JDAEM 11(1) 123-135

Abstract : The purpose of this paper is to research MMCA exhibitions related to overseas exchanges1970 to 1999 through the museum's website to develop a discourse on globalization at art museums. Over the past 30 years, the MMCA's exhibitions related to overseas exchange have steadily increased. In particular, in the 1980s, when international events were actively being held, a quantitative increase in international exhibitions appeared along with a marked diversification of the nationalities of the foreign artists exhibited. In the 1970s and 1980s, art exhibitions emphasizing specific art genres, such as printmaking and ceramics, as well as art exhibitions emphasizing the characteristics of the times, such as the ‘modern’ and the ‘contemporary’, developed markedly. In terms of the countries exhibited, exhibitions introducing the works of artistsnon-Western countries have been increasing in number since the 1980s, with an ongoing emphasis on European and Asian artists. In particular, since the 1980s, large-scale international exhibitions have developed according to political considerations, while art exhibitions held based on a clear theme have also appeared. Solo exhibitions by foreign artists also developed markedly through the 1990s, and the trends of the international art stage, as seen through a number of famous artists, appeared at the MMCA as well. In addition, exchanges with foreign institutions have emerged since the 1990s, expanding the MMCA's international activity. In particular, in the 1990s, a new type of exhibition introducing representative Korean artists abroad was developed.

Keyword : MMCA, Art Data, Art Exhibition, Art Genres, History of Art

http://dx.doi.org/10.29056/jdaem.2024.03.11

       
12

A Study on the User Experience of the Safe Home Service ‘Ansimi’ Application in Seoul

Juyeon Hong, Seung In Kim | JDAEM 11(1) 137-148

Abstract : This study is a study that evaluated in-depth the user experience of the ‘Ansimi’ application, which is a safe return service in Seoul. As anxiety about crime damage increases, the demand for safe return services is increasing. Public institutions attempted to reorganize the ‘Ansimi’ application, but did not show innovative results as much as the increased user expectations. Accordingly, researchers want to analyze the problems of the application through in-depth user experience research and present solutions suitable for this. The research method conducted a 1:1 in-depth interview by selecting evaluation items such as publicity, convenience, support, reliability, functionality, and continuous use intention as the six user experience factors derived through previous studies. Guidelines reflecting the results of the experiment include ‘feedback tailored to the situation’, ‘explanation of easy use to learn’, ‘simplification of unnecessary communication systems’, and ‘providing accurate information’. Based on this study, it is expected that research on user experience of public services in the safety field according to user type will continue in the future.

Keyword : Safe Return Home Service, Public Service, Ansimi, User Experience

http://dx.doi.org/10.29056/jdaem.2024.03.12

       
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