Journal Archive

1

The Introduction and Development of CG in Korean Films: Historical Context and Cultural Impact in the 1990s

So-Mi Nah | JDAEM 12(1) 1-11

Abstract : This paper analyzes the initial development process and cultural-technological significance of computer graphics (CG) technology introduced in Korean films in the late 1990s. The study aims to shed light on the early development of CG technology in Korean films during this period and its cultural and technological implications. Through films like The Gingko Bed (1996), Piano Man (1996), and The Contact (1997), CG established a foundation for technological advancement, successfully enhancing both narrative depth and visual immersion. Subsequently, with the emergence of CG-specialized companies, works such as The Soul Guardians (1998) and Ghost in Love (1999) demonstrated the full-fledged development of CG technology, paving the way for the rise of Korean blockbuster films. This progress marked a turning point in overcoming the visual and technological limitations of Korean films and stimulated the growth of related industries. Focusing on cases1996 to 1999, this study examines the impact of CG adoption and development on the production environment, narrative delivery, and audience experiences in Korean films. Despite initial challenges and trial-and-error, CG technology evolved to strengthen narrative elements and visual spectacles, providing audiences with novel cinematic experiences. This research systematically organizes the changes and achievements in the early stages of CG adoption, offering valuable insights for the future development of the film and digital content industries.

Keyword : Computer Graphics, Korean Films, VFX, Historical Research

http://dx.doi.org/10.29056/jdaem.2025.03.01

       
2

A Study of Inclusive Perspective of OTT Service User Experience: Focused on Netflix and TVING

Boram Gu, Seung In Kim | JDAEM 12(1) 13-26

Abstract : This study is a study on measuring user experiencethe perspective of inclusive of OTT (Over-the-top) services. Focusing on Netflix and Teaving, which have a high domestic share, the purpose is to propose a direction for the development of the overall user experience, including inclusion, in OTT services. Based on the analysis of existing literature research, the research method classified common experience elements of inclusive design and combined with Aaron Walter's user needs stage model to create and investigate questionnaires for overall user experience evaluation, including an inclusive perspective. In addition, by sampling some of the survey respondents and conducting in-depth interviews, we tried to gain an in-depth understanding of individual experiences, perspectives, and feelings felt through OTT services. As a result of the study, both brands scored the lowest in terms of flexible factors, and it was found that the detailed attributes were the convenience of subscription termination and reasonable subscription fees. Through this, it is expected that this study will be used as basic data on user experiences, including the inclusion perspective of OTT services.

Keyword : Inclusive, OTT, User Experience, Inclusive design

http://dx.doi.org/10.29056/jdaem.2025.03.02

       
3

Exploring the Potential of Generative AI for Immersive Content Development

Gumyoung Kim | JDAEM 12(1) 27-39

Abstract : AI video production technology has been rapidly advancing in recent years, and it goes beyond automated editing and post-production to include screenwriting, character design, voice synthesis, and more. This study examines how the development of generative AI can affect the field of video production and suggests new creative directions based on it. To do so, we used various research methods, including literature review, case analysis, and media facade production using AI. In particular, we conducted a media facade project, a type of realistic content, to better understand the field application and future prospects of AI video production technology. In the media façade project conducted by the Chungbuk Provincial Office, various tools such as 3D graphics, 2D graphics, and generative AI were used in combination to create a video and explore how AI can be utilized in real-world production. Different generative AIs have different features, so ComfyUI, Midjourney, and Runway were used for each sequence depending on the desired expression. The results showed that AI technology can produce and transform images, but human intervention is still required. In conclusion, the future of AI in video production is likely to be transformed into a technology that complements human creativity to push the boundaries of storytelling and production efficiency.

Keyword : Generative AI, Media Fasade, Video Production, Pipeline

http://dx.doi.org/10.29056/jdaem.2025.03.03

       
4

A Study on the Artistic Value of Realistic Media Art -Focusing on d'strict Works-

Hye-Kyeong Lee | JDAEM 12(1) 41-51

Abstract : This study analyses the role and changes that immersive media art has played in the cultural and social environment since the pandemic. It explores how the convergence of digital technology and art has created social, emotional, and cultural value through the provision of immersive and interactive art experiences. The research analyses the characteristics and possibilities of immersive media art, focusing on the work of d'strict. Immersive media art utilises virtual reality, large-scale displays, interactive art, etc. to provide viewers with an immersive experience. This fusion of technology and art plays an important role in conveying social messages and emotional healing. It also contributes to economic opportunity and cultural diversity. Immersive media art goes beyond a simple aesthetic experience, transforming the viewer's emotions and perceptions. This study emphasizes that immersive media art is an important example of the direction of future art. The combination of technology and art opens up new possibilities and is expected to redefine the relationship between art and society.

Keyword : Realistic Media Art, Digital transformation, Fusion of technology and art, Social message

http://dx.doi.org/10.29056/jdaem.2025.03.04

       
5

Prioritizing User Preferences in Language Learning Applications: A Kano Model Approach to Feature Satisfaction and Prioritization

Sagadat Takisheva, Boyeun Kim | JDAEM 12(1) 53-62

Abstract : This research investigates user preferences in language-learning applications by applying the Kano Model to categorize features based on their impact on satisfaction. A survey of 100 participants, selected through purposive sampling, revealed that interactive lessons (mean = 4.62) and multimedia content (mean = 4.54) are the most valued features, while communication with native speakers received mixed feedback (mean = 3.02). Statistical analysis, including mean scores and standard deviations, highlighted the importance of personalization and interactivity in enhancing user engagement. The study addresses the research gap in feature prioritization by providing actionable insights for developers to improve app design and user satisfaction. Key findings indicate that features such as personalized study plans (mean = 4.42) and vocabulary sections (mean = 4.22) are highly valued, while gamification elements (mean = 3.84) and offline mode (mean = 3.42) require careful integration to meet diverse user needs. This research demonstrates the utility of the Kano Model in identifying user priorities and offers a framework for future studies on feature optimization in digital education.

Keyword : Kano Model, Language-learning Applications, Feature Prioritization, User Satisfaction, Adaptive Learning.

http://dx.doi.org/10.29056/jdaem.2025.03.05

       
6

A study on the Expression of Cover Illustrations of Children's Picture Books Ranked among the Top 20 Online Bestseller in the Chinese Market

Jia-Yi Zheng1, Hee-Hyun Kim2* | JDAEM 12(1) 63-75

Abstract : Picture books hold great significance for children's growth and education. The purpose of this study is to explore the importance of the illustration design on the covers of children's picture books and to propose the direction of illustration expression and design for book covers targeting children in the future. The scope of this research mainly focuses on the cover images of the top 20 children's picture books (for the 3 - 6 years old age group) among the best - selling children's books on Chinese online book - selling platforms in the first half of 2024. The research method classifies picture book covers into ‘image types’ and ‘illustration expression methods’ based on two types of images on children's picture book covers, four illustration expression methods, and Heinrich Wölfflin's five art style theories. Illustrations are then analyzed through Wölfflin's art style theories. According to the research results, among the image types of picture book cover illustrations, the ‘content - oriented picture’ type is the most common. Among the illustration expression methods, the ‘technical’ expression accounts for the highest proportion. Based on Heinrich Wölfflin's art style theories, the illustrations on children's picture book covers are dominated by the ‘conversational’ style. The usage of ‘spatial perception’ is 1.5 times that of ‘flatness’. The proportion of ‘open - type’ cover illustrations is nearly four times that of ‘closed - type’ ones. The expression of ‘diversity’ is nine times that of ‘unity’, and the expression of ‘absolute clarity’ is slightly higher. To enhance the fun and charm of children's picture book cover illustrations and stimulate readers' imagination and engagement, emphasis should be placed on the combination of multiple elements, spatial perception, an open layout, and diverse expressions.

Keyword : children's picture book, illustration design, cover design, stylistics of art

http://dx.doi.org/10.29056/jdaem.2025.03.06

       
7

Branding and Packaging Design in Menstrual Care: A Study on Consumer Perception and Stigma

Yana Stoyanova, Boyeun Kim | JDAEM 12(1) 77-88

Abstract : This paper explores the relationship between the branding of menstrual products, consumer perceptions, and the societal stigma surrounding menstruation. It examines how packaging design and societal perceptions significantly influence consumers' deeper feelings. Through in-depth interviews with 15 young women (aged 20-25), the study analyzes and thematically codes their experiences, revealing how menstruation continues to be perceived as taboo and how current brand messaging and packaging impact their views. The research highlights how traditional branding with discreet packaging perpetuates stigma, while more bold designs that openly represent menstruation resonate more positively with menstruating women. The insights reveal significant gaps in the recognition of diverse menstrual experiences, along with consumer needs for safer products and more inclusive services, such as personalized subscriptions. In addition, this paper offers a deeper understanding of how thoughtful design can play a crucial role in destigmatizing menstruation. It contributes valuable evidence for the need for further exploration into consumer experiences and emphasizes the importance of enhancing menstrual branding to connect on a more emotional level with consumers. Ultimately, this study contributes to existing knowledge by demonstrating how the branding and packaging design of menstrual products can confront stigma and foster a stronger emotional bond with consumers. The insights gathered provide practical guidance for future designers, highlighting the importance of aligning brand design with consumer sentiment to cultivate deeper connections.

Keyword : menstrual care branding, packaging psychology, consumer sentiment analysis, menstrual stigma, consumer perceptions

http://dx.doi.org/10.29056/jdaem.2025.03.07

       
8

A Study on the Analysis of Visual Elements in Neo-Chinese style tea Brand Logo -Focusing on the Top10 Brands in the China's Markets-

Dan Wu, Hee-Hyun Kim | JDAEM 12(1) 89-102

Abstract : Chinese tea culture has a long history, and in recent years, the tea industry in China has continuously developed. In particular, Neo-Chinese style tea beverages have become increasingly popular. It is projected that by 2025, the market size for Neo-Chinese style tea beverages will expand to 250 billion yuan. These tea beverages have garnered widespread attention not only for their products but also for their design; however, research on the logo design of Neo-Chinese style tea beverages is still relatively lacking.Therefore, this paper focuses on Neo-Chinese style tea brands and explores consumer preferences regarding the visual elements of logos, such as shape, font, and color, to provide direction for the development of logo design in this sector. The research method involves selecting the top ten brands in terms of market size for Neo-Chinese style tea beverages and analyzing the visual elements of each brand’s logo.Through preliminary research, three visual elements—shape, font, and color—were selected for the logos. Hypotheses were developed around these elements, and a 5-point Likert scale was created for consumer preference surveys. Ultimately, the study aims to determine consumer preferences and improvement needs regarding shape, font, and color. The findings reveal that consumers prefer logo designs that combine graphics with fonts and include human figures. In terms of font, they favor serif fonts and calligraphy styles, while for color, they prefer shades of red and logos with background colors.

Keyword : Logo, Neo-Chinese style tea Brand, Visual Elements, Consumer Preference

http://dx.doi.org/10.29056/jdaem.2025.03.08

       
9

Impact of Satisfaction Types with Department Promotional Videos and User Needs Fulfillment on University Selection

Ju-Yeon Hu | JDAEM 12(1) 103-112

Abstract : This study analyzes the impact of satisfaction types of departmental promotional videos and the fulfillment of video users' needs on the college selection process. Prospective college students utilize various information sources when choosing universities and departments, among which promotional videos play a significant role. These videos visually convey the characteristics and advantages of departments, likely influencing the college selection of prospective students. The study categorizes types of departmental promotional videos into senior interview videos, professor interview videos, and facility/resource introduction videos, aiming to analyze how each type affects prospective students' informational, emotional, and social needs fulfillment, as well as their college selection. To achieve this, a survey was conducted with 84 studentsthe Digital Content Design department at O University, located in the southern part of Gyeonggi Province. The results of the study are as follows: First, no significant differences were found in the fulfillment of video users' needs based on the satisfaction types of promotional videos. This suggests that specific types of promotional videos may have limitations in satisfying users' needs. Second, a positive correlation was observed among the needs fulfillment of video users, highlighting the necessity to consider informational, emotional, and social fulfillment elements in an integrated manner. Third, among the needs fulfillment related to promotional videos, only emotional needs fulfillment had a significant positive impact on college selection. In conclusion, it would be effective to focus on emotional needs fulfillment and consider the integration of various needs fulfillment elements in promotional video strategies. Future research should aim to generalize results by including a broader sample of various universities and majors. This would enable universities to develop more effective strategies for reaching prospective students.

Keyword : Department Promotional Videos, Satisfaction Types of Promotional Videos, User Needs Fulfillmen, University Selection

http://dx.doi.org/10.29056/jdaem.2025.03.09

       
10

A Study of User Experience of Mindfulness Meditation Application: Focused on Kokkiri and Mabo

Subin Yoon, Seung In Kim | JDAEM 12(1) 113-122

Abstract : This study is a study on user experience of mindfulness meditation service. The unexplained stress that modern people experience is often caused by psychological instability. Meditation has been scientifically proven to be effective in chronic pain, obesity, depression, trauma syndrome, and obsessive-compulsive disorder, which are various diseases caused by mental illness. In order to examine the user experience of these mindfulness meditation applications, the user experiences of domestic mindfulness meditation applications Elephant and Mabo were compared and analyzed. As a research method, the user experience was analyzed using the MARS quality evaluation tool for male and female experts in their 20s to 40s who are engaged in UI/UX design-related industries, using a total of 4 factors: participation, functionality, aesthetics, and information. 1: 1 in-depth interviews were conducted to analyze how users feel and think when using the application. As a result, in terms of aesthetics, the color and visual effect of the graphics were good, and ‘meditation music’ flowedthe first screen and was introduced as a new one, helping to immerse in meditation. In terms of functionality, the ‘meditation diary’ function You can directly write your thoughts and emotions while meditating, and the content that you can shareempathize with others has made the user have a positive experience, and the well-categorized functions induce intuitive use.

Keyword : Mindfulness, Meditation, User Experience, Depression, Stress

http://dx.doi.org/10.29056/jdaem.2025.03.10

       
11

A Study on User Experience According to Expression Type and Text Presence of KakaoTalk Emoticons

Namhee Kim, Seung In Kim | JDAEM 12(1) 123-134

Abstract : Since the launch of KakaoTalk emoticons, the emoticon market has been steadily growing, and the number of emoticon creators has also been increasing. In line with this trend, this study aims to provide guidelines for emoticon creation by examining how the presenceabsence of text in different types of emoticons affects user experience. Prior to the study, emoticons were classified into three types: emotional expression, behavioral expression, and situational expression, and the attributes of emoticon were classified into five categories: aesthetic, playfulness, clarity, usefulness, and versatility. The research methodology included survey and in-depth interview, targeting emoticon users in their 20s and 30s. The results showed that aesthetic and playfulness varied in proportion depending on the presenceabsence of text in each emoticon type. Meanwhile, clarity and usefulness were more prominent in text-based emoticons, whereas versatility was higher in text-free emoticons. Therfore, when designing emoticons, it is important to consider user needs and emoticon attributes to determine whether to include text and to establish an appropriate direction for creation accordingly.

Keyword : Emoticon, Expression Type, Emoticon Attribute, Text Presence, User Experience

http://dx.doi.org/10.29056/jdaem.2025.03.11

       
12

A Case Study on Generative AI-Based Virtual 3D Spaces and VR Implementation

Ki-Bum Kim | JDAEM 12(1) 135-148

Abstract : This study introduces a novel methodology for creating virtual 3D spaces and implementing VR content using generative AI. The research systematizes a workflow that generates high-quality images with generative AI and transforms them into 360-degree VR content through After Effects’ 2.5D techniques. This approach provides an accessible framework for VR production, enabling creators with limited expertise in 3D softwaregame engines to produce immersive content. The findings demonstrate that generative AI-generated images, combined with layer-based 2.5D workflows, effectively achieve depth and immersion in VR content. A case study involving the reinterpretation of Plato’s allegory of the cave confirmed the potential of delivering immersive experiences in virtual environments. The study also comprehensively documents the entire production process—from prompt design in generative AI to layer separation, virtual 3D space creation, and VR output—ensuring its practical applicability in professional contexts. Positioning the creation process as an experimental case of artistic and technological convergence, this research contributes to expanding the possibilities of digital content creation within media art.

Keyword : p00841@chosun.ac.kr

http://dx.doi.org/10.29056/jdaem.2025.03.12

       
13

Table of Contents