Journal Archive

1

Analysis of 3D Graphics Utilization and Visual Composition in Projection Mapping

Ki-Bum Kim | JDAEM 12(2) 149-160

Abstract : This study analyzes how 3D graphics are visually utilized in projection mapping and systematizes their visual composition techniques into four categories: spatial composition, color and lighting, motion graphics, and immersive design. Through literature review and frame analysis, three representative cases-Borderless by TeamLab, Happily Ever After by Disney, and ISAM Live by Amon Tobin-were examined in depth. The findings reveal that 3D graphics play a crucial role in expanding physical space, shaping emotional atmospheres, creating rhythmic movement, and enhancing immersive experiences. Each work presents a distinct visual strategy, emphasizing interaction, storytelling,synchronization with music, and focuses on compositional direction rather than technical implementation. This study contributes to the theoretical understanding of projection-based visual composition by extending classical visual art theories into the digital media environment. It is expected to serve as a foundational reference for developing visual composition strategies in immersive content and media art production.

Keyword : Projection Mapping, 3D Graphics, Visual Composition, Visual Elements, Frame Analysis

http://dx.doi.org/10.29056/jdaem.2025.06.01

       
2

The Role of Digital Learning Objects in Enhancing Critical Thinking Skills: An Experimental Study

Ailene Dogomeo | JDAEM 12(2) 161-171

Abstract : Critical thinking is vital for navigating the complexities of modern education and professional environments, yet traditional teaching methods often fail to foster its development adequately. This study investigates the role of multimedia-rich Digital Learning s (DLOs) in enhancing critical thinking skills through a mixed-method, quasi-experimental design. The research involved two groups of students: an experimental group exposed to interactive DLOs incorporating animations, gamification, and simulations and a control group taught using traditional methods such as lectures and textbooks. A pre-test and post-test model assessed critical thinking proficiency, complemented by surveys, interviews, and observational analysis to capture engagement levels and user experiences. Quantitative findings revealed significant improvements in critical thinking scores among the experimental group, with a mean score gain of 16.5 points compared to 5.6 points in the control group. Qualitative insights further highlighted the motivational and cognitive benefits of multimedia-driven learning, as students demonstrated deeper analytical reasoning, problem-solving abilities, and decision-making skills. However, challenges such as initial usability barriers and disparities in digital literacy emerged, underscoring the need for robust orientation and support. This study concludes that DLOs are effective tools for fostering critical thinking in educational settings. It recommends the broader integration of interactive multimedia resources in curricula while addressing digital proficiency gaps and exploring the long-term impacts through future research. This research offers actionable insights into advancing critical thinking development by bridging technology and pedagogy.

Keyword : Critical thinking, multimedia-enriched digital learning Objects, multimedia instruction, gamification, simulations, adaptive feedback, educational technology, cognitive engagement

http://dx.doi.org/10.29056/jdaem.2025.06.02

       
3

A Study on the Idol Production Process Utilizing AI Generative Image Tools: Focusing on the AI Idol ‘KI:G’

Hae-Chan Kwon, Kie-chan Namkung, Young-Hwan Pan | JDAEM 12(2) 173-183

Abstract : This study aims to systematically establish an idol production process using artificial intelligence (AI) and propose a practical yet future-oriented model by incorporating insightsindustry experts.Specifically, it presents two AI-based approaches-an AI-cooperative idol production process and an AI-driven idol production process-and applies the AI-cooperative method to the ‘KI:G’ production project. In addition, the research was conducted through seminars and in-depth interviews with AI experts, including professorsAI design departments. The findings indicate that with current AI technology, a fully AI-driven idol production remains challenging. However, as technology continues to advance, there is considerable potential for AI to take the lead in creating idols within the entertainment industry. Notably, the human-AI cooperative model is already feasible under present technological conditions and can contribute to cost reduction and increased efficiency by automating certain production stages. By proposing a comprehensive AI-based idol production framework, this study explores the applicability of AI in the entertainment industry and outlines possible directions for future technological development. In doing so, it lays a practical and scholarly foundation for the growth of virtual humans and digital content industries, and establishes the groundwork for ongoing technological progress and process improvements.

Keyword : Artificial Intelligence(AI), K-Pop, I dol, process

http://dx.doi.org/10.29056/jdaem.2025.06.03

       
4

A Study on User Experience Study of Performing Art Digital Archive Service

Haena Koo, Seung In Kim | JDAEM 12(2) 185-198

Abstract : This study aims to comparatively analyze user experiences with performing arts digital archive services to identify key determinants of user satisfaction and suggest strategic directions for service enhancement and long-term development. A structured survey instrument based on Stephen P. Anderson’s emotional interface framework (Creating Pleasurable Interfaces) was administered to professionals in the performing arts sector, the primary user demographic of such services. The findings indicate a relatively high level of satisfaction with task-oriented functionalities, whereas experiential and defective dimensions yielded comparatively lower satisfaction levels, highlighting the need to incorporate more refined interactive elements that enhance user engagement. The user experience metrics derivedthis study are expected to serve as foundational data for future user-centered innovation and optimization of performing arts digital archive services.

Keyword : Performing Art, Archive, Digital Archive, Archive Service, User Experience

http://dx.doi.org/10.29056/jdaem.2025.06.04

       
5

How graphic design of the Airbnb website affects UX(User Experience) of a website

Yuri Jung | JDAEM 12(2) 199-206

Abstract : Airbnb is a platform that shares private homes instead of hotels and provides travelers with a new experience of staying in someone else's home in another country. This study analyzes the graphic design of Airbnb, a website used by people in 220 countries, and investigates how it affects user experience. Design still demands simplicity and beauty, but now design is considered as a process of solving problems. Even for the types and positions of simple buttons, it is necessary to ask the question ‘why’, and careful consideration of appropriate wording, size, and color is needed. Also, within the diversity and complexity of information, simplicity must be found, and the role of navigation must be performed well so that important parts on the web are emphasized and users can easily find the information they want. In order to do this, not only considerationthe UX (User Experience) perspective is necessary, but research on UI (User Interface) is also required. This study identifies the UI and UX elements found on Airbnb's website, examines the relationship between UX and UI, and analyzes websites that have well-designed UX and UI. The study also organizes the essential requirements for UX/UI on the web and deeply analyzes which UI elements affect UX. This is analyzed based on Jakob Nielsen's heuristics, which are the standard for evaluating UX, and Peter Morville's Honeycomb, which is an important framework in web design. Furthermore, a survey of 103 general users was conducted to investigate how the graphic design of the Airbnb website influenced usability. Through the analysis of the UX and UI of Airbnb, which shares 7.7 million accommodations, this study presents Airbnb as a representative case of a well-designed website.

Keyword : UX/UI elements, Jakob Nielsen's Heuristic Evaluation, Peter Morville's User Experience Honeycomb

http://dx.doi.org/10.29056/jdaem.2025.06.05

       
6

A Study on UX Writing in the Mobile Commerce Product Purchase Process: Focused on Beauty Platforms

Soyoung Lee, Seung In Kim | JDAEM 12(2) 207-217

Abstract : In this paper, a study is conducted on UX writing in the product purchasing process of mobile commerce. The importance of UX writing, which serves a navigational role for mobile commerce users, is increasingly being recognized as a key factor influencing the overall user experience. Accordingly, the study focuses on a rapidly growing beauty platform within mobile commerce services and examines usability and brand voice. User evaluations of usability and brand voice, as perceived through the UX writing of the application service, were quantified. As a research method, one-on-one in-depth interviews were conducted with male and female users in their 20s to 40s, the main user group of the selected service. User experiences were analyzed based on six criteria: accessibility, purposefulness, conciseness, conversationality, clarity, and brand concept. The experimental results confirmed the necessity of UX writing that can express brand voice in addition to supporting basic usability. This study is expected to contribute to the improvement of UX writing in mobile commerce services and the development of user-centered design strategies.

Keyword : UX writing, User experience, Mobile commerce, E-commerce, Beauty platform

http://dx.doi.org/10.29056/jdaem.2025.06.06

       
7

An Analysis of the Network of National and Public Art Museums in Korea Focusing on Artists

Kusuk Yun | JDAEM 12(2) 219-228

Abstract : This study examines the network structure among national and public art museums in South Korea, focusing on artists to understand the institutional identities and characteristics of each museum. The Gyeonggi Museum of Modern Art (GMoMA) is the primary case study. Artist data2014 to 2023were collected through the museum’s website and other online sources, then compared to dataseven major public museums, including the National Museum of Modern and Contemporary Art and the Seoul Museum of Art, using a consistent methodology. The findings show that GMoMA actively shares artists with institutions in the Seoul metropolitan area while also engaging a broad range of artists-modern, contemporary, senior, mid-career, and emerging-nationwide. It notably shares many modern artists with other museums, especially the Busan and Daegu art museums. GMoMA also emphasizes mid-career and emerging Seoul-based artists, supporting diverse artistic genres that distinguish itearlier generations. In addition, GMoMA incorporates artistic characteristicsother museums while consistently introducing regional, overseas Korean, and international artists. These practices shape its distinct institutional identity through specific genres and differentiated approaches. By analyzing museum networks and institutional particularities, this study provides insights into the operational strategies of Korean art museums and the broader structure of the contemporary art field in South Korea.

Keyword : Museums, Sharing and Intersection, Characteristics and Identity, Network

http://dx.doi.org/10.29056/jdaem.2025.06.07

       
8

A study on the current status of the curator qualification system and its problems and improvement measures

Yeun-hee Kim | JDAEM 12(2) 229-238

Abstract : This study aims to explore ways to improve the qualification system for curators, the core workforce of museums, and to provide a policy basis for strengthening curatorial professionalism. In modern society, museums are the core foundation of national cultural competitiveness, and the expertise and role of curators are becoming increasingly important in their operation and development. However, the current curatorial qualification system has a number of problems, including limited effectiveness, unclear qualification standards, and employment insecurity for new personnel. In this study, we surveyed 332 museum workers and prospective curators to analyse their overall perceptions of the qualification system and their needs for improvement. The results of the survey showed that satisfaction with the qualification process is generally low, and that the appropriateness of the graded qualification system needs to be improved. In particular, there was a strong demand for fewer qualification levels and a more work-based assessment system. Based on these findings, this paper provides a multifaceted diagnosis of the curatorial qualification system and suggests practical improvement measures to set the direction of future museum human resource development policies and suggest concrete improvements to the curatorial qualification system.

Keyword : Museums, curators, curatorial qualifications, curatorial capacity building, mandatory training

http://dx.doi.org/10.29056/jdaem.2025.06.08

       
9

A Comparative Study on the Color Perception of Ramen Package Design in East and West -Centering on the red package image-

Hu MengYi, Kim Hee Hyun | JDAEM 12(2) 239-252

Abstract : In recent years, the ramen market has been continuously expanding, and the spicy ramen noodles are very popular in the East and the West, and the sales volume continues to increase. The main color of Korea's spicy ramen packages is mainly red, and according to the cultural differences in the East and the color psychology theory, peopledifferent countriesdifferent cultural backgrounds will have different perceptions of the same color. Therefore, this paper studies the correlation difference between the perceptions of peoplethe East and the West on ‘red’ and ‘spicy taste’. In this study, with the new design of the red ramen package as an experimental stimulus, a survey and analysis on the difference in red perception were conducted for consumersthe East (Korea, China, Japan) and the West (USA, Europe). The results of the survey tested two hypotheses. First, Asian consumers may feel the spicy level of red in ramen packages more strongly than Western consumers. Second, Asian consumers evaluate the spicy level with red, but Western consumers do not. The conclusion is that red in the package design can strongly remind Asian consumers of ‘spicy taste’. At the same time, changes in red chromaticity and brightness can have a great influence on the degree of perception of spicy taste among Asian consumers, while Western consumers combine red with emotions, so sensory associations are weak. Therefore, this study can adjust the color attributes of the ramen package design according to the culture, and the color marketing strategy suitable for the culture had a positive effect on long-term branding and securing customer loyalty.

Keyword : Ramen package, spicy taste, red, East and West cultural differences

http://dx.doi.org/10.29056/jdaem.2025.06.09

       
10

A Study on Webtoon Fandom Consumption Trend : Focusing on ‘Digging’

Yuhee Ryu, Eumwon Kang | JDAEM 12(2) 253-261

Abstract : The purpose of this study is to analyze the consumption behavior of webtoon fandom, focusing on the ‘digging consumption’ trend, one of the consumption trends of the Jalpa generation. Diggers and fandom who are overly immersed in webtoon content show a pattern of change to content consumption offline, unlike past webtoon consumption, which was mainly focused on online viewing. The experience of offline events for content is linked to consumption, leading to the release of various goods and the opening of pop-up stores, and many fandom are positively responding to this. The consumption behavior of these fandom has also affected the purchase of various goods, expanding the possibility of IP expansion through funding. Through this consumption, fans build an identity and sense of belonging within the fandom and continue active communication through SNS. In addition, they also pioneer an informal goods market centered on the gray zone through the secondary creative market. Currently, webtoon consumption is carried out in various ways, and the webtoon industry needs various strategic attempts for active fandom.

Keyword : Webtoon, Fandom, Consumption Trend, Digging

http://dx.doi.org/10.29056/jdaem.2025.06.10

       
11

Reconstructing the Subject of Painting through the Metaphor of In Vitro Fertilization and Surrogacy

Curie Chung | JDAEM 12(2) 263-275

Abstract : This study theoretically investigates the structure of authorship and the attribution of subjectivity in painting creation during the AI era, focusing on the Soaring project. The research conceptualizes prompt engineering as the ‘fertilized egg of creation’, defining it as a core act of conceptual design within the creative process. By considering the selection and semantic interpretation of a single image-among hundreds generated by AI-through human perception and judgment as an act of artistic practice, the study seeks to justify exclusive curatorial authorship as a legitimate model of authorship. Within this creative structure, AI functions as a computational translation device, and the traditional painter (hwa-gong) is positioned as an outsourced executor; this model is structurally framed through the metaphor of ‘in vitro fertilization and surrogacy’. Through comparative analysis of Sol LeWitt’s conceptual art theory, Midjourney’s copyright policy, and the delegated production models prevalent in contemporary art, the study argues that curatorial authorship can be sufficiently justified even prior to the physical realization of the work. This research attempts to reconstruct the creative structure and criteria for authorship in the age of AI collaboration, proposing a philosophical and legal framework to address the fundamental question: ‘Who is the artist?’.

Keyword : curatorial authorship, AI art, Midjourney, Minhwa, copyright

http://dx.doi.org/10.29056/jdaem.2025.06.11

       
12

A Business Model for Design Thinking for the Management of Social Innovation ESG Design

Euna Lee, Dae-young Kwak | JDAEM 12(2) 277-289

Abstract : In recent years, ESG (Environmental, Social, and Governance) has emerged as a core framework for evaluating corporate sustainability and social responsibility. However, many companies continue to rely on declarative statementsquantitative indicators, lacking practical innovation and stakeholder-centered strategies. In response, this study proposes a business model that integrates Design Thinking-a creative, problem-solving methodology-into ESG strategy development. Design Thinking emphasizes a human-centered, iterative approach through five key stages: Empathize, Define, Ideate, Prototype, and Test. This research applies these stages to the ESG context, aiming to establish a more creative and actionable strategic framework. To validate the approach, case studies of two globally recognized ESG-driven companies were conducted using qualitative research methods. The analysis explores how each company utilizes the Design Thinking process to address environmental accountability, social value creation, and ethical governance.Findings indicate that a Design Thinking-based approach effectively fosters socially innovative strategies through empathy, collaboration, and creativity. It enables companies to tackle complex ESG challenges while aligning their corporate vision and identity with sustainable practices. This study contributes both theoretically and practically by demonstrating how Design Thinking can operationalize ESG strategies beyond conventional evaluation frameworks. It offers a strategic foundation for organizations seeking to implement socially innovative ESG management models and provides actionable insights for future policy and practice.

Keyword : ESG, Design Thinking, Sustainability, Social Innovation, Case Study, Design Management

http://dx.doi.org/10.29056/jdaem.2025.06.12

       
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