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The Design of an AI Care Robot Based on Intimacy for the Emotional Stability of the Elderly 设计基于亲密关系的人工智能护理机器人,促进老年人情绪稳定
Q1 Arts and Humanities Pub Date : 2024-02-29 DOI: 10.15187/adr.2024.02.37.1.139
Eunsol Lee, Kanghyun Lee
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引用次数: 0
Reconstructing the Content and Context of the KBS Special Feature “The World Is in an Era of Design Revolution”(1983) 重构 KBS 特辑 "世界处于设计革命的时代 "的内容和背景(1983 年)
Q1 Arts and Humanities Pub Date : 2024-02-29 DOI: 10.15187/adr.2024.02.37.1.353
Haecheon Park
Background The KBS special feature “The World Is in an Era of Design Revolution”, which aired in 1983, had a great impact on not only the design field but also society by covering the topic of industrial design, which was unfamiliar to the public at the time. This program is often mentioned when discussing South Korean modern design history, but it has not been the subject of full-scale research. Against this background, this study aims to examine the program. First, the details of the program are reconstructed, and the historical significance of the program is clarified by examining the changes in the industrial design field before and after the program aired. Methods This study chose video analysis and literature research as research methods. We analyzed the contents of the six parts of the program, approximately 330 minutes of video material, and we examined the changes in the concept of industrial design, corporate design, and design education at the time through literature research. Results The program explored the latest trends in corporate design, design firms, industrial design education, the sports industry, and shopping spaces in major industrialized countries from Parts 1 to 5. Part 6 examined the current state of domestic industrial design. After the program was aired, a series of changes occurred in the domestic industrial design field, including the establishment of design research institutes and competitions by large companies, the introduction of a good design selection system by the Korea Design Packaging Center, and the establishment of an industrial design department at an engineering university. Of course, identifying a clear causal relationship between the airing of the program and subsequent events is not easy. It is important to note that the concept of industrial design, the role of industrial designers, and the need for new design education emphasized by the program, were not completely new, but rather overlapped with the views and positions expressed by young public opinion leaders in the industrial design field in the early 1980s. The broadcasting of the program can certainly provide an important opportunity to change the public opinion of society by amplifying and spreading specific views and positions that had been confined to the design field.
节目背景 1983 年播出的 KBS 特别节目《世界处于设计革命的时代》涉及了当时公众并不熟悉的工业设计话题,不仅对设计领域,而且对社会都产生了巨大影响。在讨论韩国现代设计史时,该节目经常被提及,但却一直没有成为全面研究的对象。在此背景下,本研究旨在对该节目进行研究。首先,对节目的细节进行还原,并通过考察节目播出前后工业设计领域的变化,阐明节目的历史意义。方法 本研究选择了视频分析和文献研究作为研究方法。我们分析了节目六个部分(约 330 分钟的视频资料)的内容,并通过文献研究考察了当时工业设计概念、企业设计和设计教育的变化。结果 节目第一至第五部分探讨了主要工业化国家的企业设计、设计公司、工业设计教育、体育产业和购物空间的最新趋势。第六部分探讨了国内工业设计的现状。节目播出后,国内工业设计领域发生了一系列变化,包括大公司成立设计研究所并举办设计竞赛、韩国设计包装中心引入优秀设计评选制度、工科大学成立工业设计系等。当然,要明确节目播出与后续事件之间的因果关系并非易事。值得注意的是,该节目所强调的工业设计概念、工业设计师的作用以及对新设计教育的需求并不是全新的,而是与 20 世纪 80 年代初工业设计领域的年轻舆论领袖所表达的观点和立场相重合的。节目的播出无疑可以提供一个重要的机会,通过放大和传播一直局限于设计领域的特定观点和立场来改变社会舆论。
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引用次数: 0
Wilson the Volleyball in Cast Away: Social Loneliness Increases Preferences for an Anthropomorphic Product Cast Away》中的排球 Wilson:社交孤独会增加对拟人化产品的偏好
Q1 Arts and Humanities Pub Date : 2024-02-29 DOI: 10.15187/adr.2024.02.37.1.85
Jaewoo Joo, Ruonan Hu
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引用次数: 0
Elements and Systematization of ‘Reading Picture’ in Textless Picture Books through Semiotics 通过符号学研究无文字图画书中的 "读图 "要素及其系统化
Q1 Arts and Humanities Pub Date : 2024-02-29 DOI: 10.15187/adr.2024.02.37.1.339
M. Bang, Dong-Sik Hong
Background Contemporary picture books are expanding to cover a wide range of readers, from children to adults, and the forms of picture books are also diversifying. Recent international awards received by a Korean author have brought significant attention to ‘textless picture books’ in South Korea. In contrast to traditional picture books, textless picture books adopt a ‘visual storytelling’ approach and actively communicate with modern readers in a ‘look and read’ manner. Academic research on picture books without text has been increasing since 2011, there remains a lack of research on new approaches to reading textless picture books. Therefore, there is a need to establish a new concept of ‘Reading Picture’ in modern textless picture books, which minimize text and convey stories through a visual-centered approach. Therefore, this study aims to elementalize and systematize of ‘Reading Picture in textless picture books. Methods The literature review focused on the unique characteristics of text and pictures in relation to picture books, the definition and recent trends in picture books, and semiotics. The concept of ‘Textless Picture Books’ and ‘Reading Picture’ were identified, and through the morphology and semiotics of semiotics, the four elements of ‘Reading Picture’ - immediacy, convenience, implication, and complexity – were - were identified and systemized into the ‘2i2c RP (Reading Picture) System’. The case analysis is a qualitative research method, and 12 textless picture books were selected from overseas award-winning books by Korean authors to systemize ‘Reading Picture’ into elements.
背景 当代图画书的读者范围不断扩大,从儿童到成人,图画书的形式也日趋多样化。最近,一位韩国作家获得了国际奖项,这使 "无文字图画书 "在韩国备受关注。与传统图画书相比,无文字图画书采用 "视觉叙事 "的方式,以 "边看边读 "的方式与现代读者积极交流。自 2011 年以来,有关无文字图画书的学术研究不断增加,但有关无文字图画书阅读新方法的研究仍然缺乏。因此,有必要在现代无文字图画书中建立 "读图 "的新概念,尽量减少文字,以视觉为中心传达故事。因此,本研究旨在将无文字图画书中的 "读图 "元素化和系统化。方法 文献综述的重点是与图画书相关的文字和图画的独特特征、图画书的定义和最新趋势以及符号学。确定了 "无文字图画书 "和 "阅读图画 "的概念,并通过符号学的形态学和符号学,确定了 "阅读图画 "的四个要素--即时性、便利性、暗示性和复杂性--并将其系统化为 "2i2c RP(阅读图画)系统"。案例分析是一种定性研究方法,从韩国作家的海外获奖图书中选取了 12 本无文字图画书,将 "阅读图画 "系统化为各个要素。
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引用次数: 0
The Effect of Arrow Spacing and Blinking Speed Difference on Driver"s Visual Perception and Cognitive Functioning in an Augmented Reality Information Delivery Method of Head-Up Display 箭头间距和闪烁速度差对抬头显示器增强现实信息传递方式下驾驶员视觉感知和认知功能的影响
Q1 Arts and Humanities Pub Date : 2024-02-29 DOI: 10.15187/adr.2024.02.37.1.193
Gahyeon Jang, Younjoon Lee
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引用次数: 0
Flowing Line: A New Proposal of Visual Guidance Considering FoMO and Flow in Virtual Museums 流动的线条:考虑到虚拟博物馆中的 FoMO 和流动性的视觉引导新建议
Q1 Arts and Humanities Pub Date : 2024-02-29 DOI: 10.15187/adr.2024.02.37.1.209
Daeshik Choi, Jaewan Park
Background In traditional art museums, designers use various visual guidance strategies to direct visitors, optimizing their experiences in alignment with the artist ’ s vision and exhibition ’ s design. These strategies include exhibit placement, graphic design, and lighting. However, as virtual exhibitions grow in popularity, there ’ s a notable lack of studies on visual guidance within virtual museums. Methods In our study, 31 participants(17 males and 14 females) engaged with a virtual art museum through a display monitor, responding to various visual guidance stimuli, including fixed lines, fixed arrows, pointing arrows, and flying butterflies. These stimuli fell into two categories: World-referenced stimuli, which were centered on the user ’ s environment, and Screen-referenced stimuli, designed around the user ’ s display screen. Upon exploring the virtual museum, participants then completed a questionnaire probing their experiences of fear of missing out(FoMO), their reactions to the visual guidance(Visual Guidance Questionnaire, or VGQ), and their sense of flow or engagement with the exhibit. To analyze the gathered data, we employed the RM MANOVA, allowing us to empirically evaluate these constructs. Results In a comparative analysis of comparative analysis of methods to visual guidance in a virtual art museum, we found that: 1)The distinction between world-referenced methods of visual guidance, centered on the user ’ s perspective, and screen-referenced methods did not show a significant correlation with VGQ, FoMO, or Flow. 2)A comparison of the four methods of visual guidance showed significant differences in VGQ, FoMO, and Flow. For FoMO, participants felt less guided by a ‘ fixed line ’ compared to a ‘ pointing arrow ’ and ‘ butterfly ’ (F= 8.31). For Flow, the score was higher when using the ‘ fixed line ’ than the ‘ pointing arrow ’ and ‘ butterfly ’ (F= 5.38). Lastly, the VGQ results showed that using the ‘ fixed line ’ received significantly higher scores compared to the ‘ pointing arrow ’ and ‘ butterfly ’ , and the ‘ fixed arrow ’ also received a significantly high score(F= 18.8). These results indicated that the way visual guidance in a virtual art museum affects the user ’ s experience in the museum, preventing them from becoming lost and allowing them to immerse themselves in the artwork. Moreover, the ‘ fixed line ’ method of guiding attention was found to be the most positive for experiencing the virtual art museum. Conclusions Based on the experimental results, our study proposes a new ‘ flowing line ’ visual guidance method for path guidance in virtual art museums. The ‘ flowing line ’ offers intuitive understanding of navigation without requiring users to interpret graphics or text, unlike traditional signage or maps used in virtual art galleries. It also represents the sequence of the exhibition through the flow of gradients, enabling sequential navigation and compensating for the shortcomings of the ‘ fixed line on t
背景 在传统的艺术博物馆中,设计师使用各种视觉引导策略来引导参观者,优化他们的体验,使之与艺术家的构想和展览设计保持一致。这些策略包括展品摆放、平面设计和照明。然而,随着虚拟展览的日益普及,有关虚拟博物馆内视觉引导的研究却明显不足。研究方法 在我们的研究中,31 名参与者(17 名男性和 14 名女性)通过显示器与虚拟艺术博物馆互动,对各种视觉引导刺激做出反应,包括固定线条、固定箭头、指向箭头和飞舞的蝴蝶。这些刺激分为两类:世界参照刺激以用户的环境为中心,屏幕参照刺激以用户的显示屏为中心。在探索虚拟博物馆之后,参与者填写了一份问卷,调查他们对错过的恐惧(FoMO)、他们对视觉引导的反应(视觉引导问卷,或 VGQ)以及他们对展品的流动感或参与感。为了对收集到的数据进行分析,我们采用了RM MANOVA,以便对这些建构进行实证评估。结果 通过对虚拟艺术博物馆视觉引导方法的比较分析,我们发现1)以用户视角为中心的世界参照视觉引导方法与屏幕参照方法之间的区别与 VGQ、FoMO 或 Flow 没有显著相关性。2)对四种视觉引导方法的比较显示,VGQ、FoMO 和 Flow 存在显著差异。就 FoMO 而言,与 "指向箭头 "和 "蝴蝶 "相比,"固定线 "对参与者的引导作用较小(F= 8.31)。在 "流 "方面,使用 "固定线 "时的得分高于使用 "指向箭头 "和 "蝴蝶 "时的得分(F= 5.38)。最后,VGQ 结果显示,与 "指向箭头 "和 "蝴蝶 "相比,使用 "固定线 "的得分明显更高,而且 "固定箭头 "的得分也明显更高(F= 18.8)。这些结果表明,虚拟艺术博物馆中的视觉引导方式会影响用户在博物馆中的体验,防止他们迷失方向,让他们沉浸在艺术品中。此外,"固定线 "引导注意力的方法对体验虚拟艺术博物馆最为积极。结论 根据实验结果,我们的研究提出了一种新的 "流动线 "视觉引导方法,用于虚拟艺术博物馆中的路径引导。与虚拟美术馆中使用的传统标识或地图不同,"流动线 "提供了直观的导航理解,无需用户解释图形或文本。它还通过渐变的流动来表示展览的顺序,实现了顺序导航,弥补了 "地面固定线 "的不足。此外,"流动的线条 "与传统视觉引导中使用的箭头相比,力度较小,可以无缝融入美术馆,不会影响艺术品的欣赏。这些发现为未来虚拟艺术博物馆的规划提供了基础数据,提出了通过视觉引导实现高效路径引导以增强用户艺术体验的方法。
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引用次数: 0
The Effect of Advertising Types in Mobile Marketing Design on Consumer Advertisement Acceptability and Purchase Intention 移动营销设计中的广告类型对消费者广告接受度和购买意向的影响
Q1 Arts and Humanities Pub Date : 2024-02-29 DOI: 10.15187/adr.2024.02.37.1.279
HanJu Lee, Eunryung Hyun
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引用次数: 0
Child Pedestrians’ Perception of External Car Display: Effects of Communication Style and Visualization Type on Trust and Perceived Safety 儿童行人对汽车外部显示屏的感知:沟通方式和可视化类型对信任感和安全感的影响
Q1 Arts and Humanities Pub Date : 2024-02-29 DOI: 10.15187/adr.2024.02.37.1.7
Soojin Jun, Hanna Chung, SeoYeon Kim, Yeeji Lee
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引用次数: 0
Probe Study of Resource Exchange Service in Local Community: with focus on User Needs in Resource Definition, Exploration and Negotiation Stages 地方社区资源交换服务探究研究:关注用户在资源定义、探索和协商阶段的需求
Q1 Arts and Humanities Pub Date : 2024-02-29 DOI: 10.15187/adr.2024.02.37.1.245
Chorong Kim, Jini Kim, Eunji Woo
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引用次数: 0
Analysis of Design Friction for Mobile Service UI based on the Sensitivity of Personal Information Types 基于个人信息类型敏感性的移动服务用户界面设计摩擦分析
Q1 Arts and Humanities Pub Date : 2024-02-29 DOI: 10.15187/adr.2024.02.37.1.227
Yena Lee, Hyunsuk Kim
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引用次数: 0
期刊
Archives of Design Research
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