RISS 학술연구정보서비스

검색
다국어 입력

http://chineseinput.net/에서 pinyin(병음)방식으로 중국어를 변환할 수 있습니다.

변환된 중국어를 복사하여 사용하시면 됩니다.

예시)
  • 中文 을 입력하시려면 zhongwen을 입력하시고 space를누르시면됩니다.
  • 北京 을 입력하시려면 beijing을 입력하시고 space를 누르시면 됩니다.
닫기
    인기검색어 순위 펼치기

    RISS 인기검색어

      검색결과 좁혀 보기

      선택해제
      • 좁혀본 항목 보기순서

        • 원문유무
        • 원문제공처
          펼치기
        • 등재정보
        • 학술지명
          펼치기
        • 주제분류
        • 발행연도
          펼치기
        • 작성언어

      오늘 본 자료

      • 오늘 본 자료가 없습니다.
      더보기
      • 무료
      • 기관 내 무료
      • 유료
      • KCI등재

        비대면 디자인 실기 교육 방안에 관한 연구 : 상호작용 기반 온라인 교수학습 전략을 중심으로

        이운형 ( Lee Woon-hyung ) 한국디자인트렌드학회 2021 한국디자인포럼 Vol.26 No.3

        연구배경 본 연구의 시작은 코로나 사태 발생 이후 실시된 전면 온라인 수업에서 예체능 분야의 실기 과목에 대한 학생들의 불만이 특히 많다는 것에서 출발하였다. 이는 거의 모든 대학에서 공통적으로 나타나는 문제로, 전통적인 방식으로 수업을 해 오던 교수자들이 대면이 필요한 실기 수업의 특성으로 인해 대면 실기수업을 온라인 실기수업으로 변화시키는 과정에 어려움을 겪고 있다는 것을 보여주고 있다. 이를 해결하기 위해 본 연구에서는 디자인 실기 수업 진행에 대해 학생들이 대면 수업과 동일하거나 더 높은 수준의 실기 교육을 경험할 수 있도록 하는 것을 목표로 개인 프로젝트 진행 형태의 온라인 수업 방식을 시도하고 그 결과를 제시하는 것을 목표로 하였다. 연구방법 비대면 디자인 실기 교육 과정에서 일어나는 여러 문제들을 해결하기 위해 일차적으로 상호작용 기반의 온라인 교수학습 전략을 도출한다. 또한 도출된 전략을 개인 디자인 프로젝트 진행 형태의 온라인 수업에 적용하여 학기말에 해당 실기 수업 수강 학생들의 강의 효과 맞춤형 설문조사를 통해 상호작용 교수학습 전략과 본 수업 방식의 효과를 검증하도록 한다. 연구결과 선행 이론 연구를 통해 도출한 온라인 상호작용 전략을 실제 수업에 적용하여 한 학기동안 진행한 결과 학생들의 전반적인 만족도가 상당히 높은 것으로 나타났다. 또한 출석률과 과제 제출을 포함하여 수강생들의 참여도와 전년도 대면 수업에서의 학습 결과물 대비 완성도에서도 충분히 의미 있는 결과를 얻은 것으로 파악되었다. 결론 본 연구에서 제시된 상호작용 기반 온라인 교수학습 전략을 적용한 비대면 디자인 실기 수업 진행 과정에서 학생들은 실기 과제 제작 시 전통적인 방식의 대면 실기 수업과 유사한 학습과정을 통해 비대면 수업에 거부감 없이 빠르게 적응할 수 있었으며, 기초 이론의 반복 학습과 여러 온라인 매체의 병행 사용을 통해 온라인 상의 실기 수업에서도 능률적이고 효과적인 수업으로 학습자의 만족도를 높일 수 있음을 확인하였다. Background The purpose of this study started from the fact that students were particularly dissatisfied with the practical classes in the arts and physical education field in most online classes conducted after the outbreak of the covid-19 crisis. This is a common problem in almost all universities, and it shows that professors who have been teaching in the traditional way are having difficulties in the process of changing face-to-face practical classes to online practical classes due to the characteristics of face-to-face practical classes. To solve this problem, in this study, an online class method in the form of a personal project is attempted and the results are presented with the goal of allowing students to experience the same or higher level of practical education than the face-to-face class. Methods In order to solve various problems that occur in the non-contact design practical education process, firstly, interaction-based online teaching and learning strategies will be derived. In addition, by applying the derived strategy to an online class in the form of a personal design project, the interactive teaching and learning strategies and the effectiveness of this teaching method are verified through a customized survey for students taking the relevant practical class at the end of the semester. Result As a result of applying the online interaction strategy derived from the preceding theoretical study to the actual class and conducting it for one semester, it was found that the overall satisfaction of the students was quite high. In addition, it was found that sufficiently meaningful results were obtained in terms of student participation, including attendance rate and assignment submission, and the degree of completion compared to the learning outcomes in the previous year's face-to-face class. Conclusion In the process of non-contact design practice classes applying the interaction-based online teaching and learning strategies presented in this study, students were able to quickly adapt to the non-contact classes without any hesitation through a learning process similar to the traditional face-to-face design practice classes. It was confirmed that it is possible to efficiently and effectively increase the satisfaction of learners in online design practice classes through repeated learning of basic theories and the parallel use of various online media.

      • KCI등재

        웹 기반 시스템의 인터페이스 디자인 개발에 관한 연구-기업 ERP시스템 개발을 중심으로-

        이운형 ( Lee Woon Hyung ) 한국디자인트렌드학회 2006 한국디자인포럼 Vol.14 No.-

        A well-designed user interface in terms of its usability can greatly increase the efficiency of the entire system. This study considers usability principles that are appropriate for web-based system interface and applies them to each step in the development process. The purpose is to establish systematic and logical development process and seek ways to apply it to practical designing. To conduct the research, based on surveying of existing bibliographical materials, 5 usability principles suggest by Nielsen, eight usability principles based on heuristic approach and characteristics of system users were considered. This is followed by an analysis of distinctive features of web-based systems and interface designs, from which usability principles` application priority is derived and thus the development process is established. For each development stage, tasks to be performed are analyzed and usability principles are selectively applied. Finally, based on the result, a prototype for interface designs of enterprise ERP system is developed and case studies regarding its application are provided. It is expected that the result of this study will help develop user-friendly designs by being effectively applied to planning for the interface of web-based systems.

      • KCI등재

        교육용 모바일 증강현실 어플리케이션의 분류와 활용

        이운형 ( Lee Woon-hyung ) 한국디자인트렌드학회 2015 한국디자인포럼 Vol.47 No.-

        The augmented reality technology can be used in various types of contents, but its potentialities and possibilities as a new medium are recognized especially in education fields related to social infrastructure. This paper deals with the classification and the practical use of educational augmented reality application, from the point of view of grafting augmented reality technology onto the education area, focused on the possibilities of educational augmented reality application for mobile media. Characteristics of augmented reality media can affect to the effect of education: first, interactivity that helps user`s active study. second, communication through visualization in the three-dimensional space. third, presence that boosts learning activity through real-time acquisition of the information. These characteristics of augmented reality should be considered in the development of applications. Also, in the result of analysis of the educational augmented reality applications in the market, although various form of the applications, they could be divided into three types depends on place, content, learning method and operating method: a history experience type, a teaching material type and a learning astronomical geography type. It is expected that these research results will be used as a material that can be referred to in the development of educational augmented reality applications for mobile media.

      • KCI등재

        인터랙티브 모션그래픽의 활용 경향 분석 - 국제광고제의 디지털미디어 부문 수상작을 중심으로 -

        이운형 ( Lee Woon-hyung ) 한국디자인트렌드학회 2014 한국디자인포럼 Vol.44 No.-

        In interactive motion graphics, unlike motion graphics in which messages are delivered unilaterally through media such as TV or film, communications take place through users` participation in media in which bilateral communications are possible, such as the Web and smart phone, so there is a difference in that interactions with users and connections with contents should be considered as part of the user interface. Thus, this study investigated the forms of interactive communications and the characteristics of motion graphics as a user interface element, presented considerations in designing interactive motion graphics centered around colors and graphical elements by connecting this with the usability theory based on preceding research and conducted a survey on the trend of interactive motion graphics and the areas of utilization through examples of using works awarded in international advertising festivals such as Cannes and Clio. As a result of the analysis, it was found that interface designs should attach importance to users` emotions and be designed with an interface in a form accompanied by visual effects that can provide with visual pleasure together and that they can be effectively used as a means to make the users to be immersed with storytelling through interactions. In addition, there are noticeable tendencies to pursue visually more natural motions, making it easy for them to recognize menu elements through layer effects and to consider natural and three-dimensional parts in producing motion graphics, breaking from the existing two-dimensional designs. These research results will be used as a material that can be referred to in the production of interactive motion graphics from the perspective of practice.

      • KCI등재

        스마트워치 어플리케이션의 사용자 인터페이스 디자인 분석 : 엔터테인먼트 콘텐츠를 중심으로

        이운형 ( Lee Woon-hyung ) 한국디자인트렌드학회 2017 한국디자인포럼 Vol.56 No.-

        Background Since the appearance of smartphones, technology has been developed and continued to present new digital devices to the market. Among them, smart watches attracted attention of all levels of society with the expectation for being the up-and-coming industry in the area of wearable media in the near future because of their potential for the future, but at present, their growth has been slowed down. Some of its reasons are the absence of key contents and poor availability due to inconvenient user interface. Therefore, researches on user convenience, creation of the contents related to interest induction for consistent use, and the improvement of their interface design are being urgently demanded. Methods In this study, based on preceeding researches, the characteristics and availability of smart watches, interface designs and their categories were examined, and based on which, a case study was conducted focusing on entertainment contents, and the direction for the improvement of interface design of smart watches were investigated. Result As for smart watches, users go through the process of watching and choosing different icons and information on a very small screen, so the space needs to be used in an efficient way. At present, it is difficult to elaborately control applications of smart watches, so users use main contents with their smart phones and only check data with smart watches subsidiarily or control them in a simple way, and the ways to overcome these limitations and to arouse users` interest are being demanded. Conclusion When the interface of smart watches is designed, diverse input tools should be considered together, for instance, voice recognition, motion gesture using a wrist, and a device`s own input means, such as Crown of Apple Watch, along with visual elements. For the design of interface of smart watches, not only the availability of existing mobile media interface designs but also smart watches` own features as a media have to be considered.

      • KCI등재

        모바일 증강현실에서의 모션그래픽 활용 - 무빙 타이포그래피 기법을 중심으로 -

        이운형 ( Woon-hyung Lee ) 한국디자인트렌드학회 2015 한국디자인포럼 Vol.49 No.-

        Background Augmented reality based on virtual space has become popular with the spread of smartphone and the overcoming a location limit thanks to the development of technology. Mobile media already stands on the center of social change. It is expected that mobile media will play an important role in the media society, thus this paper suggests the applications of motion graphic focused on moving typography technique that can provoke the interest and the flow of users, on the basis of research that can be applied to augmented reality contents design effectively. Methods In order to make motion graphics for mobile applications, three areas of preceding researches include augmented reality, motion graphics, mobile media are analyzed and the basic analyzation form is established. Based on the form, mobile augmented reality application is designed and the possibilities of practical use will be suggested. Result When the motion graphic for augmented reality is designed, these factors should be considered: three-dimensional location limits, presence and the characteristics of mobile media. Based on the findings, motion graphic with moving typography technique is applied to the process of mobile augmented reality content prototyping and the interface of prototype is improved through heuristic evaluation. Conclusion Design for convergence media such as augmented reality has appeared with the change of the time. However, its design is based on the visual information, thus the design should be developed with considering graphic design`s language and theory as well as the characteristics of contemporary media. The result of this research is expected that it will effectively be used in the process of practical development through the designing application combines augmented reality and motion graphic. It will be able to redeem the area of design in the development of augmented reality contents.

      • KCI등재

        유튜브의 바이럴 영상광고를 중심으로

        이운형 ( Woon-hyung Lee ) 한국디자인트렌드학회 2018 한국디자인포럼 Vol.23 No.2

        Background As the general telecommunication environment has developed with the improvements of the data telecommunication speed and the performance of computers and smartphones in the mobile environment, the applications focusing on video are clearly growing. The need for the advertising using video in the mobile environment seems to continue to increase gradually with the growth of video platforms starting from YouTube. Accordingly, in this research, the characteristics of video advertising in the form of mobile contents were examined, and the cases of recent viral video advertising were analyzed. Methods This study aims at analyzing the cases of the video content-type advertising which has been used on YouTube nowadays, understanding the current trends comprehensively, and through which, helping future production of related advertisements with the results of this research as well as theoretical study. Result The video advertising in the form of mobile contents were found to have mainly adopted an emotional message appealing method in the aspect of advertising creative in order to draw viewers' attention. They let products themselves mixed with the contents naturally rather than make a product appear openly and its brand exposed, and that's how they receive viewers' responses. In them, cute animals appear, animation techniques differentiated from other advertising catch viewers' eyes, or dramatic twists impress viewers. These elements can be said to be the parts that affect the viral effect. Conclusion In terms of creative, the advertising based on real stories or those picturing what viewers can experience in their real life through emotional images and therefore arouse viewers' sympathy are getting good responses. The content-type video advertising in social media is one of the most proper form of advertising in the mobile environment where consumers can watch and share advertising at any time.

      연관 검색어 추천

      이 검색어로 많이 본 자료

      활용도 높은 자료

      해외이동버튼