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      • KCI등재SCOPUS

        매일신보에 나타난 한글 서체의 변용

        임병우(Lim byung-woo) 한국디자인학회 2009 디자인학연구 Vol.22 No.4

        After King Sejong created Hunminjeongeum, the Korean script, it was from the beginning of the publication of a newspaper written in Hangeul in the Hanmal Flowering Period that Hangeul was used as popular media. Hangeul began to settle itself as a popular communication media but during the Japanese colonial era many national magazines and Korean newspapers except Daehan Maeil Shinbo had their publication suspended or closed. Maeil Shinbo became the only newspaper that used Hangeul and maintained its slender existence as popular media during the Japanese colonial era. Nowadays, newspapers are being designed in the form of writing laterally and Hangeul font is also crafted more elaborately for writing laterally, but it has muon to do with the font used in Maeil Shinbo during the Japanese colonial era being the base form. This explains why today's Korean newspapers use the mechanical type system based on Maeil Shinbo. The study of Maeil Shinbo as a Hangeul media, which played a role in communicating with the public in a unique way, will be meaningful in that we can survey the communication of Hangeul font and its cultural effects beyond the national feeling. Therefore, in this research we intend to clarify the modification of Hangeul font as media in the Japanese colonial era. For this purpose, we positively examined and analyzed Maeil Shinbo, a newspaper which usee Hangeul during the Japanese colonial period. We assert the necessity of Hangeul font study as media and also suggest future assignments to solve problems with the Hangeul typographic area.

      • KCI등재

        공공예술 교육을 통한 동두천 원도심 도시재생 방안 연구

        임병우 ( Lim Byung Woo ) 한국상품문화디자인학회 2018 상품문화디자인학연구 Vol.55 No.-

        This study aimed to extract the keywords from the final presentations of learners in the public art education programs based on the problem-centered teaching method and at clarifying their significance. For this research, the PBL method was applied to the subject of < Understanding of Public Art >, and the keywords extracted from the leaners’ final presentations were grouped into three categories. The keywords extracted from the learners’ presentations on Dongducheon City Regeneration Project were classified into following categories: content; urban environment; and publicity. The main keywords in the ‘content’ category were event factors including festivals and performances, as well as food, experience, and learning programs. The main keywords in the urban environment category were retro and redesign. And social network and YouTube were extracted as key keywords in the publicity category. The study results are interpreted to be reflecting the learners’ interest in the old city center of Dongducheon, in particular, in Bosan-dong of the city. The learners learned them proactively and interactively in autonomous manner in the public art classes via PBL learning process. Furthermore, they were also able to learn naturally about various problems related to the city by problem-solving to ensure their learning performance. The learners’ presentations containing the problem-solving method are the result of their commitment to learning. Therefore it is believed to be meaningful to grasp their actual needs, because they are the keywords contained in the ideas produced in the process of cooperative learning by many teams that were composed of members with various academic majors and backgrounds. The results of this study are expected to be useful for future development of Dongducheon city.

      • KCI등재

        PBL을 활용한 <공공예술의 이해> 수업 사례 및 학습효과

        임병우 ( Lim Byung Woo ) 한국상품문화디자인학회 2018 상품문화디자인학연구 Vol.55 No.-

        This study is aimed at investigating the learning effect of learners after developing and applying PBL lessons for < Understanding Public Art > course. The author developed a set of problems for this research by applying one PBL module, which may help learners better understand the essence of 'public arts'. A total of 75 study subjects composed of students with varying majors and grades participated in the study. The data sets used in the research were based on the reflection journals, self-assessments, and learning satisfaction results submitted by the learners after they went through the PBL process. In the reflection journals, five learning effects including understanding of cooperative learning, acquisition and application of related knowledge, actual experience and involvement, self-reflection and changed self, and problem-solving ability were identified through frequency analysis of keywords. In the self-assessment, learning performance was high in general, while learning satisfaction was also proven to be positive in general. The results of the study show that further improvements are required in the PBL arts education for fostering creative convergence capability of learners, so that learners sharpen their multidisciplinary problem analysis skills and come up with critical and creative opinions. It was also proven that further measures are necessary for improving learning satisfaction. The results of this study should ultimately be used as basic data for studying how learners can improve their critical and creative thinking skills through self-driven learning.

      • KCI등재

        UCC의 창의성이 사용자의 감정에 미치는 영향

        임병우 ( Lim Byung-woo ),조동희 ( Jo Dong-hee ),조용재 ( Cho Yong-jae ) 한국디자인트렌드학회 2008 한국디자인포럼 Vol.20 No.-

        This study suggests the results of the positive study about the influences of the creativity of UCC upon the users` emotion as the innovative factors of participation culture in accordance with the web evolution. This expresses the significance in the point of the study focused on `Creativity` as the cause creating the users` experiences of values which becomes a topic in the process of the evolution of web. UCC called User Created Contents is the users` creative product appearing in the process of web evolution, has become the symbol well expressing the property of Web 2.0 standing for `participation·co-ownership·opening`. Thus in the evolving web environment it has an important meaning how creative relation users and web may have and how creative results they may have. This is because the relation among users, web and creativity ultimately leads to the users` emotional problems pursuing the mental and cultural values. As UCC is the contents which users make actively or experience merrily, it is necessary to understand UCC in the dimension of valuable experiences and culture. Therefore, in this research we surveyed how the creativity of UCC affects users` emotion in consideration of the cultural meaning of UCC focusing on the creativity of animation UCC. For the purpose of the positive study, we have classified animation UCC by the semiotic types using Peirce`s semiotics in the conceptual frame and surveyed it through the questionnaire. The results of the analysis shows that the creativity of animation UCC has an effect on users` immersion and satisfaction and it varies according to the semiotic types.

      • KCI등재SCOPUS

        인터넷 시각정보 디자인을 위한 기호학적 접근으로서 UCC의 범주 조절효과

        임병우(Lim Byung-Woo),조현주(Cho Hyun-Joo) 한국디자인학회 2008 디자인학연구 Vol.21 No.3

        UCC, an abbreviation for User Created Contents, is a symbol of desire and a creative product containing a producer's subjective disposition. UCC tends to increase all the more in Web 2.0 environment, but the study on the contents as a creative product is really insufficient. It may be fairly said that this arose from the indifference of researchers in the special field like design as UCC is the contents of amateur producers. UCC hides various types of desire symbols and it becomes the reason to induce the flow of users with open media like the internet and also becomes good materials to figure out the property of varied visual language signs appearing in one field. Moreover, UCC has the attribute of re-mediation excellent in communication performance, so studying the difference of the semiotic property by using the internet contents can have a great significance to establish a theoretical system for the visual communication design. Therefore, the purpose of this study lies in surveying the influence of the creativity of contents upon emotion and attitude through flow and further the difference appearing in accordance with the semiotic category control of contents. For the purpose of this study, we applied Jacques Lacan's Desire Theory and Charles S. Peirce' Semiology Theory, classified the animation UCC into the 3 semiotic category types such as Iconic Contents, Symbolic Contents and Index Contents, collected and analyzed the data through questionnaires. As a result of the analysis, there appeared a meaningful difference by the semiotic category type of contents. The results of analysis means that the direction of flow may vary according to the difference of the symbolic types, and especially the contents with a purpose of information communication affects a user's concentration.

      • KCI등재

        온라인 PBL을 활용한 디자인 전공실습 비대면 수업 사례와 학습효과

        임병우 ( Lim Byung Woo ) 한국상품문화디자인학회 2020 상품문화디자인학연구 Vol.63 No.-

        The objective of this study is to identify the learning effects of learners after developing and operating online PBL (problem-based learning) for non-face-to-face classes of the < Ad Media Workshop > subject course. To this end, problems that help understand communication design and design thinking were developed, and one PBL module was applied to the PBL. The subjects of this study consisted of senior students majoring in industrial design at S University in the metropolitan area, and a total of 20 people participated in the study. In the course of the research, full-scale non-face-to-face classes were conducted to prevent the corona19 infectious disease, and various media and tools such as lecture video, social media, and zoom video conferencing solutions were used for online PBL classes. The data used for the study were self-reflection journals, self-assessment, and overall satisfaction with learning, which the learners who underwent the PBL course wrote. Confirmed in the self-reflection journals are the five learning effects of understanding cooperative learning presented in previous studies through frequency analysis of keywords, the acquisition and application of related knowledge, practical experience, self-introspection and change of self, and improvement of problem-solving ability. In addition, the effectiveness of the online environment was also confirmed. In self-assessment, overall high level of evaluation results were found, and overall positive evaluation results were also found in learning satisfaction. It was confirmed through the findings of the study that there is a need to improve the interaction method based on freer communication in online PBL design major practice, and that improvement is needed to further enhance learning satisfaction. The findings of this study are expected to be used as basic data necessary to develop satisfaction factors for studies on how learners can improve their analytical and creative thinking capabilities and practical design problem-solving skills through self-directed learning in non-face-to-face design major practice classes.

      • KCI등재

        촉각적 인터랙션을 활용한 유희적 키오스크 인터페이스 디자인

        임병우(Byung-Woo Lim),조동희(Dong-Hee Jo),조용재(Yong-Jae Cho) 한국콘텐츠학회 2008 한국콘텐츠학회논문지 Vol.8 No.5

        키오스크는 사용자가 편리하게 정보를 이용할 수 있도록 공공장소나 상업공간에 배치된 무인정보시스템이다. 개인용 컴퓨터와 달리 다양한 사용자층을 대상으로 하기 때문에 키오스크 인터페이스 디자인을 위해서는 사용자의 특성을 고려해야 한다. 그러나 지하철역과 같은 공공장소의 키오스크는 사용자를 고려하지 않은 인터페이스 디자인으로 사용성이 떨어져 무용지물이 되고 있는 실정이다. 본 연구에서는 이러한 문제점을 지적하고 보다 적극적인 개선 방안으로 공공장소에서의 인터페이스 디자인에 관한 컨셉을 제안하고자 한다. 이것을 위해 촉각적 인터랙션과 인터스페이스의 개념 그리고 사람과 컴퓨터의 상호작용 과정에서 경험하는 유희성에 관해서 고찰하고 촉각적 인터랙션 원리를 활용한 인터스페이스에서의 유희적 키오스크 인터페이스 디자인에 대해서 연구한다. 본 연구의 개념적 모델을 위해 아트콤(ART+COM) 프로젝트를 참고했다. Kiosk is an unmanned information system arranged in public places or commercial spaces so that a user may utilize information conveniently. Unlike a personal computer, it targets varied users' brackets, so we have to consider a user's characteristic in designing Kiosk Interface. However, in reality, the Kiosks of public places like subway stations are of Interface Design without considering users and become almost useless with serviceability falling. In this study, we attempt to point out such problems and suggest the concept as to the Interface Design in the public places for a more positive promotion method. For this purpose, we are about to look into the concept of Tangible Interaction and Interspace and the recreation experienced in the process of interaction between a human and a computer and study the sportive Kiosk Interface Design in the Interspace using the principle of the Tangible Interaction. For the conceptual Model in this study, we referred to ARTCOM(ART+COM) Project.

      • KCI등재

        PBL기반 온라인 디자인실습 수업에 대한 학습자들의 학습 효과

        임병우 ( Lim Byung Woo ) 한국상품문화디자인학회 2021 상품문화디자인학연구 Vol.67 No.-

        This study sought to develop PBL(Problem Based Learning) for the < Communication Convergence Design (2) > class, a 2nd-year design major subject, and to investigate the learning effect of running the online class. To that end, an illustration production problem was developed in the form of a contest that requires multifaceted problem analysis and creative problem-solving skills. And, online classe s were conducted by applying the developed problem as a design practice method that could produce effective results only through a creative problem-solving process based on communication between members. The research subjects consisted of 34 sophomores majoring in industrial design at S University in the Seoul metropolitan area. During the research process, real-time online classes were conducted, and SNS as well as the main conference room and small conference room, Zoom video conferencing solutions, was used. The materials used for this study were self-reflection journals, self-evaluation, and satisfaction with learning that learners wrote and submitted after going through one PBL module course. In the results of a frequency analysis of keywords described in self-reflection journals, five learning effects were found: understanding of cooperative learning, acquisition of relevant knowledge and skills, practical experience, self-reflection, and securing of confidence in problem-solving. In particular, in the understanding effect of cooperative learning, it was confirmed that the creative problem-solving ability required in the design process, such as sharing ideas through communication and using brainstorming techniques, was shown. The self-evaluation results were generally high, and overall positive results were also found in the learning satisfaction evaluation. The findings of this study indicated that PBL-based online design practice is effective in improving creative problem-solving ability. The findings of this study can be used as basic data for designing classes in which learners can develop creative and practical problem-solving abilities through cooperative learning in PBL-based online design practice classes.

      • KCI등재

        스마트관광 AR콘텐츠 앱 사례와 사용자 경험

        임병우 ( Lim Byung Woo ) 한국상품문화디자인학회 2024 상품문화디자인학연구 Vol.77 No.-

        The purpose of this study is to conduct a usability evaluation among survey participants on domestic apps that provide mobile services by actively utilizing AR content for smart tourism, and to analyze the results to find out the user's experience. For the study, 'Incheon Easy' and 'Touch Suwon', which provide AR as one of the main services as representative smart tourism apps in Korea, were selected, and 'Cheongnamdae Secret Villa AR', which focuses only on AR services, was additionally used as an evaluation case. selected. ‘Incheon Easy’ is a smart tourism service app developed through the Incheon Smart Tourist City development project centered on Jemulpo, and provides realistic content such as AR and VR. ‘Touch Suwon’ is a smart tourism app that allows you to easily access and enjoy Suwon City’s tourist information, and you can also experience expanded reality through AR and VR services. ‘Cheongnamdae Secret Villa AR’ is an app developed to allow you to see Cheongnamdae through AR. By selecting these three cases that provide AR content in the context of smart tourism, this study conducted a usability evaluation targeting survey participants. The survey participants were industrial design students at S University in the metropolitan area, and the analysis used data from 27 copies of the final questionnaire submitted. In the usability evaluation, 25 items from previous research derived to evaluate the prototype of smart tourism AR content and apps were applied. As a result of the questionnaire analysis, an overall positive average value was found, and slight differences were found for each case. In addition to the usability evaluation using a 5-point scale, additional opinions were collected and analyzed by reconstructing the usability evaluation factors, and through the results, the dimensions of the user's experience with smart tourism AR content and apps were identified. The results of this study can be used as basic data for research on the usability of AR content and apps that can further enhance tourists' experiences in smart tourism.

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