• Title/Summary/Keyword: 감성적 가치

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Perceived Value, Satisfaction and Revisit Intention for Arboretum Visitors (수목원 방문자들의 지각된 가치, 만족 및 재방문 의도간의 관계)

  • Hong, Sung-Kwon;Kim, Jae-Hyun;Kim, Yong-Ha;Kim, Sung-Jin;Jang, Ho-Chan;Lee, Seok-Ho;Tae, Yoo-Lee
    • Journal of Korean Society of Forest Science
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    • v.99 no.4
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    • pp.517-527
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    • 2010
  • The purpose of this study was to investigate the causal relationship among perceived value, satisfaction and revisit intention for visitors of the Korea National Arboretum. Three hundred respondents were selected by quota sampling, and well-known measurement scales utilized in marketing field were adopted in order to measure three variables with some modification to apply for arboretum visitors. Results of structural equation model showed that perceived value affected visitors' satisfaction, which in turn influenced revisit intention. Specifically, "emotional value" had the most significant influence on satisfaction, followed by "value for money" and "novelty value"; however, "social value" was not an influential construct. Based on calibration results, several strategies were suggested for the effective management. Authors advised that (a)improvement of measurement scale of value, (b)inclusion of self-congruity as antecedent variable to satisfaction, (c)changing revisit intention to word-of-mouth communication as a post-purchase behavioral intention, and (d)implementation of market segmentation should be considered for future research.

Pharmaceutical Companies to Enhance Brand Identity and Package Design for the Improvement (브랜드 아이덴티티 강화를 위한 제약회사 패키지디자인 개선방안 모색)

  • Jin, Jung-Oh;Baek, Kyung-Duck
    • Proceedings of the KAIS Fall Conference
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    • 2011.05b
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    • pp.996-999
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    • 2011
  • 패키지디자인은 상품이 다양화 되고 선택의 기회와 폭이 넓어지면서 소비자는 감성적 가치에 치중하게 되었다. 본 연구는 건강식품브랜드 패키지디자인 개발을 통하여 제약회사 패키지 개발의 특수성과 제작에 있어서 개선방안을 모색하고자 하였다. 연구대상인 제약회사 패키지 디자인은 첫째, 엄브렐러 브랜드(umbrella brand) 정책을 실시하고 있었다. 둘째, 보령 수앤수(보령 건강식품브랜드)의 브랜드 아이덴티티 부재이다. 셋째, 패키지 디자인에있어 규제가 많아서 시각적으로 보기 좋은 패키지 디자인을 하기 어려운 부분이 있다. 제약회사는 규모와 투자여력에 비하여 패키지 디자인에 투자하지 않는 영세성의 문제점을 가지고 있다. 국제적인 제약회사가 패키지 디자인에 강력한 시각적 아이덴티티 정책을 실시하고 있음을 양지하고 이를 개선하는 방안을 모색해야 한다.

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Trend of Emotional UX Technology (감성 UX 기술동향)

  • Lee, H.R.;Park, J.S.;Lee, J.W.
    • Electronics and Telecommunications Trends
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    • v.26 no.5
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    • pp.83-91
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    • 2011
  • 감성적 제품이 소비를 자극하는 시대가 도래함에 따라, 선진기업은 성숙기 ICT 산업 돌파구로 감성전달 기술에 주목하여, 시장 차별화에 주력하고 있으며, 성능 및 가격 위주의 시장전략에서 사용자 편의성과 만족도를 극대화시키는 소비자 감성 지향형 산업으로 재편을 꾀하고 있다. 진보된 ICT 기술과 심미적인 라이프 스타일 디자인을 통해 사용자와 기기가 교감하는 디지털 인터페이스를 제공하는 감성 UX(User eXperience) 기술은 새로운 형태의 의사소통 방식과 감정전달 메커니즘을 제시하여 사회구성원의 현재 정서를 인지하고 감정의 정화/승화/억제를 보조하여, 가족 및 사회 네트워크 자원과의 유대감을 확고히 함으로써 구성원의 삶의 가치를 향상시키고, 유비쿼터스 환경과 문화 속에서 사람과 정보를 보다 밀접하게 이어주는 매개가 될 것으로 전망하고 있다. 본 고에서는 우리나라가 이미 글로벌 경쟁력을 갖고 있는 모바일 기기, 디지털 TV, 디스플레이를 중심으로, 미래 감성 ICT 생태계의 기반이 되는 감성 UX 기술의 현재의 모습을 살펴보고, 향후 발전 전망에 대해 기술한다.

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The comparison of emotional brand image of the domestic mobile phones (국내 휴대폰 브랜드의 감성 이미지 비교)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.13 no.3
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    • pp.493-500
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    • 2010
  • The development of new technology and diversity in user needs lead mobile phone manufacturers to establish new strategies different from the existing for user attraction. Product identity, and brand image are major strategies for differentiation and adding new values to a product. This research starts with stating emotional brand image as the brand image made by the actual usage and the emotion built from the experience while using the product. This research will compare emotional brand image of the three major mobile phone manufactures in Korea (Brand A, C, and S) using evaluation of six representative emotions from users while using the product. The result of evaluating actual mobile phone users and the emotion built while actually using the product showed the brand image, and especially the emotional side of Korean mobile phone manufacturers. The result of this research itself would not be sufficient to simply state the emotional brand image of Korean mobile phone manufactures, but with further research including age, profession, gender and other demographic factors the result of this research would surely be able to abstract a clearer view of emotional brand image of Korean mobile phone manufactures.

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A Preliminary study on the Direction of Design and Designer in the Era of 4th Industrial Revolution (제4차 산업혁명 시대의 디자인과 디자이너 방향성에 관한 기초연구)

  • Gong, Hoe-Jeong
    • Journal of Digital Convergence
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    • v.16 no.4
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    • pp.307-312
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    • 2018
  • This paper deals with the role and direction of design in the era of 4th industrial revolution. In addition to understanding the whole of science and technology such as Artificial Intelligence, Internet of Things, Cyber Physical System, 3D printer and Bio which are leading technology of the $4^{th}$ industrial revolution, this thesis is seeking direction of design that makes human life and society comfortable and convenient. The design in the 4th Industrial Revolution must be at the center of society and human being. Therefore, the design using ICT technology is also applied to the emotional design that stimulates human emotion warmly through in-depth study on society and human culture and environment. Through the above research, the design that has continued to evolve along with the development of technology continues to play a role as a design in which human emotion is alive.

Investigating Antecedents and Consequents of Brand Attachments to Celebrities in Korean Wave (한류연예인에 대한 브랜드애착의 선행 및 후행변수들에 대한 연구)

  • Kim, Moon-Tae
    • Management & Information Systems Review
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    • v.31 no.3
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    • pp.249-270
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    • 2012
  • The purposes of this research are suggesting the needs of further studies about human brand by analysing the antecedents and consequents of brand attachments to celebrities in Korean Wave and marketing implications. In especially, this study uses attachment as a one of important marketing performance factor that may be a appropriate word in person to person relations. Research conclusions show the trust is more important factor to brand attachment than competence and self congruity. And there is no direct effect of competence to brand attachment. This is partially because emotional evaluation of consumers is much important than rational evaluation when they are making relationships with celebrities. Second, as similar with past studies, higher attachments lead to higher buying intention toward products that celebrities endorse, next entertainment products they record or play, extension products, and country image.

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An Analysis of the Emotional Design Types of Smart Jewelry. (스마트 주얼리의 감성적 디자인 유형 분석.)

  • Noh, Young-Ran;Choi, Yeun-Jeong
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.423-428
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    • 2019
  • As areas of ICT devices expand due to development of fourth industry, Smart Jewelry is being released. Jewelry is not only a fashion tool to dress up the human body as it merges with the functional aspects of smart devices, but it also delivers the information needed to improve users' living conditions and the interaction of the information needed is likely to be expanded. Although wearable Jewelry is not widely popular with consumers due to its recognition that it is a Smartphone aid and technical limitations, it needs to be ultra-smallized and improved in design. By analyzing emotional types according to design, materials, and colors, focusing on the current wearable jewelry products, the company aims to contribute to enhancing the value of creative smart jewelry by thinking about how smart jewelry will stimulate people's emotions.

A Study on the Satisfaction of Visual Elements of Package Design for Carbonated Beverage Based on Emotional Experience Theory (감성경험 이론에 기반한 탄산음료 패키지 디자인 시각요소의 만족도에 관한 연구)

  • Zhang, Shang-Shang;Jang, Chung-Gun
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.271-278
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    • 2022
  • Carbonated drinks are a kind of drink that is popular in our daily lives and are sold mainly among young people. There are many brands of carbonated drinks currently on sale, and most of them emphasize the distinction of texture, and brand images and packages have further commercialized package design as a whole. It is necessary to increase the emotional experience of soda package design, which can increase the added value of the brand. Sensibility is the most common psychological experience in humans and is the subjective experience and feeling of things. By combining the emotional experience with the package design of carbonated drinks, it provides more emotional user experience while purchasing carbonated drinks, realizing diversification of product package designs and satisfying consumers' emotional needs. This paper first examines the package design of carbonated drinks, I hope it will be an implication if you increase the emotional experience of soda package design.

Affective Effect of Video Playback Style and its Assessment Tool Development (영상의 재생 스타일에 따른 감성적 효과와 감성 평가 도구의 개발)

  • Jeong, Kyeong Ah;Suk, Hyeon-Jeong
    • Science of Emotion and Sensibility
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    • v.19 no.3
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    • pp.103-120
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    • 2016
  • This study investigated how video playback styles affect viewers' emotional responses to a video and then suggested emotion assessment tool for playback-edited videos. The study involved two in-lab experiments. In the first experiment, observers were asked to express their feelings while watching videos in both original playback and articulated playback simultaneously. By controlling the speed, direction, and continuity, total of twelve playback styles were created. Each of the twelve playback styles were applied to five kinds of original videos that contains happy, anger, sad, relaxed, and neutral emotion. Thirty college students participated and more than 3,800 words were collected. The collected words were comprised of 899 kinds of emotion terms, and these emotion terms were classified into 52 emotion categories. The second experiment was conducted to develop proper emotion assessment tool for playback-edited video. Total of 38 emotion terms, which were extracted from 899 emotion terms, were employed from the first experiment and used as a scales (given in Korean and scored on a 5-point Likert scale) to assess the affective quality of pre-made video materials. The total of eleven pre-made commercial videos which applied different playback styles were collected. The videos were transformed to initial (un-edited) condition, and participants were evaluated pre-made videos by comparing initial condition videos simultaneously. Thirty college students evaluated playback-edited video in the second study. Based on the judgements, four factors were extracted through the factor analysis, and they were labelled "Happy", "Sad", "Reflective" and "Weird (funny and at the same time weird)." Differently from conventional emotion framework, the positivity and negativity of the valence dimension were independently treated, while the arousal aspect was marginally recognized. With four factors from the second experiment, finally emotion assessment tool for playback-edited video was proposed. The practical value and application of emotion assessment tool were also discussed.

SIGN OF ADVERTISING DESIGN - FOCUSED ON METAPHORICAL EXPRESSION - (담론으로서의 기호표현 - 광고의 은유적 표현을 중심으로 -)

  • 이지은;김지현
    • Archives of design research
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    • v.11 no.1
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    • pp.209-218
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    • 1998
  • Information is the most important rather then wealth in the information age. According to propagation of the information by new media, this era is called communication innovation age. And away of thought and life style as well as a society system are changing. Propagation by newspaper and TV as well as new media makes new view on value of consumers, and they recognize propensity to consume as needs from emotion rather than economical value. Changes of thoughts make lots of innovation:from one side, modern design to multi-meanimg design, from consuming of products to consuming of the image, from outer object to inner object, from consuming by mass to consuming individually by fashion. It means the possibilities that a meaning could be interpreted variously. Sign is a configuration for communication with discourse, which is the communication between meaning maker and meaning solver. In this study, various expression of sign in advertising were divided into direct expression and metaphoritical expression which was analysed deeply because it was recoquized as proper expression methed in postmodem design.

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