• Title/Summary/Keyword: 소비감성

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The study on Quantitative Analysis of Emotional Reaction Related with Step and Sound (스텝과 사운드의 정량적 감성반응 분석에 관한 연구)

  • Jeong, Jae-Wook
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.211-218
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    • 2005
  • As digital Information equipment is new arrival, new paradigm such as 'function exist but form don't' is needed in the field of design. Therefore, the activity of design is focused on the relationship of human and machine against visual form. For that reason, it is involved emotional factor in the relationship and studied on new field, the emotional interlace. The goal of this paper is to suggest the way of emotional interface on searching multimedia data. The main target of paper is effect sound and human's step and the main way of research is visualization after measuring and analyzing numerically similarity level among emotion-words. This paper suggests the theoretical bad(ground such as personal opinion, the character of auditory information and human's step and case studies on the emotion research. The experimental content about sound is fueled from my previous research and the main experimental content about human's step is made with regression-expression to substitute Quantification method 1 for value about stimulation. The realistic prototype to apply the research result will is suggested on the next research after studying the search environment.

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A Storytelling approach to user affective interface design (감성적 인터페이스 디자인을 위한 스토리텔링 접근)

  • Hwang, Sin-Woong;Lee, Sun-Ah;Sohn, Young-Woo
    • Science of Emotion and Sensibility
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    • v.12 no.1
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    • pp.19-32
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    • 2009
  • Recently emotional relationships between industrial products and user experience are getting more attention than ever. However, current user interface design has focused just on the mechanical and logical aspects. This research proposed a new approach to improve user's emotional experience to interface design and introduced storytelling as a new possibility. Four types of user interface - logical interface, picture added interface, storytelling-applied interface, and storytelling-applied interface with a story script - were used for this research. Eighty college students participated in this research. Each participant was randomly assigned to one of four types of user interfaces. Additionally, their individual differences in affect intensity were measured. he results show that users reported more emotional experience in the storytelling-applied interface and storytelling-applied interface with a story script than the logical interface and just picture added interface. The results also suggest that the higher satisfaction was experienced for the storytelling-applied interface. And all those results are differentiated by the users' affect intensity. The users who have higher affect intensity expressed heavier emotional experience and deeper satisfaction for the storytelling-applied interface.

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A Study on Development Processing of Spinning Ramie Jacquard Textile Design Using EAT Program (EAT 프로그램을 이용한 방적모시직물 디자인 개발)

  • Jeong, Go-Eun;U, Hyo-Jeong;Lee, Jeong-Sun
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.223-226
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    • 2009
  • 최근 의생활에 있어서 가장 큰 변화는 쾌적성의 추구와 건강을 중심으로 한 기능성 소재에 대한 소비자들의 욕구가 증대된다는 것이다. 천연 섬유 중 모시는 통기성이 우수하고 감촉이 깔깔하여 고온 다습한 우리나라의 여름철 옷감으로 좋으므로 현대 의생활로의 도입이 요구되고 있다. 그동안 모시직물은 심미적인 욕구에도 잘 맞아 한국인의 정서에 좋은 이미지로 자리 잡고 있지만 수공예적 생산방식을 그대로 답습하고 있어 전통모시직물로는 많이 이용이 되어왔으나 현대 방적모시직물을 이용한 새로운 직물디자인 개발은 이루어지기 어려운 실정이었다. 그러나 최근 방적모시섬유에 대한 연구가 활발하게 진행되기 시작하면서 현대 방적모시직물의 생산이 가능하게 되었다. 따라서 본 연구에서는 원사의 특성과 제조공정 특성에 의해 미세한 감성촉감의 차이를 유발하기 좋은 폴리에스터를 경사로하고 방적모시와 라이오셀을 위사로 하여 현대 모시직물의 개발을 시도하였다. 모시의 소비를 증가시키고 현대인의 감성에 맞게 심미성을 향상시킬 수 있도록 직물문양을 디자인하였다. 직물의 복잡한 문양을 컴퓨터로 디자인하고 자동으로 제직이 가능하게 하는 시스템인 EAT 프로그램을 이용하여 자카드 직물 특유의 고급스러움을 살리며 공정과정에서의 실의 밀림 등을 고려하며 조직을 설계하였다. 설계된 직물은 제직 후 염색 가공하여 쿠션, 방석, 테이블 러너 등의 시제품으로 제작하여 고부가가치 모시제품의 개발가능성을 살펴보았다.

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A study on Korean tourism trends using social big data -Focusing on sentiment analysis- (소셜 빅데이터를 활용한 한국관광 트렌드에 관한연구 -감성분석을 중심으로-)

  • Youn-hee Choi;Kyoung-mi Yoo
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.97-109
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    • 2024
  • In the field of domestic tourism, tourism trend analysis of tourism consumers, both international tourists and domestic tourists, is essential not only for the Korean tourism market but also for local and governmental tourism policy makers. e will explore the keywords and sentiment analysis on social media to establish a marketing strategy plan and revitalize the domestic tourism industry through communication and information from tourism consumers. This study utilized TEXTOM 6.0 to analyze recent trends in Korean tourism. Data was collected from September 31, 2022, to August 31, 2023, using 'Korean tourism' and 'domestic tourism' as keywords, targeting blogs, cafes, and news provided by Naver, Daum, and Google. Through text mining, 100 key words and TF-IDF were extracted in order of frequency, and then CONCOR analysis and sentiment analysis were conducted. For Korean tourism keywords, words related to tourist destinations, travel companions and behaviors, tourism motivations and experiences, accommodation types, tourist information, and emotional connections ranked high. The results of the CONCOR analysis were categorized into five clusters related to tourist destinations, tourist information, tourist activities/experiences, tourism motivation/content, and inbound related. Finally, the sentiment analysis showed a high level of positive documents and vocabulary. This study analyzes the rapidly changing trends of Korean tourism through text mining on Korean tourism and is expected to provide meaningful data to promote domestic tourism not only for Koreans but also for foreigners visiting Korea.

A Study on the Depiction of Concept in User Centered for the Supporting Shopping Robot Design Development (쇼핑 서비스 지원로봇 디자인개발을 위한 사용자 중심의 컨셉 도출 연구)

  • Jang, Young-Joo
    • Science of Emotion and Sensibility
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    • v.9 no.spc3
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    • pp.287-297
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    • 2006
  • Human-being's craving for wealthy life and a change of a culture to consume have created mega discount, stores. Therefore, a convenience for use has been required when people shop at the stores. There is tome inconvenience that customers have to find out goods and to purchase them by themselves. This is the fundamental elements for this study about a Robot design which is able to resolve that kinds of problems when shopping at mega discount stores. This study proposes guidelines for Robot design to help shopping business service. It is based on research material by analysis of consumer behavior and its questionnaire.

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A Study on the Effective Development of Visual Merchandising in Department Stores (백화점 비주얼 머천다이징(VMD)의 효과적 전개방안)

  • Park, Su-yong;Lee, Sang-kyung
    • Journal of the Korea society of information convergence
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    • v.8 no.1
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    • pp.31-38
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    • 2015
  • Modern consumers tend to show value-oriented, image-centered, individualized, and emotionalized consumption behavior, not the consumers who are simply provided with products. Department store industry actively corresponds to the changing consumption behaviors of consumers and pays attention to Visual Merchandising(VMD) as a strategy to visually differentiate stores and sales environments. This study shows 6 parts of effective VMD; presentation of product, product display, color composition, planning of lighting, POP and sign display.

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The Effect of Perceived Health-Related Physical Risk and Negative Social Image of Smokers on Smokers' Feelings of Guilt Related to Smoking (건강 위험 지각과 흡연자의 부정적 이미지가 흡연 관련 죄책감에 미치는 영향)

  • Park, Hayeon;Kang, Jungsuk
    • Science of Emotion and Sensibility
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    • v.18 no.4
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    • pp.99-108
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    • 2015
  • A majority of past studies have tried to investigate cigarette consumption in terms of smoker's cognitive aspects. However, smokers may experience feelings of guilt as a negative emotion while satisfying hedonic and social motive via cigarette consumption. Particularly, feelings of guilt associated with smoking may be induced when smokers' cigarette consumption contradicts their ideal self-concept or social self-concept. The research thus studied smoker's psychological mechanism, focusing on feelings of guilt associated with cigarette consumption. The results indicated that as smokers perceived physical harm associated with their cigarette consumption more than hedonic benefits from the cigarette consumption, they were more likely to experience feelings of guilt related to themselves and others. As smokers perceived social images of smoker as more negative, they were more likely to experience feelings of guilt related to others. Lastly, smokers' experiencing feelings of guilt related to themselves and others had a positive effect on smoking cessation intent. The research findings suggest that the anti-smoking campaign inducing guilt related to smokers' themselves (e.g., raising the price of cigarettes) and others (e.g., anti-smoking ads displaying physical damage of secondhand smoke on family members) can increase smokers' cessation intent.

The Comparison Study Against Preference Colors and Emotional Image of Car Colors According to an Age and Gender (나이, 성 별 선호색과 감성이미지에 의한 자동차 색에 대한 비교 연구)

  • Lee, Chang-Min;Shin, Kwang-Hyun
    • Journal of Korea Multimedia Society
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    • v.15 no.1
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    • pp.166-178
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    • 2012
  • Depending on the launch of the emotional generation, many researches developing the automobile preference color which reflects the preference color of the consumers are advanced. This study investigate preferred colors and emotional image of the car color reflecting the product design and consuming psychology. According to surveyed ages and gender, there are eight categories (women/20 's, 30 "s, 40 's, and 50 's and men/20 's, 30 "s, 40 's, and 50 's) based on the 30 persons. Preferred color is black, white, sky blue, purple, pink, and orange order. If black, white and gray are excluded, remained in the order of blue, yellow, and purple. There are big deferences on preference color when emotional preference color of cars is showed or not. Practically, the preference color is following in sensitivity. However the car image is recognized actually with conservativeness, they hesitates selection of the bright chromatic color car.

A Technical Planning for Emotion Evaluation of Art Performance using the Human Emotional Data (공연에 대한 고객감동 평가를 위한 감성데이터 활용 방안)

  • Moon, Hyo-Jung;Ko, Hee-Kyung;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.87-91
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    • 2017
  • Recently, several kinds of researches using IoT wearable devices are active in the field of sports, design, emotional sciences and so on. The human bio data such as blood pulse, ECG, SKT signal, and GSR Signal producing from IoT wearable devices such as Watch, Smart-band, Grass can adapt to the meaningful future applications. Using the human's emotional data and a physical status with variation and so on, we can individually get the personal status. Due to knowing the personal emotion or physical status is related and connected to the valuable wallet of customers, the approach is more important in nowadays. Therefore, the personal information can effectively adapt to the marketing of the culture industry, which deals with emotions of customers. The research shows implementation steps for explaining overall architecture of the convergence research between Art and Technologies.

Analysis of art & culture consumption propensity according to art & culture experience after COVID19: analysis of differences by art & culture perception (코로나19 이후 문화예술경험에 따른 문화예술 소비성향 분석 - 문화예술 인식에 따른 차이분석 -)

  • So, Eun Hye
    • Korean Association of Arts Management
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    • no.60
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    • pp.155-191
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    • 2021
  • The purpose of this study is to analyze the effect of art and culture experience according to art and culture perception on art and culture consumption. Accordingly, the perception expressed through the experiences of consumers was defined as the delivery of art and culture marketing strategies, and the behavior of consumers enjoying art and culture was measured. The research data were analyzed through an online survey. As a result of the analysis, sense, relation had a significant effect on the hedonistic factor, and the act, sense, emotion and relation had significant effects on the other's consciousness, and the behavioral and emotional factors had a significant effect on the intentional factors. The implication from the experience of relationships with others was found to have a negative(-) effect on all factors, which means to be the result of consumers' anxiety in enjoying art due to the pandemic. It is necessary to develop an online business model for consumers who naturally avoid it, and to narrow the gap between online and offline art and culture. Second, it is thought that sponsorship from companies is necessary so that artists who provide art and culture can produce high-quality contents. In the future, if it was studied the relationship between not only consumers who enjoy art and culture, but also suppliers and artists who provide art and culture, it will be able to understand the culture in-depth.