• Title/Summary/Keyword: 지각반응

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A Characteristic of Emotional Word According to Experience Using and Preference of Product (제품 사용 경험과 선호도에 따른 감성어휘의 표현 특성)

  • Heo, Seong-Cheol
    • Science of Emotion and Sensibility
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    • v.11 no.3
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    • pp.375-385
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    • 2008
  • This study intended to grasp image association on human's product and cognition response characteristic, and analyze their correlation with product preference. For this, photos of mobile phones and proposal-type products were selected for experiment stimuli, and an experiment expressing associated word and an experiment evaluating preference of each product's photo were made. With the experiments, two results were derived. First, in linguistic cognition response on product with use experience, application of emotional expression increased as the level of preference increased by mixing expressions of metaphor languages and emotional image. Second, non-use experience of product induces response corresponding to understanding on the object of cognition only perceptually and considering similarities with general experience information.

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The Significance of Uniform Connectedness on Perceptual Organization (형태의 조직화에서 균질 연결성의 의의)

  • 박창호
    • Korean Journal of Cognitive Science
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    • v.15 no.2
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    • pp.17-22
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    • 2004
  • Two experiments were executed to investigate the effect of uniform connectedness systematically using the identification task of briefly exposed forms. Previous study observed negative repetition effected (i.e., NRE) in the identification task of two parentheses either connected or disconnected vertically, which was interpreted as an evidence against the hypothesis of uniform connectedness. Experiment I tested the hypothesis that NRE resulted from the Perceptual set or anticipating disconnected displays. Experiment 2 tested the hypothesis that NRE resulted from relatively shorter exposure time. Using partial report task asking participants to report only the cued target and whole report task asking them to report the whole pattern with only connected displays, experiment 1 observed NRE respectively. Experiment 2, with longer exposure time equivalent to 83% accuracy and response bias controlled by use of catch trials, obtained the same NRE. Those results seems to indicate that uniformly connected forms were processed analytically by perceivers without task demand and futhermore, the hypothesis of uniform connectedness as a principle of perceptual organization is not plausible.

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Electrocephalographic Manifestations of Transient Stress Responses While Performing a Memory Task With Background White Noise (배경 백색소음하에서 기억과제를 수행할 때 겪는 단기 스트레스의 뇌파 특성)

  • ;Estate Sokhadze
    • Science of Emotion and Sensibility
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    • v.2 no.1
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    • pp.137-145
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    • 1999
  • 열 두 명의 피험자가 안정상태 일 때, 백색 소음에 노출되었을 때, 백색 소음 하에서 기억과제에 주의를 기울일 때, 백색 소음 하에서 기억 검사를 받을 때, 기록된 뇌파에 대해 relative power spectrum 분석을 하였다. 뇌파는 전두, 측두, 후두 영역에서 단극 유도법으로 기록되었다. 분석 결과, 백색 소음에만 노출되었을 때나, 백색 소음 하에서 기억과제에 주의를 기울일 때나 비슷한 전기피질(electrocortical) 반응이 나타났다. 즉, delta power의 증가, 알파 blocking, fast beta power의 증가, 스트레스를 일으킨다고 피험자들이 평정한 배색 소음 하에서 기억검사를 받을 때에도 동일한 뇌파 패턴이 나타났지만 그 크기가 유의하게 컸다. 정보를 지각할 때 전형적으로 나타나는 반응을 유발하는 스트레스원에 수동적으로 노출되었을 때("intaki"상황)의 생리 반응과 스트레스 상황에 적극적으로 대처할 때("rejection")의 생리 반응을 구분하는 이론 틀 아래서 데이터를 해석하였다. 스트레스 후 기간에 대부분의 뇌파 변수들이 기저선 수준으로 회복된 것으로 보아 사용한 스트레스 유발 모델은 단기적 스트레스 반응만을 유발한 것으로 보인다. 이는, 더 장기적으로 지속되는 스트레스원을 사용하게 되면, tonic상태의 전기피질 반응이 나타날 것을 시사한다.기피질 반응이 나타날 것을 시사한다.

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A Study on the Effectiveness of Pet Naming Types Using Celebrity Endorser (유명인을 이용한 제품 애칭화 유형에 따른 소비자 반응 연구)

  • Kim, Hyejin;Cho, Chang-Hoan
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.532-549
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    • 2017
  • This study identifies the pet-name using the celebrity's endorser and the pet-naming effect by the subject of creating brand identity. For this study, pet-naming types are made up of 3 types(non pet-named/pet-naming by company intention/pet-naming by customer's word of mouth). As the results of this study, pet-naming types affects the perceived value. The perceived value has a perfect mediating effect between pet-naming types and consumer response. Also, the level of informative interpersonal influence has significant interaction effect between pet-naming types and perceived value. The research, therefore, reaches several important conclusions. First, when the pet-naming types were consisted, customer's brand identity creating phenomenon was included. Second, pet-naming types affects the confirmed perceived value which is the customer's view. Third, susceptibility to interpersonal influence was differently identified with normative interpersonal influences and informative interpersonal influences. Furthermore, this study analyzes the market's behavior trends, and in extend the progression of pet-name marketing.

A Study in the Perception of the Harmony of Coloration in Traditional Korean Dress of Korean and American Students -On the Tone on Tone Coloration- (한복배색의 조화감에 대한 한.미여대생의 지각반응 연구(제2보) -톤 온 톤배색를 중심으로-)

  • 강경자
    • Journal of the Korean Society of Clothing and Textiles
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    • v.26 no.3_4
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    • pp.443-453
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    • 2002
  • The purpose of this research was to compare the evaluation of tone on tone coloration of traditional Korean dress by Korean and American women college students. The respondents were asked to evaluate 48 stimuli of the traditional Korean skirt and jacket with different tone of color. The evaluation of Korean and American students admit of various interpretation, and it can'be said that they were caused by their different cultural bacgrounds. The results of reseach can be summerized as follows. As to the red colors, Korean students evaluated vivid skirt and light or dark jacket, light skirt and vivid or dull, dark jacket, dull skirt and light jacket as harmonized. But American students judged light skirt and dull and light jacket as not harmonized. As to the yellow colors, both Korean and American students had common opinions that light skirt and dull jacket are well harmonized. Korean students thought vivid skirt and dull jacket, light skirt and dull, dark jacket, dull skirt and dark jacket are well harmonized. American students thought light skirt and vivid, light, dull jacket dull skirt and light jacket are well harmonnized. As to the green colors, Korean students evaluated vivid skirt and dull, dark jacket, light skirt and vivid, dull, dark jacket are well harmonized. But American students evaluated vivid skirt and light jacket, light skirt and dark jacket, dark skirt and vivid or light jacket are not harmonized. Among 48 stimuli of tone on tone coloration, Korean students evaluated 18 set and American students judged 30 set as harmonized.

The Effects of Perceived Quality of Fashion Chatbot's Product Recommendation Service on Perceived Usefulness, Trust and Consumer Response (패션 챗봇 상품추천 서비스의 지각된 품질이 지각된 유용성, 신뢰 및 소비자 반응에 미치는 영향)

  • Lee, Yuri;Kim, Hyojung;Park, Minjung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.46 no.1
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    • pp.80-98
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    • 2022
  • Artificial intelligent chatbot services have recently become common in fashion e-retailing and are expected to improve online shopping by making it easy to recommend products. This study examines whether the perceived quality of a fashion chatbot affects consumers' trust and perception of usefulness, which in turn influences satisfaction and intention to use, in accordance with the information system success model. The study also investigates differences in perceived quality and consumer response variables between high and low groups of self-efficacy. A total of 341 consumers participated in an online survey. The results revealed that information quality and system quality had a significant impact on perceived usefulness and trust, and that service quality significantly impacted trust. Perceived usefulness and trust had a positive effect on consumer satisfaction, which in turn had a positive effect on intention to use. In addition, the findings revealed that people who had higher self-efficacy showed higher scores on perceived usefulness, trust, satisfaction, and intention to use chatbots as compared to people who had lower self-efficacy. This study suggested theoretical implications by applying the information system success model theory to fashion chatbot studies. It also suggested practical implications for e-commerce marketers developing retail strategies.

No "Like" is Fine: Resolving Self-Contradiction in Social Media Attitudes by Flipping Cognition-Emotion Dynamics ("좋아요"가 없을 때: 소셜미디어 태도형성에 있어 지각-감정 관계 조절을 통한 자기모순 해결 방안)

  • Jung Lee
    • Information Systems Review
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    • v.22 no.4
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    • pp.93-113
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    • 2020
  • This study investigates how the users' perceptions on like function in social media affect their attitudes toward the number of likes they receive from others. People conveniently believe that the number of likes is a significant measure of their online content quality and popularity. However, we take an ambivalent view that people do not settle their perceptions on the likes but change their like assessments according to circumstances. Specifically, we propose a model wherein emotional responses to the received likes may affect the value assessment of the likes. Our model shows how people resolve their internal contradiction on the value of the likes by flipping the traditional cognition-to-emotion mechanism to emotion-to-cognition mechanism. We validate the reversed dynamics between judgements and feelings using the data collected from 548 social media users. Results confirm that social media users' attitudes toward likes is largely affected by their emotional responses to their received number of likes. The implications of this study explain social media users' ambivalent attitudes toward likes by showing how they adjust their individual like valuation using their emotional responses.

Stress Perception, Stress Response and Coping Strategy of Patients with Chronic Prostatitis (만성전립선염 환자들의 스트레스 지각, 스트레스 반응 및 대처방식)

  • Kim, Sun-Kyung;Lee, Jin;Jeong, Seong-Yun;Kim, Hack-Ryul;Park, Sang-Hag;Lee, Moon-In;Kim, Sang-Hoon
    • Korean Journal of Psychosomatic Medicine
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    • v.17 no.1
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    • pp.8-14
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    • 2009
  • Objectives : The purpose of this study was to investigate the various aspects of stress in patients with chronic prostatitis. Methods : Thirty two chronic prostatitis patients meeting the criteria of NIH-category III were compared with sixty four controls. Data pertaining to the source of, response to, and coping with stress, as well as chronic prostatitis symptom index were collected using a self-report questionnaire. The questionnaire consisted of a Global Assessment of Recent Stress(GARS), Stress Response Inventory(SRI), Ways of Coping Checklist(WCC), in addition to the NIH-CPSI. Results : From the results of GARS subscales, the scores of changes in relationship, sickness or injury and financial were significantly higher in patients with chronic prostatitis than normal controls. Chronic prostatitis patients had greater amplification of somatization, depression and anger in SRI and significantly lower score in ways of coping checklist compared with controls. In the NIH-CPSI of chronic prostatitis patients, the degree of symptom played a role in depression as stress response item and significant negative correlationship between the symptom point and problem focused, seeking social support coping strategy was observed. Conclusion : These results show that patients with chronic prostatitis have greater stress, higher stress response and insufficient coping strategy. Therefore, these efforts should be considered that enhancing healthier coping strategy and evaluation and management of stress experienced by chronic protatitis patients

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Different mechanism of visual attention in anxious and non-anxious population (부정자극 지각에 관련된 불안인과 정상인의 공간주의 비교연구)

  • Choi, Moon-Gee;Koo, Min-Mo;Park, Kun-Woo;Nam, Ki-Chun
    • Korean Journal of Cognitive Science
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    • v.20 no.1
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    • pp.51-77
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    • 2009
  • Using a modified Posner's cue-target paradigm, we investigated whether negative cues attract more attention than neutral cues in anxious people. Previous studies used commonly an unbalanced proportion of valid and invalid trials(75% vs. 25% respectively). But in the present study, an equivalent proportion of valid and invalids trials was used for measuring detection speed of cues without participant's expectancy caused by the unbalanced proportion. Emotional words(Experiment 1) and facial expressions(Experiment 2) were used as cues for target locations. The result of Experiment 1 and 2 showed that threatening cues facilitated target detection in valid trials and interfered with it in invalid trials in anxious participants and a, reverse response patterns were found in non-anxious participants. This indicates that threatening cues attract more attention to the cued location in anxious people and in contrast, non-anxious people avoid threatening stimuli. In Experiment 3, we investigated the difference of validity effect across anxiety levels. The results showed that anxious participants gave less attention to cued location when the cues were non-informative whereas non-anxious participants gave more attention to cued locations in the same condition. We discussed two kinds of cognitive bias caused by anxiety levels: attentional bias and proportion related bias.

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The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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