• 제목/요약/키워드: Amusing

검색결과 35건 처리시간 0.023초

소비자의 경험적 가치가 브랜드 자산에 미치는 영향 연구 - 럭셔리브랜드의 키치제품을 중심으로 - (The Effects of Experiential Value on Brand Equity - Focus on Kitsch Product of Luxury Brands -)

  • 채희주;고전미;고은주
    • 복식
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    • 제66권2호
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    • pp.45-60
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    • 2016
  • As a method to satisfy needs and emotions of consumers who pursue diversity, the use of Kitsch in the fashion industry has been increased. Previous studies on Kitsch fashion have focused on qualitative research on the characteristics of Kitsch product, and little empirical researches have been conducted on consumer attitude such as consumer response to Kitsch products and brand equity. Therefore, the purpose of this study are 1) to investigate comparisons of experiential values (i.e., Aesthetic, Amusing, Cultural) with Kitsch product moderated by consumers' characteristics (i.e., consumer uniqueness, fashion involvement), and 2) to explore the relationship between experiential values and brand equity. Factor analysis, reliability analysis, ANOVA, and structural equation model using SPSS 18.0 and AMOS 18.0 were used for the data analysis. 210 questionnaires were analyzed for this study. The results of this study were as follows. First, significant difference in aesthetic values of Kitsch products were shown. Kitsch Product with nostalgic characteristics has higher aesthetic values than others. Specifically differences in experiential values with Kitsch product were partially moderated by consumers' characteristics (i.e., consumer uniqueness, fashion involvement), Second, cultural value had a positive influence on brand awareness, while amusing and cultural values had a positive influence on brand image. Also aesthetic and amusing values had a positive influence on brand loyalty. Academic and business implications were discussed from this study.

디지털 데스크상의 체감형 게임 구현 (Physical Interactive Game on the Digital Desk)

  • 정지훈;윤태수;이동훈;양황규
    • 한국게임학회 논문지
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    • 제5권1호
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    • pp.11-18
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    • 2005
  • 최근 게임 조작의 한 방법으로 사람이 직접 몸을 움직여 프로그램을 제어하는 체감형 게임이 증가하고 있다 체감형 게임 구현을 위한 탠저블 인터페이스는 가상 모델의 컨트롤을 실세계의 물체를 통해서 바로 조작할 수 있는 인터페이스이다. 탠저블 인터페이스의 한 형태인 디지털 데스크는 컴퓨터 디스플레이를 실제 책상 위에 프로젝션 화면을 만들어 가상 물체를 사람이 직접 조작할 수 있는 인터페이스를 제공한다. 본 연구에서는 게임 사용자들에게 체감형 게임을 통해 효과적인 유희적 경험을 제공하기 위해 탠저블 인터페이스의 한 형태인 디지털 데스크 상에서 땅따먹기 게임을 구현하였다. 고전의 게임에서는 배경 구성의 다양화를 추구할 수 없지만 컴퓨터를 이용하여 이를 개선할 수 있고, 본 게임에서는 Map 영상을 다양화하여 게임 사용자가 게임 난이도를 설정할 수 있고 게임 사용자에게 선택의 다양성을 제공 할 수 있다. 따라서 게임 사용자의 도전감과 만족감을 극대화하여 재미와 몰입감을 얻도록 구현된다.

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청소년의 여가활동과 어머니의 여가지도에 관한 연구 (A Study on the Leisure Activity of Young People and the Leisure Guidance of Mothers)

  • 박형숙;신효식
    • 가정과삶의질연구
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    • 제7권2호
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    • pp.15-30
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    • 1989
  • This study deals with the following problems about leisure activity of young people and leisure guidance of mothers, (1) Leisure activity of children by the independent variables, (2) Leisure guidance of mothers by the independent variables. (3) The relation between leisure guidance of mothers and leisure activity of young people. This research used the questionaire survey. The subjects were 830 couples of mother and pupil (pupils of 4, 5 and t grades in six primary school in Kwang-Ju city). The statistics used for data analysis were percentage, t, F-test, X2. The results of this study are summarized as follows; (1) Boys and girls average leisure hours: week days…2 hour, saturday…3 hours, Sunday and holiday…4.5 hours, the school vacation…6.2 hours. And leisure activity showed the significant difference in sex, age, educational level, family form (p 0.001, p 0.05, p 0.010). Generally, they had social & amusing leisure activity. And a hindrance cause of leisure activ ty is due to hard working in learning practice. (2) The necessity of leisure activity showed higher in the aged mother and high educated mother, lower in the poor family. And guidance content showed the significant difference in sex of children(p 0.001), educational level of parents(p 0.05). Actually mothers wanted intellectual leisure activity. (3) The relation between the leisure activity pattern desired by leisure activity of mothers and children pattern showed that mothers demanded the various patterns, but children wanted social & amusing leisure activities mainly. Only children's patterns agreed with mothers in the artistic, intellectual, activities on Saturday and during the vacation. And the relation between mothers satisfaction degree in the leisure activity of children and children's satisfaction degree showed the significant difference (p 0.05). Children's satisfaction degree is high, irrespective of mothers satisfaction degree.

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크리스마스 시즌 윈도우 디스플레이에 나타난 의외성 (Unexpectedness in Christmas season window displays)

  • 김보라;윤정아;이연희
    • 복식문화연구
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    • 제25권5호
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    • pp.577-592
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    • 2017
  • The purpose of this study was to propose various directions for effectively proposing window displays that satisfy changing consumer needs by investigating and analyzing the characteristics of unexpected expressions used in recent Christmas windows. Research was conducted by investigating unexpectedness in window displays through literature reviews and previous studies. To observe unexpectedness in Christmas windows, website-based case images of window displays from the six years between 2010 and 2015 were collected from the department stores of Bergdorf Goodman, Printemps, Selfridges, and Isetan. Unexpected expressions in department-store Christmas window displays could be categorized into four expressive methods of hybrid expressions, figurative expressions, amusing expressions, and exaggerative expressions. The results were as follows: First, hybrid expressions are interpreted by consumers as having new or diverse meanings that change the original external forms of subjects or objects. Second, Christmas colors are used in the window backgrounds' figurative expressions, but these windows do not use excessive expressions; furthermore, these windows personify people as animals and anthropomorphize animals as people, using subjects to depict other subjects to show unfamiliar images. Third, amusing expressions are used to decorate windows with unique and novel ideas that provide stimulation and amusement for customers and capture their attention through the composition of windows that entail childish props and elements that create funny. Fourth, exaggerative expressions deliberately stretch and expand subjects or objects in windows to elicit customers' curiosity and interest through emphasis.

현대 패션에 나타난 네온컬러의 특성 (Characteristics of Neon Color in Modern Fashion)

  • 권정숙
    • 한국의상디자인학회지
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    • 제17권2호
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    • pp.207-222
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    • 2015
  • The purpose of this study is to set up the theoretical foundation for neon colors by recognizing them as important elements of sensitive design and by comprehending their existence as a color fashion responsive to psychological and social background. As the subject of the present the researcher has selected important oversea collections of these five years during which neon colors have fully emerged as popular colors of fashion. The procedure of research was to examine the concept and traits of colors and investigate the utility of neon colors in various fields. The important facts which are acquired from the present study are as follows. First, the analysis of frequency has found out the following color arrangements: neon color only-8.6%(35), neon color+colorless-58.3%(236), neon color+ colored -14.8%(60),neon color+colorless+colored-18.3%(74), and others. The case of neon color used as monochromatic (color) was distinguished into two: single neon color all through and the same color used differently. Color arrangements were divided into analogous arrangement, separation arrangement, dominant arrangement, multi-color arrangement, and accent arrangement. Second, the internal significance of neon colors expressed in fashion can be interpreted into three: emphasis, optical Illusion, and amusing. This study has attempted to raised up the aesthetic value of various color expression and to expand fashion image by interpreting the trends of color fashion together with the traits and aesthetic meaning of color in fashion. The future study intends to expand the expression area of fashion design and to interpret molding beauty through the image of color arrangement and through fashion style utilizing neon colors.

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20~30대 남성의 화장품 관여유형에 따른 정보탐색과 구매행동특성 (Men's information search and purchasing behavior related to cosmetic involvement focusing on Korean men in their 20s and 30s)

  • 홍혜림;백경진
    • 복식문화연구
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    • 제25권6호
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    • pp.804-818
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    • 2017
  • The purpose of this study was to examine the differences of the information searches and purchasing behavior Korean men in their 20s and 30s, focusing on cosmetic involvement. Research methods consisted of qualitative and quantitative approaches. For the qualitative approach, in-depth interviews and participant observations were conducted to investigate male customers' cosmetic characteristics in information searches and purchasing behavior. Then, the study conducted a quantitative study methodology based on the questionnaires from the in-depth interviews, participant observations, and literature review. The study surveyed 340 Korean men in their 20s and 30s. The cosmetic involvement of the target group was classified into the amusing high-involvement group, the rational low-involvement group, and the obligatory high-involvement group. The results from this study indicated that the groups of male customers classified by cosmetic involvement showed statistically significant differences in terms of information searches and purchasing behaviors. Especially, the obligatory high-involvement group generally displayed high-involvement traits likewise the amusing high-involvement, was more similar to the rational low-involvement group regarding cost effectiveness than the obligatory high-involvement group. Moreover, the classifications of men generally had different characteristics of cosmetic purchasing behavior and information searches than women. This study has a distinctive significance compared with other studies in discovering differences of cosmetic purchasing behaviors of Korean men in their 20s and 30s' cosmetic involvement groups classified using qualitative and quantitative approaches.

증강현실 활용 독서가 역사 독서 몰입, 흥미 및 지식 습득에 미치는 영향 (The Effects of a History Book Implementing Augmented Reality on Flow of Reading, Interest, and Knowledge Acquisition)

  • 김서진;이예경
    • 디지털융복합연구
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    • 제16권10호
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    • pp.453-463
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    • 2018
  • 본 연구는 증강현실 활용 역사 독서가 초등학생들의 역사 독서 몰입, 역사 흥미 및 역사 지식 습득에 미치는 영향과 증강현실 활용 독서에 대한 인식을 탐색하였다. 연구를 위해 증강현실 콘텐츠가 포함된 역사책과 증강현실 콘텐츠가 제외된 동일 책을 초등학교 3, 4학년생으로 구성된 실험집단(15명)과 통제집단(15명)에게 제공하였다. 실험 후 역사 독서 몰입, 흥미 및 지식수준에 대한 검사를 실시한 결과 증강현실 활용 독서가 역사 독서 몰입과 역사 흥미 향상에 긍정적인 효과가 있었으나, 역사 지식 습득에서는 유의한 차이가 발견되지 않았다. 또한 학습자들은 증강현실을 통해 공부하는 과정이 즐겁고 재미있다고 인식하였으며, 재미와 흥미를 유발하는 캐릭터, 소리, 현실감 있는 모션, 선명한 3D가 나오는 증강현실 콘텐츠를 선호하였다. 학생들이 선호하는 증강현실 콘텐츠는 재미있는 캐릭터, 긴 동영상과 자막, 그리고 오랫동안 스마트기기를 들지 않고 증강현실 영상을 볼 수 있는 형태 등이었다.

가구디자인에 있어 자연과 기술의 기호적 내포에 관한 연구 - 베르너 판톤과 죠 콜롬보의 1960년대 작품을 중심으로 - (A Study on the Connotative Signs of Nature and Technology in Furniture Design - Focused on Verner Panton's and Joe Colombo's 1960's Furniture -)

  • 서정연
    • 한국가구학회지
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    • 제24권2호
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    • pp.121-130
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    • 2013
  • Nature and technology are very popular themes in the everydayness of modern world. In our industrial age which is based on technology nature becomes an lost origin and basic environment. On the other hand, technology is conceived as future hope and realistic environment. Through 1960s they had been transformed as signs and connoted into furniture design. As signs, they structured environment, organized space, and bred their own aesthetics. In this context, Danish designer Verner Panton presented nature as experiential landscape and Italian designer Joe Colombo expressed technology as amusing machine. What they showed were not real but sign of nature and machine. Nonetheless they were successful to create aesthetic atmosphere and meaningful projects. Also they showed the potentiality that furniture design might include discoursive issues and values. They also extended functional interesting between furniture and body to cultural domain of social viewpoint in behavioral pattern.

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2.30대 한국 남성의 화장품 관여도 척도개발 및 집단 유형화(제1보) (Cosmetic Involvement Scale Development and Group Classification focusing on Korean Men in their 20s and 30s (Part 1))

  • 백경진;홍혜림
    • 복식
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    • 제67권1호
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    • pp.95-109
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    • 2017
  • The objectives of this study are to develop a cosmetic involvement scale focusing on Korean men in their 20s and 30s, verify its validity and examine the characteristics of this group. The results of this study's analyses showed that cosmetic involvement scale could be classified into 5 factors: 'trend & interest involvement', 'prestige sensitivity involvement', 'price and value involvement', 'skin involvement,' and 'obligatory involvement'. Also the cosmetic involvement of the target group was classified into 'amusing high-involvement group', 'rational low-involvement group', and 'obligatory high-involvement group'. This study has significance in showing differences of cosmetic involvement factors by gender and proposing a cosmetic involvement scale of Korean men in their 20s and 30s, which has taken men's distinctiveness into consideration.