• Title/Summary/Keyword: Depth cues

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Factors Affecting the Usefulness of Online Reviews: The Moderating Role of Price (온라인 리뷰 유용성에 영향을 미치는 요인: 가격의 조절 효과)

  • Yun, Jiyun;Ro, Yuna;Kwon, Boram;Jahng, Jungjoo
    • The Journal of Society for e-Business Studies
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    • v.27 no.2
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    • pp.153-173
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    • 2022
  • This study analyzes yelp's online restaurant reviews written in 2019 and explores the factors influencing the decision of the usefulness for online reviews in the restaurant consumption decision process. Specifically, factors expected to affect review usefulness are classified according to the Elaboration Likelihood model. Also, it is assumed that the price range of the restaurant would have a moderating role. For the analysis, datasets provided by yelp.com in February 2020 are used. Among the datasets, online reviews of businesses located in Nevada in the US and belonging to the Food and Restaurant categories are targeted. As a result of the negative binomial regression analysis, it is confirmed that the central cues including review depth and readability and the peripheral cues including review consistency, reviewer popularity, and reviewer exposure positively affect the review usefulness. It is also confirmed that the influences of antecedents that affect the review restaurant prices moderate the effect of the central and peripheral cues on the review usefulness. It also provides implications for the need for price-differentiated review management strategies by review platforms and restaurant businesses.

The Effects of Intention Inferences on Scarcity Effect: Moderating Effect of Scarcity Type, Scarcity Depth (소비자의 기업의도 추론이 희소성 효과에 미치는 영향: 수량한정 유형과 폭의 조절효과)

  • Park, Jong-Chul;Na, June-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.4
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    • pp.195-215
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    • 2008
  • The scarcity is pervasive aspect of human life and is a fundamental precondition of economic behavior of consumers. Also, the effect of scarcity message is a power social influence principle used by marketers to increase the subjective desirability of products. Because valuable objects are often scare, consumers tend to infer the scarce objects are valuable. Marketers often do base promotional appeals on the principle of scarcity to increase the subjective desirability their products among consumers. Specially, advertisers and retailers often promote their products using restrictions. These restriction act to constraint consumers' ability th take advantage of the promotion and can assume several forms. For example, some promotions are advertised as limited time offers, while others limit the quantity that can be bought at the deal price by employing the statements such as 'limit one per consumer,' 'limit 5 per customer,' 'limited products for special commemoration celebration,' Some retailers use statements extensively. A recent weekly flyer by a prominent retailer limited purchase quantities on 50% of the specials advertised on front page. When consumers saw these phrase, they often infer value from the product that has limited availability or is promoted as being scarce. But, the past researchers explored a direct relationship between the purchase quantity and time limit on deal purchase intention. They also don't explored that all restriction message are not created equal. Namely, we thought that different restrictions signal deal value in different ways or different mechanism. Consumers appear to perceive that time limits are used to attract consumers to the brand, while quantity limits are necessary to reduce stockpiling. This suggests other possible differences across restrictions. For example, quantity limits could imply product quality (i.e., this product at this price is so good that purchases must be limited). In contrast, purchase preconditions force the consumer to spend a certain amount to qualify for the deal, which suggests that inferences about the absolute quality of the promoted item would decline from purchase limits (highest quality) to time limits to purchase preconditions (lowest quality). This might be expected to be particularly true for unfamiliar brands. However, a critical but elusive issue in scarcity message research is the impacts of a inferred motives on the promoted scarcity message. The past researchers not explored possibility of inferred motives on the scarcity message context. Despite various type to the quantity limits message, they didn't separated scarcity message among the quantity limits. Therefore, we apply a stricter definition of scarcity message(i.e. quantity limits) and consider scarcity message type(general scarcity message vs. special scarcity message), scarcity depth(high vs. low). The purpose of this study is to examine the effect of the scarcity message on the consumer's purchase intension. Specifically, we investigate the effect of general versus special scarcity messages on the consumer's purchase intention using the level of the scarcity depth as moderators. In other words, we postulates that the scarcity message type and scarcity depth play an essential moderating role in the relationship between the inferred motives and purchase intention. In other worlds, different from the past studies, we examine the interplay between the perceived motives and scarcity type, and between the perceived motives and scarcity depth. Both of these constructs have been examined in isolation, but a key question is whether they interact to produce an effect in reaction to the scarcity message type or scarcity depth increase. The perceived motive Inference behind the scarcity message will have important impact on consumers' reactions to the degree of scarcity depth increase. In relation ti this general question, we investigate the following specific issues. First, does consumers' inferred motives weaken the positive relationship between the scarcity depth decrease and the consumers' purchase intention, and if so, how much does it attenuate this relationship? Second, we examine the interplay between the scarcity message type and the consumers' purchase intention in the context of the scarcity depth decrease. Third, we study whether scarcity message type and scarcity depth directly affect the consumers' purchase intention. For the answer of these questions, this research is composed of 2(intention inference: existence vs. nonexistence)${\times}2$(scarcity type: special vs. general)${\times}2$(scarcity depth: high vs. low) between subject designs. The results are summarized as follows. First, intention inference(inferred motive) is not significant on scarcity effect in case of special scarcity message. However, nonexistence of intention inference is more effective than existence of intention inference on purchase intention in case of general scarcity. Second, intention inference(inferred motive) is not significant on scarcity effect in case of low scarcity. However, nonexistence of intention inference is more effective than existence of intention inference on purchase intention in case of high scarcity. The results of this study will help managers to understand the relative importance among the type of the scarcity message and to make decisions in using their scarcity message. Finally, this article have several contribution. First, we have shown that restrictions server to activates a mental resource that is used to render a judgment regarding a promoted product. In the absence of other information, this resource appears to read to an inference of value. In the presence of other value related cue, however, either database(i.e., scarcity depth: high vs. low) or conceptual base(i.e.,, scarcity type special vs. general), the resource is used in conjunction with the other cues as a basis for judgment, leading to different effects across levels of these other value-related cues. Second, our results suggest that a restriction can affect consumer behavior through four possible routes: 1) the affective route, through making consumers feel irritated, 2) the cognitive making route, through making consumers infer motivation or attribution about promoted scarcity message, and 3) the economic route, through making the consumer lose an opportunity to stockpile at a low scarcity depth, or forcing him her to making additional purchases, lastly 4) informative route, through changing what consumer believe about the transaction. Third, as a note already, this results suggest that we should consider consumers' inferences of motives or attributions for the scarcity dept level and cognitive resources available in order to have a complete understanding the effects of quantity restriction message.

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A Theoretical Model of Hope Enhancing the Cancer Patients just after Surgery: Realistic Hope (수술 직후 암 환자의 희망증진 간호를 위한 이론 모델 개발 : 현실적 희망)

  • Kim, Dal Sook;Park, In Sook
    • Korean Journal of Adult Nursing
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    • v.18 no.1
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    • pp.115-124
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    • 2006
  • Purpose: The purpose of this study was to propose a theoretical model of hope commonly held by the cancer patients just after surgery, under the assumptions that hope of those patients is not only realistic and disease oriented but in dialectical circulation. Method: A theoretical model was generated through 4 steps: exploring a hope structure by synthesizing the relevant hope structures expressed in Kim and Tae's studies, in-depth literature review, examining the meanings of the concepts consisted of the structure in use and their causal relations in logical adequacy, proposing a theoretical structure through synthesizing the causal relations, and diagramming the structure. Results: The proposed theoretical model involves concepts such as Cancer Related Uncertainty (CRU), Efforts to Find out the Possibility of Cure or Recovery (EFPCR), and Hopefulness or Hopelessness. The 'EFPCR' is stipulated as 'Behaviors Related to Looking for Evidences or Cues (BRLEC)' and 'Formation of Cognitive Schema (FCS)'. In the model, Hopefulness is directly influenced by 'CRU in low', which is affected by 'FCS in good' from the result of EFPCR started with 'CRU in increase' while 'CRU with increase' from the result from EFPCR has direct effect on Hopelessness. Conclusion: The theoretical model would be used to enhancing hope of the cancer patients in post-operation.

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Ambivalence Expressed in Contemporary Fashion (현대복식에 나타난 양면감정)

  • 김인숙
    • Journal of the Korean Society of Costume
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    • v.50
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    • pp.97-118
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    • 2000
  • The purposes of the present research were (1) to investigate the sociological factors influencing the increase of ambivalence and the relationship between, the ambivalence and fashion change(2) to categorize sets of the ambivalence expressed for contemporary fashion and (3) to examine the frequency and the patterns of ambivalence presented for contemporary fashion. This research was conducted through in depth literature review and content analysis. Data was collected from 806 colored pictures presented on 'Collections' from 1972 to 1988. Eight types of clothing cues were incluede: look color texture decorative motifs of clothing collar sleeve and wearer's headdress/hair style and make-up. The results of this study were as follows: 1 The popularization of culture has been accelerated by mass production mass consumption and mass media. Since the 1980s postmodernism and poststructuralism have resulted in the breakdown of dualistic distinction. As the ambiguity of meaning in appearance increases the meaning is negotiated constantly for identity. 2. The most frequenctly expressed ambivalence in clothing was feminity/masculinity and tradition/modernity and wealth/poverty was the least. The number of ambivalent expression were the highest during 1990s. The rapid growth in ambivalence of tradition/modernity was found in 1970s feminity/masculinity in 1980s and modesty/immodesty in 1990s. Within a clothing style ambivalence was manifested through feminine look in white for beauty/ugliness feminine look mainly in yellow/red for wealty/poverty sexy look dominantly in black for modesty/immodesty androgynous look in black for feminity/masculinity and through ecology look most frequently in black for tradition/modernity.

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View Synthesis Error Removal for Comfortable 3D Video Systems (편안한 3차원 비디오 시스템을 위한 영상 합성 오류 제거)

  • Lee, Cheon;Ho, Yo-Sung
    • Smart Media Journal
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    • v.1 no.3
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    • pp.36-42
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    • 2012
  • Recently, the smart applications, such as smart phone and smart TV, become a hot issue in IT consumer markets. In particular, the smart TV provides 3D video services, hence efficient coding methods for 3D video data are required. Three-dimensional (3D) video involves stereoscopic or multi-view images to provide depth experience through 3D display systems. Binocular cues are perceived by rendering proper viewpoint images obtained at slightly different view angles. Since the number of viewpoints of the multi-view video is limited, 3D display devices should generate arbitrary viewpoint images using available adjacent view images. In this paper, after we explain a view synthesis method briefly, we propose a new algorithm to compensate view synthesis errors around object boundaries. We describe a 3D warping technique exploiting the depth map for viewpoint shifting and a hole filling method using multi-view images. Then, we propose an algorithm to remove boundary noises that are generated due to mismatches of object edges in the color and depth images. The proposed method reduces annoying boundary noises near object edges by replacing erroneous textures with alternative textures from the other reference image. Using the proposed method, we can generate perceptually inproved images for 3D video systems.

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A Study on the Interactive Narrative - Focusing on the analysis of VR animation <Wolves in the Walls> (인터랙티브 내러티브에 관한 연구 - VR 애니메이션 <Wolves in the Walls>의 분석을 중심으로)

  • Zhuang Sheng
    • Trans-
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    • v.15
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    • pp.25-56
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    • 2023
  • VR is a dynamic image simulation technology with very high information density. Among them, spatial depth, temporality, and realism bring an unprecedented sense of immersion to the experience. However, due to its high information density, the information contained in it is very easy to be manipulated, creating an illusion of objectivity. Users need guidance to help them interpret the high density of dynamic image information. Just like setting up navigation interfaces and interactivity in games, interactivity in virtual reality is a way to interpret virtual content. At present, domestic research on VR content is mainly focused on technology exploration and visual aesthetic experience. However, there is still a lack of research on interactive storytelling design, which is an important part of VR content creation. In order to explore a better interactive storytelling model in virtual reality content, this paper analyzes the interactive storytelling features of the VR animated version of <Wolves in the walls> through the methods of literature review and case study. We find that the following rules can be followed when creating VR content: 1. the VR environment should fully utilize the advantages of free movement for users, and users should not be viewed as mere observers. The user's sense of presence should be fully considered when designing interaction modules. Break down the "fourth wall" to encourage audience interaction in the virtual reality environment, and make the hot media of VR "cool". 2.Provide developer-driven narrative in the early stages of the work so that users are not confused about the ambiguous world situation when they first enter a virtual environment with a high degree of freedom. 1.Unlike some games that guide users through text, you can guide them through a more natural interactive approach that adds natural dialog between the user and story characters (NPC). Also, since gaze guidance is an important part of story progression, you should set up spatial scene user gaze guidance elements within it. For example, you can provide eye-following cues, motion cues, language cues, and more. By analyzing the interactive storytelling features and innovations of the VR animation <Wolves in the walls>, I hope to summarize the main elements of interactive storytelling from its content. Based on this, I hope to explore how to better showcase interactive storytelling in virtual reality content and provide thoughts on future VR content creation.

Asymmetrical Role of Left and Right Eyes in 3-D Contents Production (3-D 영상 제작 시 고려돼야 할 좌우 눈의 비대칭적인 역할)

  • Lim, Jae-A;Nam, Jong-Ho
    • Journal of Broadcast Engineering
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    • v.19 no.4
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    • pp.478-490
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    • 2014
  • In order to make 3-D display technique a better tool to provide viewers with realistic stereoscopic experience, various researches have been done in the many relevant fields. This psychophysical study was designed to investigate whether there was any difference in the perceptual processing between a dominant and non-dominant eye when a 3-D cue was provided exclusively to only one eye. We measured the reaction time for detecting a depth change by providing the viewer's each eyes with differential 3-D stimuli, which have systematical patterns. We obtained that there was a consistent 3-D perceptual performance when the 3-D cue was provided to the viewers' left eye regardless of their eye dominance. The result suggests that it might be a better technique to arrange the camera for left eye to carry 3-D cues to get the viewer's consistent 3-D perception.

Perception of heading direction in dynamic random-dot and real-image motions (역동적인 무선점 및 실제영상 운동에서 관찰자의 진행 방향 지각)

  • 오창영;정찬섭;김정훈
    • Korean Journal of Cognitive Science
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    • v.10 no.3
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    • pp.67-75
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    • 1999
  • We investigated whether human could perceive the heading direction from the optic flow made from random dots and real images simulating the motion of the observer and objects. When an object moves across the focus of expansion(FOE) in random dot simulation. the observer perceived the focus of expansion biased toward the motion direction of the object. supporting the hypothesis that the direction repulsion is produced between the expansional and the horizontal planar motion components. With real image display observers tended to perceive one's heading direction biased toward the c center of the scene regardless of the direction and position of moving 0bcts. And it was observed that the deeper the depth of the background was the larger the judgment error was. These results suggest it is more likely that human depends on different cues than the optic flow when they perceive or judge one's heading direction in the real environment.

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The Development of a Nutrition Education Program for Low-income Family Children by applying the Social Cognitive Theory and Health Belief Model (사회인지론과 건강신념모델을 적용한 저소득층 아동 대상 영양교육 프로그램 개발)

  • Lee, Saes-byoul;Jeong, Yu-Ri;Ahn, Hyo-Jin;Ahn, Min-Ji;Ryu, Su-A;Kang, Nam-E;Oh, Se-Young
    • Korean Journal of Community Nutrition
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    • v.20 no.3
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    • pp.165-177
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    • 2015
  • Objectives: Based on individual and environmental characteristics of low-income children, we developed a nutrition education program for school-aged children from low-income families according to effective use in social welfare centers. Methods: We conducted in-depth group interviews to assess program needs in 28 participants, 10 low-income school-aged children and 9 of their care givers, 9 social workers and 9 care-givers. Theoretical backgrounds of our program were heath belief model and social cognitive theory considering motivation, action and environment characteristics. Results: Based on the findings of this qualitative study, we developed major program themes and contents. Five selected key themes were 'balanced diet', 'processed food', 'food hygiene and safety', 'Korean healthy traditional diet', and 'family cooking' to induce changes in dietary behaviors. Main findings of in-depth group interviews included 'child's active participation', 'simple and easy to understand messages', and 'environmental constraints' such as a lack of child care at home, limited budget of social welfare centers, and less qualified educators for nutrition and health. Each lesson was constructed as a 1-hour program particularly emphasizing activity-based programs, including cooking and teamwork exercises. Program contents in each session consisted of activities that could induce outcome and value expectations, self-efficacy, perceived benefits, and barriers and cues to actions regarding diet behavior. Conclusions: We developed a nutrition education programthat is rarely available for low-income children in Korea, considering theoretical bases. Further studies are needed to validate our program.

The Importance of Social Intimacy as a Sufficient Condition for Anthropomorphism and Positive User Experience (의인화와 긍정적인 사용자 경험의 충분조건으로서 사회적 친밀감의 중요성)

  • Lee, Da-Young;Han, Kwang-Hee
    • Science of Emotion and Sensibility
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    • v.25 no.3
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    • pp.15-32
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    • 2022
  • This study seeks to clarify the mechanisms of anthropomorphism and positive user experience. This study adopts the "computers are social actors" (CASA) paradigm to verify the causal relationship between social response and anthropomorphism and correctly explicate this paradigm. The intimacy-forming and anthropomorphizing effects of deep self-disclosure in interpersonal relationships were replicated in relationships between humans and conversational agents to induce both social response and anthropomorphism. Then, the mediating effect of intimacy on the anthropomorphizing effect of deep self-disclosure was explored with psychological models that revealed the causal relationships between social connections, including intimacy and anthropomorphism. Furthermore, we explored how intimacy and anthropomorphism trigger positive user experiences. The results demonstrated that the deeper the self-disclosure depth was, the more intimate and humanly the agent was perceived and the more positive the user experience was. In addition, the effect of self-disclosure depth on anthropomorphism and positive user experience was completely mediated by intimacy. This means that when using a computer with interpersonal characteristics, people anthropomorphize it and have a positive experience because people react socially to objects with social cues. This study bridges the gap between the CASA paradigm and anthropomorphism research, suggesting the possibility of psychological explanations for the principle of human-computer interactions. In addition, it explicates the mechanism of anthropomorphism and positive user experience, emphasizing the importance of social response-that is, intimacy.