Purpose - Although an extensive body of research in psychology and marketing focuses on perceived waiting time, no research has examined the effect of the location of the waiting place on perceived waiting time. In particular, this study suggests that customers who are waiting in a restaurant may have different perceived waiting time depending on whether they are in close proximity to the service area (e.g., dining area) or farther from it. In particular, the author examines how and why the location of the waiting place affects the perceived waiting time of the consumer and reveals the mental simulation as its psychological mechanism. Research design, data, and methodology - This study conducted field surveys with customers waiting in real restaurants. Eighty-eight people participated under two conditions: a restaurant with a waiting place near the dining area and a restaurant with a waiting place far from the dining area. Participants responded to questions about perceived waiting time (the dependent variable), mental simulation (the mediator), and demographic variables. To verify the hypothesis, ANOVA and bootstrapping analysis were performed. Results - The major results from the field study are as follows. First, participants perceived wait time differently depending on the location of the restaurant's waiting place: participants in the restaurant with a waiting place close to the dining area perceived significantly shorter waiting times. Second, the effect of the location of the waiting place on the perceived waiting time was mediated by mental simulation: the closer the wait location is to the dining area, the more imagination the customer exercises about the meal, which in turn distracts attention from time flow and shortens the perceived wait time. Conclusion - This study has a theoretical implication in that it extends research on perceived waiting time as the first study of how and why the location of a waiting place affects a customer's perceived waiting time. It has a practical implication that can be used as a marketing tactics to improve the image of the service provider by changing the location of the waiting place.
Today, companies are facing business environments that are changing rapidly compared to the business environments of the past. These rapid changes can be observed in areas such as technology and market structure. To compete in rapidly changing business environments, companies are consistently releasing new innovative products to meet consumers' satisfaction. However, compared to the products that have already been successful in the past, innovative products have higher uncertainty in terms of meeting consumer's technical and emotional needs. Therefore, marketers of the companies put lots of efforts to reduce the risks of new innovative products' failure. In this study, we conducted 2(process simulation / outcome simulation) ${\times}2$ (hedonic / utilitarian) experiment to analyze the effect of mental simulation and product type on innovative new product evaluation. The results of this study are following. In process simulation, evaluation of utilitarian innovative new product was higher, but hedonic innovation showed higher evaluation in the outcome simulation. Based on research result, we recommend proper application of mental simulation.
Objective: This study aims to compare the usefulness of subjective measures which are comprised of existing methods like NASA-TLX, Bedford-scale and ZEIS and newly developed method like DALI in measuring drivers' mental workload in terms of validity, sensitivity and diagnosticity. Background: Nowadays, with the development of intelligent vehicle and HMI, mental workload of driver has become more and more important. For this reason, the studies on drivers' mental workload about driving situation and the use of information technology equipment such as mobile phones and navigations were conducted intensively. However, the studies on measuring drivers' mental workload were rarely conducted. Moreover, most of studies on comparison of subjective measures were used with performance based measure. However, performance based measures can cause distraction effect with subjective measures. Method: Participants (N=19) were engaged in a driving simulation experiment in 2 driving contexts (downtown driving and highway driving context). The experiment has 2 sessions according to driving contexts. The level of difficulties by driving contexts were adjusted according to existence of intersections, traffic signs and signals, billboards and the number of doublings. Moreover, as criteria of concurrent validity and sensitivity, the EEG data were recorded before and during the sessions. Results: The results indicated that all subjective methods were correlates with EEG in high-way driving. On the contrary to this, in downtown driving, all subjective methods were not correlates with EEG. In terms of sensitivity, multi-dimensional scales (NASA-TLX, DALI) were the only ones to identify differences between high way and downtown driving. Finally, in terms of diagnosticity, DALI was the most suitable method for evaluating drivers' mental workload in driving context. Conclusion: The DALI as newly developed method dedicated to evaluate driver's mental workload was superior in terms of sensitivity and diagnosticity. However, researchers should consider the characteristics of each subjective method synthetically according to research objective by selecting the method in subjective measures. Application: The results of this study could be applied to the intelligent vehicle and next generation of HMI design to decrease mental workload of driver and for the development of new subjective method in vehicle domain.
The Transactions of the Korean Institute of Electrical Engineers D
/
v.54
no.3
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pp.206-214
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2005
In these days the virtual reality technology has been applied to treat such an anxiety disorders. And also a medical doctor can diagnose the patient in distance with the telemedicine system. In this thesis, an telemedicine assistant system for treatment of acrophobia using biomedical signals and virtual reality technique is proposed. I made two virtual reality simulations for treatment of acrophobia and telemedicine system for communication between doctor and patient using personal computer. Multimedia conference service, online questionary, signal transfer system are needed to configure such system. Virtual reality simulation system that composed of position sensor, head mount display, and audio system, is also included in this telemedicine system. I added virtual environment update system to this virtual reality telemedicine system for treatment of acrophobia. With this virtual environment update system, the doctors can change virtual reality simulation stage based on the status of each patient and symptom of phobia. We will apply this system to the acrophobia patient in distance and be able to offer better medical treatment for mental illness in near future.
Journal of the Korea Society of Computer and Information
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v.22
no.11
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pp.89-96
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2017
This study analyzed how mental health affects stress in adolescents. The subjects of the study were data of about 60,000 middle and high school students living in the country, using cross-tabulation data and chi - square test to analyze the relationship between stress and mental health of adolescents. As a result of the research, it was found that the adolescents exposed to the excessive stress showed a poor correlation with the recovery of the fatigue, while the adolescents with relatively low stress showed the good recovery of fatigue. In the case of mental illness, depression or despair, the students who answered that they were stressed showed a lot of experience. In the case of suicide ideation, suicide attempt, and suicide attempt, the number of attempts to commit suicide was high when the level of perceived stress was high similar to the result of previous analysis. This finding confirms that stress is an important factor in the quality of life in adolescent mental health. It can be used as a strategy and business to prevent the problem of youth suicide in modern society in advance by stress management.
The prevalence of stress and depression among emotional workers is increasing due to the rapid increase in emotional labor and service workers. However, the current mental health management of emotional workers is difficult to consider the emotional response at the time of stress situations, and the existing mental health management is limited because the individual's base state is not reflected. In this study, we present mental healthcare digital twin solution technology, a personalized stress risk management solution. For mental health risk management due to emotional labor, a solution simulation is performed to accurately predict stress risk through synchronization/modeling of dynamic objects in virtual space by extracting individual stress risk factors such as emotional/physical response and environment into various modalities. It provides a mental healthcare digital twin solution for predicting personalized mental health risks that can be configured with modalities and objects tailored to the environment of emotional workers and improved according to user feedback.
The focus of this study is to investigate how personal display systems - a VDU (Visual Display Unit) and an HMD (Head Mounted Display) physiologically affect the body in virtual environments, and to evaluate differential effects of using the VDU and the HMD on physiological responses to mental stressful tasks (virtual reality flight simulation). As physiological variables, autonomic measures (heart rate, blood pressure), immune cells (leukocyte, neutrophil, lymphocyte), and hormones (catecholamine) were measured before and after experiments. Physiological data were measured in order to compare a level of mental stress on the VDU and the HMD. Increments in blood pressure (systolic (p<0.05), diastolic (p<0.1)), norepinephrin (catecholamine) (p<0.005), and neutrophils (p<0.2) of the group using the HMD showed a significant difference with the group using the VDU. Although, the heart rate was not statistically significant between two environments, differences of them quietly increased on the HMD more than on the VDU.
Recent developments in embodied cognition suggest that people process environmental information by using their bodily state and mental simulation. The focus of embodiment theory is that cognitive processing is based on the interaction among the body, the mind, and the world. Based on embodied theories of cognition, the authors predict that when the representation of marathon running is activated, bodily feedback such as tiredness and thirst will occur because mental simulation of marathon running contains sensorimotor representation of marathon running. As a result, it is predicted that participants primed with marathon runner will have more desire to have products that enable thirsty-quenching. Specifically, this research proposes that consumers' tendency to adopt the perspective of others influences embodied cognition, since perspective taking leads people to assimilate their own self-judgments and behaviors toward the cognitive representations of others. An experiment reveals that both perceptual and cognitive perspective taking tendencies moderate how participants respond to the contextual cues. The effect of perspective taking is moderated by whether participants are prompted to adopt a first-person view or a third-person view. In detail, among the high perspective takers, those in the marathon-first-person condition drink more the mineral water than those in the marathon-third-person condition, who in turn drink more the mineral water than those in the control condition. Among the low perceptual perspective takers, however, there are no significant differences in the amount of mineral water intake. This research delivers important insights for advertising messages. When being exposed to an advertisement, high perspective taking consumers may be more engaged in the advertised message than low perspective taking consumers, which in turn high (vs. low) perspective taking consumers' tendency to respond behaviorally consistent with the message may be higher. Based on the findings of this research, if the message induces the high perspective taking consumers to have a first- (vs. third-) person view, this effect may be stronger. Moreover, if the advertising message contains behaviors, such as using the target product, inducing consumers to mimic the behaviors seems to bring more behavioral responses which marketers intend.
Journal of the Korea Academia-Industrial cooperation Society
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v.16
no.11
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pp.7812-7819
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2015
Nursing students experienced anxiety and fear of building relationships with psychiatric patients due to lack of professional knowledge about metal illness and skill to take care of the patients. The simulation education is known as an effective teaching-learning method since being performed in a non-threatening environment similar to clinical setting. The purpose of this nonequivalent quasi-experimental study was to identify the effect of simulation on anxiety and self-confidence about the psychiatric-mental health nursing practice. The third year nursing students at a three year nursing program were participated in this study. For the experimental group (N=28) the simulation education using the standardized patient based on the scenario for patients with schizophrenia was performed, and for the control group (N=18), the debated education applying the case study same as for the experimental group was made in the class. Using SPSS, t-test and ANCOVA were analyzed to compare the anxiety and self-confidence between the experimental and control groups. As a result of the study, the anxiety score on psychiatric-mental health nursing clinical practice of the experimental group significantly decreased, compared to that of the control group, but the self-confidence score for the performance of psychiatric nursing care showed no significant differences between the groups. Accordingly the simulation education can be an effective educational method to reduce anxiety about psychiatric-mental health nursing clinical practice for nursing students.
The Journal of the Convergence on Culture Technology
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v.8
no.4
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pp.67-74
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2022
The purpose of this study was to develop and apply a mental simulation practice program using standardized patients for nursing students and to verify the effectiveness. This study is a single-group pre- and post-design study, and a structured questionnaire was provided to 186 nursing students at a university in J for data collection. The collected data were analyzed using SPSS/WIN 27.0 program. As a result of the study, the mental simulation practice education program using standardized patients showed the subjects' communication ability (t=-2.575, p=001), learner self-efficacy (t=-2.228, p=.026) and problem-solving ability (t=-2.298, p=.017) was found to be effective. As a result of this study, it is necessary to develop and apply a simulation practice education program that creates an environment similar to the actual situation and applies various cases using the necessary resources to improve the field adaptation ability of nursing students.
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