• Title/Summary/Keyword: Mental simulation

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The Effect of Recommended Product Presentation on Consumers' Usage Intentions of a Website -Focusing on the Mediating Roles of Mental Simulation- (온라인 추천 상품의 제시방법이 웹사이트 이용의도에 미치는 영향 -심적 시뮬레이션의 매개효과를 중심으로-)

  • Lee, Ha Kyung;Ahn, Sowon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.42 no.6
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    • pp.977-987
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    • 2018
  • This study tests the effect of recommended product presentation on consumers' usage intentions of a website, mediated by mental simulation. Mental simulation refers to perceptual experience, a more automatic form of mental imagery, initiated by exposure to the representations of objects. This study expects that when compliments of clothes (coordination items) are vertically presented online, consumers are likely to feel as if they wear the outfits due to the activation of mental simulation. The survey was conducted on 147 women in an age group between 20 and 40 years in a panel of an online survey firm. Data are analyzed using exploratory factor analysis and bootstrapping analysis by SPSS 20.0. The results show that when compliments (vs. substitutes) of clothes are presented, participants perceive a greater mental simulation. When compliments of clothes are vertically presented (vs. horizontally presented), mental simulation is also highly driven. In addition, mental simulation mediates the effects of online product presentation on consumers' usage intentions of a website. The findings of this study contribute to marketing strategies of online retailers in terms of how product recommendation can be offered to consumers with more psychological benefits.

Effects of Advertising Characteristics, Mental Simulation and Self-brand Connections on Purchase Intention

  • WANG, Li;YAN, Lei;CHEN, Jian
    • The Journal of Industrial Distribution & Business
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    • v.12 no.6
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    • pp.23-35
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    • 2021
  • Purpose: This paper aims to investigate whether consumers' mental simulation and self-brand connections influence purchase intention and how the characteristics of advertisings' nonverbal information (congruence among multisensory cues) and verbal messages (self-referencing point and narrative structure) jointly shape mental simulation and self-brand connections. Research design, data and methodology: This paper develops a sportswear advertising and totally collected 225 data through the online survey platform "WenJuanXing". To exam the hypotheses in this paper, structural equation model is conducted in AMOS 21.0 via using 210 valid data. Results: The findings reveal that consumers who engage in mental simulation or establish the connections between them and the brands are more likely to present high purchase intention. Moreover, the characteristics of congruence among multisensory cues, self-referencing points and narrative structure can not only facilitate consumers' mental simulation but also encourage consumers to create connections between them and the brands. Conclusions: This paper develops the advertising research via exploring the characteristics of advertisings' nonverbal information (multisensory cues) and verbal messages simultaneously. And suggesting that both of consumers' mental simulation and self-brand connections are the important approaches for advertisers to effectively increase consumers' purchase intention. Finally, the limitations and suggestions are concluded for the future research.

Touch Effect of Mental Simulation in Online Fashion Shopping -The Role of Instrumental and Autotelic Needs for Touch-

  • Lee, Ha Kyung;Choi, Dooyoung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.2
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    • pp.376-389
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    • 2021
  • This study investigates the effects of the interplay of device types and the need for touch (NFT) on product attitudes and determines how the mental simulation of touch mediates such relationships. Specifically, we test the roles of instrumental and autotelic NFT in the moderated mediation effect of mental simulation of touch. We instructed the potential participants to shop for a leather jacket on a webpage. With a total of 152 data points from the responses of participants who used a laptop and a touch device that uses a direct-touch interface (e.g., tablets), we conducted descriptive statistics, analysis of variance, and PROCESS procedures using SPSS 20.0. The results show a greater mental simulation for touch when using a touch device than a laptop. When individuals' instrumental NFT is low, using a touch device while shopping online heightens mental simulation of touch, which impacts product attitudes. In particular, such a moderated mediation effect strengthens as the value of individuals' autotelic NFT increases. However, when individuals' instrumental NFT is high, a touch device cannot drive mental simulation for touch, increasing favorable attitudes toward the product.

An Integrative Review on Augmented Reality/Virtual Reality Simulation Programs in the Mental Health Area for Health Professionals

  • Han, Soolgi
    • International Journal of Contents
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    • v.15 no.4
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    • pp.36-43
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    • 2019
  • This is an integrative review paper of Augmented Reality (AR)/Virtual Reality (VR) simulation programs in the mental health area including the analysis of the general characteristics, contents, and the impact of the interventions studies. The keywords used to search the studies were "AR/VR" and "medical/nursing students". The author and a postdoctoral research fellow searched four electronic databases: Web of Science, PubMed, EmBase, and CINHA, and as a result nine studies met the inclusion criteria. Among the selected studies AR/VR simulation programs in the mental health area for healthcare professionals were found to be effective in clinical skills as well as for the interpersonal relationship and the stigma of mentally ill patients. Providing an opportunity to experience a safe and effective tool is important when educating health professionals and AR/VR simulation programs are safe and effective. Thus, standardized AR/VR simulation programs are needed to be developed for health professionals.

Assessing educational needs in the development of a simulation-based convergence training program on mental health nursing (시뮬레이션 융합 프로그램 개발을 위한 정신건강간호 교육요구도 조사)

  • Kim, Sun-Kyung
    • Journal of the Korea Convergence Society
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    • v.11 no.9
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    • pp.425-432
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    • 2020
  • This study was to identify the educational needs for mental health nursing among undergraduate nursing students, prioritizing the areas where require extensive convergence learning via simulation. One hundred and forty students completed the survey where data accrued from between March-May 2020. The educational needs for mental health nursing and nursing care schizophrenia patients were assessed using a self-reporting questionnaire, which included 19 and 15 items, respectively. Additional three essay questions were used to obtain information regarding previous simulation education experience. Higher educational needs in nursing care for schizophrenia were identified and the highest-priority need is communication skills. Factors, including realistic experience with standardized patients, teamwork, and feedback from the lecturers, affect positive experiences in mental health nursing simulation. The findings suggest that educational programs to improve communication skills are necessary for better mental health nursing competency. Well-designed and convergence based simulation programs providing real-like clinical experience would ensure optimal learning outcomes.

An Analysis on the Roles and Strategies of Imagistic Simulation Observed in Mental Simulation about Problematic Situations of Prediction (예측의 문제 상황에 대한 멘탈 시뮬레이션에서 나타난 심상 시뮬레이션의 역할과 전략 분석)

  • Ko, Min-Seok;Yang, Il-Ho
    • Journal of The Korean Association For Science Education
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    • v.34 no.3
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    • pp.247-260
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    • 2014
  • Purpose of this study is to analyze the roles and strategies of imagistic simulation observed in mental simulation about problematic situation of prediction, and thereby identify the process of generating prediction, explanation and sophistication. For this study, a framework for mental simulation process and strategy based on literary research was developed and content was validated from four experts of science education. This study was participated by 10 preliminary elementary school teachers, and a total of 20 cases were gathered for two thought experiment tasks based on the think-aloud method. The results were as follows: First, mental simulation process described based on the seven elements of 'perception,' 'interpretation,' 'statement of initial representation,' 'running imagistic simulation,' 'identifying result of simulation,' 'identifying alignment' and 'restatement structured representation.' The study confirmed that initial representation by interpreting related concepts and running imagistic simulation a number of times to develop explanation and prediction. Second, the study identified the use of strategies to enhance simulation such as 'zoom in,' 'partition,' 'dimensional enhancement,' 'dimensional reduction,' 'remove,' 'replace' and 'extreme case.' Running spatial transformation that uses strategy to enhance simulation contributed to discovering mechanism elements in problematic situations.

A Moderating Role of Personal Need for Structure on the Effects of Process versus Outcome Simulations on the Evaluation of Really New Products

  • Kim, Jun San;Hahn, Minhi;Yoon, Yeosun
    • Asia Marketing Journal
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    • v.14 no.4
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    • pp.77-94
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    • 2013
  • Really new products (RNPs) provide novel benefits yet many consumers are reluctant to accept these highly innovative new products. Previous literature has shown that mental simulation is an effective method for enhancing the evaluation of RNPs. However, Castano et al. (2008) and Zhao, Hoeffler, and Zauberman (2011) demonstrate conflicting results as to which type of mental simulation (i.e., process versus outcome) is more effective for the enhancement of RNP evaluation. The authors try to reconcile these results by incorporating a moderating variable which is personal need for structure (PNS). PNS is an individual difference variable that taps the differences in people's propensity to cognitively structure and simplify their environment (Neuberg and Newsom 1993). From the analysis of the previous two works, the authors point out that consumers' susceptibility to uncertainty may contribute to the different results, and suggest that this susceptibility is dependent on consumers' PNS. To test the hypotheses established, an experiment was conducted. Waterless washing machine was presented as a RNP and PNS was measured by using the 12-item PNS Scale (Thompson et al. 2001). The results of the study show that for high-PNS consumers, process simulation is more effective than outcome simulation for enhancing the evaluation of a RNP, whereas for low-PNS consumers, outcome simulation is more effective than process simulation. This research contributes to the mental simulation and new product literature by suggesting and verifying that PNS moderates the effects of process versus outcome simulations for enhancing the evaluation of RNPs. This research provides important managerial implications for marketing managers of RNPs, indicating that they should take account of the target consumers' PNS in planning marketing communications. Specifically, when targeting high-PNS consumers, marketing communications that encourage process simulation may be more effective than those that encourage outcome simulation. In contrast, when targeting low-PNS consumers, marketing communications that encourage outcome simulation may be more effective than those that encourage process simulation.

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A study on the relationship between the time for a driver implement driving secondary task and mental workload due to the speed changes in driving simulation. (시뮬레이터 환경에서 속도변화에 따른 운전자의 이차과제 수행시간과 정신적 부하와의 관계에 대한 연구)

  • Son, Je-Sung;Yu, Seung-Dong;Kim, Jin-Ho;Park, Peom
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.11a
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    • pp.114-119
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    • 2002
  • In driving situation, driver’s performance can be divided into primary task and secondary task. Many studies of primary task have been in progress, but those of secondary task are not implemented sufficiently. However, the driver’s error is greatly influenced by secondary task. In this study, an experiment was assessed to determine the relationship between the driver's operation time for the secondary task and mental workload due to speed changes in a driving simulation. The time to perform the secondary task was analyzed with Fitts’ Law, and mental workload was analyzed with RNASA-TLX(Revision of NASA-Task Load Index). The results has showed that the higher speed, the weaker the explanation by the use of Fitts' Law and the result of analyzing mental workload using RNASA-TLX was similar to the result of Fitts’ Law.

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Developing 3D Simulation Contents for Understanding of Light and Shadow (빛과 그림자 개념 이해를 돕는 3차원 시뮬레이션 콘텐츠 개발 및 적용)

  • Lee, Ji Won;Yoon, Hayoung;Kim, Jung Bog
    • Journal of Science Education
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    • v.38 no.3
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    • pp.703-717
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    • 2014
  • In physics, metal simulation is an important mechanism to understand and create concepts. If students have difficulty in mental simulation, understanding the concept of physics also gets difficult. By providing guide for spatial manipulation to students, 3D simulation contents can help them understand the concept of physics. In this study, the 3D simulation contents developed to help understanding the concept of light going straight and shadow is applied to 20 college students. The results, Hake gain is 0.93, showing high level of understanding about the class. In addition, through mental simulation, students predict the phenomenon well about the new context. This is shown that students' understanding of concept through 3D simulation contents are carried out well.

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The Effects of Mental Health Nursing Simulation Practice Using Standardized Patients on Learning Outcomes -Learning Motivation, Learning Self-Efficacy, Learning Satisfaction, Transfer Motivation- (표준화 환자를 활용한 정신간호 시뮬레이션 실습 교육 효과 -학습동기, 학습자기효능감, 학습만족도, 전이동기-)

  • Kim Namsuk;Song Ji-Hyeun
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.259-268
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    • 2023
  • The purpose of this study was to verify the effectiveness of mental simulation practice training using standardized patients for nursing students. This study is a single-group pre- and post-design study, and for data collection, a structured questionnaire was provided to 95 nursing students from a university located in J. The collected data was analyzed using the SPSS/WIN 27.0 program. Results of the study The mental simulation practice training program using standardized patients improved the subject's learning motivation (t=-2.011, p=.046), learning self-efficacy (t=-2.225, p=.027), and learning satisfaction (t=-). 3.428, p=.001) and transfer motivation (t=-2.628, p=.009). In addition, as a result of analyzing the self-assessment contents by text mining, words related to mental simulation practice education using standardized patients included situation, experience, acting, communication, scenario, and mental nursing clinical practice, and words related to satisfaction were actual, There was help, response, understanding, variety, etc. As a result of this study, an environment similar to the actual situation was implemented, and the mental simulation training program applying various cases was found to be effective in practical education of nursing students, so it is necessary to actively utilize it to improve the ability to adapt to the field in the future.