• Title/Summary/Keyword: Perceived Aesthetic

Search Result 99, Processing Time 0.029 seconds

Characteristics of Science Imaginary Pictures Drawn by Elementary School Students and Their Perceptions of Science Imaginary Drawing (초등학생의 과학 상상화 특성 및 과학 상상화 그리기에 대한 인식)

  • Hwang, Ji-Yeong;Kang, Hunsik
    • Journal of Korean Elementary Science Education
    • /
    • v.33 no.1
    • /
    • pp.57-68
    • /
    • 2014
  • This study investigated the characteristics of science imaginary pictures drawn by elementary school students and their perceptions of science imaginary drawing. To do this, $5^{th}$ graders (N=107) were selected from 1 elementary school in Gangwon province and were administered the questionnaires. Some of them were also interviewed deeply. The analyses of the results indicated that most students drew science imaginary pictures in 'land' or 'universe' of 'future' than non-science imaginary pictures. In the academic field, 'machine' was most frequently included in their pictures, and 'earth science' or 'building and traffic' was also frequently included. In addition, half of the pictures included two or more fields. Many students perceived positively the educational benefits of science imaginary drawing upon cognitive, affective, and aesthetic aspects. However, they also had several difficulties in the processes of scientific imaginary drawing such as 'difficulties in using artistic skills', 'difficulties in selecting the subject', 'difficulties in imagining', and 'difficulties in expressing my thoughts to pictures'. Educational implications of these findings are discussed.

Sensibility Ergonomics : Needs, Concepts, Methods and Applications (감성공학의 개념과 연구 및 응용 방법)

  • Lee, Gu-Hyeong
    • Journal of the Ergonomics Society of Korea
    • /
    • v.17 no.1
    • /
    • pp.91-102
    • /
    • 1998
  • History of the Sensibility Ergonomics is explained. Concepts, definition, and research methods on the human sensibility are proposed for systematic applications of human sensibility studies to product and environment developments. Sensibility Ergonomics was born in socio-technological environments where consumers required aesthetic and satisfactory products in addition to useful and usable ones, and manufactures were trying to develop consumer-oriented, user-friendly products. Sensibility Ergonomics is defined as "multi-disciplinary and inter-disciplinary processes for developing products and environment as usable, comfortable and satisfactory with the information on human sensibility." Human sensibility is functionally defined as "feelings generated when perceived sensory and information stimuli are reflected from memory which has been accumulated through personal experiences." Human sensibility is affected by at least three factors: personal, social, and cultural. Consumers evaluate products in three aspects : functional, sensorial, and cultural sensibilities. Human sensibility is personal, dynamic, and ambiguous. It is generated reflectively and intuitively against external stimuli. No Physiological responses are accompanied, and one cannot control his/her sensibility. However, the sensibility affects the decision making or behavior of the person. To understand the human sensibility many inter-disciplinary methods should be used instead of one-variable approach. Micro-scopic studies such as Questionnaire, interview, behavioral analysis, and psychophysiological experiments can be performed. In addition, social and cultural studies are essential to understand an individual's sensibility. Results of sensibility studies can be applied to setup new interactions between human and machine through sensible(or affective) human-machine (computer) interfaces. Human-oriented and user-friendly products can be made with the information on human sensibility.

  • PDF

A Study of the Effects of the Customer Value and Switching Barriers on the Repurchase Intention in Internet Shopping Malls (인터넷 쇼핑몰에서 고객가치와 전환장벽이 재구매 의도에 미치는 영향에 관한 연구)

  • Chung, In-Keun;Park, Chang-Joon
    • Asia pacific journal of information systems
    • /
    • v.14 no.1
    • /
    • pp.185-209
    • /
    • 2004
  • The purpose of this study is to propose and test a model of customer retention in Internet shopping malls when switching barriers and comprehensive customer value exist in terms of economic and experiential aspects. The literature about customer retention propose that switching barriers are important factors other than satisfaction influencing customers' intention to remain with a specific supplier. The switching barriers mean anything that makes customers' defection difficult or costly and are consisted of perceived switching costs, attractiveness of alternatives and virtual relationships. The Customer Value Scale by Mathwick(2001) is applied to this study as economic value, shopping efficiency, service excellence, aesthetic appeal and playfulness(Zeithaml, 1988; Holbrook, 1994). The analyses showed partial support for the affirmative effect of customer values and switching costs and full support for the affirmative Influence of satisfaction on repurchase intention in the Internet shopping mall environment. But the attractiveness of alternatives and virtual relationship did not have a significant Influence like the result of Jones(1998)'s study of the service industry.

Consumer Shopping Orientation toward Foreign Brands (Part II) - in the context of clothing involvement, ethnocentrism and country-of-origin effects - (외국상표 의류에 대한 소비자 쇼핑성향 연구(제2보) -의복관여, 자민족중심주의, 원산지효과와의 관련을 중심으로-)

  • 안소현;이경희
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.21 no.4
    • /
    • pp.699-709
    • /
    • 1997
  • The purpose of this study is to investigate consumer shopping orientation toward foreign brands in the context of clothing involvement, ethnocentrism, country-of-origin effects and demograpic variables. Prior to this paper, shopping orientation was studied in connection with ethnocentrism and country-of-origin effects. The questionnaire was distributed to 300 female consumers over twenty years old living in Pusan area and finally 213 data serfs were used for statistical analysis. By factor analysis, 6 clothing involvement factors were identified; fashion interest, symbolism, pleasure interest, inclination to harmony, aesthetic expression and perceived risk. A result of canonical correlation analysis about shopping orientation factors and clothing involvement factors is as follows. Two shopping orientation factors (follow to foreign brands and country-of-orion consciousness) positively correlate with three clothing involvement factors (fashion interest, symbolism and pleasure interest) , and two shopping orientation factors (preference to domestics and country-of-orion consciousness) positively correlate with author clohting involvement factor (percived risk). Anocova procedure revealed that five shopping orientation factors were related to clothing involvement factors, groups according to ethnocentric disposition, country-of-origin effects and demograpics respectively, even though there are some differences. Based on the conclusions, marketing strategies were developed.

  • PDF

Smart Tourism Design: A Semiotic Affordances Approach

  • Chulmo Koo;Jaehyun Park;William C. Hunter
    • Journal of Smart Tourism
    • /
    • v.3 no.2
    • /
    • pp.15-21
    • /
    • 2023
  • This paper presents a conceptual approach to Smart Tourism Design based on semiotic affordances theory. This conceptual approach repositions smart tourism from a techno-centric perspective that frames a seamless connection between the device and its software, to a more human-centric perspective that favors the user's needs, desires as perceived through the senses. An updated Smart Tourism Design emphasizes the aesthetic dimension of smart tourism that presents the objects of the travel experience as destination specific rather than universal, through representations as digital artifacts. This theory is based on an empirical and objective understanding of representations and how they can be identified as useful in the digital augmentation of travel experiences. Using Peirce's sign systems and Gibson's theory of affordances, smart tourism can transcend a prefabricated device-oriented experience to a closer dynamic and direct interaction between the user and the travel destination. Researchers and developers can use semiotics as a structural approach to recognizing objects as sign-types, and they can use affordances to better identify the immediacy of digital artifacts and purpose-driven by users' spontaneous and immediate motives.

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
    • /
    • v.18 no.2
    • /
    • pp.147-187
    • /
    • 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.

  • PDF

An Empirical Study on Museums' Spatial Environments using a Sensibility Rating Scale - By comparing spatial environments of the lobbies of the Gyeonggido Museum of modern Art and the Seoul Museum of Art - (감성 평가척도에 의한 공간 환경의 실증분석에 관한 연구 - 경기도미술관과 서울시립미술관의 로비 공간환경에 대한 비교연구를 중심으로 -)

  • Han, Myoung-Heum;Oh, In-Wook
    • Korean Institute of Interior Design Journal
    • /
    • v.19 no.6
    • /
    • pp.75-82
    • /
    • 2010
  • The purposes of this study are to present the criteria for a sensibility rating scale for measuring the general public's perception of museums' spatial environment, particularly lobby space, through an empirical analysis; and to clarify the characteristics of the presented rating scale in terms of each rating element and factor. For this study, a survey was conducted during September 11-17, 2010, and a total of 370 museum visitors participated in the survey. A sensibility rating scale used for the survey consisted of a total of 32 adjectives selected from a literature review of previous studies. To specify the dimensions of semantic space using the semantic adjectives, words with opposite meanings were analyzed with the semantic differential technique developed by Osgood et al. Using SPSS, a reliability analysis, factor analysis, and cluster analysis were conducted on the data obtained from the survey. The results of this study can be summarized as follows: According to the general public's perception of museum lobbies, five factors were found from the 19 semantic ratings of the Gyeonggido Museum of Modern Art and the 20 semantic ratings of the Seoul Museum of Art, respectively. In the case of Gyeonggido Museum of Modern Art, three additional semantic words of 'orderly', 'open', and 'original', which did not appear in the case of Seoul Museum of Art, were discovered. In the case of Seoul Museum of Art, more detailed semantic words such as 'restrained', 'ordinary', 'concrete', and 'intellectual (rational)' were obtained. Five semantic elements, which describe the two museums, were: Feelings of 'pleasantness', 'value, 'usage', 'aesthetics', and 'materials'. According to a comparative analysis of the two lobby spaces in terms of semantic rating elements, Gyeonggido Museum of Modern Art was perceived to be an orderly, original, open, soft, and female-like space, whereas Seoul Museum of Art was perceived to be aesthetic, restrained, concrete, realistic, intellectual and rational. In the coming years, the results of this study will serve as valuable data for constructing a sensibility rating scale for evaluating spatial environments of museums.

The Effect of Street Gardens on Psychological Restoration (도심 가로정원의 심리적 회복효과에 관한 연구)

  • Kwon, Hyun-Sook;Hahm, Yean-Kyoung;Kim, Hae-Ryung;Yoon, Hee-Yeun
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.45 no.1
    • /
    • pp.35-51
    • /
    • 2017
  • Street gardens, a series of streetscape improvement projects led by Seoul City Government, are initiated for the purpose of providing aesthetic satisfaction and mental refreshment to pedestrians. In order to investigate whether street gardens indeed promote the psychological health of the users, questionnaire surveys were conducted on three selected street gardens - at Gangnam-daero, Digital-ro, and Teheranro - and their comparison sites located on the same streets, which have a similar physical environment but without a street garden. The survey questionnaires, based on Attention Restoration Theory, were composed of Perceived Restorativeness Scale-11 with the eleven individual questions grouped into four categories: 'Fascination', 'Being away', 'Coherence', and 'Scope'. The survey questionnaires also ask about physical components that promote psychological improvement in the aforementioned categories. The collected data was analyzed with factor analysis, reliability analysis, and independent t-test. The results suggested that street gardens had a relatively positive effect on the psychological restorativeness of the users. In particular, they gave fascination and interest to the users. However, they did not offer a feeling of being away to the users, which revealed the limitation in the psychological improvement effect of street gardens. The physical components of the street garden that have led the psychological restorativeness effect were wooden bench, tree, and flower. This result corresponds to an extant theory that natural factors have a positive effect on the psychological restorativeness within a hardscape. This research will shed light on the planning and design guidelines for the street garden project.

A Study on the Perceived Value and Enjoyment of Dance According to Experience Types by Generation (무용의 세대별 체험유형에 따른 지각된 가치와 재미에 관한 연구)

  • Young Seo
    • Journal of Internet of Things and Convergence
    • /
    • v.10 no.4
    • /
    • pp.55-63
    • /
    • 2024
  • The purpose of this study is to divide the generations into Generation M and Generation Z and analyze the similarities and differences in the experiences, values, and fun through dance. To this end, the characteristics of the MZ generation were confirmed in detail, and the relationship between perceived value and fun factors was verified through various experience elements to suggest implications for the growth of dance. The subjects of the study were those who had experience with dance or had participated in dance classes. The survey was conducted from May 1 to May 30, 2024. Exploratory factor analysis, reliability analysis, multiple regression analysis, and difference analysis were conducted to verify the hypothesis. The research results are as follows. First, it was confirmed that for the MZ generation, educational and esthetic experiences of dance influenced the value. Second, it was confirmed that for the MZ generation, educational and esthetic experiences of dance had an impact on enjoyment. Third, in the experience factor, the differences of the MZ generation were shown in entertainment, educational, aesthetic, and esthetic experiences. Fourth, in the value factor, the differences of the MZ generation were shown in artistic values. Fifth, in the fun factor, the differences of the MZ generation were shown in a sense of accomplishment. finally, the commonalities of the MZ generation were shown in the value factor as physical, emotional, and sociocultural values. In the fun factor, they were shown as physical and mental fun and social cultivation. Through this study on generational differences in dance, it was confirmed that dance is an important means of providing social and cultural values beyond a simple art form, and the possibility of growth through differentiated competitiveness was presented.

Analysis of Determinants Influencing User Satisfaction for Augmented Reality(AR) Camera Application: Focusing on Naver's Service (증강현실 기반 카메라 애플리케이션 서비스 만족도 영향 요인들에 대한 고찰: 네이버 <스노우> 서비스를 중심으로)

  • Lee, Sungjoon
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.7
    • /
    • pp.417-428
    • /
    • 2020
  • Augmented reality(AR) service as one of the representative technologies in the era of the 4th industrial revolution has gotten people's increasing attention. At this time, this study aimed to examine the determinants affecting service satisfaction of the AR-based camera application service by focusing on Naver's service. Several factors that might have influences on satisfaction of the AR-based camera application service were conceived based on the previous literature. And it was tested whether they had influences on satisfaction of the AR-based camera application service or not empirically. The responses of a sample of 312 people who had experienced using Naver's service were collected by means of an online survey and they were analyzed employing a hierarchical regression analysis. The results of this research indicated that gender as one of demographic variable, perceived interactivity, aesthetic value, trend following motivation as an extrinsic motivation and playfulness as an intrinsic motivation have significant influences on the service satisfaction of the AR-based camera application service. The results in this study have meanings since they can be used as references for AR service providers to develop more satisfactory AR services.