• 제목/요약/키워드: The five senses

검색결과 193건 처리시간 0.022초

패션 매장에서의 후각과 미각 경험이 감정 및 구매 의도에 미치는 영향 (A study on the effects of the smell and taste experience in fashion stores on the emotions and purchase intention)

  • 차선영;손형진;이유리
    • 복식문화연구
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    • 제26권6호
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    • pp.1015-1027
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    • 2018
  • In the retail environment where online-shopping malls are growing, offline store are find it difficult to survive simply by selling their products. As a result, offline retailers are trying to find unique services that are appealing to their customers. In such a market environment, marketing strategies that stimulate the five senses other than the sight can be an alternative. Therefore, this research is aimed at observing the effect of the senses on emotion and purchase intention in a fashion retail context. A two by two experimental design (existence vs non-existence of scent x existence vs. nonexistence of eating chocolate) between subjects was used. A total of 120 participants were randomly assigned to the four situations, and they were asked to complete the questionnaires about emotion and purchase intention. The survey data were statistically analyzed using SPSS 23.0, and results are as follows. After a two-way ANOVA, we observed a statistically significant effect of the scent service on pleasure and purchase intention the sweet offering service on purchase intention. Moreover, when scents service and sweet offering service were provided at the same time, the highest purchase intention was obtained among other services. In addition, we studied the effects of emotions on purchase intentions, and the pleasant emotions resulting from the services have a positive effect of on purchase intentions.

감성적 실내디자인을 위한 여성전문병원 로비 공간 계획 특성 (The Particularities of Planning for the Emotional Design in the Lobby of the Women's clinics)

  • 김정근;홍규리
    • 한국실내디자인학회논문집
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    • 제17권6호
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    • pp.143-151
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    • 2008
  • This paper inquires the elements of emotional design and the current conditions of its application in order to examine the particularities arise when planning emotional interior design for a women's clinic. Research was done by studying plans for elements of emotional interior design while site investigation was done to find out the status of women's clinic lobby. Six women's clinic in Ulsan were chosen as subjects while survey was done based on the studied emotional plan elements. The data evaluation was classified by the installed properties and substituted with image scale using emotional mensuration. The outcome is as follows; First, elements of emotional interior design was composed of elements making up the space's comfort and aesthetic appreciation, and elements stimulating human's five senses leading to psychological treatment. Therefore, the plan for interior design should merge the design elements that stimulate senses and social elements into one unified concept. Second, the composited elements within the plan should strive to stimulate sights by contracts and changes and add symbolic or meaningful elements based on the principles of design. In so doing, the plan should incorporate an aesthetic orderliness and a coherent image. Third, the interior of women's clinics should not only have psychological comfort but also liveliness and ease that suits 20-30 old women. To conclude, Color, form, finishing materials and texture should be selected with a unified style in mind and the plan itself should strive to generate playfulness though harmonious coordination.

Some Remarks on a Theoretical issue of the Spatiality of Knowledge and Information - On the Basis of Experiences of Innovative SMEs Located in a Periphery of Japan

  • 산본건아
    • 한국경제지리학회지
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    • 제11권3호
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    • pp.350-361
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    • 2008
  • Place matters to knowledge creation according to the recent literature on economic geography and its related disciplines. This basic insight is not incorrect. But there is some vagueness in the discussions on this theme and there seems to appear a variety of geo-determinism on the competitiveness of SMEs in manufacturing industries. This paper reexamines that thinking on the basis of the realities of innovative manufacturing SMEs in a periphery of Japan, south of Kyushu Island. As a result, it is possible to classify face-to-face contacts into two kinds of communication. One is the communication, through which a supplier of a way of solution (knowledge) can grasp problems (information) of its customer in detail. The other is the communication, through which one can get some new idea. Information can spread world wide, but not always quickly and ubiquitously, because it often contains tacitness and secret, even if a large part of the information are coded in some form. Details of the information can be communicated only with the help of five senses. And it is necessary for the information receiver to listen to the sender carefully with the help of the other senses. In this meaning, tacitness does matter. Knowledge, namely ability to understand and power to bring some idea in practice, is always connected with some place, either at workshop of supplier or of customer in the case of manufacturing industries. However, not places but human beings possess the knowledge, and human beings can be mobile. Therefore, it is not restricted to a place.

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디지털 메체를 적용한 퍼포먼스 행위적 공간연출에 관한 연구 (A study of space-performance with applied digital technology)

  • 황현숙;류호창
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2001년도 춘계학술발표대회 논문집
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    • pp.100-105
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    • 2001
  • The space in today's digital era is developing in a new direction with the changing paradigm, which is different from that in the analog era. The space that appeals to the advanced technology mobilizes all the five senses of the space user with the technical elements of the more variable fields and aesthetic productions, and creates an interactive environment by motivating the user's active participation through the digital media. The environmental device called digital media connects the function pace with living performance. Unlike in the analog space, the different sides of the digital media space create a human consciousness that corresponds to the realistic ambience, further contributing to the lively condition. For the main production technique in the digital medias performance-active space, there are electronic image production, changeable production, impromptu-active production, light and sound production, and total artistic production that lead to the progressive interaction between man and space.

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개화기(開化期)의 상인(商人) 복장(服裝) (A Study on the Merchant's Costume in Enlightment Period of Korea)

  • 남윤숙;전혜숙
    • 복식
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    • 제8권
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    • pp.15-27
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    • 1984
  • A costume study is a part of the cultural history and also has the greatest relation to life's senses as a concrete culture. Korean costume that consists a double structure with Chinese one through Chosun Dynasty five hundred years, has recently changed up to the Western Form. In this respect Korean Costume has a important meaning in relation to Western costume. Traditional costume, generally speaking, has tendency to keep up by the common people than the higher classes. Then there were four classes. They are aristocratic classes common people, those who are engaged in the form, industry, trade and low classes. Merchant of them partially took charge of the cultural exchange about contacting with tradition and new one. Because it's easy to flow in one's character the new civilization. So there is an important significance to research of the merchant's costume in Gae Hwa Gi changing age of civilization in politics, economic, and social system. The records appeared about the merchant's costume in the age of civilization through literature study and natural photo at that time.

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Evolving a Holistic Design Process of Experiential Design - Focus on the Cognitive Interaction in Design Process -

  • Woo, Heung-Ryong
    • 디자인학연구
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    • 제20권2호
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    • pp.65-76
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    • 2007
  • The primary purpose of this study was to evolve integrated design process for Experiential Design which is based on the former study, 'The Influence of Cognitive Factors on the Creative Abilities in Design'. Experience is a transformation factor to all of the design processes, which has three phase of problem solving; Input, Process, and Output. We regard Experiential Design is a transforming process from concept to experience, and set up a mode) of Holistic Design Process (HDP), which consists of four domains: Four Causes, Thinking Modes, Sensory Modalities, and Creative Abilities. Revolving Sensory Modalities (SM), Creative Abilities (CA), and Thinking Modes (TM) around Product Design Specification (PDS) through a design process, Design Concepts ripen and mature into Externalization. Each component of Experiential Design (TM, SM, and CA) turns around the PDS. Here, experience is first perceived by the five senses. Then, the knowledge is formed, and the CA works for a problem solving. And TM controls all of these procedures. We regard these are a phenomenon of Experiential Design. The HDP can be helpful to develop valuable solutions and create a good experience.

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지역 공연문화시설 활성화를 위한 인터랙션디자인 개념 적용 연구 (A Study on Applying the Concepts of the Interaction Design Concept on Local Performance-art Space)

  • 홍성우;강혜경;손광호
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2006년도 추계학술발표대회 논문집
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    • pp.146-150
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    • 2006
  • The purposed of this study is to analyze the performance-art facilities. Research methods were reference study (interaction, local performance-art facilities) and research on the actual condition (on 4 local performance-art facilities for field investigation). Consequently emotional interractive space design makes people satisfied with their five senses, communication with people increase and enable people to experience something new that they haven't experienced before transcending time and space. Interaction design is designing experience of user through the interaction for human, thing, system, and space. The result of this research is to found out the possibility of emotional interaction design concept applied in public service area as a plan to revitalize the performance-art facilities.

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Fuzzy Rule Based Multimedia Information Data Acquisition Method

  • Oh, Kab-Suk;Hirota, Kaoru;Pedrycz, Witold
    • 한국지능시스템학회:학술대회논문집
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    • 한국퍼지및지능시스템학회 1998년도 The Third Asian Fuzzy Systems Symposium
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    • pp.252-257
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    • 1998
  • A method of multimedia information data acquisition based on fuzzy rules is proposed, where the multimedia means the five senses of a human being. Observed information is characterized by VAGOT(visual, acoustic, gustatory, olfactory and tactile) time series data and the goal is to extract an appropriate subset of the VAGOT data based on a given instruction. Fuzzy rules based on visual and acoustic information are used to identify the appropriate time interval on the fireworks multimedia information.

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Body Food: Touch Mat for Emotional and Physical Development of Children

  • Jo, HanGyeol;Kang, EunJeong;Yoon, Youngjun;Choi, Yongsoon
    • International Journal of Advanced Culture Technology
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    • 제7권1호
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    • pp.162-173
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    • 2019
  • This study proposed 'Body Food,' an interactive tactile mat that provides interactive visual responses and induces physical activity in young children at the time of developing tactile and five senses, along with the touch of various stimuli. The product combines fiber materials and digital content to achieve a variety of visual and auditory responses in real time when children touch the fabric. User tests were conducted for 4-year-olds and the result was positive in terms of physical exercise and artistic experience, but quantitative testing is required to generalize it. In the future, we will complement physical and digital contents to realize more complete product.

A case study to standardize odor metadata obtained from coffee aroma based on E-nose using ISO/IEC 23005 (MPEG-V) for olfactory-enhanced multimedia

  • Choi, Jang-Sik;Byun, Hyung-Gi
    • 센서학회지
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    • 제30권4호
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    • pp.204-209
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    • 2021
  • Immersive multimedia comprising metadata for five senses can provide user experience by stimulating memory and sensation. In the case of olfactory-enhanced multimedia, a computer-generated smell is combined with additional media content to create a richer and/or more realistic experience for the user. Although several studies have been conducted on olfactory-enhanced multimedia using e-nose and olfactory display, their practical applications have been severely restricted owing to the absence of a related standard. This paper proposes a method to standardize odor metadata obtained from an e-nose system, which has been particularly used to acquire data from different coffee aromas. Subsequently, the data were transferred to an odor display applicable for olfactory-enhanced multimedia using the ISO/IEC 23005 (MPEG-V) data template.