This study is to investigate the color emotion associations of the color vision defectives, considering that the colors do have an effect on human emotional conditions. To realize this investigation, firstly we selected 100 normal persons (group C)and other 34 color vision defectives(group A), dividing the last group into two small groups as protanomaly group(group P) with 8 persons and deuteranomaly group(group D) with 16 persons. All participants have been offered to select one color from ten colors for each of three positive emotions such as 'favorite', 'happy' and 'friendly' and of three negative emotions like 'sad', 'disliked' and 'awkward'. And they selected another one color for each active and passive emotions. For 'favorite color' the group C selected 'blue' and 'red' while the group A chose 'blue'. For 'happy color' the two groups selected 'yellow'. For 'friendly color' the group C chose 'green', but the group A selected 'blue'. For 'sad color' the group C preferred 'blue', but the group A chose 'purple'. For 'disliked color' all groups selected 'bluish green'. For 'awkward color' the two groups preferred 'bluish green'. For 'active color' all groups selected 'red'. And for 'passive color' the group C chose 'bluish green', but the group A selected 'blue'. Depending on the type of color vision deficiency(group P and group D) some more differences were revealed relatively. These results should be applied to develop some intelligent color conversion technology for enhancing the usability of culture contents for color vision defectives.
The purpose of this study is to make more reliable researches on the tendency of shirking from the mathematics by including those of the students in the other country, and there are a series of researches such as 'math-camp to raise the mathematical tendency of the students who make little progress in the study', 'establishment of factors causing the shirking tendency from the mathematics and development of the analyzing instruments for it' and 'study on the preference to each category of the school mathematics.' For this purpose, I used a test developed by the shirking tendency research team. I compared the average score and standard deviation between the Korean and the Australian students. As for the average score, that of the Australian elementary school students is about one point higher than the Korean students, and there was no remarkable difference in the deviation. Comparing the math-shirking tendency of the two groups, they show higher shirking tendency in the aspects of emotional and mathematical recognition that belong to the psychological and environmental sphere. And, as for an extent of association in difficulties according to each school grades, its degree of the Australian students is comparatively lower than that of the Korean students, therefore, the shirking tendency of the Australian students is intermediate level whereas that of the Korean students is the lowest. They show us a peculiar result in teacher factor. It is noteworthy in that the Korean students show a positive reaction in that factor, however, the Australian students show a comparatively weak reaction. It might be caused by a cultural difference. I also have compared the accumulated percentage according to each shirking tendency factors. It will not only be very efficient for teachers to establish a teaching plan but also a good data to understand the shirking tendency of each student. This will be a very good data for the planners of teaching policy to remedy the causes of shirking tendency. And, it will also be used effectively to write a new textbook. It has been uncommon that a psychological test is used in the research for the improvement of teaching and learning mathematics. In this aspect, I am sure that this study including the preceding research will be a good in studying the shirking tendency factors by using a psychological test. I believe that this research will be a help to grasp the outline of the shirking tendency and I will have to try continuously to make it be a reasonable and reliable study.
ENFP the flowers 66.7%, INFP 50% of the leaves was the first that showed interest. ISTP in the fragrance of the plants, the 55.6% interest in the first feeling, ENTJ's 60%, INFJ's 75%, INTJ 83.3% of the entire plant in the form of the first was said to have interest. MBTI personality types, depending on the interest portion of the plant selection for mean difference (p=0.004). Favorite types of plants, flowers, 53.7%, 32.7% fruits, vegetables, 5.4% have been selected, depending on the features your favorite plants, types of hearing means the difference (p=0.022). Select any of four kinds of flowers, plants, plants that NF 40.7%, NT 58.8% were preferred, SF a fragrant plants that were preferred by 41.8%. ST flowering plants in the 37.5%, 29.2% of the seasonal green leafy foliage was preferred. Depending on the psychological features a selection for your favorite flora also indicates a difference (p=0.038). MBTI personality types based on the four indicators in the form of leaves and flowers preferred type for accident analysis determined a feature based on the emotional type, meaning that it leaves the choice of form, and (p=0.036), determined according to the type-aware select a flower type refers to the difference (p=0.025).
Journal of the Korean Society of Floral Art and Design
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no.42
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pp.97-116
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2020
In this paper, the need for lifelong education and distance education is increasing due to the decrease of population and the increase of life expectancy. In addition, the popularization and everydayization of education, which combines daily life and learning, is an educational feature. Individuals can more easily access knowledge, and video plays an important role. Video content is the most basic medium that leads to the popularization and daily life of education. With the development of information and communication technology, popularization of media content production and editing technology, anyone can easily create and share. The video education contents business is expected to increase globally through SNS. Especially, the video contents education industry related to flower design is regarded as a suitable content field in an era where environment is essential. In the modern era, characterized by the "one-person household, one-person media" era, the environment of plants protects people from stress by restoring human emotional efficiency, environmental comfort, and stability. In other words, because humans have a preference for nature, plants play an important role for humanity recovery. Against this backdrop, flower design is expected to be a promising industrial sector with high growth, high value added and high job creation effects. In the era of the fourth revolution of the human race, competitive video contents are expected to influence the growth of the future country. will be.
Choi, Myounghwa;Lee, Yoonseo;Koo, Kay Ryung;Lee, Janghyuk
Asia Marketing Journal
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v.16
no.4
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pp.75-87
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2015
As more companies become interested in global markets, it has become crucial for firms to create globalized brands whose positioning, advertising strategy, personality, looks, and feel are consistent across nations. The purpose of this study is to investigate the global branding strategy of the Hyundai Motor Company (hereafter HMC) in order to show how the company processes its branding strategy. HMC, one of the leading global companies in the automobile industry, set up its brand identity as "Modern premium", in alignment with their new slogan "New Thinking New Possibilities", in 2011. The aim of the "Modern premium" concept was to provide consumers with new experiences and values beyond their expectations. HMC wanted their consumers to think of their cars as not only a medium of transportation but as a life space, where they can share experiences alongside HMC. In an effort to conduct consumer research in 5 different nations, HMC selected "brilliant" as a key communication concept. The word "brilliant" expresses the functional, experiential, and emotional dimensions of HMC. HMC furthermore chose "live brilliant" as a key campaign message in order to reinforce their communication concept. After this decision, the "live brilliant" campaign was exhibited through major broadcast channels around the world. The campaign was the company's first worldwide brand campaign, where a single message was applied to all major markets, with the goal of building up a consistent image as a global brand. This global branding strategy is worth examining due to its significant contribution to growth generation in the global market. Overall, the 'live brilliant' global brand campaign not only improved HMC's reputation image-wise, with the 'Modern Premium' conceptualization of the brand as 'simple', 'creative' and 'caring', but also improved the consumer's familiarity, preference and purchase intention of HMC. In fact, the "live brilliant" campaign was a successful campaign which increased HMC's brand value. Notably, HMC's brand value increased continuously and reached 9 billion US dollars in 2013, leading it to reach 43rd place in the Global Brand Rankings according to the brand consulting group Interbrand. Its brand value largely surpassed that of Nissan (65th) and Chevrolet (89th) in 2013. While it is true that the global branding strategy of HMC involved higher risks, it was highly successful according to cross-nation consumer research. Therefore, this paper concludes that the global branding strategy of HMC made a positive impact on its performance. We further suggest HMC to combine its successful marketing with social media such as Facebook, Twitter, and Instagram and embrace digital media by extending its brand communication horizon to the mobile internet
Journal of the Korea Society of Computer and Information
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v.14
no.11
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pp.53-60
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2009
This paper is focusing on the optimal size of internal space in which various functions are expressed by means of analogizing appropriate size of passage fitted to characters and reverse-calculating it in comparison with preexisting games, and thus increase the objectivity of data. To this end, the work of making the data objective was conducted in advance, and the experiment proceeded in the way that specially-designed Dungeon can make its way through the passage and in the situation where small-scale combats take place. In addition, the efforts were made to standardize the outcome of experiments by restricting the types of game graphics to MMO RPG. Further, the enhance the objectivity of size of the characters, the game types were limited to RPG games, and it is also adjusted to the character's face size based on the graphic designer's preference. The size of shoulders and arms of characters, inter alia, was selected as distinguishing points to be adjusted to the passage. By analyzing these data, the size of passage was re-organized according to the main characters in the MMO RPG games. Four experimental data was utilized by the 200 game experts in order to select the optimal size of passage in the game. As a consequence, the proportional correlation between character and passage movement was evaluated as successful in terms of emotional recognition.
Prior research has investigated different effects of brand performance information such as premium price information and market share information on brand equity components - quality perception and brand preference. It was shown that the differential effects of brand performance information could depend on product-related variables like product category concept and quality variation in the product category. In this study, we conducted an experiment to find out how personal characteristics such as self-construal, price perception and brand commitment could influence the effects of different types of brand performance information. The results show that individuals who have independent self-construal, favorable price perception and emotional commitment with the brand develop more favorable evaluation of the premium price performance information resulting in more positive evaluations of the brand. However, individuals who have interdependent self-construal, unfavorable price perception and cognitive commitment with the brand develop more favorable evaluation of the market share performance information resulting in more positive evaluations of the brand. We discuss the theoretical and practical implications of this study and its limitations, along with future research interests.
Research of color has been developed and also has raised consumer desire through changing from a tool to pursue curiosity or beauty to a tool creating effects in the 20th century. People have been interested in colors as a dynamic expression of results since the color TV appeared. The meaning of colors has been recently diversified as the roles of colors became important to the emotional aspects of design. While auto colors have developed along with such changes of the times, black led the color trend during the first half of the 20th century from 1900 to 1950, a transitional period of economic growth and world war. Since then, automobile production has increased apace with the rapid economic growth throughout the world and automobiles became the most expensive item out of the goods that people use. Accordingly, increasing production induced facility investment in mass production and a technology leveling was achieved. Auto manufacturing processes are very complicated, auto makers gradually recognized that software changes such as to colors or materials was an easier way for the improvement of brand identity as opposed to hardware changes such as the mechanical or design components of the body. Color planning and development systems were segmented in various aspects. In the segmentation issue, pigment technology and painting methods are important elements that have an influence on body colors and have a higher technical correlation with colors than in other industries. In other words, the advanced mixture of pigments is creating new body colors that have not existed previously. This diversifies the painting structure and methods and so maximizes the transparency and depth of body colors. Thus, body colors that are closely related to technical factors will increase in the future and research on color preferences by region have been systemized to cope with global competition due to the expansion and change of auto export regions.
It is common sense that providing specific odor can increase the video reality when video scene has an object having specific odor. However, people still do not know how to increase video reality and emotional immersion when there is no information on specific odor in the scene. So, present study explores how we improve video reality and immersion when the scene has no concrete odor information from some objects. Especially, this research focuses on diverse previous studies about matching between odor and color and then we expect providing odor can increase video reality if the odor is well-matched with the video's color. To do this, we collected 48 odors and investigated which color was well-matched with each odor. As a result, we get 5 odors which had clearly well-matched colors and decide ill-matched colors of those 5 odors as complementary colors of well-matched colors (Experiment 1). After that, we organize 3 conditions such as coloring image and video clip with well-matched color (color-odor match condition), coloring those with ill-matched color (color-odor mismatch condition), and coloring those with achromatic color by removing color saturation (color-odor neutral condition). Under each of these three conditions, image-odor matching, increment of reality with the odor, increment of immersion with the odor, and odor preference are asked (Experiment 2; 3). The results showed that the scores of all 4 questions in color-odor match condition were higher than color-odor mismatch condition and neutral condition. These results mean that providing matching odor with the scene's color in video is very effective to increase video reality and immersion. We expect experiencing better reality and immersion with olfactory information by adding various future research.
Seo, Kyoung-Jin;Hwang, Jin-Ha;Jeung, Jang-Hun;Kim, Ki-Youn
Journal of Internet Computing and Services
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v.15
no.4
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pp.91-102
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2014
The purpose of this research is to perform the consumer typological study of integrated emerging digital advertisement, where IT and advertisement industry were fused, and to propose the theoretical definition about consumer characteristic which is in need for collection of related market subdivision strategy in perspective of business marketing. For this, the Q methodology, the 'subjectivity' research of qualitative perspective, which discovers new theory by interpreting subjective system of thinking, preference, opinion, and recognition of inner side of respondents, was applied and analyzed. Compared to previous quantitative research that pursues hypothesis verification, this Q methodology is not dependent on operational definition proposed by researcher but pursues for analytic study completely reflecting objective testimony of respondents. For this reason, Q study analyzes in-depth the actual consumer type, which can be found at the initial market formation stage of new service, therefore this study is applicable for theorizing the consumer character as a mean of advanced research. This study extracted thirty 'IT integrated digital advertisement type (Q sample)' from thorough literature research and interviews, and eventually discovered a total four consumer types from analyzing each Q sorting research data of 40 respondents (P sample). Moreover, by interpreting subdivided intrinsic characteristic of each group, the four types were named as 'multi-channel digital advertisement pursuit type', 'emotional advertisement pursuit type', 'new media advertisement pursuit type', and Web 2.0 advertisement pursuit type'. The analysis result of this study is being expected for its value of usage as advanced research of academic and industrial research with the emerging digital advertisement industry as a subject, and as basic research in the field of R&D, Marketing program and the field of designing the advertisement creative strategy and related policy.
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