• Title/Summary/Keyword: excitement

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The Effects of Sportswear Brands' Country-of-Origin on Purchase Intention in Terms of Brand Personality as Perceived by Chinese University Students (스포츠웨어 브랜드 원산지 이미지가 중국 대학생들의 브랜드 개성 지각과 구매의도에 미치는 영향)

  • Zhang, Fang-Fang;Kim, Yong-Sook
    • The Research Journal of the Costume Culture
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    • v.20 no.2
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    • pp.208-221
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    • 2012
  • The purpose of this study is to identify the effects of sportswear brands' country-of-origin on purchase intention (PI) in terms of brand personality as perceived by Chinese university students. Chinese students preferred to shop for sportswear at specialty stores, liked Nike and Adidas most, design was the most important factor when selecting, selected their sportswear themselves, and gathered information from TV ads. With regard to perceptions of brands country-of-origin, America was perceived as a developed country, influential to the world, but as having a bad relationship with China. Germany was perceived as a developed country and as having a well-developed civic culture, good people image, high technology, high influence on the world, and a good relationship with China. Italy was perceived as a developed country with the highest civic culture. China was perceived as a developing country, as having a good people image, and low technology and low influence on the world. Japan was perceived as a developed country with high technology. Factors of brand personality were sincerity, competence & sophistication, and excitement. Nike was perceived as having high competence & sophistication and excitement, Adidas as having high competence & sophistication and excitement, Lining as having high sincerity, and Mizuno's brand personality was very low. People image, competence & sophistication and excitement became higher, PI of Adidas increased. If people image, competence & sophistication and excitement became higher, PI of Kappa increased. If a country was developed and competence & sophistication and excitement became higher, PI of Lining increased. If civic culture, people image, technology, competence & sophistication and excitement became higher, PI of Mizuno increased.

A Case of Inappropriate Elimination in a Dog with Submissive and Excitement Urination (개에서 과도한 복종과 과흥분으로 인한 부적절한 배뇨의 일례)

  • 김현희;구자민;장홍희;이효종;이후장;이용훈;정종태;연성찬
    • Journal of Veterinary Clinics
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    • v.20 no.1
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    • pp.131-133
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    • 2003
  • In these days, it is serious problem to inappropriately eliminate in the home. There are many reasons why a pet might eliminate in the home. A ten-month-old, female, Jindo dog with a history of inappropriate elimination was presented to the Animal Behavior Clinic at the College of Veterinary Medicine, Gyeongsang National University. This problem was diagnosed by submissive and excitement urination based on the questionnaires and interviews on the dog with the owner. Behavioral modifications including ignorance and counterconditioning were recommended to improve the clinical signs. After two weeks following the initial consultation, submissive and excitement urination of the dog was alleviated, and after four months, it resolved completely, to the owner's satisfaction.

Assessment of Medical Service Quality Perceived by In-patients of Geriatric Hospitals -Using Revised IPA Applying the Kano's Model- (노인요양병원 입원환자가 지각하는 의료서비스품질 평가 -Kano모델에 근거한 Revised IPA를 활용-)

  • Ko, Min-Seok
    • The Korean Journal of Health Service Management
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    • v.7 no.1
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    • pp.133-144
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    • 2013
  • The present study is aimed at assessing medical service quality as perceived by in-patients of geriatric hospitals and at analyzing the excitement factors by using revised IPA Applying the Kano's model for users' satisfaction. The data was collected from Nov. 5 to Dec. 7, 2012. Among a total of 503 cases of questionaries, only 419 cases were used. To data were analyzed by PASW statistics 18.0 and revised IPA applying Kano's model. The paired t-test results reveal that satisfaction was higher than the expectation level at a statistically significant level across all the medical service quality factors. The revised IPA results categorized facility convenience, hospitalization and care, and kindness as basic factors and medical reliability and access as excitement factors. In conclusion, medical reliability and access, which were identified as excitement factors of medical service quality, are essential opportunity factors for users and should accordingly be used as strategic factors to increase satisfaction with a geriatric hospital and induce customer surprise.

The effects of authenticity and fictionality of brand story on customer-based brand equity (브랜드 스토리의 진정성과 허구성이 고객기반 브랜드 자산에 미치는 영향)

  • Suk, Hyojung;Lee, Eun-Jin;Park, Sung-Hee
    • The Research Journal of the Costume Culture
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    • v.30 no.3
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    • pp.381-402
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    • 2022
  • This study aimed to identify sub-dimensions of the authenticity and fictionality of a brand story and analyze the effects of authenticity and fictionality on customer-based brand equity. Data were obtained from a group of 213 males and females in their 20s and 30s living in Korea using an online survey institute. Results showed that the authenticity and fictionality of a brand story are composed of reality, excitement, exaggeration, fictional symbolism, influence, sincerity, relativeness, mysteriousness, and unreality. Of these, sincerity, excitement, reality, influence, and mysteriousness had significant effects on brand imagery; sincerity particularly exerted a relatively more substantial influence on brand imagery. Also, influence, mysteriousness, excitement, and relativeness impacted performance positively, and exaggeration impacted performance negatively. This indicated that a well-constructed brand story with authenticity and fictionality had a positive impact on the brand image. Excitement, mysteriousness, reality, relativeness, sincerity, and influence of a brand story had significant effects on brand judgement. In contrast, only excitement and influence positively impacted brand feelings, and unreality had a negative impact on feelings. The exciting and influential brand story impacted brand attitude. Also, brand image and attitude positively impacted sharing and purchase intention, while brand performance did not affect recommendation intention. These findings contribute to identifying a brand story's attributes, authenticity, and fictionality and provide insights for marketers on creating brand stories to increase brand image and attitude and to build customer-based brand equity.

Analysis of Facial Movement According to Opposite Emotions (상반된 감성에 따른 안면 움직임 차이에 대한 분석)

  • Lee, Eui Chul;Kim, Yoon-Kyoung;Bea, Min-Kyoung;Kim, Han-Sol
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.1-9
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    • 2015
  • In this paper, a study on facial movements are analyzed in terms of opposite emotion stimuli by image processing of Kinect facial image. To induce two opposite emotion pairs such as "Sad - Excitement"and "Contentment - Angry" which are oppositely positioned onto Russell's 2D emotion model, both visual and auditory stimuli are given to subjects. Firstly, 31 main points are chosen among 121 facial feature points of active appearance model obtained from Kinect Face Tracking SDK. Then, pixel changes around 31 main points are analyzed. In here, local minimum shift matching method is used in order to solve a problem of non-linear facial movement. At results, right and left side facial movements were occurred in cases of "Sad" and "Excitement" emotions, respectively. Left side facial movement was comparatively more occurred in case of "Contentment" emotion. In contrast, both left and right side movements were occurred in case of "Angry" emotion.

The Expressive Effects of Queen Elizabeth I's Rebes in Cinema (영화의상에 나타날 엘리자베스 여왕 1세 로브의 표현효과)

  • 조윤영;양숙희
    • Journal of the Korean Society of Costume
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    • v.53 no.3
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    • pp.89-106
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    • 2003
  • The purpose of this study is to analyze the expressive effects of Queen Elizabeth I's robes in cinema and also to present two examples of Queen Elizabeth I's robes designed and made based on these expressive effects. To this end, this study wilt first examine Queen Elizabeth I's robes in her portraits according to the visual definers and emblematic meanings. Then on the basis of these knowledges, analyze visual definers and viewing priorities of Queen Elizabeth I's robes in five movies. Thereinafter, these robes will be classified based upon Belong(1998)'s four expressive effects. excitement. calmness, strength and delicacy. Finally, this study will demonstrate calmness and delicacy among four expressive effects through two robes made for the purpose. After analyzing the expressive effects of robes in five Queen Elizabeth I's movies, one can conclude excitement. calmness, strength, and delicacy can be found according to the flow of the story. Since this analysis focuses mainly on one particular person during one Particular period of time, there was a fundamental silhouette prevalent among the Queen's robes which then can be classified into different forms. Moreover, Queen's character in itself embodies authority and grace which. in turn, facilitates the presentation of the four expressive effects along the story line. In conclusion, thorough historical research on the character and the period. in addition to analysis of the visual definer and viewing priorities, is imperative when designing a historical costume.

Investigation on the Factors of Tourism Festival Brand Personality and the Effects of the Personality on Attitude and Royalty: Focused on Boryeong Mud Festival (관광축제 브랜드개성 요인의 탐색과 태도와 충성도에 미치는 영향: 보령머드축제를 중심으로)

  • Lim, Myoung-Jae;Kwon, Hyun-Jae
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.425-433
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    • 2010
  • The area of tourism events is constantly growing. The competition in the tourism market is also getting so fierce that improving competitiveness through specialized brand personality is necessary to survive. So, this study derives the components of tourism events and clarifies their influences. The research shows that the brand personality of tourism events consists of three factors such as competence/sophistication, excitement and sincerity. As a result of the analysis, excitement and sincerity have impact on the event attitude while competence/sophistication and excitement on royalty.

The Effects of Brand Personality on Self-Congruence and Brand Attachment in the Family Restaurant (패밀리 레스토랑에서 브랜드개성이 자아일치성과 브랜드애착에 미치는 영향)

  • Ha, Dong-Hyun
    • Journal of the East Asian Society of Dietary Life
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    • v.22 no.1
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    • pp.120-132
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    • 2012
  • The purpose of this study was to investigate thet 5 dimensions of brand personality that could affect brand attachment, and actual and ideal self-congruence in the family restaurant. Also, this study investigated the effects of actual and ideal self-congruence on brand attachment. Questionnaires were given to a sample of customers who visited one of the 4 famous national brands of family restaurants in Daegu. A total of 332 questionnaires were analyzed with SPSS/$PC^+$and LISREL. There were four major empirical research findings. First, sincerity, competence, sophistication and ruggedness affected brand attachment. And second, sincerity, competence and sophistication affected actual self-congruence. Third, sincerity and sophistication affected ideal self-congruence. And fourth, actual self-congruence affected brand attachment. However, the excitement dimension of brand personality did not affect brand attachment,; dimensions of excitement and ruggedness did not affect actual self-congruence,; dimensions of excitement, competence and ruggedness did not affect ideal self-congruence. Also, ideal self-congruence did not affect brand attachment. Based on these findings, marketers of family restaurants were recommended to strengthen the dimensions of sincerity, competence, and sophistication, and to weaken the ruggedness dimension.

An Exploratory Study on Brand Personality : The Case of A Traditional Casual Brand in Korea

  • Lee, Mi-Young;Oh, Keun-Young
    • Journal of Fashion Business
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    • v.10 no.6
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    • pp.79-90
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    • 2006
  • In order to build strong brand equity in the current market circumstances, it is essential to understand the core dimensions of brand image, which is brand personality. The objectives of this study were to identify the brand personality dimensions of a casual brand, "BeanPole," and to investigate the effects of the brand personality on BeanPole buyers' brand preference, satisfaction and loyalty. The data were collected via a web survey. The sample consists of 500 people between the ages of 18-45 who are familiar with Bean Pole casual clothing brand (male- 40%; female-60%). Sixty-six percent of the sample indicated that they had purchased the Bean Pole clothing during the last three years. A total of five factors were extracted from the brand personality index scale: They were excitement/sophistication, competence, sincerity, ruggedness, and smoothness. Compared to the B/P non-buyers, B/P buyers tended to rate excitement/sophistication, competence, sincerity, and the smoothness brand personality dimensions higher. Multiple regression analysis revealed that excitement/sophistication, competence, sincerity and ruggedness brand personality were significant predictors of respondents' casual clothing brand preference, satisfaction, and brand loyalty. Among these significant predictors, competence was the best predictor of casual clothing brand preference, satisfaction and brand loyalty. Based on these findings, strategic implications are discussed.

The Factor Structure of Customer Satisfaction in Libraries (도서관의 이용자 만족도 요인 구조 분석)

  • Lee, Jeong-Ho
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.23 no.1
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    • pp.215-234
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    • 2012
  • The purpose of this study is to investigate asymmetric and nonlinear nature of the relationship between service attributes and global customer satisfaction, and to identify improvement strategies of service quality in libraries. In this study, two methods(such as kano's analysis and importance grid) were used to analyze the factor structure of customer satisfaction in libraries. The results show that two quality elements are classified as excitement factors, twelve quality elements are sorted as hybrid factor and eight quality elements are classified as dissatisfiers.