• Title/Summary/Keyword: 감각적 경험

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

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Cognitive Decision Making Model with Human Sensibility Factors (감성요소를 포함하는 인지적 의사결정 모형)

  • 이구형;김영준
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1997.11a
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    • pp.193-198
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    • 1997
  • 고도로 자동화된 시스템에서 인간이 수행하는 작업은 대부분 '감시와 반응'으로 단순화될수 있으며, 시스템에 이상이나 비상사태가 발생되는 경우 이에 대응되는 조치를 취하기 위한 정보처리와 의사결정을 수행하는 인지과정이 중요한 사항이다. 본 연구는 숙련된 작업자가 인지적 의사결정과정에서 잘못된 정보처리를 초래하는 원인으로 감각정보의 잘못된 해석에 있다고 보았으며, 이 과정에 감성의 영향을 도입하였다. 인간감성의 특성은 감각자극에 대하여 반사적이고 직관적으로 발생하며, 개인에 따라 다양함과 함께 애매모호성과 변화성을 가지고 있다. 감성은 두뇌의 limbic systim에 축적된 생활경험의 기억에 의하여 발생되며, 이 후에 발생되는 감정이나 두뇌에서의 정보초리에 영향을 미친다. 감성의 발생과 정보처리 및 의사결정과정에 대한 영향을 모형화하기 위해서는 조종사의 레이더 감시에 대한 인지과정을 정밀하게 기술하였으며, 이 과정에 감성요소를 도입하여 인지모형을 개발하였다.

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The Effect of Paired-Group Sensory Integration Therapy on Sensory Processing, Peer Interaction, and Play in Children With Developmental Delay: A Case Study (짝 그룹 감각통합치료가 발달지연 아동의 감각처리, 또래와의 상호작용, 놀이발달에 미치는 영향: 사례보고)

  • Park, Mi-rae;Park, Yun-Yi;Kim, Eun-Ji
    • The Journal of Korean Academy of Sensory Integration
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    • v.19 no.1
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    • pp.1-12
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    • 2021
  • Objective : The purpose of this study was to investigate the effects of paired-group sensory integration therapy on sensory processing, peer interaction, and play development of four-year-old children. Methods : This study involved 13 weekly sessions of a four-minute intervention as well as an initial 10 minutes of parental counseling for those without experience of paired-group sensory integration therapy. The intervention consisted of sensory processing activities and various occupational activities, and the children's Short Sensory Profile (SSP), Penn Interactive Peer Play Scale (PIPPS), and Knox Preschool Play Scale-Revised (KPPS-R) were measured before and after the sessions for comparison. The results are presented using visualized data. Results : After the paired-group interventions, all subjects showed improved sensory processing ability according to their SSP scores and improved play development on the KPPS-R. Moreover, the frequency of negative interactions decreased in the PIPPS measure. Conclusion : This paired-group sensory integration therapy had a positive effect on sensory processing, peer interaction, and play for children with developmental delay. In the future, research that applies this kind of paired-group intervention in various age groups would be useful.

A study on Brand Experience of Complex Cultural Space by Life Style -Focusing on Sounds Hannam- (라이프 스타일에 따른 복합문화공간의 브랜드 경험 연구 -사운즈 한남을 중심으로-)

  • Jung, Da-in;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.333-339
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    • 2020
  • The lifestyle of the new consumer class of people with diversified social structures and tastes is affecting society as a whole. As of now, emerging lots of complex cultural space with unique sensibility and individuality, this paper is about proposing the branding of a complex cultural space. I selected Sounds Hannam as a cultural complex and conducted in-depth interviews about brand experience and Ethnography. The study found that Sounds Hannam needs sense of hearing and smell because the sensory factors of the Sounds Hannam are concentrated in the visual field, and also, there is a need to create an appropriate communication channel through SNS. The Sounds Hannam had the characteristic factors of sensibility, relaxation and content based on a diversity different from the existing one. Throughout research, it was derived that planning space as a place to inspire people through spatial composition that triggers behavior and creative thinking is the goal of a complex cultural space and at the same time, an effective way to reflect the lifestyle of those in 20s.

Surrealistic Expression with Interactive Art (인터렉티브 아트의 초현실적 표현)

  • Lee, Jinsil;Kim, Sangwook
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.95-96
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    • 2016
  • 3d 게임 혹은 애니메이션 툴로 제작된 인터렉티브 아트 작품은 디스플레이를 통해 표현 될 때 가상의 입체공간이 시각적 평면 상태로 전달되는 물리적 한계를 가지게 된다. 관람자의 몸의 움직임과 가상현실의 시각적 재현, 물리적 공간에서 물체의 변화와 움직임을 동시에 경험한다면, 다양한 감각과 자극으로 작품의 몰입도를 높이고 전달하고자 하는 내용에 집중도를 높을 수 있다. 이 프로젝트에서는 이러한 복합적인 인터렉션을 통해 현대사회의 가상과 현실의 모호성을 표현하고, 삶의 본질과 현상에 대한 철학적 질문을 제시한다.

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수학 교육에서 concrete와 connected의 의미

  • Jeong, Chi-Bong
    • Communications of Mathematical Education
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    • v.9
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    • pp.1-13
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    • 1999
  • 수학 교육에서 수학 지식의 추상적 특성으로 인하여 수학 학습에 중요한 발생적 측면으로서 “concrete“ 에 대한 학습론적인 연구가 부족하였다. 또한 구체적 감각 조작 단계에서 형식적 추상적 조작 단계로의 아동의 인지 발달을 강조하다보니 ”concrete“와 ”abstract“의 통상적인 의미가 이분화 됨으로서 수학 학습에서 모든 연령과 수준에 무관한 상보적이고 상호 작용하는 가치를 수학 교육 연구에서 잊고 있었다. 본 논문은 발생적인 그리고 구성주의적 수학 학습에서 ”concrete”가 가져야 할 새로운 의미를 제안하였다. 새로운 의미의 “concrete“는 다양한 경험과 사물 그리고 지식과의 관계 맺음을 의미하는 ”connected“와 같은 맥락을 갖는다고 보고 몇 가지 수학교육에 관련된 의의와 중요성을 제시하였다.

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Blindsight and Phenomenal Consciousness (맹시와 현상적 의식)

  • 김효은
    • Proceedings of the Korean Society for Cognitive Science Conference
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    • 2002.05a
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    • pp.189-193
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    • 2002
  • 의식에 관한 가장 흥미 있는 최근의 과학적 작업들 중 철학적으로 문제가 되는 다수는 시각으로부터 나왔으며 그 중 특히 맹시 현상은 심리철학에 있어서 의식, 지각, 그리고 지향성의 개념에 문제를 제기한다. 맹시 환자들은 후두엽 피질의 두뇌 손상으로 인하여 생긴 암점(Scotoma) 때문에 현상적으로 의식적인 과정을 경험할 수 없으면서도 그들의 보이지 않는시야 영역에 대하여 보통 시각을 가진 사람들과 상당히 비슷하게 기능을 발휘한다. 이러한현상은 의식이 행동을 제어하는 데에 과연 인과적 역할을 하는지에 대한 문제들, 심리철학에서 뿌리깊게 논의되어왔던 의식의 기능과 부현상론에 대한 문제를 제기한다. 즉, 맹시 현상은 현상적 의식이 실재하지 않는 것이거나, 존재하더라도 어떤 인과적 효력을 가지지 않는 부수현상적인 것이라는 견해를 강하게 지지하는 것 같다. 이와 함께 인간과 동일한 물리적 구성과 행동을 가지지만 의식적 경험을 결여하는 피조물인 좀비(zombie)의 이론적 가능성이 제기된다. 이를 지지하기 위해서 초맹시(super-blindsight)의 개념과 사례가 제안된다. 이 논문은 맹시 현상을 통해서 현상적 의식의 실재성을 부정하려는 논변들을 반박하고, 의식은 행위의 수행에 관련될 뿐만 아니라 인지에 있어서 중요한 역할을 한다고 논한다. 따라서, 역설적으로 맹시 사례가 오히려 현상적 의식이 인과적 역할을 가진다는 감각질 실재론의 견해를 지지할 수 있다고 논증할 것이다.

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Comparative Affordance Analysis of Smart Docents for Exhibits (전시관 스마트 도슨트의 어포던스 비교분석)

  • Park, Minhyuk;Lee, Jungwoo
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.63-75
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    • 2022
  • In this study, the smart docent interface provided at 25 exhibition halls at domestic and foreign were compared and analyzed based on affordance. Heuristic evaluation techniques were adopted, centered on a small number of experienced people, and six research participants were selected based on Jacob Nielsen's guidelines that five to eight people per set of research can achieve sufficient results. As a result of comparative analysis of affordance, smart docent used in the Oriental showed a higher average value than smart docent used in the Western, but a lower value for sensory affordance alone. In addition, the categories were subdivided to derive the affordance values for each country, and a singularity was found that the sensory affordance of smart docents used in the United States represents the highest value compared to other countries. In conclusion, this study was able to compare the four affordances of smart docents used in domestic and foreign exhibition halls while presenting directions for future behavioral improvement, which could provide practical implication for smart docent interface design and exhibition hall service strategies.

A Study on Synesthetic Expression for Brand image Recognition (브랜드 이미지 인지를 위한 공감각적 표현효과에 관한 연구)

  • Gao, Yazhen;Jang, Chunggun
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.313-314
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    • 2013
  • 브랜딩의 목적은 브랜드 아이덴티티 구축의 개념에서 브랜드체험의 전달로 변화하며 오감과 감성의 활용에 주목하는 사회 환경에서 디자인도 감각디자인, 경험디자인 등으로 개념화되고 있다. 따라서 공감각적 표현의 전략적인 활용이 브랜드인지를 촉진한다는 가정을 하였다. 국내외 브랜드의 디자인에 나타나는 공감각적 표현을 분석해본 결과 시각과 청각, 촉각, 후각을 이용한 공감각적 표현이 가장 많이 나타났다.

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Research on the Applicability of Experientially Emotional Measurement Method in Product Design - Centred on Self-report Taking Seaside Seat Users- (경험적 감성 측정 방법의 제품 디자인 적용성에 관한 연구 -해변 벤치 이용자 대상의 자기-보고법을 중심으로-)

  • Huang, Chao;Go, Jung-Wook
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.658-665
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    • 2019
  • In the era of the rapid development of a tremendous number of new technologies and products, the emotional communication between products and users has become an important research topic. However, the user's emotional measurement methods have not been widely used in the field of product design. Besides, as an important space that can improve people's life quality and urban entertainment at the emotional level, seaside space also creates an atmosphere of frequent emotional communication among tourists, landscape and environmental facilities. To deduce the applicability and advantages and disadvantages of the experiential emotional measurement method in product design, this paper took the seaside seat users of Haeundae as the object and carried out the Self-report of the experiential emotional measurement method. Specifically, the experiment of Self-report was divided into two stages: prior survey and subsequent main investigation. Then the hypothesis was verified by using Bivariate Regression and Multiple Regression through SPSS. Furthermore, through the experiment of the Self-report, the applicability and advantages and disadvantages of experiential emotional measurement method in product design were derived. In the future, based on the applicability, advantages and disadvantages of the experiential emotional measurement method derived in this study, it is expected to become the fundamental and reliable data for the development of emotional measurement methods that can be suitable for product design.