• Title/Summary/Keyword: 감각적 혁신성

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Dual Path Impacts of the Consumer Innovativeness in the New Products Adoption Situation (소비자의 감각적 혁신성향과 인지적 혁신성향이 신제품 구매의도에 미치는 이중 경로)

  • Kim, Hyung-Jun
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.187-197
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    • 2011
  • There are many researches about effects of consumer innovativeness on the new product adoption behavior. However most of these studies regard this construct as one dimensional concept so that the extant studies suggest very ambiguous results about the relationship between consumer innovativeness and adoption behavior. This study subdivides the construct as cognitive innovativeness and sensory one and suggest these two types of consumer innovativeness affect on the risk perception of the potential adopter differently when the consumer adopt new product. In the empirical research through regression analysis and structure equation model with 217 samples, the study shows the consumer who have high level of cognitive innovativeness are more sensitive to functional risk of new products compared to one who have high level of sensory innovativeness. On the other side, sensory innovative consumer perceive social risk more when they adopt new products than cognitive innovator who have higher level of cognitive innovativeness. The result means there are dual paths on the relationship between consumer innovativeness and new products adoption behavior. Unlike the early studies, this study shows that there's dual path in relationship between the consumer's innovativeness and new product adoption. That is the consumer who have higher sensory innovativeness perceive the social risk of new products more sensitively than functional risk but the consumer who have cognitive innovativeness perceive functional risk more. So, new product adoption behavior would be different depending on the sensory or cognitive innovativeness.

Study on the audience effect of advertisements of IoT products across different levels of sensory innovativeness (감각적 혁신성향에 따른 사물인터넷(IoT) 제품 광고의 수용자 효과에 관한 연구)

  • Cha, Hyeyoung;Youm, Dongsup
    • Journal of Digital Convergence
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    • v.16 no.5
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    • pp.145-152
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    • 2018
  • This study was conducted to review whether there is a difference in the audience effect of advertisements of IoT products across different levels of sensory innovativeness. For the study, a total of 128 male and female university students and three advertisements of IoT products were selected. The study findings show that consumers with a higher tendency in purusing sensory innovativeness are more likely to rate more positively the perceived usefulness of the product and the attitude towards the product as shown in the advertisement. This finding is meaningful in that it was concluded from an empirical study at a time when studies on advertisements of IoT products are lacking. The study is also expected to provide beneficial insights into effective execution of advertisements of new technologies and establishment of marketing strategies. Follow-up studies that take into account a wider range of variables representing sensory innovativeness in consumers are suggested.

자연모사 감각센서

  • Han, Chang-Su
    • Journal of the KSME
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    • v.56 no.12
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    • pp.42-45
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    • 2016
  • 인간의 오감을 비롯해 생명체의 감각기관은 선택성, 감도, 크기, 수명, 소모전력 등 여러 측면에서 매우 뛰어난 성능과 장점을 가지고 있으며, 기존센서의 개념적 한계를 극복할 수 있어서 이 분야의 파괴적 혁신을 기대할 수 있다. 감각기관의 구조 및 원리에 대한 심층적인 분석과 공학적인 모사기술이 결합된다면 초감각을 지닌 동물의 감지능력까지도 모사가 가능할 것이다.

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Tracking on Attention to the Emotion and Sensibility and its Application at the Innovative Companies: Focused on Content Analysis of Annual Reports (혁신적 기업에서의 감성의 관심 및 활용의 추적: 연차보고서의 내용분석을 중심으로)

  • Song, Min Jeong
    • Science of Emotion and Sensibility
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    • v.19 no.1
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    • pp.39-48
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    • 2016
  • This research aims to identify innovative companies' attention to the emotion and sensibility and its application by analyzing the contents of the corporate annual reports. Annual report is a good reference data because it describes not only various current products and services' annual activities and business performance but also corporate future direction. Sensibility is interpreted and used with various words internationally: various related terms such as sensibility, sense, emotion, feeling and affection are analyzed not only by the definition but also the interrelationship among them, and included for the contents analysis. To select the innovative companies, the researcher used 'Fast company' that is the economic journal and deducted the companies list via 'The world's 50 most innovative companies' in 2009 and 2014. Listed companies' 2009 and 2014 annual reports' contents were analyzed to identify the rate of the recognition and the application of sensibility to their business. Even though the quantitative result of the content analysis indicates not a strong relationship between corporate innovativeness and 'sensibility' qualitative result identifies companies are paying more attention to the 'sense' and 'feeling' during five years. In conclusion, the innovation that company pursues strategically is shifting from differentiation and the technological leadership to satisfying user experiences and the number of companies which express and measure user feeling and emotions are increasing.

Idea Workshop Method for Sensor-Centered Concept Design (감각 중심의 컨셉 도출을 위한 아이디어 워크숍 방법론)

  • Yoo, Hoon-Sik;Pan, Young-Hwan;Ju, Da-Young
    • Science of Emotion and Sensibility
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    • v.17 no.4
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    • pp.89-100
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    • 2014
  • Corporations continue to make a lot of efforts to provide more competitive services as the focus of industry is migrating from products to services. This study aims to shed new light on the potential values of the sense for service innovation through design and propose the workshop methodology for deriving sense-based product and service concepts. To this end, this study investigated the literatures related to the product and service innovation cases based on the conventional idea workshop and sense and also the value of sense. Moreover, it systematized the methodology that established the perspective of sense to the conventional idea workshop methodology. To verify the established methodology, this study extracted the elements to be modified and supplemented from the workshop methodology through the previous case studies. As a result of the study, it was possible to verify the validity as to the sense-based idea workshop methodology and reflect the opinions as to the improvement direction. Consequently, this study is regarded meaningful for proposing the approach of a new perspective as to the sense. Also, this study is deemed meaningful for proposing and verifying the specific idea workshop methodology for the approach hereof.

The Effect of Consumption Value and Consumers' Need for Cognition on Satisfaction through the Mediating Role of Trust in Online Shopping Websites (소비가치와 소비자의 인지욕구가 온라인 쇼핑 웹사이트에 대한 신뢰성을 매개로 만족도에 미치는 영향)

  • Lee, Yun-sun
    • Journal of Venture Innovation
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    • v.6 no.4
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    • pp.99-111
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    • 2023
  • This study aims to confirm that consumers' satisfaction with online shopping websites has changed to a phenomenon different from the past. In other words, in a situation where the use of e-commerce is expanding worldwide after the pandemic and various types of commerce such as mobile commerce and social commerce are formed, the consumer's information processing and decision-making process are meaningful in examining the behavior that has been changed based on the perceived motivation level of consumers by the new environment according to the consumption value and personal characteristics perceived by the consumer. In other words, the purpose of this study was to investigate the effect of consumption value and need for cognition on the satisfaction toward online websites as a mediating role in the trust of the website. As a result of testing Hypothesis 1, not only the hedonic value of the consumer for the website but also the utilitarian value had a positive influence on the satisfaction toward the website, and in particular, the utilitarian value showed a relatively greater influence than the hedonic value. However, the negative relationship between the need for cognition and satisfaction was found to be at a significant level under one-sided verification. In Hypothesis 2, only the utilitarian value among the consumption values of 2-1 showed a positive effect on satisfaction through a mediating role of trust. It was confirmed that the utilitarian value among the consumption values was an important factor in the satisfaction toward the website. The significance of this study is that, unlike previous research results, not only consumption value based on senses and emotions but also utilitarian value has a greater influence. Therefore, utilitarian value and need for cognition have a stronger influence on satisfaction if they play a mediating role based on the trust of the website used by consumers. These findings reflect the current market trend of online consumption, and they are helpful in the management and strategy of online websites based on consumer behavior understanding and major factors.

Study on the Effects of Physical Slow Motion Exercises for the Enhancement of the Senses in Animating (애니메이팅 감각 증진을 위한 신체 서행동작(徐行動作:Slow motion) 체조효과 연구)

  • Rhim, Young-Kyu
    • Cartoon and Animation Studies
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    • s.25
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    • pp.41-63
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    • 2011
  • Many educational facilities have been formed due to the nation's revival policy in the animation industry since about 1995. Owed to the active financial support of the nation, the production industry rapidly vitalized, production technology rapidly advanced, and a large workforce is being passed on into society through educational institutions. The reality of many developing countries appearing to be putting emphasis on the industrialization of animation, similar to our country, is becoming a great pressure on us industrially. It is never easy to develop a certain field into a globally competitive industry in a short period of time. Our countermeasure, pursuant to these international circumstances, lies in innovation and creativity that has broken away from the existing methods of production, and mass production of high quality animation specialists. This paper is a new educational proposition for the consolidation of national competitiveness. Animating, the core of producing an animation, completely depends on the animator's artistic and technical ability. In order to supplement the existing methods of studying by theory and make up for the biggest weak point, which is the lack of "on the scene" learning contents, I propose incorporating movements based on frequently appearing characters in popular animations and acting them out slowly and including the "Slow Motion" kinetic effect, a way of enabling someone to learn and sense astrodynamic fundamental principles by oneself. It is a new method of learning movement, a plan made to achieve sensual performance gestures, and an improvement in direction for students who wish to become animators in the future.

The Influence of Experiential Marketing for the Agricultural 6th Industry on the Revisit Intention (농업6차산업 체험 마케팅이 재방문의도에 미치는 영향)

  • Kang, Duck-boung
    • Journal of Venture Innovation
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    • v.2 no.1
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    • pp.119-130
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    • 2019
  • In this study, we intend to test whether experience variables such as sense, feel, think, relate, and action experiential activities of farming village can be usefully applied to revisit intention. As a result, we found that the sense, relate, and action experiences were adopted, while the feel and think variables were rejected, leading to the conclusion that Schmitt's (1999) experiential marketing theory was also applied to 6th industry experience marketing activities in rural areas. Therefore, the significant effect of rural experience activities on revisiting intention is thought to be related to the fact that they stimulated sensitivities by drawing attention and interest of consumers during the 6th industrial experience configuration, and to the environmental facilities connected to the experience site. The Feel experience has been rejected due to limitation of development of emotional element from the 6th industry certification business experience program, leading to the necessicity for development of a program that can stimulate the consumer's emotions. The reason why the Think experience was rejected is that the experience of the rural area 6th industry did not create surprises or curiosity, and thus does not meet the expectations of consumers. In case of relational experience, experiential marketing through social organizational relationship formation is expanding, and in case of behavioral experience, experience of 6th industry constitutes experience related to interaction with others and lifestyle.

A Study on the New Types of Business Administrations for Innovation under the Smart Work Environment (스마트워크 환경에서의 혁신을 위한 새로운 유형의 경영추진 방안)

  • Kim, Sun-Bae
    • Journal of Digital Convergence
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    • v.9 no.4
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    • pp.201-211
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    • 2011
  • As the spacetime restriction free business becomes possible in compliance with the wide spread of social media through rapid propagation of smart phones and remote working etc., the positive activity for successful smart work implementation by major countries and many enterprises are being deployed. Korea which falled behind other advanced countries for adoption of smartwork needs to make double efforts in the forthcoming smartwork business area to be a continuous leading country as it used to be in the past IT area. Compare with traditional smartwork 1.0, future smartwork 2.0 is more creative, innovative and human/nature friendly. Smartwork 2.0 is the way of working to maximize the creativity by involving outside cooperators' capability and conforming to human sensitivity and emotion. This study suggests the management models proper to the future smartwork environment. This study will review the existing enterprises, government operation and rethink about the efficient management models in the rapidly changing smart work environment.

Development of a nursing home specialized bed infotainment system (요양원 특화 병상 인포테인먼트 시스템 개발)

  • Young-Hyun Yoon;Jai-Soon Baek
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.179-180
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    • 2024
  • 생활 수준 향상과 의학 발달로 평균수명이 증가하면서 노령화가 빠르게 진행되고 있으며, 이로 인해 노인 인구가 급증하고 있는 추세다. 노인 요양병원의 위치가 중요시되고 있지만, 노인 치유환경의 부족과 열악한 상태가 확인되어 연구와 개선이 시급하다. 노인 인구 증가로 노인 의료비가 상승하는 가운데, 노인 요양병원의 의료 서비스 영향을 살펴보고, 법적 규제의 필요성과 노인 의료 시스템의 취약성 극복 방안을 연구하고 있다. 본 연구의 소프트웨어 시스템은 노인 요양원 환자에게 독특하고 혁신적인 경험을 제공하며, 주사, 시술, 수술, 진료뿐만 아니라 긍정적인 마음가짐과 예술적 감각을 통해 치유적인 공간을 조성한다. 이를 통해 환자들은 시각적 자극을 체험하며 긍정적인 영향을 받게 될 것이다.

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