The purpose of this study is to build user's psychological response process model on design evaluation. Users firstly evaluate design factors such as form, structure, texture and colors which are basic elements of product design. These factors, however are affected by product's situational factors, user's individual factors and environmental factors. That is, even same design can be evaluated differently by users according to product's situational factors such as price level, brand prestige level and marketing programs, and user's individual factors such as tastes, involvement level, personality, lifestyles and demographics, and environmental factors such as culture, sub-culture, social class, reference group and family and so on. Understanding how users evaluate product design is necessary to increase the possibility to create user-preferring design and also is the starting point of user-based design and design marketing. In the future researches, it is necessary to examine more factors which are not included in the study and to find out the relationship between factors affecting user's evaluation on design and user's psychological response.
It has not been a long time since a comparative advertising was emphasized in the advertising industry and academics. The issue is whether comparative advertising is more effective than noncomparative advertising, and if it is true, then under what conditions it is more effective. Based upon previous research results and expertises' opinions, the authors try to figure out the hierarchy of comparative advertising effect and its determinants. The objective of this exploratory study is to develop a conceptual model on comparative advertising effect and research propositions. This model would provide us with broader understanding on comparative advertising, practical guidelines for comparative advertisement production, and foundations of developing more detailed model on comparative advertising effectiveness.
Journal of the Korea Fashion and Costume Design Association
/
v.16
no.1
/
pp.1-13
/
2014
The purposes of the study were to explore differences in preference for clothing images according to wearing situations and clothing product involvement. A questionnaire was developed by the researcher and was collected by 101 men and 100 women aged between 40 and 59. Data were analyzed by factor analysis, repeated measure ANOVA, t-test adjusted by Bonferroni, paired sample t-test, and independent sample t-test. The results of the study showed that clothing images were classified into five factors including hard cold image, modern urban image, bold unique image, and heavy luxurious image. There were significant differences in preference among clothing images according to wearing situations and clothing product involvement. While modern urbane image was most preferred, hard cold image was least preferred in both formal and informal wearing situations, and for either high or low involvement clothing products. Also, there were significant differences in clothing image preference according to wearing situations and product involvement. In formal situations, stronger preference for modern urban image and heavy luxurious image showed than in informal situations, and bold unique image and heavy luxurious image were more preferred for high involvement clothing product than for low involvement clothing product. In addition, there were significant differences in preferences for clothing images between groups according to gender and age. In both formal and informal situations, men showed stronger preferences than women for hard cold image, but women for bold unique image. For either high or low involvement clothing products, men preferred hard cold image, modern urban image and heavy luxurious image more than women, but women preferred bold unique image more than men. Lastly, for high involvement clothing product, subjects aged fifties showed stronger preferences than forties for modern urban image and heavy luxurious image, but for low involvement clothing product, modern urban image was more preferred.
The purpose of this paper is to recognize and embody the implications of the concept of interactivity. Among the many types of interactivity already proposed, this paper sheds light especially on the so-called contingent interactivity. The contingency means a condition in which a particular performance or selection of a subject is considered neither necessary nor conclusive, and also the potential for various activities of this subject. The contingent interaction comes into being when the involvements of users in dealing with a message or content are experimental or creative. The interaction does not orient toward the completion of content or the immersion to a particular reality. Rather, the results of a user's contingent performance are not the finalized content and have characteristics that lead to the continuous modification. In order to embody this meaning of contingent interactivity, the paper examined the two example, the film re-cut and game modding. In both cases, it is comprehensive that the user of these two new media activities lies in the contingent situation.
Depression is a psychiatric disorder characterized by depressed mood, anhedonia, fatigue, and altered cognitive function, leading to a decline in daily functioning. In addition, depression is a serious and common mental illness not only in an individual's life but also in society, so it must be actively treated. Autophagy is involved in the pathophysiological mechanism of mental illness. According to a recent study, it is known that autophagy-induced apoptosis affects neuroplasticity and causes depression and that antidepressants regulate autophagy. Autophagy is a catabolic process that degradation and removes unnecessary organelles or proteins through a lysosome. And, it is essential for maintaining cellular homeostasis. Autophagy is activated in stress conditions, and depression is a stress-related disease. Stress causes damage to cellular homeostasis. Recently, although the role of autophagy mechanisms in neurons has been investigated, the autophagy of depression has not been fully studied. This review highlights the new evidence for the involvement of autophagy in the pathophysiological mechanisms and treatment of depression. To highlight the evidence, we present results from clinical and preclinical studies showing that autophagy is associated with depression. Understanding the relevance of autophagy to depression and the limitations of research suggest that autophagy regulation may provide a new direction for antidepressant development.
In this study, we measured customers' perception of organization citizenship behaviors of employees which are known as the important factor for improving performance of companies, and examined the path relationship among related variables such as service quality, customer satisfaction, trust, and positive word of mouth. Although there have been many studies of OCB in the marketing field, the majority of these studies measured employee's OCB from the organization's perspective. This study has extended the prior studies by measuring employee's OCB from the customer's perspective. Customers of beauty salons and public houses were researched such that OCB may be applied to more various customer contact situations. The result is as follows. First, employees's OCB had a direct effect on perceived service quality and trust, and had an indirect effect on customer satisfaction. It means that customers evaluate the service quality of employees and trust frontline employees when they observed employees helping other organizational members, orientated customer facilitation beyond the regulated role and showed positive attitudes for their organization. As a result, customers feel more satisfied. Secondly, OCB had an indirect effect on positive word of mouth through mediation of service quality, satisfaction, and trust. Finally, consumer facilitation had the largest effect on consumer attitude among three dimensions of OCB-consumer facilitation, organization involvement, and sportsmanship. We understood the relationship between frontline employee's OCB and customer attitudes, and the necessity of multidimensional approach in measuring employee's OCB from the customer's perspective.
As electronic marketplaces grow and a large number of consumers exchange their opinions on products and services on the Internet, many studies have been conducted in the area of online consumer reviews. This paper analyzes the research trend of the online consumer reviews by investigating those studies in an attempt to provide future research directions. Many researchers have focused on the effects of online reviews on consumer behaviors as well as the usefulness of the online reviews. In particular, review contents, characteristics of reviewers/consumers and features of products/services have been identified as influencing factors on the effects of the online consumer reviews. For the review contents, the number and the volume of the contents have increasing effects on the online reviews, while the direction (positive vs. negative) of the contents has resulted in conflicting effects of the review. The reputation and trustfulness of reviewers, consumers' prior knowledge on the products, consumers' product involvement, and types of the products were investigated as these factors influence the effectiveness of the online consumer reviews. Social media (such as Facebook and Twitter) nowadays play an important role to disseminate online reviews among consumers. Thus, it is necessary to study how social media influence the effects of online reviews on consumers. Since some firms abuse the online reviews for their own sakes, we recognize the necessity for empirical studies on the side effects of the online reviews.
After the movie "AVATAR" became a good model of cash-cow in 3D movie, the profit of 3D-movie significantly reduced. One of the reasons why it happens comes from rare understanding of human factors for instance how viewers get immersed, but sometimes tired. Although 3D images should be more considered human visual system including eye, unfortunately most communication research ignored human factors. For those reasons this study observed the effect of 3D video on viewers' psychological response, especially for perceived eye movement, perceived characteristics, visual fatigue, and presence. With 90 participants, the results show that viewers' perceived feature effects on their presence. In detail, first, materiality and tangibility are more important factors than clarity in 3D video, and it means that when making 3D content or devices, materiality and tangibility should be considers that any other factor. Second, this study examined whether we perceive our eyes as media, and the result shows that as viewers' presence level became higher we perceive eye movements more, and as viewers' presence level became higher perceived visual fatigue became lower. This result means that when we move eyes, we interact with surrounded environment, so 3D content needs to provide vivid features to be more interactive. On the other hand, since level of presence increase visual fatigue, it must be balanced when producing and playing.
In order to evaluate the usefulness of metaverse learning from the learner's point of view, this study 1) evaluated whether the expectancy-value of the class was satisfied before and after the learner used the metaverse learning platform and 2) verified factors affecting metaverse learning satisfaction with regard to the self-efficacy and expectancy-value of learners. Expectancy-value was evaluated by the learning effect, communication, class involvement, and learning attitude, whereas self-efficacy was evaluated by preference for task difficulty, self-regulation efficacy, and self-confidence. As a result of a study targeting 70 college students who applied for a few courses using the metaverse platform at a university in the northeastern part of Seoul, learners were found to have high expectations and values for learning before using the metaverse platform, but both were not statistically satisfied after use. In addition, the higher the self-efficacy of the learner, the higher the satisfaction with the metaverse learning, and statistically significant results were found in the task-difficulty preference and self-regulatory efficacy among the sub-factors of self-efficacy. There is a negative causal relationship between expectancy-value factors and satisfaction with metaverse learning. This study implies that it is a learner-centered evaluation of metaverse learning, revealing the expectancy-value effect and factors influencing the satisfaction with metaverse learning.
Social welfare centers and residential care facilities where provide the socially disadvantaged with proper social services, face financial difficulties. This is because not only of the lack of governmental support, but also of social welfare centers and residential care facilities' lack of skills in developing abundant resources from the private sector. In this context, this study tried to find factors affecting resource mobilization of the social welfare facilities to devise policies in resource development. Mail survey was conducted with the structured questionnaire. Employees in charge of community resource development were asked to answer the questionnaire. The study population were welfare centers and residential care facilities. A total of 293 community welfare centers and 632 residential care facilities responded to the survey. The response rate was about 62%. The dependent variables of the study were the amount of resource mobilization in the year 2001 which was measured as the number of donors, the total amount of donation, and estimated amount of gift-in-kind. Three types models were constructed per each welfare institution. Independent variables were selected based on the previous research findings: community environment factor, structural factor, and resource development factor. Multiple regression was utilized to analyze the data. The resource development factor turned out to be significant variable in various models. In the models of donors, the amount of donation, and the amount of gift-in-kind (except for the welfare center model), at least one out of six variables of the resource development factors was significant welfare center. Welfare centers which establish the resource development department or hire employees to take care of resource development, utilize computer softwares to file donors, and utilize donor management programs, have more donors and/or donations than their counterparts. In addition, residential care facilities located in urban area have more donors and donations, and among residential facilities those for the disables, those with longer history and more employees, receive more donations than their counterparts. As for the gift-in-kind model, the welfare centers located in high income area and residential care facilities for the elderly, children and mentally retarded receive less gift-in-kind than their counterparts Based on the above findings, this study suggested that to mobilize resources the welfare centers as well residential care facilities need to have community resource development department or resource development staffs, adopt computer software to systematically organize donors, and utilize donor mobilizing and maintaining programs.
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