• Title/Summary/Keyword: 선호감각

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A Study on Factors Affecting Use Motivation and Preference in TV Food Program Viewing (음식 콘텐츠 이용 동기와 선호도에 영향을 미치는 요인에 관한 연구)

  • Park, Shin-Young
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.534-546
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    • 2020
  • The purpose of this study was to investigate the preference, use motivation about TV food program, and look into the relationship between these variables and tendency of eating alone, interest for food and empathy. The results of this study showed that five factors of motivation were extracted: ASMR pleasure, visual pleasure, emotional vicarious gratification, information seeking and time-spending. The interest for food effects all of five motivation. Tendency of eating alone had no effect on use motivation. The higher the motivation for visual pleasure, the more preference for mukbang entertainment show, TV food drama, internet mukbang. The higher the motivation for ASMR pleasure, the more preference for TV food drama and internet mukbang. As for high tendency of eating alone, preference for cookbang show and TV food drama was high. People with low empathy showed the preference for TV food drama.

The Assessment of Hand for Enzyme Hydrolyzed Denim fabrics(Part II) -subjective evaluation of cotton fabric- (셀룰라아제 처리된 데님직물의 태에 관한 연구(제2보) -면직물의 주관적인 태 평가-)

  • 김경애;이미식;김정희
    • Journal of the Korean Society of Clothing and Textiles
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    • v.25 no.1
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    • pp.115-123
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    • 2001
  • This paper discussed the assessment of hand of cotton fabrics by enzymatic hydrolysis. The subjective hand and preference of denim fabrics finished by enzymatic hydrolysis were evaluated using the scale developed. The factors affecting consumers taste for denim fabrics were analyzed by the statistical technique. The effects of enzymatic hydrolysis on the properties of cotton fabrics were also evaluated by subjective hand measurements. The results are as follow; As the weight loss increased, evaluators thought that fabrics become finer, smoother, softer, warmer and more refined, and the sense of durability is sleeker and weaker, and the sense of weight is more flexible, flossier, lighter, softer, thinner. They didnt catch the change of moisture related properties according to the rate of weight loss. They also thought fabrics became more elastic, and less wrinklier as the weight loss increased. As the weight loss increased, the fabric was more preferred. The limited weight loss which changes the preference from \"dislike\" to \"like\" was 12.87%. The most preferred fabric was that with 12.87% of weight loss. It is supposed that the preference of fabric was related to the terms such as \"sum-se-ha-da\"(섬세하다), \"mai-ku-rup-da\"(매끄럽다), \"yoo-yon-ha-da\"(유연하다), \"too-bak-ji-an-da\"(투박하지 않다), \"chom-chom-ha-da\"(촘촘하다), \"gil-ki-da\"(질기다), \"kun-juk-goe-ri-ji-an-da\"(끈적거리지 않다), \"ku-kim-i-ka-ji-an-nun-da\"(구김이 가지 않는다).

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Taste Tests of Sport Beverage with Medicinal Herbs Added ; Sense-Analysis and Preference-Inquiry (한이약소재 스포츠음료수의 기호성 검사 ; 감각분석 및 선호도 조사)

  • Na Hyun-Jong;Kim Young-Chan;Kim Sung-Soo;Kwon Dae-Yong;Kang Ho-Youl
    • The Journal of Korean Medicine
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    • v.26 no.1 s.61
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    • pp.187-194
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    • 2005
  • Objective: Two Korea-mode sport beverages with medicinal herbs added, Saeng Mac San (SMS) and Je Ho Tang (JHT), were developed by the Ginseng Research Group of the Korea Food Research Institute. For their practical usage, we examined their taste tests at rest including sense-analysis (S-A) and preference-inquiry (P-I). Methods: Five beverage-treatments, SMS, JHT and three commercial sport beverages (CSBs) and a control (CON) were offered randomly. Eighty-two subjects under stable control of their taste sense filled out the questionnaires for their S-A and p-I, which were developed by the Exercise Physiology Laboratory of Kyungpook National University. The collected data $(means{\pm}SD)$ were analyzed by repeated measures one-way ANOVA; Tukey' s test was administrated for identification of statistically significant differences (p<0.05). Results: Overall beverage likeability values of SMS and JHT were significantly lower than those of CSBs, JHT lower than CON. Overall flavor values of SMS and JHT were significantly lower than those of CSBs and CON. SMS was similar to CON in the amount of flavor. SMS and JHT were less tart than CSBs and the former was significantly lower than CSBs and CON in four drinkability-related items. Conclusion : SMS rated less than CSBs in tartness and the amount of flavor. JHT was avoided most. Thus, the results indicate that JHT is not fit as a sport beverdge and the overall likeability of SMS must be elevated by way of strengthening its tartness and amount of flavor for practical usage.

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Effect of Desensitization and Flooding using Sound and Skin Stimulation on the Behavior of Dogs during Grooming (소리와 피부 자극에 의한 탈감각화와 홍수법이 미용 견의 행동에 미치는 영향)

  • Ahn, Sun-Ho
    • Journal of Environmental Science International
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    • v.31 no.4
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    • pp.365-368
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    • 2022
  • The purpose of this study was to investigate the effects of desensitization and flooding on the behavior of dogs during grooming, focusing on their response to the sound and skin stimulation while using a clipper. A total of 20 adult dogs over two years of age with complete personality formation were included in the study. Ten dogs, of which three were Bichons (average weight 5 kg), four were Poodles (average weight 5 kg), and three were Malteses (average weight 4 kg), were subjected to the desensitization process. The remaining 10 adult dogs were subjected to the flooding experiment, and were of the same breed and average weight as the adult dogs used in the desensitization process. The desensitization and the flooding were performed three times a day (approximately 1 min per session) for 10 days. For desensitization, statistical significance was observed only on the fifth day, when compared by breed (p<0.05). Overall, when compared by measurement day, the results of desensitization for Bichon, Poodle and Maltese dogs were statistically significant (p<0.05). The results for the Bichon, Poodle, and Maltese dogs that were subjected to flooding were found to be statistically significant (p<0.05). There was a significant difference in the results of the flooding on the second and ninth days (p<0.05); however, flooding had no effect on the other days (p>0.05). Desensitization using the clipper, a beauty tool, was faster than flooding in achieving stabilization. In conclusion, desensitization and flooding showed positive results on the stress relief and emotions of dogs during grooming, with respect to cosmetic fear response.

A Study on Flower Patterns in Fashion Brands : Focusing on Chanel, Louis Vuitton, Hermès, and Marimonde (패션브랜드에 나타난 꽃문양에 관한 연구 -샤넬, 루이비통, 에르메스, 마리몬드를 중점으로-)

  • Hong, Yun Joo
    • Journal of the Korean Society of Floral Art and Design
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    • no.44
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    • pp.101-121
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    • 2021
  • The flower, a symbol of beauty representing beauty, exists as an aesthetic object throughout the history of mankind, and is one of the motifs most often used in plastic art. In this way, flower art is an art that embodies a form based on the theme of flowers. The flowers played a role in expressing human happiness and love by harmonizing beautifully with each other in shape and color. The flower pattern containing this symbolism is beautiful and excellent in decoration, and is applied not only to household goods, but also to art and fashion. The flower pattern is the most preferred pattern among patterns, and it is widely used regardless of the four seasons by changing the color according to the color and flowering time, and it is effective in stimulating the symbolism and psychological sense of humans, so it is used in design in various fields. In this study, the flower pattern, which is a symbol of beauty representing beauty and the motif of art, has been traditionally used in Korea, and is still loved in fashion and art even in modern times. We hoped to be active, and through this study, we tried to develop our own unique flower pattern and lay the groundwork for it to be commercialized.

Degree of Cognitive Conflict by Learner Personality and the Method of Presenting Anomalous Data in Science Learning (과학 학습에서 학습자 성격유형과 불일치 상황 제시 방법에 따른 인지갈등 정도)

  • Choi, Hyuk-Joon;Hong, Yun-Hee;Lee, Jae-Nam;Kwon, Mi-Rang;Seo, Sang-Oh;Kim, Ji-Na;Kim, Jun-Tae;Kwon, Jae-Sool
    • Journal of The Korean Association For Science Education
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    • v.25 no.4
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    • pp.441-449
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    • 2005
  • The purpose of this study was to examine the degree of cognitive conflict by learner personality and the method of presenting anomalous data to induce cognitive conflict. The participants of this study were 461 high school students. To arose cognitive conflict, an actual demonstration was done for half of the participants and a logical article for the rest. MBTI (Myers-Briggs Type Indicator) was used to find the learner personality types, and CCLT (Cognitive Conflict Level Test) was used to measure the degree of cognitive conflict aroused when anomalous data was confronted. The results of this study indicated that learner personality types influence the degree of cognitive conflict. First, participants were divided into two personality types via preferences on each of the four preference indices; extraversion (E) or introversion (I), sensing (S) or intuition (N), thinking (T) or feeling (F), judgment (J) or perception (P). The cognitive conflict scores of the thinking types were significantly higher than those of the feeling types. Participants were also divided four personality types according to personality functional types: ST, SF, NT and NF. SF type showed a significantly lower cognitive conflict score than any of the other types. According to the type of learner personality, cognitive conflict was influenced differently by the method of presenting anomalous data. For example, the judgment types had a higher cognitive conflict score by logical argument, and the perception types showed a higher score by demonstration. In conclusion, learner cognitive conflicts were influenced by personality types and the methods of presenting anomalous data.

A Study on the Housewives Recognition and Preference of Seafoods and Fermented Seafoods Add Kimchi (젓갈 및 수산물 첨가 김치에 대한 주부의 기호도 및 의식조사에 관한 연구)

  • Kim, Eun-Mi;Kim, Yung-Muong;Jo, Jin-Ho;Woo, Sun-Ja
    • Journal of the Korean Society of Food Culture
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    • v.13 no.1
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    • pp.19-26
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    • 1998
  • This study was carreid out to investigate present comsuming behavior and consumer preference of SEAFOODS as a stuff in KIMCHI making, adopting a questionaire survey for 500 housewives living in Korea except Chejudo Province. Frequency distribution and percentage of preferences were measured. Out of total housewives responded, 65.5% consider, THEY SHOULD EAT KIMCHI DAILY. Which conforms, kimchi is still an important side dish at most of the households On the other hand, some others consider EATING KIMCHI EVERY DAY is not neccesary(6.0%) or dislike it(0.5%). This result might suggest that kimchi may or may not be an essential sidedish for every households in the future. 96.3% of Housewives used fermented salited fish and 45% used seafoods as a staffing in making kimchi. Major reasons for adding seafoods in kimchi were: it improves teste and flavor(79.5%) and nutritional value(54.2%). Reasons for rejecting seafoods as a stuffing in making kimchi were: it worsens taste and flavor(13.5%), hygenic treatments of seafoods are below the necessary level(13.5%) and shelf life become shorter(12.8%), respectively. Among the fermented salted sauces, 84.9% and 69.1% of house wives responded as anchovy and shrimp sause were most favorite(base) material in Kimchi making, respectively. Out of total seafoods utilized in making kimchi,76.4%, 54.7% and 31.4% of housewives responded as oyster, small shrimp and sea-staghorn as the favorite seafoods in Kimchi making(raw material). Majority of housewives responded to develop it's taste and flavor to meet that of international one(86.5%) and that hygienic level(treatments) should be upgraded(50.9%).

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The Preference Analysis of Forest Therapy Program with regard to MBTI Personality Types (MBTI 성격유형에 따른 산림치유 프로그램 선호도에 관한 연구)

  • Kim, Youn-Hee;Kim, Dong-Jun;Kim, Eun-Jin;Yeoun, Pyung-Sik;Choi, Byung-Jin;Kim, Jea-Kean;Kim, Youn-Soo
    • Korean Journal of Environment and Ecology
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    • v.29 no.3
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    • pp.485-498
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    • 2015
  • The need for forest therapy programs has been increasing. For more effective forest healing, it is necessary to identify the characteristics of participants and develop and operate more targeted and differentiated forest therapy programs accordingly. In this study, the relationships between MBTI (Myers-Briggs Type Indicator) personality types and the relationship between the temperaments of MBTI and the preference for the forest therapy programs were analyzed respectively in pursuit of the basic data required for the effective development and operation of forest healing on the basis of individual characteristics. The survey on the forest therapy program and MBTI personality tests were conducted for 245 normal adults. Using the SPSS 21.0 program analysis, data were analyzed by Analysis of variance (ANOVA) to obtain the difference of preference on the forest therapy program according to the personality type. The Extraversion(E)-Introversion(I) types showed differences in technique-based breathing exercises, walking in the forest(wearing shoes), laughter therapy in the forest, viewing the forest, forest bathing, wind bathing and sun bathing. And the Sensing(S)-iNtuition (N) types had marked differences in listening to the sound of water flowing, drinking herbal tea and sleeping in the forest. The Thinking (T) -Feeling (F) types marked differences in soaking hands and feet in water and sleeping in the forest. The Judging (J)-Perceiving (P) types had differences in vision quest and viewing the forest, respectively, in statistics. Depending on the temperament of the character, there were statistically significant differences in preferences such as drinking herbal tea, eating natural food, sleeping in the forest, viewing the forest and listening to the forest commentary. The results of this study are expected to be used as a basis for forest healing program development and operation.

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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A Case Study of Digital Media Usage Applied Experiential Elements - Focused on Beauty Brand Marketing - (체험적 요소가 적용된 디지털 미디어 활용 사례 연구 - 뷰티 브랜드 마케팅 중심으로 -)

  • Kim, Ah-rham;Kim, Bo-yeun
    • Journal of Communication Design
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    • v.55
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    • pp.240-249
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    • 2016
  • This study focused on cases about user experience using digital media as a marketing. The recent convergence of various types of media is resulting in new types of content. In a situation where approaching consumers through digital and virtual means is no longer an alternative or an option but a necessity, customers must be influenced and stimulated using various types of digital media. Because modern consumers prefer to participate actively rather than to be passively exposed to information, there is a need to maximize and optimize the consumer's experience using digital media. In this research, consumer experiences that utilized digital media were examined, and these case studies were analyzed from an experiential marketing perspective. How the 5 different types of Experiential Marketing proposed by Bernd Schmitt and Digital medias were combined in the digital marketing campaigns was examined. The case studies analyzed in this research were chosen out of widely popular digital marketing campaigns ran by beauty brands that used various experimental marketing types, such as 'Make-up Genius' of L'Or?al, 'Google Glass Tutorials' of Yves Saint Laurent and 'Digital Runway Bar' of The Burberry Beauty Box. This study classified that case samples into paid media, earned media and owned media based on sense, feel, think, act and relate that are the strategic experiential modules of Bernd Schmitt. This study could be confirmed various customer experience as a sense, feel, think, act and relate through that cases using digital media technology and marketing element of digital media. Through the process of examining which digital media types each marketing campaign utilized and how these types of digital marketing were combined, this research is significant in that it helps for the understanding of the current state of digital marketing and in that it can serve as the foundation for future research of efficient digital marketing.