• Title/Summary/Keyword: 자극추구

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The Effect of Curiosity and Need for Uniqueness on Emotional Responses to Art Collaborated Products including Moderating Effect of Gender (독특성 추구성향과 호기심이 아트 콜라보레이션 제품에 대한 소비자의 감정에 미치는 영향: 성별에 따른 조절효과)

  • Ju, Seon Hee;Koo, Dong-Mo
    • Asia Marketing Journal
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    • v.14 no.2
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    • pp.97-125
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    • 2012
  • Companies recently introduce art collaborated products incorporating culture into a product. Art collaborated products include incorporating famous movies and/or design of an artist into a newly launched product. The introduction of art collaborated products are gradually increasing. However, research for this trend is relatively scarce. Although research concerning design has discussed a number of different factors as playing a role in influencing responses to design including culture, fashion, innate preferences, etc.), only limited attention has been paid to the processes by which consumers generate responses to product designs. People with different characteristics may respond differently. When people encounter these art products, they may become curious, may think that these products are unique, novel and innovative. People tend to show different levels of curiosity when they encounter new and novel objects, which they have rarely seen or experienced. Curiosity is defined as a desire for acquiring new knowledge and new sensory experience. Previous studies demonstrated that curiosity motivates individuals to engage in exploratory behaviors. People also show different levels of need for uniqueness, which is defined as being different from others or becoming distinctive among a larger group. Individual's need for uniqueness results from signals conveyed by the material objects that individuals choose to display. Recently, researcher have developed the need for uniqueness with three distinct constructs. These three concepts include creative choice, unpopular choice, and avoidance of similarity. Creative choice is a trait tendency of an individual by expressing or differentiating himself from others through consumptions of unique products. Unpopular choice is related to an individual's tendency to consume products, which deviates from group norms. Avoidance of similarity is linked to the avoidance of consumption behavior of products that are not famous. Past research implies that people with different levels of need for uniqueness show different motivational processes. Previous research also demonstrates that different customer emotions may be derived when consumers are exposed to these art collaborated products. Research tradition has been investigated three different emotional responses such as pleasure, arousal, and dominance. Pleasure is defined as the degree to which a person feels good, joyful, happy, or satisfied in a situation. Arousal is defined as the extent to which a person feels stimulated, active, or excited. Dominance is defined as the extent that a person feels powerful vis-a-vis the environment that surrounds him/her. Previous research show that complex, speedy, and surprising stimuli may excite consumers and thus make them more pleased and engaged in their approach behavior. However, the current study identified these emotional responses as positive emotion, negative emotion, and arousal. These derived emotions may lead consumers to approach and/or avoidance behaviors. In addition, males and females tend to respond differently when they are exposed to art collaboration products. Building on this research tradition, the current study aims to investigate the inter-relationships between individual traits such as curiosity and need for uniqueness and individual's emotional responses including positive and negative emotion and arousal when people encounter various art collaborated products. Emotional responses are proposed to influence purchase intention. Additionally, previous studies show that male and females respond differently to similar stimuli. Accordingly, gender difference are proposed to moderate the links between individual traits and emotional responses. These research aims of the current study may contribute to extending our knowledge in terms of (1) which individual characteristics are related to different emotions, and (2) how these different emotional responses inter-connected to future purchase intention of arts collaborated products. In addition, (3) the different responses to these arts collaborated products by males and females will guide managers how to concoct different strategies to these segments. The questionnaire for the present study was adopted from the previous literature and validated with a pilot test. The survey was conducted in Daegu, a third largest city in South Korea, for three weeks during June and July 2011. Most respondents were in their twenties and thirties. 350 questionnaires were distributed and among them 300 were proved to be valid (valid response rate of 85.7%). Survey questionnaires from valid 300 respondents are used to test hypotheses proposed. The structural equation model (SEM) was used to validate the research model. The measurement and structural model was tested using LISREL 8.7. The measurement model test demonstrated that consistency, convergent validity, and discriminat validity of the measurement items were acceptable. The results from the structural model demonstrate that curiosity has a positive impact on positive emotion, but not on negative emotion and arousal. Need for uniqueness has three different sub-concepts such as creative choice, unpopular choice, and avoidance of similarity. The results show that creative choice has a positive effect on arousal and positive emotion, but has a negative impact on negative emotion. Unpopular choice has a positive effect on arousal, but on neither positive nor negative emotions. Avoidance of similarity has no impact on neither emotions nor arousal. The results also demonstrated that gender has a moderating influence. Males show more negative emotion to creative and unpopular choices. Implications and future research directions are discussed in conclusion.

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A Study on Spectators Reception of Visual Error in Manually Produced Animation (아날로그 제작 방식 애니메이션에 나타나는 시각적 오차성의 관객 수용에 대한 연구)

  • Kim, Jean-Young
    • Cartoon and Animation Studies
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    • s.13
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    • pp.83-96
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    • 2008
  • Digital production method in animation has enabled us to reconstruction the real world in the way we had sought in visual all. However, spectator's visual desire is not satisfied with mere photographic visual reconstruction. It demands traditional picturesque qualify with involves a great deal of contingencies and errors. Naturally, Digital film technology has also sometimes tried to simulate analogue technique such as hand drawing so on. This is not caused by nostalgia, but by recursive instinct. The spectator's visual desire for media doesn't remain only precision of real world but require mental demand on successive visual and perceptive errors while repealing ripeness of new media and going through perception and recognition. This spectator's desire and visual art technology pursuits variously its visual perfection in history.

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1960's Acting Method of Experimental Theater (1960년대의 실험극 연기 메소드 연구)

  • Park, Ho-Young
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.184-191
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    • 2009
  • Ideas regarding acting among new theater groups In the 1960s can be summarized in two major trends. The first trend was characterized with the pursuit of identity in a play. The second trend was characterized with the pursuit of creating a play that strongly and passionately explores internal human reality. In their pursuit of the goal of the second trend, they shockingly and strongly destroyed anything by rising in revolt against the existing spatial language. They believed that acting beyond acting as pursued by Stanislavski is not to implant a new type of human, but to develop the self hidden within the actor or to remove the actor's mask. Based on such recognition, the first thing that actors have to do is to remove or break free from the shell or skin that surrounds them. Accordingly, they sought a method that helped them act while taking off their shell or mask during acting and finally got the answer from "improvisation." One thing with improvisation is its way of stimulating the unconscious world of the actors in order to allow them to strongly express the hidden instinctive emotion from deep within them.

Minimalism, Social Values and Happiness (미니멀리즘, 사회적 가치와 행복의 관계)

  • Hong Im Shin
    • Science of Emotion and Sensibility
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    • v.25 no.4
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    • pp.21-32
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    • 2022
  • Minimalism is an increasingly popular lifestyle in which people deliberately seek to live with fewer possessions. However, little scientific research has been done to examine the relationships between minimalism, social value, and happiness. Two recent studies have investigated whether critical components of minimalism, such as subtraction and decluttering could lead to changes in social values and happiness. In Study 1, the participants were presented with pictures of unstable Lego structures for which they were asked to create ideas to resolve problems, either through adding new supports or removing the existing ones. Participants with a stronger tendency to use subtractive transformations reported higher happiness scores. In addition, higher scores in intrinsic value preferences were correlated with higher levels of happiness. In Study 2, cuing minimalism or consumerism using pictures led to changes in materialistic values, motivation for social engagement, and reported happiness scores. These results imply that minimalism as an alternative lifestyle can contribute to social wellbeing and increased happiness. Limitations and implications for future studies are discussed.

The Effect of Thirst on Impulsive Purchasing: Focusing on the Mediation of Self-Control (갈증이 충동구매에 미치는 영향: 자기통제의 매개효과를 중심으로)

  • Lee, Sinae;Min, Dongwon
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.143-150
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    • 2021
  • Prior research on consumer psychology has primarily focused on when and why consumers exhibit impulsive behavior, such as impulse buying. This study focuses on physical stimulation during an impulse purchase as another meaningful factor. Specifically, this study examines whether thirst depletes cognitive resources. The results of two experiments show that impulse purchase tendency increases when consumers are thirsty (Exp. 1), and that the loss of self-control is based on the relationship between thirst and impulse purchase tendency (Exp. 2). These findings suggest that physical stimulation, such as thirst, may be a useful indicator of impulsive behavior in consumers.

SEM Analysis of Sexual Development and Potential Delinquency in Youth (청소년 성발달과 잠재비행간 경로에 대한 구조모형분석)

  • Sihn, Mi;Yoo, Mee-Sook
    • Korean Journal of Child Studies
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    • v.32 no.3
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    • pp.91-105
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    • 2011
  • The purpose of this study was to investigate the relationship between sexual development, sensation seeking traits, exposure to pornographic media, peer conformity, and potential delinquency on the part of Korean middle school students. In order to verify the model, we used structural equation model (SEM) analysis. 603 adolescents were participated in the study. The results were as follows; first, both male and female models goodness of fit and significant paths was proven. Second, it was also found that gender difference existed in the model. The implications of this study and the suggestions for future research were also discussed.

Pancreatic polypeptide family-PP, NPY, PYY (위장홀몬에 대한 최신 정보)

  • Lee, K.Y.
    • Journal of Yeungnam Medical Science
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    • v.5 no.2
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    • pp.1-8
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    • 1988
  • 위장관에서 분비되는 많은 국소호르몬 중에서 이미 널리 알려진 것을 외에 구조적인 공통점을 가진 새로운 group인 pancreatic polypeptide family에 대한 정보를 요약하여 보았다. PP, NPY 및 PYY는 그 구조적 유사점들에도 불구하고 분비되는 장소가 판이하여, PP는 위와 췌장의 국소호르몬으로서, NPY는 중추 및 말초신경의 신경충동전달체로서, 또 PYY는 하부위장관 점막에서부터 분비되어 전신 호르몬처럼 작용하고 있다. 이들 NPY와 PYY의 혈관수축작용과 혈압상승작용은 우리의 흥미를 끌기에 충분하다. 특히 PYY는 주로 하부장관 특히 결장과 직장의 분비조직에서 많이 발견된다는 점과 돼지의 뇌혈관을 수축시켰다는 점이 주목할 만한 것이다. 우리나라에는 많은 고혈압 환자가 있으며, 고혈압을 비롯한 여러가지 원인에 의한 뇌졸중(뇌출혈 포함) 환자도 많이 발생하고 있다. 민간의 속설에 의하면 출혈성 뇌졸증이 기온이 낮은 계절에 보다 자주 발생하는 경향이 있으며, 이른아침 화장실에서의 배변시 자주 발생한다고 한다. 물론 이러한 속설을 뒷받침할 만한 자료가 없으므로 학문적 견지에서의 신빙성 여부를 논할 가치는 없겠으나, 배변시 비교적 강한 자극을 받고 활발한 운동을 하는 결장과 직장에 PYY의 분비세포가 집결되어 있다는 점과 PYY의 뇌혈관수축작용 및 혈압 상승작용 등을 고려해 볼 때, 출혈성 뇌졸증과 PYY의 상관관계는 추구해볼 만한 사항이라 사료된다.

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A Study on Realization of In-game Animation (인 게임 애니메이션의 실재화에 관한 연구)

  • Lee, Seon-Young
    • Cartoon and Animation Studies
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    • s.42
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    • pp.177-194
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    • 2016
  • This study investigated an evolutionary process of In-game Animation and researched on the action of realization establishing virtual reality. In-game Animation, functioning as contents to visualize games, is responsible for conveying information to achieve goals of games. In-game Animation which is affected by graphic technology was initiated with setting up indicators by dot and line. Followed by the development of technology, In-game Animation has pursued realization, after passing through processes of iconography, materialization, and dimensionalization. The realization of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is very important to provide the experience of immersion, as it forms a sense of presence through such visual tactility. The process to create meaning of reality provides gamers with experiences, and leads them to expand senses through visual perception and finally absorb the virtuality as reality. Therefore, the image of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is not limited to blindly portray a realistic image. In addition, the process of realization pursued by In-game Animation is an action to immerse in the game rather than a mere product of technological development.

Development of Traffic Safety Behavioral Index on Elementary School Children (초등학교 어린이 교통안전 행동지수 검사도구 개발연구)

  • Hwang, Dae-Chul;Choi, Beom-Seok
    • International Journal of Highway Engineering
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    • v.13 no.4
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    • pp.187-198
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    • 2011
  • Researches on children's traffic behavior have only focused on traffic accidents and the number of accidents, and therefore it's been impossible to deal with more broad field of study. In this research we can review the possibility of traffic accidents of children and provide them with traffic education. The goal of this research is to develop a device for measuring possibility of children in terms of traffic behavior. Around 600 elementary students of two schools involved in the pretest with 259 questions and about 3,500 students(junior level 53 questions & senior level 72 questions) involved in practical test. At the result of the research, junior level extracted 4 factors(Lack of behavioral control, Aggressive, Self-regulation, Impulsive Instinct) and 44 questions, and senior level extracted 4 factors(Lack of behavioral control, Depression, Sense-oriented, Aggressive) and 69 questions. We take the gender consideration in separate the groups whether the group has traffic behavioral problem or not. In these series of research, we got the standard score such as junior male student, 63 & female student, 50 and senior male student, 110 & female student, 99.

A Study on the Novelty Design of a Tourist Souvenir (관광기념품의 노블티 디자인에 관한 기초연구)

  • 이호승
    • Archives of design research
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    • v.16 no.4
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    • pp.111-120
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    • 2003
  • This study is what I tried to know on a magnitude of Novelty in a tourist souvenir. A purpose of sightseeing development is to satisfy a sightseeing experience of various tourists. Novelty of a tourist souvenir is to make an experience with unique pleasure for only the sightseeing place that is not the place of residence to be able to feel. It must be a thing of the new level that it is not for a tourist to already know it, and it was not able to forecast. The tourist knew that I bought an emotional impulse than rational purchase through study. Therefore, you must take the Novelty element that a firm name works on in a perception of a customer as an important due in a souvenir plan. Reference wishes to work in tourist souvenir design development participants through this study result.

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