• Title/Summary/Keyword: 2-way interaction effect

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Images Differences of Design Variations in One-Piece Dress Using a 3D Virtual Clothing System (3차원 가상착의 시스템을 활용한 원피스드레스의 디자인 변화에 따른 이미지 차이)

  • Uh, Mi-Kyung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.14 no.2
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    • pp.101-111
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    • 2012
  • The purpose of this study is to evaluate the differences of visual image on variations in the length and princess line, in a silhouette of a one-piece dress with the application of the 3D Virtual Clothing System known as i-designer. Eight sample were examined: 2 variations of the length and 2 variations of the princess line, 2 variations of the form of a silhouette. The data was obtained from 66 fashion design majors. The data was assessed by a t-test and a multi-way ANOVA and factor analysis. The results were as follows; The visual image according to the design variables, four factors were selected; the attractiveness factor, the activeness factor, the practicality factor, the elegance factor. In these factors, the attractiveness factor is estimated by the most important factor. As a result of analyzing the effect of the interaction in the visual image according to the design variables, the influence of the main effect was found to be great in each factor. In the activeness factor, a significant difference was noted in the two-way interaction between the length and the princess line, the length and the silhouette. In the elegance factor, a significant difference was noted in the two-way interaction between the length and the silhouette. However, the influence on three-way interaction among the length, the princess line, and the silhouette was not significant.

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Country of Origin, Global Identity, and Social Influence for Success as Global Brand (글로벌 브랜드로 성공을 위한 원산지 효과, 글로벌 아이덴티티, 사회적 영향력)

  • Lee, Minhwan;Kim, Yeonggil;Kim, Soowok
    • Journal of Service Research and Studies
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    • v.8 no.1
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    • pp.13-26
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    • 2018
  • Most product consists of various national components, and brand strategy using nationality images is prevalent in marketing field. Country of origin is meaningful consideration for decision making. The purpose is that how consumer evaluate the global brand depending on two-sided dimension of country of origin. This research aims to examine the interaction effect of two-sided country of origin and moderating effect of global identity. In study 1, two-way interaction effect of origin of brand and origin of production was significant with social prestige. In study 2, there-way ANOVA provided marginally significant main effect of origin of brand and global identity. Two-way interaction effect of origin of brand and production was significant with social prestige. Also two-way interaction effect origin of brand and global identity was significant with innovation and social responsibility. Three-way interaction of origin of brand, origin of production, and global identity was significant with social responsibility, this approved moderating effect of global identity. Results contribute to understanding global brands strategy using country of origin effect, and to adding new knowledge to the country of origin literature. Academic and practical implications, limitations, and future research directions were discussed.

FMEA for Interaction Failures (상호작용기반 FMEA 실행)

  • Lee, D.J.;Jang, J.S.
    • Journal of Applied Reliability
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    • v.17 no.1
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    • pp.28-37
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    • 2017
  • Purpose: This paper proposes a procedure that may infer and identify interaction failures in a module. Methods: In design FMEA, we defined an interaction model between components and proposed a method for selecting a single component by using the standard specification classification table and four methods for choosing the related components. We also introduced the function tree for function and requirement characteristic analysis and proposed utilization of standard stress lists and 1st and 2nd stress analysis tables to determine the effect the stress analysis has on interactions. Finally, the interaction mechanism diagram was proposed and used to infer the failure mechanism. Process FMEA also established procedures in a similar way. Results: We established a procedure for predicting the failure mode due to interaction between components based on Company A's multi-step FMEA procedure. Conclusion: By applying the proposed interaction FMEA procedure to the development model, we were able to confirm the effect of the new derivation on the failure mode of interaction, which was not predicted by the existing FMEA.

Impact of Consumer Need for Cognition, Contextual Consistency of Mobile Fashion In-app Advertising, and Product Involvement on Advertising Attitude (소비자 인지욕구와 모바일 패션 인앱 광고의 맥락일치성, 제품 관여도가 광고태도에 미치는 영향)

  • Cho, Min-hee;Han, Sang-In;Hwang, Sun-Jin
    • Journal of Fashion Business
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    • v.26 no.2
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    • pp.1-14
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    • 2022
  • Recently, as the importance of mobile marketing is emphasized, the in-app advertising market, which inserts ads into applications, is growing. The purpose of this study is to verify the interaction effects of need for cognition, contextual consistency, and product involvement on advertising attitude. The experimental design of this study is a three-way mixed design of 2 (consumer need for cognition: high vs low) × 2 (contextual consistency: context match vs context mismatch) × 2 (product involvement: high vs low). The subjects of the survey were 337 men and women in their 20s and 30s Living in Seoul and Gyeonggi-do. SPSS 25.0 statistical program was used to analyze frequency analysis, reliability analysis, t-test, three-way ANOVA, and simple main effect analysis. The analysis results are as follows. First, contextual consistency of mobile fashion ads showed significant effect on advertising attitude. Second, consumer need for cognition and contextual consistency of mobile fashion ads showed significant interaction effect on advertising attitude. Third, contextual consistency of mobile fashion ads and product involvement showed significant interaction effect on advertising attitude. Finally, product involvement and consumer need for cognition showed a significant interaction effect on advertising attitude. Based on the research results, it will help fashion companies to establish effective mobile in-app advertising strategies.

The Effect of Body Cathexis on the Clothing Behavior - among Male and Female College Students - (신체만족도에 따른 의복행동에 대한 연구 - 남녀 대학생을 중심으로 -)

  • 임경복
    • The Research Journal of the Costume Culture
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    • v.5 no.2
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    • pp.195-205
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    • 1997
  • The purpose of this study was to identify the effect of genderand body cathexis on clothing behavior (interest in clothing and clothing satisfaction/dissatisfaction). The questionnaire were administered to 395 college students living in Jechon. Data were analyzed by frequency, factor analysis, t-test, ANOVA, two-way ANOVA, Duncan's Multiple Range Test and Pearson's Correlation. The results of this study were as follows : 1) body-cathexis was higher in men than women. In general, students were more satisfied with upper body parts than lower body parts. 2) There was no relationship between interest in cloghing and body-cathexis. But woman showed more interest in clothing than man, therefore sex showed main effect. And there was interaction between sex and body-cathexis on interest in clothing. 3) Clothing satisfaction was devided into aesthetic/economical/practical factors. Among three satisfaction factors, body cathexis has the main effect in economic factor, and there was no interaction. But in aesthetic factor, gender and body-cathexis showed interaction and body-cathexis showed main effect.

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The differences of online word-of-mouth acceptance and re-delivery intention - Focusing on the interaction effects of fashion involvement and market maven - (온라인 구전수용 및 재구전의도의 차이에 관한 연구 - 의복관여도와 마켓메이븐의 상호작용효과를 중심으로 -)

  • Lee, Angie;Rhee, YoungJu
    • The Research Journal of the Costume Culture
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    • v.26 no.2
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    • pp.172-187
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    • 2018
  • For the past decade, the convenience of sharing information online has improved drastically with the development of smart devices and social media. Such changes have contributed to regarding online word-of-mouth (WOM) as one of the most important consumer information sources. Therefore, the purpose of this study is to examine online WOM effects (acceptance/redelivery intention) with the two-way interaction effects of fashion involvement and the market maven. The empirical study consisted of an offline survey that collected data from 341 respondents and analyzed the data by factor analysis, independent t-test, and two-way ANOVA with SPSS 20.0, producing the following results. First, the market maven effect was found to differ significantly based on the level of fashion involvement, and is also higher when fashion involvement is high. Second, fashion involvement primarily affected online WOM acceptance, while the market maven significantly affected redelivery intention. Moreover, fashion involvement and market maven had relevant two-way interaction with both of the online WOM effects. Third, market maven had measurable effects on WOM redelivery types (objective/subjective) and directions (positive/negative/ neutral), whereas fashion involvement did not have any primary effects on them. However, fashion involvement and market maven had two-way interaction effects on the positive and negative direction of WOM redelivery. Based on these findings, the study suggests the importance of investigating and understanding the complicated online WOM behaviors of consumers, specifically from both managerial and theoretical perspectives.

The Effect of Noise and Display Orientation on Cognitive Performance

  • Choi, Seong-Hwan
    • Journal of the military operations research society of Korea
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    • v.10 no.2
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    • pp.51-59
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    • 1984
  • Military personnel encounter a variety of noise environments. During exercises, high intensity noise levels are often encountered. Twenty-four subjects were required to respond to symbols presented under two levels of task difficulty, two levels of presentation rate, two levels of display orientation, and three levels of noise intensity. The purpose of the experiment was to determine whether noise intensity and display orientation had any effect on a short-term memory task. Results showed that continuous white noise at intensity levels of 30, 85, and 105 db had no effect on the shortterm memory task. Presentation rate and task difficulty demonstrated a significant relationship with task performance as did their two-way interaction. This two-way interaction between presentation rate and task difficulty exhibited a different pattern for the two levels of display orientation.

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Misinformation Effect and the type of information: A Comparison of Korean and American Sample (오정보 효과와 정보의 유형: 한국인과 미국인의 비교)

  • Yuhwa Han
    • Korean Journal of Culture and Social Issue
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    • v.25 no.2
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    • pp.157-177
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    • 2019
  • In Study 1, the author translated the material which is modified by Han(2017) and allows researchers to examine misinformation effect about background (temporal structure of event) and object information. Eighty-five Korean participants were participated in Study 1 and tested their memory after misled by temporal and object post-event information about a story. The translated material could produce misinformation effect in both types of information. In Study 2, a 3-way ANOVA was conducted with combined data collected from Korea and the U.S to test the effects of three IVs (whether misled or not, the type of information and the nationality of the participants) on memory after misled by temporal and object information. As results, the main effects of all three IVs, the 2-way interaction effect of whether misled or not and the type of information, and the 3-way interaction effect of all the three IVs were statistically significant. In sum, the higher accuracy rate was obtained when the participants were not misled, and they were more accurate about the information about object. Americans tended to be more accurate. The misinformation effect was larger when the participants were misled by object information. The 2-way interaction effect was found only in the Korean sample. In the discussion, the implication of the current study was discussed.

Young Children's Social Interaction and Task Performance in Dyadic Collaboration (대쌍협력 상황에서 나타난 유아의 사회적 상호작용과 과제수행력)

  • Suh, Mee Ock
    • Korean Journal of Child Studies
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    • v.24 no.3
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    • pp.15-26
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    • 2003
  • This research investigated young children's social interaction and task performance in dyadic collaboration. The independent variables were gender and social skill level(high/low groups). Twenty-four pairs each 4-year-old boys and 4-year-old girls(total 96 subjects) worked at a block reconstruction. Two researchers judged degree of dyadic collaboration. Data were processed by 2 way ANOVA and Pearson's product correlation. While no main effect for gender was found, the effect for social skill level(high/low groups)was significant for social interaction. There was positive correlation between social interaction and task performance.

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The Effect of Anthropomorphism Level of the Shopping Chatbot, Message Type, and Media Self-Efficacy on Purchase Intention (쇼핑 챗봇의 의인화 수준과 메시지 유형, 미디어 자기효능감이 구매의도에 미치는 영향)

  • Ha, Yu Jin;Hwang, Sun jin
    • Journal of Fashion Business
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    • v.25 no.4
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    • pp.79-91
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    • 2021
  • Currently, chatbot, a conversational platform based on artificial intelligence, is drawing attention as a new marketing channel. This study attempted to verify the effect of the anthropomorphism, message type, and media self-efficacy level on purchase intention. The experimental design of this study was a 2 (anthropomorphism level of shopping chatbot: low vs. high) × 2 (message type: factual vs. evaluative) × 2 (media self-efficacy: low vs. high) three-way mixed analysis of variance (ANOVA). This study conducted a survey by the convenience sampling method of 402 women in their 20s and 30s living in Seoul and the Gyeonggi area who were aware of chatbot services. For the final analysis, 388 questionnaires were used. Data were analyzed with the SPSS 23 program and three-way ANOVA. Simple main effects analysis was conducted. The results of this study were as follows. First, there were statistically significant differences in purchase intention according to anthropomorphism level, message type, and media self-efficacy. Second, message type and media self-efficacy showed statistically significant interaction effects on purchase intention. Lastly, anthropomorphism and the media self-efficacy level and the message type of the shopping chatbots showed significant three-way interaction effects on purchase intention.