• Title/Summary/Keyword: Aesthetic Experience Process

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The Role of Aesthetic Experience in Fashion Brands' SNS Accounts: Focusing on the Interaction of Narrative Images and Product Placement

  • Min-Sook Park;Yunji Moon
    • Asia pacific journal of information systems
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    • v.31 no.4
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    • pp.448-471
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    • 2021
  • Compared to consumers' focus, in the past, on the functional aspect of fashion products, consumers recently tend to place more importance on their impressive and memorable experiences in purchasing process. As consumer's interest changes from functional aspects to individual experience in purchasing process, fashion brands try to convey the identity of the brand through creating favourable consumers' experiences. Therefore, this study explores the effect of individuals' aesthetic experiences with fashion brands' SNS accounts on their attitudes. More specifically, the study evaluates whether consumers enjoy the flow of fashion brands' SNS accounts and form purchase intentions through their aesthetic experiences and product placement. Through a survey, empirical testing was done to investigate the effect of the aesthetic experience on of flow and purchase intentions. The current study tests the interaction effect among perceived aesthetic experience, narrative images, and product placement employing 2×2×2 MANOVA. The findings herein reveal that the aesthetic experience affects flow and purchase intention, and that there is a statistically significant interaction effect between aesthetic experience, narrative images, and product placement.

The Flow Experience of Fashion Models' for Fashion Show Production (패션쇼 연출을 위한 패션모델들의 몰입 체험)

  • Yoo, Young-June
    • Journal of the Korean Society of Clothing and Textiles
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    • v.37 no.4
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    • pp.554-564
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    • 2013
  • This study identified the characteristic and meaning of flow experience through the experiences related to fashion models' role performance; subsequently, the following findings were obtained. First, fashion models' flow experience could be divided into characteristics such as temporality, spatiality, relationality, physicalness and pleasure. Second, the process of this flow experience ultimately led to the complete moment. The complete moment can be said to be the aesthetic experience that provides both the meaningful experience and the aesthetic pleasure; it is the experiential knowledge at the dimension of mysterious integration that their body and mind are integrated into one. The beauty that fashion models exercise at the aspect of this aesthetic experience is that of performance and is an individual physical movement where they perceive their role and exercise their inner ability to express their costume most beautifully. Accordingly, the beauty of performance can be said to mean that the fashion show was successfully held by inducing both the performer and the audience into an aesthetic response. The process of specialized planning and preparation is required for fashion models to exercise the beauty of performance at the complete movement reached through flow experience and a successful fashion show. Diverse elements of the fashion show should be more organically constituted through such a process. Fashion models should exert efforts to embody acts such as walking, posing and turning through the performance of their excellent role as well as develop a training program to complete it.

Measurement Method on Aesthetic Experience of Game Player (게임플레이어의 미적경험 데이터 측정방법)

  • Choi, Gyu-Hyeok;Kim, Mi-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.207-215
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    • 2020
  • Studies on aesthetic experience in games mostly focus on engineering approach centered on structural determination of specific target within the game as well as humanistic·social approach in forms of artistic conversation on game play experience. This paper have established a theoretic guideline regarding the progress of aesthetic experience which allows analysis from the perspective of player experience acquired during game play. Based on such guideline, the study classifies cognitive data (Eye-Tracking, Playing Action, Facial Expression) on aesthetic experience and suggests the methods to measure such data. By deducing errors and points to be considered related to measuring methods through pilot tests, this study will contribute to the execution of empirical study focused on player perspective.

A Study on the Aesthetic Consciousness in the late Modernism Fashion (모더니즘 후기 복식에 표현된 미의식 연구)

  • 김정은;정흥숙
    • Journal of the Korean Society of Costume
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    • v.51 no.6
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    • pp.67-83
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    • 2001
  • The purpose of this study is to define the aesthetic consciousness in the late Modernism fashion which generated a sudden style change and craze, and to identify the essential meaning of the style. In order to achieve this the aesthetic approach was applied. Visual commonalities were sought between fashion and contemporary architecture, furniture, ceramic and metalware, to lead to a deeper insight into the aesthetic consciousness. Common visual characteristics are curvedness of the line, obliqueness of the line, asymmetry of the form, exaggeration of the form and symbolic nature of the form. The content which can be analogized from the visual characteristics are the beauty of the nature, the beauty of the glamourous feminity, the beauty of the ideal and the beauty of the creative personality. In the creating process, the existential aspect of human being became a focus of attention, and human being's subjectivity operated as a principal force. In the late Modernism fashion, the appreciator's aesthetic experience became more important, and the appreciator's psychological satisfaction and pleasure were considered in the creative process. Fashion, architecture and crafts, which fulfill functional duties in everyday life, facilitated the appreciator's aesthetic experience through empathy. This study inquires into the relationship between aesthetic consciousness and visual form. This study offers meaning because to uncover the connoted aesthetic consciousness in the late Modernism fashion is to pursue the roots of current aesthetic consciousness and it is hoped that in doing so this study will provide a basis for interpreting and understanding today's fashion style.

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Differences of Aesthetic Experience Response Code by Player's Experience Level in Adventure Game (어드벤처 게임에서 플레이어 경험수준별 미적경험 반응코드 차이)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.3-12
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    • 2020
  • Player experience study includes the behavior and psychological responses of player to game content. And, it focuses on the player's aesthetic experience for specific game elements rather than comprehensive game experiences. This paper presents the player's aesthetic experience data derived from the gameplay process as a code, and analyzes the aesthetic experience data by player experience level for adventure games. These researching results might complement the limitations of existing game analysis research, and provide practical data which creator could apply at the design stage of game.

The Relationship of Complexity and Order in Determining Aesthetic Preference in Architectural Form

  • Whang, Hee-Joon
    • Architectural research
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    • v.13 no.4
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    • pp.19-30
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    • 2011
  • This investigation, based on empirical research, examined the role of complexity and order in the aesthetic experience of architectural forms. The basic assumption of this study was that perception in architectural form is a process of interpreting a pattern in a reductive way. Thus, perceptual arousal is not determined by the absolute complexity of a configuration. Rather, the actual perceived complexity is a function of the organization of the system (order). In addition, complexity and order were defined and categorized into four variables according to their significant characteristics; simple order, complex order, random complexity, and lawful complexity. The series of experiments confirmed that there is a point on the psychological complexity dimension which is optimal. By demonstrating that consensual and individual aesthetic preference can be measured to have a unimodal function of relationship with complexity, the results of the experiments indicated that complexity and orderliness are effective design factors for enhancing aesthetics of a building facade. This investigation offered a conceptual framework that relates the physical (architectural form) and psychological factors (complexity and order) operating in the aesthetic experience of building facades.

The Aesthetic Experience in the Landscape of Memory (기억의 경관에서 미적 경험)

  • Son, Eun-Shin;Pae, Jeong-Hann
    • Journal of the Korean Institute of Landscape Architecture
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    • v.45 no.3
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    • pp.129-140
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    • 2017
  • This study aims to interpret the current landscape design of the place and landscape of memory, such as post-industrial parks and memorials that have an old, aging appearance from an aesthetic perspective. The objects of the study are large parks and open spaces that have collective memories for visitors. Visitors' aesthetic experience from these places and landscapes of memory could be explained by aesthetic concepts such as the sublime, nostalgia, and melancholy. Because these aesthetic concepts are associated with past traumas, visitors may be affected morbidly. However, due to the capability of the media to form an aesthetic experience when visitors visit a given place and landscape, visitors can autonomously adjust the distance to the place of memory and gain an aesthetic experience. The aesthetic experiences through the sublime, nostalgia, and melancholy are based on temporality and irreversibility. Temporality here refers to a characteristic of memory, and time in the place and landscape of memory and is based on the irreversibility of time, as time cannot go back. Both the place memory and the memory that is recalled from the combination with visitor's past memories and knowledge are two major factors involved in the construction of the aesthetic experience in the place and landscape of memory. The results of the present study are meaningful in that this study presents a framework for a better understanding and use of both the place memory and appreciators' memory in the design process of a place and landscape of memory and also criticizes a materialistic approach that fails to take into account the visitors' memories.

A Study on Applied Elements fo the Extension of User Experience in Digital Space (디지털 공간에서 나타나는 사용자 경험의 확장을 위한 적용 요소에 관한 연구)

  • Kim, Seyoung
    • Korean Institute of Interior Design Journal
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    • v.23 no.1
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    • pp.52-60
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    • 2014
  • The purpose of this study is to analyze about the extension of user experience in the digital space. Through the digital technology and virtual space, the city's new environment is being changed. it makes people activate their aesthetic experience. Simultaneously, it elevates satisfaction levels regarding people's aesthetic experience. Research methods and settings of the range to study on the Extension of User Experience are as follows: First, establish digital space's characteristics comparing digital space at the structural change-points in modern society. Second, experience's approch way through the digital media in the contemporary space. And understand the concept about a variety of User Experience. Third. to classify the elements of access control for the user experience. Experience is being expanded through the generation process. Fourth, investigate analysis of the case studies, focused on the architecture and space design_Media installations that appear in the city park, the city's landmark buildings facade, the building facade by offering commercially applied for brand marketing_ announced through the media recently. Also, it is to look at the physical elements through digital media and to analyze the applicability of the public space. Therefore, the new approach to digital implementation shall be determined by looking in the direction of the user approaches.

A Study on the Effect of Healing Experience Program on Satisfaction: Focused on Experience Cost and Experience Time (치유체험프로그램이 만족도에 미치는 영향에 관한 연구: 체험비용과 체험시간을 중심으로)

  • An, Hye-Jung;Kan, Soon-Ah
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.3
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    • pp.183-200
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    • 2022
  • This study is a study on the effect of a healing experience program on satisfaction in the field of healing agriculture. In the development of a rural experience program, what factors constituting the healing experience program affect satisfaction, and how much time and participation cost affect the satisfaction of the healing experience program from the marketing point of view of the healing experience program. I want to analyze By researching the effect of experience cost and experience time on satisfaction of the healing experience program, I would like to suggest the development direction of the healing experience program. To this end, by empirically analyzing the effect of a healing experience program using experience cost and experience time as parameters on satisfaction, we present a theoretical basis for priority considerations when developing a rural experience program. There are entertainment experience, educational experience, deviant experience, and aesthetic experience as sub-factors of the experience program, experience time and experience cost as parameters, and satisfaction as a dependent variable. In addition, the reliability of the research results was secured by setting the demographic variables of the survey subjects as control variables. The empirical analysis was conducted on 314 valid questionnaires from the unspecified majority who were interested in or aware of the healing experience program. SPSS v22.0 was used, and to test the mediating effect, the three-step verification method of Baron & Kenny(1986) and the SPSS PROCESS Macro Model No. of Andrew F. Hayes(2018). 4 The reliability of the mediating effect was secured by applying the verification method and comparing the analysis resul. As a result of the study, it was found that educational experience (𝛽=.134, t=1.759*) had a positive (+) effect on experience cost, and aesthetic experience (𝛽=.144 t=1.684*) had a positive (+) effect on experience time. +) was found to have an effect. Also, educational experience (𝛽=.239, t=4.112***) was found to have a positive (+) effect on satisfaction, and aesthetic experience (𝛽=.330 t=4.921***) had a positive effect on satisfaction. It has been shown to have a (+) effect. Experience time was found to have a negative (-) inconsistent mediating effect between aesthetic experience and satisfaction. That is, it is the total effect (𝛽=.330 t=4.921***), and the direct effect (𝛽=.349 t=5.241***) increased by 𝛽=.019 compared to the total effect when the experience time was input, while the indirect effect (𝛽=-.019), which was shown to exert a negative (-) mediating effect.

A Study on the Effect of Experience Types of Experience Economic Theory on the Revisit Intention of Healing Agricultural Participants: Focused on the Mediating Effect of Satisfaction (체험경제이론의 체험유형이 치유농업참가자의 재방문의도에 미치는 영향에 관한 연구: 만족도의 매개효과 중심으로)

  • Lee, Sang-Hyuk;Heo, Chul-Moo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.16 no.6
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    • pp.213-227
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    • 2021
  • The purpose of this study is to identify factors that are causal and intention to revisit healing agricultural facilities and to identify the relationship between factors. the effect of experience type was analyzed on revisit intention by using facility experience satisfaction as a meditator for healing agriculture participants. The sub-variables of experience types were divided into educational experience, devious experience, entertainment experience, and aesthetic experience. 259 questionnaires collected from the people who experienced healing agriculture programs in the whole country were used for empirical analysis. The PROCESS macro v3.4 and SPSS v22.0 were used to analyze based on the singular simple mediation model which contains a single mediator. First, all types of experience had a positive (+) effect on satisfaction. Second, satisfaction had a positive (+) effect on revisit intention independently of experience type. Third, all types of experience had a positive (+) effect on revisit intention. Fourth, satisfaction mediated between experience type and revisit intention except for deviating experience among experience types. As a follow-up study, it is necessary to study for the adjustment of mediators other than the mediator introduced in the study or the controlled mediated analysis through the conditional process model in which the moderator variable is introduced.