• Title/Summary/Keyword: Aesthetic Response

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제품디자인에 대한 사용자의 심리적 반응프로세스모델구축에 관한 연구

  • 이진렬
    • Archives of design research
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    • v.16 no.4
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    • pp.423-432
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    • 2003
  • 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.

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Evaluation of dental status using a questionnaire before administration of general anesthesia for the prevention of dental injuries

  • Kyungjin Lee;Seo-Yul Kim;Kyeong-Mee Park;Sujin Yang;Kee-Deog Kim;Wonse Park
    • Journal of Dental Anesthesia and Pain Medicine
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    • v.23 no.1
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    • pp.9-17
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    • 2023
  • Background: Dental evaluation and protection are important for preventing traumatic dental injuries when patients are under general anesthesia. The objective of the present study was to develop a questionnaire based on dentition-related risk factors that could serve as a valuable tool for dental evaluation and documentation. Methods: We developed a questionnaire for dental evaluation before administration of general anesthesia, investigated the association between patient-and-dentist responses and mouthguard fabrication, and assessed response agreement between 100 patients. Results: Protective mouthguards were fabricated for 27 patients who were identified as having a high risk of dental injury. There was a strong association between dentists' responses and mouthguard fabrication, depending on the general oral health status, use of ceramic prosthesis, presence of masticatory pain related to periodontal diseases, gingival edema, and implants (P < 0.05). Response agreement between patients and dentists for items related to dental pain, loss of dental pulp vitality, root canal therapy, dental trauma, aesthetic prosthesis, tooth mobility, and implant prosthesis was high (Cohen's kappa coefficient κ ≥ 0.6). Conclusions: A high agreement was observed between patient-dentist responses and a strong association with mouthguard fabrication for items pertaining to ceramic prosthesis, masticatory pain, and dental implants. Patients with a "yes" response to these items are recommended to undergo a dental evaluation and use a dental protective device while under general anesthesia.

Graduate perception of cosmetic surgery training in plastic surgery residency and fellowship programs

  • Ngaage, Ledibabari Mildred;Kim, Cecelia J;Harris, Chelsea;McNichols, Colton HL;Ihenatu, Chinezimuzo;Rosen, Carly;Elegbede, Adekunle;Gebran, Selim;Liang, Fan;Rada, Erin M;Nam, Arthur;Slezak, Sheri;Lifchez, Scott D;Rasko, Yvonne M
    • Archives of Plastic Surgery
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    • v.47 no.1
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    • pp.70-77
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    • 2020
  • Background As the demand for cosmetic surgery continues to rise, plastic surgery programs and the training core curriculum have evolved to reflect these changes. This study aims to evaluate the perceived quality of current cosmetic surgery training in terms of case exposure and educational methods. Methods A 16-question survey was sent to graduates who completed their training at a U.S. plastic surgery training program in 2017. The survey assessed graduates' exposure to cosmetic surgery, teaching modalities employed and their overall perceived competence. Case complexity was characterized by the minimum number of cases needed by the graduate to feel confident in performing the procedure. Results There was a 25% response rate. The majority of respondents were residents (83%, n=92) and the remaining were fellows (17%, n=18). Almost three quarters of respondents were satisfied with their cosmetic training. Respondents rated virtual training as the most effective learning modality and observing attendings' patients/cases as least effective. Perceived competence was more closely aligned with core curriculum status than case complexity, i.e. graduates feel more prepared for core cosmetic procedures despite being more technically difficult than non-core procedures. Conclusions Despite the variability in cosmetic exposure during training, most plastic surgery graduates are satisfied with their aesthetic training. Incorporation of teaching modalities, such as virtual training, can increase case exposure and allow trainees more autonomy. The recommended core curriculum is adequately training plastic surgery graduates for common procedures and more specialized procedures should be consigned to aesthetic fellowship training.

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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Effect of masonry infill walls with openings on nonlinear response of reinforced concrete frames

  • Ozturkoglu, Onur;Ucar, Taner;Yesilce, Yusuf
    • Earthquakes and Structures
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    • v.12 no.3
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    • pp.333-347
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    • 2017
  • Masonry infill walls are unavoidable parts of any building to create a separation between internal space and external environment. In general, there are some prevalent openings in the infill wall due to functional needs, architectural considerations or aesthetic concerns. In current design practice, the strength and stiffness contribution of infill walls is not considered. However, the presence of infill walls may decisively influence the seismic response of structures subjected to earthquake loads and cause a different behavior from that predicted for a bare frame. Furthermore, partial openings in the masonry infill wall are significant parameter affecting the seismic behavior of infilled frames thereby decreasing the lateral stiffness and strength. The possible effects of openings in the infill wall on seismic behavior of RC frames is analytically studied by means of pushover analysis of several bare, partially and fully infilled frames having different bay and story numbers. The stiffness loss due to partial opening is introduced by the stiffness reduction factors which are developed from finite element analysis of frames considering frame-infill interaction. Pushover curves of frames are plotted and the maximum base shear forces, the yield displacement, the yield base shear force coefficient, the displacement demand, interstory drift ratios and the distribution of story shear forces are determined. The comparison of parameters both in terms of seismic demand and capacity indicates that partial openings decisively influences the nonlinear behavior of RC frames and cause a different behavior from that predicted for a bare frame or fully infilled frame.

A Study on Wearing Condition and Satisfaction of School Uniform's Reform Between Middle and High School Girl Students (여자 중·고등학생의 교복 변형 실태 및 착의 만족도 비교 연구)

  • Lee, Youn-Soon;Kim, Hea-Jung;Kim, Kyung-A
    • Journal of the Korea Fashion and Costume Design Association
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    • v.11 no.3
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    • pp.1-15
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    • 2009
  • The purpose of this study was to provide Apparel Industries producing the school uniform with the information on manufacturing the school uniform, and the students with the information of reasonable life of garments. Differences of reforming condition and satisfaction of the school uniform have been researched. The data were collected from 764 middle and high school girl students living in Daegu. Except for psychological aspect of wearing the uniform, most of satisfaction of wearing the uniform in the survey has been studied as lower ones. in line with these, overall improvement of aesthetic, economic, handling, class symbolic, movable aspects are requested to meet the needs of the students. A majority response of reforming the school the uniform once have come from middle school students, and another response of reforming the uniform twice coming from high school students are as follows : fitness of the uniform, trend, movability, expression of personality, and those of high school students are fitness of the uniform, expression of personality, trend, movability. Opportunities to have an education on how to wear school uniform appropriately have not been offered to students, and a number of the students in the survey have replied that they need to have adequate school uniform wearing education.

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A Study on the Practical Korea Costume for men (한국 생활화를 위한 디자인 개발에 관한 연구 -남성 일상복을 중심으로-)

  • 이태옥
    • Journal of the Korean Society of Costume
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    • v.21
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    • pp.177-192
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    • 1993
  • The purpose of this study is to present de-sign development and constructive method on man's Hanbok which can be put on daily-life clothing through supplementing the incon-venience of HanBok and to make men put on daily-life-HanBok through making the HanBok ready-made clothing which has lower-price. The concrete test and its process on devel-oped design are below. (1) In present there are five uncomfortable point waist closing baji's slitting and daenim (2) Developed the first design concentrating on uncomfortable parts with Korean costume-pattern (3) to supplement sleeve armhole and waist closing which are pointed out as the incon-venience at first design development did the second design development. The results through research and process are below. (1) In the functional test of testing clothing a testee is satisfied with jegory's closing at 87. 5% with pocket at 100% and with baji's front closing and daenim (2) The opinion of an observer on daily-life Hanbok is an affirmative response as following turns: traditional aspect practical use and aesthetic aspect. (3) Analyzing the relations between the characters of daily-life hanbok and the popu-lation density variables results are the popu-lation density variable results are followed below. Man has highe points than woman on asthetic and economical aspect. In preferences as educational levels more-educated person has an affirmative response on keeping traditions. In jobs students and white-collar people have affirmative responses on traditions. (4) What one wants to wear the most is the fourth Hanbok(mixing western and Korean costume style with Korean costume fabrics) and daily-life Hanbok with western costume fabrics has 51.8% preferences of responsers. With those results man's daily-life HanBok made through the first and the second design development lessens the inconvenience of Hanbok with some degrees. Also if daily-life Hanbok design continue to be developed through using Korean costume fabrics and western costume fabrics people can easily by functional and practical daily-life Hanbok because it can be massproduced.

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A Study on the Experience and Satisfaction Level of the Apartment Interior Design - Focused on the Apartment Model House in Ulsan City - (아파트 실내 공간 체험과 만족도에 관한 연구 - 울산지역 모델하우스를 중심으로 -)

  • Kim, Jung-Keun
    • Korean Institute of Interior Design Journal
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    • v.18 no.6
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    • pp.20-27
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    • 2009
  • This study aims to understand the consumer consciousness of the interior design by experiencing the interior space of the model house provided by the construction company. For this, the author investigated the spatial images about the apartment interior design and the satisfaction level depending on the experiential elements. Survey questionnaires were distributed to people who visited six model houses. Subjects were asked about the experience about the interior space of the model house. Their response to the experiential elements was analyzed with 5-point Likert scale and was computed as frequencies, percentages, and means. For the spatial image characteristics, adjectives were substituted for the image scales. As a result, the author found out the following: First, the interior space was commonly directed to the soft image, which was mixed with modern, noble, decent, dynamic and natural styles depending on the companies. The trend of each interior design basically had static, soft and vague images, and partially had two kinds of tendencies: the one was mild and natural, and the other was modern and elegant. Second, as the strategic modules of the experiential marketing, five experiential elements were investigated to find the satisfaction level through the model house interior space. The emotional element got the highest point followed by the cognitive element and the active element, while the sensible element and the relative element got the lowest point. Third, consumer response was generally positive toward the model house interior design provided by the construction company. It is necessary to make up for the design that can give an aesthetic pleasure with familiar images, rather than give a firm recognition about the design.

A Study on the Effectiveness of Virtual and Real Experience Type Safety Education at Construction Sites (건설현장에 접목한 가상체험·실물체험 안전교육의 효과성 연구)

  • Cho Choonhwan
    • Journal of the Korea Institute of Construction Safety
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    • v.6 no.1
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    • pp.1-6
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    • 2024
  • Existing safety education delivered to construction workers has limitations in concentration and immersion, so delivery power and interest are low. In order to improve the unstable behavior of construction workers and prevent safety accidents through education, a paradigm shift to hands-on education is necessary. Experiential safety education aims to contribute to the prevention of safety accidents and induce safe behavior by construction workers to recognize risks faster, select safe working methods suitable for the working environment, and improve emergency response and proactive response. Experiential education facilities have a follow-up learning effect in case of danger. The experience facility, which consists of the same working environment as the actual construction site, is designed to experience falls, equipment contraction, fire, and electric shock. In order to achieve the results of safety education that has invested a lot of time, construction workers must have motivation to participate, and "experiential safety education" through playful, deviant, and aesthetic experiences reduces serious accidents.

Static and dynamic responses of Halgavor Footbridge using steel and FRP materials

  • Gunaydin, M.;Adanur, S.;Altunisik, A.C.;Sevim, B.
    • Steel and Composite Structures
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    • v.18 no.1
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    • pp.51-69
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    • 2015
  • In recent years, the use of fiber reinforced polymer composites has increased because of their unique features. They have been used widely in the aircraft and space industries, medical and sporting goods and automotive industries. Thanks to their beneficial and various advantages over traditional materials such as high strength, high rigidity, low weight, corrosion resistance, low maintenance cost, aesthetic appearance and easy demountable or moveable construction. In this paper, it is aimed to determine and compare the geometrically nonlinear static and dynamic analysis results of footbridges using steel and glass fiber reinforced polymer composite (GFRP) materials. For this purpose, Halgavor suspension footbridge is selected as numerical examples. The analyses are performed using three identical footbridges, first constructed from steel, second built only with GFRP material and third made of steel- GFRP material, under static and dynamic loadings using finite element method. In the finite element modeling and analyses, SAP2000 program is used. Geometric nonlinearities are taken into consideration in the analysis using P-Delta criterion. The numerical results have indicated that the responses of the three bridges are different and that the response values obtained for the GFRP composite bridge are quite less compared to the steel bridge. It is understood that GFRP material is more useful than the steel for the footbridges.