• Title/Summary/Keyword: Amusing

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The Effects of Experiential Value on Brand Equity - Focus on Kitsch Product of Luxury Brands - (소비자의 경험적 가치가 브랜드 자산에 미치는 영향 연구 - 럭셔리브랜드의 키치제품을 중심으로 -)

  • Chae, Heeju;Ko, Jeonmi;Ko, Eunju
    • Journal of the Korean Society of Costume
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    • v.66 no.2
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    • pp.45-60
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    • 2016
  • As a method to satisfy needs and emotions of consumers who pursue diversity, the use of Kitsch in the fashion industry has been increased. Previous studies on Kitsch fashion have focused on qualitative research on the characteristics of Kitsch product, and little empirical researches have been conducted on consumer attitude such as consumer response to Kitsch products and brand equity. Therefore, the purpose of this study are 1) to investigate comparisons of experiential values (i.e., Aesthetic, Amusing, Cultural) with Kitsch product moderated by consumers' characteristics (i.e., consumer uniqueness, fashion involvement), and 2) to explore the relationship between experiential values and brand equity. Factor analysis, reliability analysis, ANOVA, and structural equation model using SPSS 18.0 and AMOS 18.0 were used for the data analysis. 210 questionnaires were analyzed for this study. The results of this study were as follows. First, significant difference in aesthetic values of Kitsch products were shown. Kitsch Product with nostalgic characteristics has higher aesthetic values than others. Specifically differences in experiential values with Kitsch product were partially moderated by consumers' characteristics (i.e., consumer uniqueness, fashion involvement), Second, cultural value had a positive influence on brand awareness, while amusing and cultural values had a positive influence on brand image. Also aesthetic and amusing values had a positive influence on brand loyalty. Academic and business implications were discussed from this study.

Physical Interactive Game on the Digital Desk (디지털 데스크상의 체감형 게임 구현)

  • Chung, Jee-Hoon;Yun, Tae-Soo;Lee, Dong-Hoon;Yang, Hwang-Kyu
    • Journal of Korea Game Society
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    • v.5 no.1
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    • pp.11-18
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    • 2005
  • Recently, as one method of the game manipulation, physical interactive game is increasing, which controls the program by direct human movement. Tangible interface for physical interactive game implementation can control virtual model directly through real world object. A digital desk, one of the tangible interface, offers the interface that human can manipulate virtual object directly, by making projection screen on real world desk as computer display device. In this paper, we implement "Battle Region" game in the form of tangible interface, which can offer game users an efficient and amusing experiences by the use of physical interactive game. Traditional game cannot pursuit the diversity of game background contents but our game can do it through Map image projection. From this, game provider can supply the diversity of choice and users ran set up the difficulty of game. Therefore, our implemented game can offer users an efficient and amusing experiences by making game user's challenge and satisfaction maximum.

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A Study on the Leisure Activity of Young People and the Leisure Guidance of Mothers (청소년의 여가활동과 어머니의 여가지도에 관한 연구)

  • 박형숙;신효식
    • Journal of Families and Better Life
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    • v.7 no.2
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    • pp.15-30
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    • 1989
  • This study deals with the following problems about leisure activity of young people and leisure guidance of mothers, (1) Leisure activity of children by the independent variables, (2) Leisure guidance of mothers by the independent variables. (3) The relation between leisure guidance of mothers and leisure activity of young people. This research used the questionaire survey. The subjects were 830 couples of mother and pupil (pupils of 4, 5 and t grades in six primary school in Kwang-Ju city). The statistics used for data analysis were percentage, t, F-test, X2. The results of this study are summarized as follows; (1) Boys and girls average leisure hours: week days…2 hour, saturday…3 hours, Sunday and holiday…4.5 hours, the school vacation…6.2 hours. And leisure activity showed the significant difference in sex, age, educational level, family form (p 0.001, p 0.05, p 0.010). Generally, they had social & amusing leisure activity. And a hindrance cause of leisure activ ty is due to hard working in learning practice. (2) The necessity of leisure activity showed higher in the aged mother and high educated mother, lower in the poor family. And guidance content showed the significant difference in sex of children(p 0.001), educational level of parents(p 0.05). Actually mothers wanted intellectual leisure activity. (3) The relation between the leisure activity pattern desired by leisure activity of mothers and children pattern showed that mothers demanded the various patterns, but children wanted social & amusing leisure activities mainly. Only children's patterns agreed with mothers in the artistic, intellectual, activities on Saturday and during the vacation. And the relation between mothers satisfaction degree in the leisure activity of children and children's satisfaction degree showed the significant difference (p 0.05). Children's satisfaction degree is high, irrespective of mothers satisfaction degree.

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Unexpectedness in Christmas season window displays (크리스마스 시즌 윈도우 디스플레이에 나타난 의외성)

  • Kim, Bora;Yoon, Jung-A;Lee, Younhee
    • The Research Journal of the Costume Culture
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    • v.25 no.5
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    • pp.577-592
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    • 2017
  • The purpose of this study was to propose various directions for effectively proposing window displays that satisfy changing consumer needs by investigating and analyzing the characteristics of unexpected expressions used in recent Christmas windows. Research was conducted by investigating unexpectedness in window displays through literature reviews and previous studies. To observe unexpectedness in Christmas windows, website-based case images of window displays from the six years between 2010 and 2015 were collected from the department stores of Bergdorf Goodman, Printemps, Selfridges, and Isetan. Unexpected expressions in department-store Christmas window displays could be categorized into four expressive methods of hybrid expressions, figurative expressions, amusing expressions, and exaggerative expressions. The results were as follows: First, hybrid expressions are interpreted by consumers as having new or diverse meanings that change the original external forms of subjects or objects. Second, Christmas colors are used in the window backgrounds' figurative expressions, but these windows do not use excessive expressions; furthermore, these windows personify people as animals and anthropomorphize animals as people, using subjects to depict other subjects to show unfamiliar images. Third, amusing expressions are used to decorate windows with unique and novel ideas that provide stimulation and amusement for customers and capture their attention through the composition of windows that entail childish props and elements that create funny. Fourth, exaggerative expressions deliberately stretch and expand subjects or objects in windows to elicit customers' curiosity and interest through emphasis.

Characteristics of Neon Color in Modern Fashion (현대 패션에 나타난 네온컬러의 특성)

  • Kwan, Jung-Suk
    • Journal of the Korea Fashion and Costume Design Association
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    • v.17 no.2
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    • pp.207-222
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    • 2015
  • The purpose of this study is to set up the theoretical foundation for neon colors by recognizing them as important elements of sensitive design and by comprehending their existence as a color fashion responsive to psychological and social background. As the subject of the present the researcher has selected important oversea collections of these five years during which neon colors have fully emerged as popular colors of fashion. The procedure of research was to examine the concept and traits of colors and investigate the utility of neon colors in various fields. The important facts which are acquired from the present study are as follows. First, the analysis of frequency has found out the following color arrangements: neon color only-8.6%(35), neon color+colorless-58.3%(236), neon color+ colored -14.8%(60),neon color+colorless+colored-18.3%(74), and others. The case of neon color used as monochromatic (color) was distinguished into two: single neon color all through and the same color used differently. Color arrangements were divided into analogous arrangement, separation arrangement, dominant arrangement, multi-color arrangement, and accent arrangement. Second, the internal significance of neon colors expressed in fashion can be interpreted into three: emphasis, optical Illusion, and amusing. This study has attempted to raised up the aesthetic value of various color expression and to expand fashion image by interpreting the trends of color fashion together with the traits and aesthetic meaning of color in fashion. The future study intends to expand the expression area of fashion design and to interpret molding beauty through the image of color arrangement and through fashion style utilizing neon colors.

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Men's information search and purchasing behavior related to cosmetic involvement focusing on Korean men in their 20s and 30s (20~30대 남성의 화장품 관여유형에 따른 정보탐색과 구매행동특성)

  • Hong, Hye Rim;Baek, Kyoungjin
    • The Research Journal of the Costume Culture
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    • v.25 no.6
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    • pp.804-818
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    • 2017
  • The purpose of this study was to examine the differences of the information searches and purchasing behavior Korean men in their 20s and 30s, focusing on cosmetic involvement. Research methods consisted of qualitative and quantitative approaches. For the qualitative approach, in-depth interviews and participant observations were conducted to investigate male customers' cosmetic characteristics in information searches and purchasing behavior. Then, the study conducted a quantitative study methodology based on the questionnaires from the in-depth interviews, participant observations, and literature review. The study surveyed 340 Korean men in their 20s and 30s. The cosmetic involvement of the target group was classified into the amusing high-involvement group, the rational low-involvement group, and the obligatory high-involvement group. The results from this study indicated that the groups of male customers classified by cosmetic involvement showed statistically significant differences in terms of information searches and purchasing behaviors. Especially, the obligatory high-involvement group generally displayed high-involvement traits likewise the amusing high-involvement, was more similar to the rational low-involvement group regarding cost effectiveness than the obligatory high-involvement group. Moreover, the classifications of men generally had different characteristics of cosmetic purchasing behavior and information searches than women. This study has a distinctive significance compared with other studies in discovering differences of cosmetic purchasing behaviors of Korean men in their 20s and 30s' cosmetic involvement groups classified using qualitative and quantitative approaches.

The Effects of a History Book Implementing Augmented Reality on Flow of Reading, Interest, and Knowledge Acquisition (증강현실 활용 독서가 역사 독서 몰입, 흥미 및 지식 습득에 미치는 영향)

  • Kim, Seojin;Lee, Yekyung
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.453-463
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    • 2018
  • This study investigated the effects of an Augmented Reality(AR) implemented book on flow of reading, interest in history, and acquisition of history knowledge. Perceptions of AR infused books were investigated as well. Researchers provided a history book implementing AR and the same book without any AR content respectively to an experiment group(n=15) and a control group(n=15) composed of $3^{rd}$ and $4^{th}$ grade elementary school children. Results indicate that AR implemented reading had a positive effect on the flow of reading and interest in history, but not on acquisition of history knowledge. Also, AR-based contents were attractive to learners due to its amusing characters, sound, realistic visual motions, and vivid three-dimensional effects. Lastly, students preferred amusing interesting characters, lengthier animations and subtitles, and AR that could be seen without holding smart devices for a long while.

A Study on the Connotative Signs of Nature and Technology in Furniture Design - Focused on Verner Panton's and Joe Colombo's 1960's Furniture - (가구디자인에 있어 자연과 기술의 기호적 내포에 관한 연구 - 베르너 판톤과 죠 콜롬보의 1960년대 작품을 중심으로 -)

  • Suh, Jeong Yeon
    • Journal of the Korea Furniture Society
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    • v.24 no.2
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    • pp.121-130
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    • 2013
  • Nature and technology are very popular themes in the everydayness of modern world. In our industrial age which is based on technology nature becomes an lost origin and basic environment. On the other hand, technology is conceived as future hope and realistic environment. Through 1960s they had been transformed as signs and connoted into furniture design. As signs, they structured environment, organized space, and bred their own aesthetics. In this context, Danish designer Verner Panton presented nature as experiential landscape and Italian designer Joe Colombo expressed technology as amusing machine. What they showed were not real but sign of nature and machine. Nonetheless they were successful to create aesthetic atmosphere and meaningful projects. Also they showed the potentiality that furniture design might include discoursive issues and values. They also extended functional interesting between furniture and body to cultural domain of social viewpoint in behavioral pattern.

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Cosmetic Involvement Scale Development and Group Classification focusing on Korean Men in their 20s and 30s (Part 1) (2.30대 한국 남성의 화장품 관여도 척도개발 및 집단 유형화(제1보))

  • Baek, Kyoungjin;Hong, Hye Rim
    • Journal of the Korean Society of Costume
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    • v.67 no.1
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    • pp.95-109
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    • 2017
  • The objectives of this study are to develop a cosmetic involvement scale focusing on Korean men in their 20s and 30s, verify its validity and examine the characteristics of this group. The results of this study's analyses showed that cosmetic involvement scale could be classified into 5 factors: 'trend & interest involvement', 'prestige sensitivity involvement', 'price and value involvement', 'skin involvement,' and 'obligatory involvement'. Also the cosmetic involvement of the target group was classified into 'amusing high-involvement group', 'rational low-involvement group', and 'obligatory high-involvement group'. This study has significance in showing differences of cosmetic involvement factors by gender and proposing a cosmetic involvement scale of Korean men in their 20s and 30s, which has taken men's distinctiveness into consideration.