• 제목/요약/키워드: Cognitive experience

검색결과 769건 처리시간 0.026초

경험디자인의 개념과 특성에 관한 연구 - 인간의 공간 인지 과정을 중심으로 - (A Study on Definition and Characteristic of Experience Design - Focused on Human's Cognition Process in Space -)

  • 김예진;이정욱
    • 한국실내디자인학회논문집
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    • 제15권4호
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    • pp.138-146
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    • 2006
  • Main elements in definition of space value were physical, formal, and reasonable characteristics in the past. Howener recently, definition of space value is changing by being advanced about study concerned with human's cognition and thinking way in definition and analysis of space. As you see, cognitive psychologists have emphasized the importance of human's cognitive structure and process and studied diverse aspects of human's thinking ; consciousness, perception, memory, image, language, decision-making, inference, and so on. Therefore main elements in definition of space value are five-dimensional, psychological, symbolic, mental, emotional characteristics above physical, formal, and reasonable characteristics. As mentioned above, the conversion of thinking focused on reason to thinking focused on human's spirit and emotion is achieved in contemporary architecture and 'human's experience' in space becomes a very important factor. For that reason, the purpose of this study is consideration of human's cognitive process in space by conversion of thinking and gives a definition about experience. And, I would like to define 'experience design' whose main attribute is experience in space and establish theoretical basis of experience design through theoretical researches about experience. This study on experience design that induces users to participate in space and stimulate human's spirit is a important point in definition of space value not only contemporary interior architecture but also prospective generation.

ZEPETO를 통한 패션 브랜드 경험이 브랜드 태도와 오프라인 패션 제품 구매의도에 미치는 영향 - 한국과 중국의 10-20대 소비자를 중심으로 - (Effect of Fashion Brand Experience on Brand Attitude and Offline Fashion Product Purchase Intention by using ZEPETO - A Case of Korean and Chinese Consumers in their 10s and 20s -)

  • 최다희;송수민;장등예;고리;신은정
    • 한국의류산업학회지
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    • 제24권5호
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    • pp.567-576
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    • 2022
  • This study aims to determine the effects of the experiences of ZEPETO platform users on their attitudes and purchase intentions. A survey on 10-20 Korean and Chinese virtual fashion consumers was conducted. Brand experiences were independent variables, and offline purchase was the dependent variable. The results showed that, first, among the four factors of the brand experience, Korea and China have the highest explanatory power. Second, the brand experience of Korean consumers significantly impacted their brand attitude. Additionally, cognitive and emotional experiences of the brand positively impacted their brand attitude. Third, the brand experience of Chinese consumers significantly affected their brand attitude, and among the sub-factors of brand experience, cognitive experience positively affected brand attitude. Fourth, the brand experience of Chinese consumers significantly influenced their offline purchase intention, and among the sub-factors of brand experience, cognitive experience positively influenced their offline purchase intention. Overall, an emotional branding strategy that provides brand and product information must be implemented for the Korean market encouraging consumers to develop a positive and emotional connection with the brand. The Chinese market would benefit from formulating a reliable branding strategy that easily provides a wide range of brand and product information focusing on cognitive experiences.

6차 산업 체험 의향에 영향을 미치는 요인에 관한 연구 (Factors Affecting Intention to Experience of 6th Industry)

  • 최양애
    • 벤처혁신연구
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    • 제3권1호
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    • pp.117-142
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    • 2020
  • 본 연구는 6차 산업 체험에 영향을 미치는 요인에 관한 연구이다. 연구 모형은 Schmitt 체험이론을 기반으로 재구성한 새로운 변수들을 추가하여 사용하였다. 이를 기반으로 이론적 배경과 선행 연구를 바탕으로 독립 변수, 종속변수에 6차 산업 맥락에 맞게 변수를 추가해서 모델을 확장해서 사용하였다. 독립 변수는 6차 산업 체험에 있어 체험을 하게 하는 유인 요인인 인지적 요인, 정서적 요인, 사회적 요인으로 또한, 체험을 결정하지 못하게 하는 계류 요인을 사용하였다. 매개 변수는 신뢰성을 사용하였다. 조절 변수는 체험에 있어 중요한 성별, 가구 구성을 사용하였다. 종속변수에는 체험 의향으로 설정하였다. 가설은 다음과 같이 설정하였다. Schmitt 체험이론을 바탕으로 유인 요인인 인지적 요인, 정서적 요인, 사회적 요인은 체험 의향에 정(+)의 영향을 미칠 것이다. 또한, 계류 요인은 체험 의향에 부(-)의 영향을 미칠 것이다. 신뢰성은 6차 산업 체험 의향에 있어 매개를 할 것이다. 성별과 가구 구성은 조절 효과가 있을 것이다. 설정된 연구 모형의 실증적인 검정 및 연구 결과의 일반화를 위해서 6차 산업 체험자 및 잠재 이용자를 대상으로 설문 조사를 실시하였다. 총 314부의 유효한 응답을 분석의 대상으로 삼았다. 통계분석은 SPSS 24, AMOS 23 통계 패키지를 활용하였으며, 이를 통해 연구 가설을 검정하였다. 연구 결과 첫째, 유인 요인인 인지적, 정서적, 사회적 요인은 체험 의향에 정(+)의 영향을 미쳤다. 둘째, 계류 요인은 체험 의향에 부(-)의 영향을 미쳤다. 셋째, 신뢰성은 유인 요인인 인지적, 정서적, 사회적 요인에 부분 매개를 하였다. 넷째, 남녀 간에 경로 차이에서 인지적 요인과 계류 요인은 남녀 간 통계적인 유의한 차이가 있는 것으로 분석되었다. 다섯째, 사회적 요인과 계류 요인은 가구 구성에 있어 유의한 차이가 있었다. 이러한 연구 결과는 학술적으로는 6차산업 체험에 있어서 기존의 유인 요인 위주의 분석에서 나아가 심리적 요인인 계류 요인도 체험 의향에 중요한 영향을 미친다는 것을 검정하였고, 본 연구에서 응용된 Schmitt의 체험 모형이 유용한 분석의 틀이 될 수 있음을 검정하였다. 실무적으로는 6차산업 체험을 위해 어떠한 요소에 전략적으로나 마케팅적으로 집중해야 하는지에 대한 시사점을 제공할 수 있었다.

창업경험과 창업의도의 관계에 대한 연구: 사회인지적 요인의 매개효과 및 성별의 조절효과 (The Influence of Entrepreneurial Experience on Entrepreneurial Intention: Mediation Effect of Social Cognitive Attributes)

  • 박정현
    • 벤처창업연구
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    • 제17권3호
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    • pp.51-76
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    • 2022
  • 창업의도(Entrepreneurial intention)를 형성하는 데 영향을 주는 요인이 무엇인지 밝혀내는 것은 창업가를 양성하고 국가 내 기업가적 혁신이 활발히 일어나도록 유도하는 데 있어서 참고할 수 있는 중요한 일이다. 그동안의 연구들이 사회인지 속성을 예측인자로 활용해 창업의도 혹은 기업가적 활동에 직접적으로 미치는 영향을 주로 제시해왔지만, 이러한 사회인지 속성들이 무엇에서 비롯되는지 근본적 요인에 대해서는 기업가정신 분야에서 충분히 다뤄지지 않았다. 본 연구는 사회인지이론과 스키마이론을 기반으로 개인의 창업경험(Entrepreneurial experience)이 사회인지 속성을 형성하는 중요한 선행요인임을 가정하며, 경험이 창업의도를 어떻게 형성하는지에 대한 메커니즘을 밝힌다. 이를 위하여 기업가의 창업경험이 사회인지이론에서 창업의도를 형성하는 주요 변수로 꼽히는 기업가적 자기효능감(Entrepreneurial Self-efficacy), 기회인식(Opportunity recognition), 실패두려움(Fear of failure) 등에 미치는 영향을 분석하며, 이러한 요인이 어떻게 창업의도에 유의한 영향을 미치는지 분석한다. 이와 함께 창업 경험과 창업의도 사이에 이어지는 경로를 파악하기 위하여 이러한 사회인지속성이 어떤 매개 역할을 하는지를 분석한다. 또한 성별에 따라 생물학적 차이 뿐만 아니라 사회적 상호 작용의 결과로 나타나는 사회적 차이, 그리고 인지적 차이가 만들어지는 점을 고려, 성별에 따라 개인의 창업경험이 사회인지 속성 및 창업의도에 미치는 영향이 어떻게 조절되는지를 분석한다. Global Entrepreneurship Monitor(GEM)의 87개국의 25,047명 기업가 데이터에 기반한 계량 분석을 한 결과, 창업경험은 기업가적 자기효능감과 기회인식을 높이고, 실패두려움은 줄이는 것으로 나타났으며 이러한 사회인지속성은 창업경험과 창업의도의 관계를 유의하게 매개하는 것으로 나타났다. 성별에 따른 조절효과도 유의해, 남성과 여성은 창업경험으로부터 창업의도가 형성되는 양상이 다르게 나타났다. 기업가 정신 분야의 선행연구에서 과거 경험의 역할은 중요하지만 충준히 다뤄지지 않았다. 이 연구는 구조방정식을 이용하여 창업경험의 매개효과 및 성별의 조절효과를 통해 창업의도 형성의 메커니즘을 구체적으로 밝혀냈다는 점에서 의의를 지닌다.

A Study on the Effects of Cyber Bullying on Cognitive Processing Ability and the Emotional States: Moderating Effect of Social Support of Friends and Parents

  • Yituo Feng;Sundong Kwon
    • Asia pacific journal of information systems
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    • 제30권1호
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    • pp.167-187
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    • 2020
  • College students experience more cyber bullying than youth and cyber bullying on college students may be more harmful than youth. But many studies of cyber bullying have been conducted in youth, but little has been studied for college students. Therefore, this study investigated the negative effects of college students' cyber bullying experience on cognitive processing ability and emotional states. The social support of friends has a buffering effect that prevents stress and reduces the influence on external damage in stressful situations. But the impact of parental social support is controversial. Traditionally, the social support of parents has been claimed to mitigate the negative effects of external damage. Recently, however, it has been argued that parental social support, without considering the independence and autonomy needs of college students, does not alleviate the negative effects. Therefore, this study examined how the social support of friends and parents moderate the negative impact of cyber bullying. The results show that the more college students experience cyber bullying, the lower their cognitive processing ability and emotional states. And, the higher the social support of friends, the lower the harmful impacts of cyber bullying on cognitive processing ability and emotional states. But, the higher the social support of parents, the higher the harmful impacts of cyber bullying on cognitive processing ability and emotional states.

Toward An Understanding and Use of Cognitive Conflict in Science Instruction (I) : Definition and Model

  • Lee, Gyoung-Ho;Kwon, Jae-Sool
    • 한국과학교육학회지
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    • 제23권4호
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    • pp.360-374
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    • 2003
  • The idea that students must experience cognitive conflict before conceptual change can occur is not new. In light of this idea, many teaching strategies have been applied in educational practices. However, there is not much literature about how students are experiencing cognitive conflict, how this experience affects students learning processes, and how we use that knowledge to improve our science instruction. This study aimed to propose possible answers about these questions. In this paper, we conducted the first question as a first part of our research. To do this, we reviewed related literature and analyzed protocols that were produced in previous studies. As a result, a model of cognitive conflict was developed. This study's findings may lead to further understanding and use of students' cognitive conflict, which has a complex role in science instruction.

Evolving a Holistic Design Process of Experiential Design - Focus on the Cognitive Interaction in Design Process -

  • Woo, Heung-Ryong
    • 디자인학연구
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    • 제20권2호
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    • pp.65-76
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    • 2007
  • The primary purpose of this study was to evolve integrated design process for Experiential Design which is based on the former study, 'The Influence of Cognitive Factors on the Creative Abilities in Design'. Experience is a transformation factor to all of the design processes, which has three phase of problem solving; Input, Process, and Output. We regard Experiential Design is a transforming process from concept to experience, and set up a mode) of Holistic Design Process (HDP), which consists of four domains: Four Causes, Thinking Modes, Sensory Modalities, and Creative Abilities. Revolving Sensory Modalities (SM), Creative Abilities (CA), and Thinking Modes (TM) around Product Design Specification (PDS) through a design process, Design Concepts ripen and mature into Externalization. Each component of Experiential Design (TM, SM, and CA) turns around the PDS. Here, experience is first perceived by the five senses. Then, the knowledge is formed, and the CA works for a problem solving. And TM controls all of these procedures. We regard these are a phenomenon of Experiential Design. The HDP can be helpful to develop valuable solutions and create a good experience.

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The Influence of Cognitive Factors on the Creative Abilities in Design -Focused on the Sensory Modalities and Thinking Modes-

  • Woo Heung-Ryong
    • 디자인학연구
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    • 제19권3호
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    • pp.143-154
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    • 2006
  • The primary purpose of this study was to investigate the influence of Cognitive Factors (CF) on the Creative Abilities (CAs) in design. We set up a model of Cognitive Design Process (CDP), which consists of four domains: Concepts, Experience, Five Senses (FS), and Thinking Modes (TM). Here, experience is first perceived by the five senses, and then recognized by intelligence. We regard design as a transforming process from concept to experience. For this study, two major Sensory Modalities (Visual and Kinesthetic), four Thinking Modes (Brain Dominance Profile), and four Creative Abilities (Fluency, Flexibility, Originality, and Elaboration) were reviewed. We hypothesized that idea generation is influenced by different Sensory Modalities (Visual Sense vs. Kinesthetic Sense) and Thinking Modes, and that these have a close relationship with the attributes of CAs. Firstly, we have examined the cognitive thinking model in design. Then, we adapted the Test of Creative Abilities of Design Thinking (TCADT) for measuring CAs. We surveyed the CAs under CF in particular. Finally, we have investigated the influences of the different Sensory Modalities (Visual Sense vs. Kinesthetic Sense) on CAs. It was found that a close relationship between Brain Dominance and CAs, and Sensory Modalities (SM) have different influence on these creative abilities. As a result, a tool for the Test of CAs and a framework for creative idea generation with the effective CF will be presented. These provide the basis for a new approach to creative idea generation in Experience Design.

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디지털 미디어를 적용한 감성 공간 표현 특성에 관한 연구 - 인지 과정의 체험 중심으로 - (A Study on the Emotional Space Expression Characteristics applying Digital Media - Centered on the Experience of a Cognitive Process -)

  • 정은하;김개천
    • 한국실내디자인학회논문집
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    • 제18권6호
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    • pp.115-123
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    • 2009
  • The change of digital technology caused not only the whole human life but also the change of a thinking form and an expression method of human beings. Also, the interactive communication structure became to form in space structure, and space users also get changed to an active system. The interaction between a human being and space, which uses digital media as a medium, makes a human being experience sensitivity through a cognitive process of a human being. The present research aimed to find out characteristics and expression of emotional space applied with digital technology based on the relationship between media space and cognitive functioning and to realize new emotional space. The research method was to define on digital media and experience by cognition of a human being through a literature research and a precedent research and to consider on approach to emotional space through experience of a cognition process like this. Based on the theory like this, the present research progressed by focusing on dramatized characteristics of experience in the digital media space and emotional space expression by induced characteristics. Through the analysis like this, the space applied with digital media could appear as a field of communication that can experience by forming mutual relation through perception of a human being. Additionally, the space induces active participation of a human being through various productions of media and responds to movement, and thus, this suggested infinite possibility as emotional space that can try new experience by stimulating a sense as effect of a cognitive process of a human being.

이커머스 챗봇서비스의 경험 단서가 고객경험과 신뢰에 미치는 영향 (The Effect of the Experience Clue of Chatbot Service in E-Commerce on Customer Experience and Trust)

  • 최상묵;최도영
    • 한국정보시스템학회지:정보시스템연구
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    • 제31권4호
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    • pp.123-143
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    • 2022
  • Purpose The purpose of this study was to investigate the experience cues of chatbot services provided to existing customers familiar with the e-commerce environment, and to examine the effect of chatbot service's experience cues on customer experience and chatbot trust. Design/methodology/approach This study was conducted on consumers who experienced chatbot services in an e-commerce environment, the final 299 copies of valid data were obtained, and the research hypothesis was verified using PLS as a structural equation model. Findings As a result of the analysis, it was found that functional cues that cause customer experiences using chatbot services had a positive effect on cognitive and emotional experiences, human cues had a positive effect on cognitive, emotional and relational experiences, and customer experiences had a positive effect on chatbot trust.