• Title/Summary/Keyword: Color experience

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A Cross-Cultural Research of Knitwear Purchasing Behavior of U.S., Korean, and Chinese Female College Students (글로벌 마케팅을 위한 미국과 한국, 중국 소비자들의 니트웨어 구매 패턴 연구)

  • Lee, Ok-Hee;Kang, Young-Eui
    • The Research Journal of the Costume Culture
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    • v.15 no.3 s.68
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    • pp.394-404
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    • 2007
  • The purpose of the study was to analyze the difference in knitwear purchasing behaviors of female college students in the U.S., Korea, and China. It was developed questionnaire that included knitwear purchasing behavior that is fashion information sources, evaluation criteria of knitwear products, store attributes of knitwear, knitwear buying places, and purchasing experience of foreign-made knitwear. The final sample used in this study consisted of 119 female college students in U.S., 150 female college students in Korea, and 217 female college students in China. Aged from 18 to 33. ANOVA, factor analysis, Duncan's multiple range test, frequency, and percentage as analysis methods were used. The results of the study were as follows. The preference of knitwear among the respondents was shown highly. This result is due to a world-wide trend of casual clothing, and is to prove, that knitwear is that made with flexibility, drape, and stretch, is the item that is able to satisfy consumer's desires. Knitwear preference of knitwear the U.S. respondents was shown highly, and buying intention of them was also high, not only for sweaters and t-shirts but for pants, skirts, jackets, coats, and dresses as well. Knitwear information the U.S. respondents considered important, was not only purchasing experience but also shop display and magazine advertisements. By evaluating criteria of knitwear, the U.S. respondents considered good fit, design, color, and comfort important, and they didn't consider the country of origin important. By store attributes of knitwear, the U.S. respondents specially considered the display, variety, price level, and sale frequency of merchandise. The respondents of China was shown higher than them of Korea in the intention of all items. Knitwear information the China respondents considered important, was not only purchasing experience but also shop advertisements of Newspaper and magazine and fashion articles in Newspaper and magazine. By evaluating criteria of knitwear, the China respondents considered good fit, design, color, and comfort important, and they considered fiber content and the country of origin higher than the respondents of U.S. By Store attributes of knitwear, the China respondents specially considered product knowledge and friendliness of sales personnel, Layaway payment plan, Brand names, New Fashion, and Dressing Facilities higher than the respondents of U.S. or Korea.

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A Study on LED Light Art Reacts to Sound (Sound 에 반응하는 LED 라이트아트에 관한 연구)

  • Han, Jung-Hwa;Kim, Hyung-Gi
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1145-1149
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    • 2009
  • In the 1960s, light art using neon or fluorescent lamp, etc and 'light and space art' appeared with kinetic art. Light art that is an extension of kinetic art tends to be digitalized art and focus on movement, while light and space art emphasizes psychological side and focuses more on phenomenal experience than movement itself. Light art generally tends to offer visual play, but light and space art offers not only visual play but also deep impression on audience's mind. In this paper, LED control method using sound and how color change influences people's mind are studied based on my works try to supplement shortcoming of light art. The main goal of my work is to make more effective and empathic interaction between audience and light in order to avoid cold and mechanical impressions that light art has. Based on its contents, this study seeks method to stimulate people's emotion, and suggests applying mentality on the color and sound interaction together to media art. In conclusion, it is believed that new model of media art is suggested through this study.

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Retroangular Flap for Midface Reconstruction (역행안각동맥 피판을 이용한 중안면부 결손의 재건)

  • Kang, Nak Heon;Song, Seung Han;Lee, Seung Ryul;Oh, Sang Ha;Seo, Young Joon
    • Archives of Plastic Surgery
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    • v.33 no.5
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    • pp.531-535
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    • 2006
  • Purpose: To report our experience of retro-angular flap for reconstruction of the midface defect. The midface, including nose, lower eyelid, and intercanthal area, is the very prominent area of face. Also midface is more vulnerable to trauma and skin cancer and defect of mid face of highly perceptible. Reconstruction of mid face is difficult because of complexity of anatomy and functions. Following factors should be considered in reconstructive prcedure of midface. First, multiple procedure may need for complete the reconstruction of mid face defect. Second, secondary reconstructive surgeries such as flap rotation or skin graft may need for donor site morbidity. Third, the color, texture and thickness of the skin used are not always complacency. Methods: 8 cases of the midface defects (3 cases of lower eyelid, 1 case of intercanthal area, and 4 cases of nose) from skin cancer were reconstructed with retroangular flap from March 2004 to August 2005. Results: Satisfactory result were obtained in color, texture and donor site scar. There was no major complication such as wound disruption, hematoma, and atrophy of flap. But partial necrosis of flap and bulkiness were observed one case in each. Retroangular flap is simple procedure that can be preceded in one stage under local anesthesia closing primary wound closure. It will leave less visible donor scar, acceptable color, texture and thickness of the skin. Conclusions: The retro-angular flap could be suggested as a safe and effective method for midface reconstruction.

A Study on Perceptual Characteristics of Facade Design and Composition Elements of Cafe Space (카페공간의 구성요소와 파사드디자인의 지각특성에 관한 연구)

  • Choi, Gae-Young
    • Korean Institute of Interior Design Journal
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    • v.22 no.4
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    • pp.70-77
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    • 2013
  • This study has analysed the composition elements in a cafe space where visual transfer-elements are filled and the perceptual characteristics of facade designs with the purpose of drawing any important elements to advertisement and their related items for uniqueness of designs. For the analysis of the perception process shown in the consecutive situations of observing and visiting cafes, the cafe facade was grouped and stereotyped for the analysis of perceptual characteristics and significant composition elements for better designing of cafes through survey with representative facades as subjects. The conclusions from this study are the followings. First, for the uniqueness specific to cafes to be integrated into facade, memory was chosen first as the most significant advertisement factor followed by interest as with male and attention as with female. The memory has much to do with furniture and finishing material of Clause (4), Chapter 4.1 and the types having effects on perception of Clause (1) and the atmosphere having effect on that of Clause (2) were found to be major factors to attention and interest. Second, it was found out that women preferred horizontally stable partition and men clearly divided facades. The factor of shape was observed first among the constituents of facade followed by color. There was no difference with 'shape' between men and women and color was found to be a space constituent having a lot of effects on women. Third, the memory of experience from visiting a cafe was very likely to offer the motivation of visiting it again, on which furniture had the most effect followed by finishing material and color. Such elevation elements as facade and logo were found not to have effect on the memory or the re-visit. Any intention of visiting again seemed to be influenced by such comprehensive images as atmosphere rather than by any concrete facade, furniture, or appliance. From the above viewpoint, facade design should have any uniqueness or impressive feature as well as the effect of making passers-by drop in and attracting them into the shop. The analysis of attributes of facade constituents revealed that the abstract images in addition to the configuration of facade had much to do with interest or behavior.

A Computer Algorithm for the evaluation of elements in Face Stimulus Assessment (얼굴자극검사의 평가를 위한 컴퓨터 알고리즘)

  • Kim, Jong-Hoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.6
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    • pp.1961-1968
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    • 2010
  • The Face Stimulus Assessment is an efficient projective drawing test developed by Betts. This paper categorizes scales which Betts suggested into the following five groups: accuracy of painting, color fit, perception of shape, precision of drawing, and space usage. In this paper, a computer algorithm which objectively evaluates these five scales is suggested. The proposed algorithm defines the areas of the lip, eyes, hair, etc. which take on significant roles in the evaluation of the FSA and based on these factors, it calculates the grade of each scale through the main color and color ratio. The consistency of evaluations between the computer algorithm and the art therapist is measured by the Quadratic Weighted Kappa. By providing objectivity and consistency, the computer algorithm is expected to solve the problem of uncertainty found in art therapists' evaluations of projective drawing tests caused by their subjective judgment, experience, and intuition.

Experiencing the 3D Color Environment: Understanding User Interaction with a Virtual Reality Interface (3차원 가상 색채 환경 상에서 사용자의 감성적 인터랙션에 관한 연구)

  • Oprean, Danielle;Yoon, So-Yeon
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.789-796
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    • 2010
  • The purpose of this study was to test a large screen and rear-projected virtual reality (VR) interface in color choice for environmental design. The study piloted a single three-dimensional model of a bedroom including furniture in different color combinations. Using a mouse with an $8'{\times}6'$ rear-projector screen, participants could move 360 degree motion in each room. The study used 34 college students who viewed and interacted with virtual rooms projected on a large screen, then filled out a survey. This study aimed to understand the interaction between the users and the VR interface through measurable dimensions of the interaction: interest and user perceptions of presence and emotion. Specifically, the study focused on spatial presence, topic involvement, and enjoyment. Findings should inform design researchers how empirical evidence involving environmental effects can be obtained using a VR interface and how users experience the interaction with the interface.

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The Hospital-Clothes Consumption Experience of Consumers According to Gender and Age -A Suggestion for the Improvement of Patient Gowns and Medical Supplies- (성별과 연령층에 따른 병.의원의 의류 제품 소비 경험 -환자복 및 의료보조용품 개선 방안 도출을 위해-)

  • Chung, Ihn-Hee;Lee, Yun-Jung;Ryu, Hyo-Seon;Choi, Hei-Sun;Chung, Hae-Won;Hong, Kyung-Hi;Park, Myung-Ja
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.1
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    • pp.138-152
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    • 2010
  • This study investigates the actual hospital-clothes consumption experience of consumers according to gender and age. An all age survey was conducted among male and female ex-patients in Korea nationally. From data collected during April and May 2009, a total of 513 responses were analyzed using descriptive statistics, chi-square analysis, two-way ANOVA, and MANOVA using SPSS 10.1.4. The results are as follows. The hospitalization ratio was higher in the male group than in the female group and increased with age. Many hospitalizations were taken to the department of orthopedics, internal treatment, obstetrics and gynecology, and surgery. The satisfaction with patient gowns was low regarding size, fabric touch, color and pattern, Psychological comfort, and holistic satisfaction, Specifically, the stiffness of the fabric, cheerless colors, and the limited number of sizes were the main complaints; size dissatisfaction was expressed strongly by females. About 35% of respondents showed a positive attitude to wear premium patient gowns. Various medical supplies were used and different items were utilized according to gender and age of patients. Uncomfortableness of medical supplies were highly related to laundry and fabric touch.

Design Directions of the Housing Cultural Center Based on Experiential Marketing Elements (체험 마케팅 요소를 활용한 주택문화관의 디자인 방향)

  • Kim, Jung-Yoon;Lee, Hyun-Soo;Lee, Ju-Hyun
    • Journal of the Korean housing association
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    • v.18 no.5
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    • pp.113-120
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    • 2007
  • The purpose of this study is an analysis about space of housing cultural center with the marketing based on experience. By changing housing market, housing cultural center is a place to give an information, added value, image of housing. Consumers who experience a housing cultural center have an effect on purchase an apartment. The image of enterprise is important to select commodities to consumers. Today, company's brand image and concept include womanish, worthy and, sensual those. Under these views, housing cultural center should have continuous culture spaces that provide various experiential chance for consumers. The methods of this study are an analysis of brand image, analysis and application of experiential elements for housing cultural center. The results of this study have five parts. First, in Sense part, there are presented the sense of sight, smell and touch include material's color, finishing material, sound and etc. Second, in Feel part, consumers feel friendly and comfortable to brand through synesthesia. And they have a liberal mind about brand. Third, in Think part, consumers can experience a brand's image as a subject of event or space. Forth, in Act part, consumer is acted to scale of a space and aim of exhibition. Finally, in Relation part, consumers can have relation each other who visit Housing cultural center. And they can joint for interchange of information, culture enjoyment. In conclusion, this study has a great value of graft marketing view on the planning of Housing cultural center.

Evaluation of Smart Lighting User Experience in Smart Safety Living Lab (스마트안전 리빙랩에서의 스마트 조명 사용자경험 평가)

  • Jo, Eun-Ji;Ryu, Do-Hyeon;Kim, Kwang-Jae;Lee, Gi-Hyun;Yun, Jung-Min;Cho, Jung-Hyun;Jeon, Kwang-sik;Lee, Ji-Yeon
    • Journal of Korean Society for Quality Management
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    • v.50 no.4
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    • pp.679-700
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    • 2022
  • Purpose: Smart lighting adjusts brightness and color temperature according to weather, the user's activity, mood, etc. This study performed user experience(UX) evaluation of smart lighting in a living lab. The purpose of evaluating UX and analyzing the evaluation results is to improve user-friendliness and market competitiveness of smart lighting Methods: A living lab is a virtual or physical space where various stakeholders participate to develop, verify, and evaluate products, services, or systems in a real-life environment. In this study, an environment of using smart lighting was established in the Smart Safety Living Lab. Subjects performed UX evaluation after interacting freely with smart lighting in the Smart Safety Living Lab. Results: As a result of UX evaluation, it was confirmed that UX was overall excellent and subjects were satisfied with setting a desired indoor mood through smart lighting. However, operating the switch of smart lighting may be difficult due to its complexity, and it is needed to improve some functionalities such as the brightness range provided by smart lighting. Conclusion: This study is expected to contribute to establishing the way of UX improvement of smart lighting. This study is also expected to contribute to developing smart lighting as a high-quality product by reflecting the subjects' needs and UX derived in a real-life environment.

Color Path : A Location Based Drawing and Storytelling Project (위치기반의 드로잉과 스토리텔링 연구)

  • Woo, Suk-Young;Park, Seung-Ho
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.65-78
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    • 2007
  • The mobile phone and wireless network, location based technology and other newly introduced technologies and communication media gave birth to the new terminology "ubiquitous" and are changing our daily life. Influence of such technologies and communication media is not an exception in the arts. New media art pieces using these technologies are increasing, and taking on the characteristics of public art within a wider scope of a city as a backdrop, beyond the traditional boundaries of art galleries. Of such art, locative media art using locative media has a closer relationship with city space than any other form of an, and makes various attempts to allow the spectator to reinterpret and experience city space and induce communication. These characteristics of locative media art can be considered as a method that can solve quality problems of the city space, especially the loss of the sense of place and the absence of communication. is one such locative media project with a purpose of solving quality problems of city space, especially the recovery of commercial sites and inducing communication. This project uses the paths of the city as its canvas, movement of people as its brush, the color of the roads as its pallet, and by allowing the partakers to draw paths of their own and to share their paths with others. People are encouraged to share stories about their paths. The project proceeds using barcodes that are frequently used commercially. When users wish to create their own place, they can enter their place and colors of their choice using input devices installed in the city space. Paths that are created through such a process will be displayed in public areas throughout the city, shared with others, and can create and share a stories about the city using on/off-line media.

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