• Title/Summary/Keyword: Consumption emotion

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Loving or Eating?: Eating Meat and Mind Perception toward Animals and Sexually Objectified Women (사랑할까, 먹을까?: 동물과 성적 객체화된 여성에 대한 마음지각과 고기를 먹는 행동의 관계)

  • Shin, Hong-Im
    • Science of Emotion and Sensibility
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    • v.22 no.2
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    • pp.69-82
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    • 2019
  • Do animals have a mind? Our understanding about whether animals have minds depends on our relationship with animals, as we cannot determine animals' actual minds. These two studies presented here thus examined the meat paradox, that is, an inconsistency between love for animals and the act of enjoying eating meat in the context of mind perception. Study 1 examined whether mind perceptions toward various animals are classified on the basis of experience-related capacities, such as feeling pain, and agency-related capacities, such as having self-control. In Study 2, mind perceptions toward cows and sexually objectified women were classified on the basis of food condition and non-food condition. In the food condition (experimental condition), cows were portrayed as products for meat consumption, whereas in the control condition, they were described as animals living on a farm, eating grass. The results of Study 2 demonstrated revealed that mind perception was positively associated with how morally incorrect it was to eat animals. Study 2 thus demonstrated that the scores of mind perception toward cows and sexually objectified women in the experimental condition were significantly lower than those in the control condition. These reduced mind attribution in the experimental condition implied that people may be motivated to reduce cognitive dissonance between their attitudes toward animals, such as loving them, and their behaviors, such as, eating meat. In addition, these results suggest that objectification toward animals may impact the objectification and mind perception toward human beings as well. These findings highlight the role of dissonance reduction in the meat paradox and objectification theory so as to understand basic psychological processes involved while making moral choices in everyday life.

Comparison Analysis on Consumption Behavior depending on Emotional Style (호텔 종사원들의 감성스타일이 소비 형태에 미치는 영향)

  • Kim, Dae-Sub;Kim, Hee-Kee
    • Culinary science and hospitality research
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    • v.21 no.1
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    • pp.143-158
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    • 2015
  • The purpose of this research is to examine how emotional intelligence has a moderating effect on the relationship between emotional dissonance and job burnout and to investigate a mediating relationship between emotional dissonance and turnover intention through job burnout. To test the hypotheses, moderation analysis, mediation analysis and moderated mediation analysis were performed. Of the 300 self-report questionnaires distributed to hotel employees, 233 usable responses were received and utilized in the final analyses. The results show that emotional dissonance significantly affected job burnout, and job burnout completely mediated the effect of emotional dissonance on turnover intention. Additionally, emotional intelligence moderated the relationship between emotional dissonance and job burnout, suggesting that the emotional dissonance-job burnout relationship was stronger in the low emotional intelligence group than in the high emotional intelligence group. Particularly, emotional intelligence moderated the mediating relationship between emotional dissonance and life style intention via job burnout(moderated mediation effect), indicating that the mediation effect was stronger in the low emotional intelligence group. Therefore, hotel managers should efficiently implement strategies and programs to reduce emotional dissonance and job burnout and enhance emotional intelligence, which lead to lower turnover intention.

A Study on User-Centered Vehicle Designs - Focusing on the Emotional Values - (자동차에 있어서 USER CENTERED DESIGN에 관한 연구 - 감성 가치를 중심으로 -)

  • 이명기
    • Archives of design research
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    • v.16 no.3
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    • pp.299-308
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    • 2003
  • The existing market patterns and social structures have been changed according to the trends of digital and informational society of the 21st century. The characteristics of the consumption market is that the balance of power moves from enterprises to consumers. As consumers’ demands are diversified according to life quality enhancement, many products are based on main aspects of human experiences, emotions and values. Standardized functions and services of products cannot capture consumers to a great extent any more. A notable aspect is that consumers want products or services that can oner movable experiences. Future products must appeal to emotion, not to reason of consumers. Now consumers purchase styles, experiences and stories contained in products, not products themselves. That is, the key to decision to purchase products is the satisfaction of emotional values. Users'emotions diversified due to the development of industrial designs demand the development of new designs that can represent new trends of users. User-centered values imply the change of people's purchasing trends. This indicates that there is a need to change physical aspects such as price or functions into individual emotions and characters. In addition, studies are required on design concepts to pursue new emotional values, apart from functional type designs. It is time for designers to suggest initiative and rational directions for this changing era.

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Analysis of Design for Domestic Internet Shopping Malls Party Wear Design Development (국내 인터넷 전문 쇼핑몰의 파티웨어 디자인 개발을 위한 디자인 현황 분석)

  • O, Ji-Hye;Lee, In-Seong
    • The Research Journal of the Costume Culture
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    • v.19 no.3
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    • pp.542-555
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    • 2011
  • Internet shopping malls have rapidly developed within the economic recession due to changed lifestyle according to digitalization. Furthermore, customers in the 20~30s, the main consumer base of internet shopping malls in Korea, have begun to enjoy the new cultural trend of party culture, thus creating a new fashion market combining party and fashion. Therefore, the purpose of this study is to analyze design characteristics of internet party-wear shopping malls to provide guidelines and to present basic data for design development of party-wear in internet shopping malls. Research method was used by combining literary research with empirical research of analyzing design by capturing pictures of internet party-wear shopping malls. The following conclusion was drawn from research results. First, Party-wear consumption of internet shopping malls is increasing along with the increased sales of clothing fashion products of internet shopping malls. Second, design analysis results regarding 11 internet shopping malls selling party-wear was presented that consumer emotion and trend were combined according to distinct characteristics to display romantic style, romantic style mixed with modern or casual characteristics, sexy, and etc. Third, dress was presented as the most common item with 52.3% in item analysis executed on 588 pictures captured in 11 shopping malls. Ribbon was shown as the most common detail and trimming item, with 28.7%, and corsage and frills were each presented as 13%.

Spectator Evaluation Process for Animation : Focusing on Netizen Grades and Review Bulletin Board (애니메이션 속성이 관람 후 평가에 미치는 영향 : 네티즌 평점.리뷰 게시판을 중심으로)

  • So, Yo-Hwan
    • Cartoon and Animation Studies
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    • s.13
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    • pp.115-131
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    • 2008
  • This research analyzed whether some loading persons influence at process that spectator sees and evaluates animation for theater. Research target did netizen grades and review bulletin board and mentioned estimation contents after inspection and sorted virtue research by attribute practical attribute and emotional attribute to foundation to measure assessment of consumption form. As research result, that story, character, directing, background art, background music, actor dubbing, special effect, publisher etc. are review variableness in practical attribute by appeared emotional enemy in attribute review variableness of fun, emotion, satisfaction, fascinating, fantasy, excitement etc. be appear. Specialty, showed positive correlation that do individually is between two attributes, and predicted that relation between two attributes Influences in animation estimation after inspection. Conclusively, animation spectator emotional enemy about specific practical Intensive experience analysis that evaluate whole work by intermediation process possible.

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A Study on Furniture Design for Disassembly

  • Han, Jung-Yeob
    • Journal of the Korea Furniture Society
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    • v.18 no.2
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    • pp.91-99
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    • 2007
  • Modernity which is superficial phenomenon set off the mass scale for mass consumption and provide uniformly artificial environment. But natural destruction, environment pollution, resources exhaustion and so on has been caused by this and now ecology is threatened by destruction and damage beyond the limitation and human beings survival is even threatened. Accordingly furniture development for environment preservation considered environment problem is the urgent real situation. Recent paradigm is the concept of Eco-design which is the green design possible to live together in symbiosis, and new types of alternative furniture are needed in Korea as well. 'Furniture for disassembly' is presented as new method for alternative furniture. Furniture for disassembly can be presented by mainly two directions. The first main characteristic is what is assembled by the use of woodworking joints technique as an assembly structure system without any hardware. The second is what is presented as the structure possible to be assembled by simple manual tools with hardware without any glue. The advantages of furniture for disassembly are environment preservation, space application, transportation efficiency and shapeliness. In manufacture method which is different from present furniture, the application of traditional truss technique which uses various types of custom-made and connection technique in case of assemble structure system without hardware is the typical differences. This assembly method expects not only interest induction about assembly and disassembly of diagram per sub materials but also the development of emotion, the improvement of collaboration, space perception ability and shape sense, the improvement of solid body structure insight and so on, when it use in the furniture for children with the application to many kinds of structure with BANGDOOSANJ (Wedged), JUMUGJANGBU (Dovetail) or NABIEUNJANG (Dovetail Keys) and so on.

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Analysis of Semiprecious Stone Products Development Based on Jewelry Market (주얼리의 시장분석을 통한 Semiprecious Stone 제품 개발 연구 -가넷, 시트린 애머트린, 패리도트를 중심으로-)

  • Lee, Ki-Sang
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.164-173
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    • 2012
  • Recently, while sharing various values of an individual through fast information delivery with the consciousness change of consumers, the trend is now changing by needs of consumers from the trend that companies took the lead in the past. In addition, while jewelries are changed to fashion's consumer goods, it is time that the domestic jewelry industry also needs development of products applied with various colors and visual emotion that consumers demand. Accordingly, much interest in natural colorful gems and the consumption market are being increased in the jewelry industry. Accordingly, this research has progressed the necessity, the status analysis and consumer preference analysis of products development using Semiprecious Stone, and extracted the target market by style and needs of consumers through a consumer trend survey and image analysis survey for development of products. And, this research has set a design directionality by extracting adjectives that can be applied to design preference images by age. This study has confirmed the necessity and possibility of Semiprecious Stone products development based on the analysis of jewelry market.

The Analysis on Fashion Image through Change in Trend - Focusing on Domestic Women's Wear between $2000{\sim}2006$ - (트렌드 변화에 따른 패션이미지 분석 -2000년${\sim}$2006년 국내 여성복을 중심으로-)

  • Park, Yun-A
    • Journal of the Korea Fashion and Costume Design Association
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    • v.10 no.1
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    • pp.145-159
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    • 2008
  • This study has examined the shift in fashion styles in Korea by analyzing trends in fashion environment and fashion image by seasons in Korea to understand the domestic fashion flow from 2000 to 2006. Since 2000, with the well-being trend, polarization of consumption, preference in luxury orientation, and digital revolution, consumers became individualized and detail oriented. They also became smart consumers equipped with information and knowledge in making choice and purchasing products suiting their taste. To satisfy the consumer trend, fashion market also saw changes such as expansion of advanced distribution, totalization of brands, growing of on-line shopping mall, expansion of outdoor-wear market, and formation of masstage(mass+prestage) market. Fashion images in domestic women's wear since 2000 are analyzed as classic, elegant, minimalism, romantic, bohemian & vintage, ethnic, glam, girlish, kidult, sportive, femiculine, military, and lingerie image. Classic, romantic, and bohemian & vintage are the images that were popular throughout 2000 to 2006. Fashion images of domestic women's wear showed changes in three periods: Sportive image was popular in FW 2002; military image in SS 2003 to SS 2005; and femiculine, glam, and minimalism images in FW 2005 to FW 2006. Through information and detail-oriented emotion, the wide-ranging acceptance of global trends, the consumer tendency towards purchasing products quickly and conveniently, the speedy supply of trendy products both on-line and in-store, and the evolution of the fashion market towards providing one-stop shopping and a cultural space, different fashion images have all emerged at the same time in Korea. It looks like this phenomenon is set to continue for a while.

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Cortical Thickness of Resting State Networks in the Brain of Male Patients with Alcohol Dependence (남성 알코올 의존 환자 대뇌의 휴지기 네트워크별 피질 두께)

  • Lee, Jun-Ki;Kim, Siekyeong
    • Korean Journal of Biological Psychiatry
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    • v.24 no.2
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    • pp.68-74
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    • 2017
  • Objectives It is well known that problem drinking is associated with alterations of brain structures and functions. Brain functions related to alcohol consumption can be determined by the resting state functional connectivity in various resting state networks (RSNs). This study aims to ascertain the alcohol effect on the structures forming predetermined RSNs by assessing their cortical thickness. Methods Twenty-six abstinent male patients with alcohol dependence and the same number of age-matched healthy control were recruited from an inpatient mental hospital and community. All participants underwent a 3T MRI scan. Averaged cortical thickness of areas constituting 7 RSNs were determined by using FreeSurfer with Yeo atlas derived from cortical parcellation estimated by intrinsic functional connectivity. Results There were significant group differences of mean cortical thicknesses (Cohen's d, corrected p) in ventral attention (1.01, < 0.01), dorsal attention (0.93, 0.01), somatomotor (0.90, 0.01), and visual (0.88, 0.02) networks. We could not find significant group differences in the default mode network. There were also significant group differences of gray matter volumes corrected by head size across the all networks. However, there were no group differences of surface area in each network. Conclusions There are differences in degree and pattern of structural recovery after abstinence across areas forming RSNs. Considering the previous observation that group differences of functional connectivity were significant only in networks related to task-positive networks such as dorsal attention and cognitive control networks, we can explain recovery pattern of cognition and emotion related to the default mode network and the mechanisms for craving and relapse associated with task-positive networks.

Development and User Satisfaction of a Mobile Phone Application for Image-based Dietary Assessment (카메라가 장착된 모바일 폰을 이용한 24시간 식사 회상 앱 개발 및 만족도 연구)

  • Kim, Seo-Yoon;Chung, Sang-Jin
    • Korean Journal of Community Nutrition
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    • v.22 no.6
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    • pp.485-494
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    • 2017
  • Objectives: The objective of this study was to develop mobile phone application for image-based dietary assessment and evaluate satisfaction regarding respondent's use of the mobile phone application. Methods: We developed a mobile phone application to assess dietary intakes using 24 hour dietary recall. After initial development, application was reviewed by ten adults and revised based on their comments. We recruited 192 volunteers (92 males, 100 females) to use the mobile phone application and to respond to a satisfaction survey. Participants were instructed to use the mobile phone application with fiducial marker five centimeter in width, length and two centimeter height at each eating occasion during designated 4 days, capturing $45^{\circ}$ angle and $90^{\circ}$ angle images of all food and beverage items before and after consumption. After using the mobile phone application for 4 days, participants were asked to complete an online questionnaire on the satisfaction of the mobile phone app. User satisfaction items composed of 12 questions of application user interface, 8 questions of emotional response, 9 questions of eating behavior in 5 likert scale. Participants were also asked to provide additional open-ended comments on the use of mobile phone application. Statistical analysis was performed by using the SPSS 23.0 (Statistical Package for the Social Science). Results: The average user interface score was $2.82{\pm}1.08$, which was close to the 'normal' response. Responses for emotion and eating behavior also were borderline to the 'normal'. Conclusions: This study found that the mobile phone application using 24-hour recall was acceptable to be used to assess dietary intakes for several days. However, there should be a need for such technology to be user-oriented instead of researcher-oriented. Easy and cost-effective new technology is needed for estimating the amounts of food eaten automatically when the photos are taken.