• Title/Summary/Keyword: Emotional Image

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Satisfaction with an Eyewear Flagship Store and the Expression Methods of the Brand Experience Space - Based on Eyewear Brand 'Gentle Monster' - (아이웨어 플래그십 스토어의 만족도 및 브랜드 경험 공간 표현방법 - 아이웨어 브랜드 '젠틀몬스터'를 중심으로 -)

  • Hong, Seoul-A;Han, Hae-Ryon
    • Korean Institute of Interior Design Journal
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    • v.26 no.5
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    • pp.152-160
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    • 2017
  • The purpose of this study is to propose a space design plan for brand experience that can enhance consumer satisfaction and brand awareness by conducting a survey on the consumer satisfaction with space expression methods in an eyewear flagship store. Through theoretical review, brand experience was defined as the 'process and outcome of experiences caused by stimulations associated with the brand in a series of processes. After reviewing previous studies, 5 elements of brand experience such as the sensory, emotional, behavioral, cognitive and relational experiences were extracted. Upon deriving a checklist through these elements, a survey was conducted. The analysis of the survey showed that the process composed of cognitive experiences that promoted to remember the brand was intensively expressed in spaces. Thus, the results of this study are as follows. First, the process composed of cognitive experience should be applied with a higher priority to increase brand awareness, and such a process accompanied by the behavioral and sensory experiences. Second, beyond a simple visual experience, various senses such as olfactory and auditory senses should be stimulated, and behavioral experience provided as an experience factor. Third, brand image and sales spaces should be composed under a single theme with a connectivity. Fourth, in external spaces, the curiosity of consumers should be stimulated with a theme matching the brand image. Fifth, it was found that the visitor satisfaction was higher when formative elements consisted of not only static but also dynamic features. Sixth, among the elements of brand experience, emotional experience should be improved to complete the 'process and outcome of experiences'. It is considered that further studies are needed, which expand the cases of eyewear flagship stores not only in Korea but also overseas, and propose more specific plans and design strategies through in-depth interview methods in the future.

The Influence of VR Color Image for Color Psychotherapy (색채심리치료를 위한 VR색채영상의 영향)

  • Hong, Gee Yun;Lee, OnSeok
    • The Journal of the Korea Contents Association
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    • v.17 no.10
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    • pp.376-384
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    • 2017
  • Color therapy is a diagnostic method for treating psychological problems using unique vibration and frequency color. The color has strong subjective psychology, it can give psychological stabilization effect as a spring as a favorite color and stability become personally personal. Also, to give various influences on emotion, we can obtain information via brain wave to evaluate these emotions. In this research, before viewing two kinds of VR color images of red and blue, responding to the stress questionnaire(BEPSI-K) via a mobile terminal. At this time, we analyzed the real-time we used four emotional data measurable via brain waves and grasped the user's emotional state. In addition, the stress questionnaire was used to quantify the emotion degree, and comparative analysis was made on how the color image affects the change of emotions with 3D virtual reality.

The effect of emotional priming on the product perceived usability (정서 점화가 제품의 지각된 사용성에 미치는 영향)

  • Kim, Myung Shik;Kim, Hyo Sun;Han, Kwang-Hee
    • Science of Emotion and Sensibility
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    • v.15 no.4
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    • pp.575-584
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    • 2012
  • Decades of psychological research have shown that emotion brings users various kinds of physical and psychological advantages and disadvantages. Moreover, this also impacts human decision-making. However, in spite of the weight of emotion, combined with HCI, relevant research is still insufficient. We hypothesized that the user's temporal emotion could influence the product evaluation, especially in terms of product usability. Two studies were carried out to investigate the effect of induced priming on user evaluations. In exp1, we manipulated participants' temporal emotions using positive and negative images from IAPS. In our results, we saw image priming had a statistically significant effect, with the positive condition group giving the product high ratings for usability. In exp2, emotional image manipulation was conducted with valence and arousal. As a result, we found that the variables of valence and arousal had some interaction effects. These studies have demonstrated that temporally induced emotion could affect users' emotion in different ways, in addition to influencing product evaluations.

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Quality of Life among Breast Cancer Patients Undergoing Treatment in National Cancer Centers in Nepal

  • Manandhar, Sajani;Shrestha, Deepak Sundar;Taechaboonsermsk, Pimsurang;Siri, Sukhontha;Suparp, Jarueyporn
    • Asian Pacific Journal of Cancer Prevention
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    • v.15 no.22
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    • pp.9753-9757
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    • 2014
  • Purpose: To study the quality of life and to identify associated factors among breast cancer patients undergoing treatment in national cancer centers in Nepal. Materials and Methods: One hundred breast cancer patients were selected and interviewed using a structured questionnaire. European Organization of Research and Treatment of Cancer EORTC-QLQ-C30 and EORTC-QLQ-BR23 were used to assess quality of life and modified Medical Outcome Study -Social Support survey(mMOS-SS) was used to assess social support. Only multi-item scales of EORTC C30 and BR23 were analyzed for relationships. Independent sample T-tests and ANOVA were applied to analyze differences in mean scores. Results: The score of global health status/quality of life (GHS/GQoL) was marginally above average (mean=52.8). The worst performed scales in C-30 were emotional and social function while best performed scales were physical and role function. In BR-23, most of the patients fell into the problematic group regarding sexual function and enjoyment. Almost 90% had financial difficulties. Symptom scales did not demonstrate many problems. Older individuals, patients with stage I breast cancer and thosewith good social support were found to have good GHS/GQoL. Of all the influencing factors, social support was established to have strong statistical associations with most of the functional scales: GHS/GQoL (0.003), emotional function (<0.001), cognitive function (0.020), social function (<0.001) and body image function (0.011). Body image was significantly associated with most of the influencing factors: monthly family income (0.003), type of treatment (<0.001), type of surgery (<0.001), stage of cancer (0.017) and social support (0.011). Conclusions: Strategies to improve social support of the patients undergoing treatment should be given priority and financial difficulties faced by breast cancer patients should be well addressed from a policy making level by initiating health financing system.

Analysis of Two-Way Communication Virtual Being Technology and Characteristics in the Content Industry (콘텐츠 산업에서 나타난 양방향 소통 가상존재 기술 및 특성 분석)

  • Kim, Jungho;Park, Jin Wan;Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.507-517
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    • 2020
  • Along with the development of computer graphics, real-time rendering, motion capture, and artificial intelligence technology, virtual being that enables two-way communication has emerged in the content industry. Although the commercialization of technologies and platforms is creating a two-way communication virtual being, there is a lack of analysis of what characteristics this virtual being has and how it can be used in each field. Therefore, through technical background survey and case study for the production of virtual being, the two-way communication virtual being is analyzed on the characteristics necessary for emotional exchange. The characteristics needed for emotional exchange were divided into interaction, individuality, and autonomy, and this characteristic is classified as the focus and how two-way communication virtual being will be used in the content field. This study is expected to provide significant implications for the research of content production and utilization using virtual being as a basic study of virtual being, which analyzes the technical background and characteristics for two-way communication required for virtual being production.

Analysis of Evaluation for Emotional Image of the Package Design of Tea Brand in the Chinese Market (중국시장 차 음료브랜드 패키지디자인의 감성이미지 평가 분석)

  • Xin, Li
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.185-196
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    • 2012
  • This study of the emotional image of the package design of Tea drink. Above all, Collects the packages of tea drink in the Chinese market. Investigate the taste adjectives with about the package design of Tea drink. And 'Sweet. Bitter, refreshing, sour 'four major taste adjectives were deduced. Next, Investigate the level with the taste adjectives of the package design of tea drink and the affinity of package design of tea drink. Finally, Analyzed the distinction of visual elements with the taste adjectives of the package design of tea drink. And, Analyzed the distinction of visual elements according to impact of preference of the package design of tea drink.

A Study on the Features of Digilog in Contemporary Fashion (현대 패션에 나타난 디지로그의 특징)

  • Lew, Chahyang;Suh, Seunghee
    • Journal of Fashion Business
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    • v.21 no.5
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    • pp.61-77
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    • 2017
  • Fashion companies are increasingly becoming aware of the importance of Digilog as a response strategy to an emotional stimulus, in order to win the hearts of consumers, because the Digilog provides a new type of emotional value. The features of Digilog found in modern fashion are characterized as follows: first, the "Fashion Image of Hybrid Nature" expresses nature in a new light or reinterprets existing expressions of nature, by using cutting-edge technology based on the psychological desire to return to, adapt with, and harmonize with nature. Second, the "Fashion Image of Nostalgia," which exhibits past forms of regressive fashion, is a fashion code that can be understood as a social trend. It has a digital exterior, with retro materials and old perfumes that reflect psychological comfort, as its expressive medium. Third, the "Lifestyle through the Technique of Interaction" is the sharing of information through consumer participation and delivery, or its interaction. Fourth, the "Fashion Design through the Technique of Customizing" allows consumers to actively participate in the design process. It reflects the consumer's desire to personally design fashion products. Fifth, the "Emotion Sharing through the Technique of Storytelling," which focuses on intangible values, is based on the sentiment of communication between the consumer and the brand, thereby satisfying the inner values as well as the aesthetic demands of consumers. This study confirmed that digital fashion, which uses digital technology based on analog sentiments, has opened up a new environment for fashion culture and has also widened the boundaries of fashion.

A Case Study on the 「Influencer」 Art Exhibition (「Influencer」 예술 전시회 사례 연구)

  • SHI, YU;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.373-378
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    • 2020
  • With the continuous development of economic activities of influencer(people with social influence). Because of 'Influencers' bring huge economic benefits, all walks of life are creating their own 'influencers'. In the art exhibition industry, the 'influencer' art exhibition pays more attention to experiencing the audience. Although it reduces the professionalism of art exhibitions, it also lets more non-professional visitors to see and experience art exhibitions. In this paper, the write takes the 'influencer' art exhibition as the research object and divides into 'emotional immersion' and 'technological immersion', and analyzes the development status of 'influencer' art exhibition. It is a commercial marketing method to call art exhibition 'influencer'. But with the increasing demand of the public for art and culture consumption. the 'influencer' art exhibition, which can bring immersive cultural experience to the audience. It just meets the cultural consumption demand of the public. So that it has become one of the main forms of art exhibition. In the future, immersive 'influencer' art exhibition will become the main form of art exhibition. With continuous innovation and creativity, art professionalism and commercial marketing, the 'influencer' art exhibition will continue to develop.

A Study on Product Image Analysis and Design Expression Using Flowers (꽃을 소재로 한 상품이미지분석과 디자인 표현에 관한 연구)

  • Kim, Gok Mi
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.1
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    • pp.231-236
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    • 2018
  • Flowers are one of the most natural expressions of human expression. Recently, these flowers have been applied to various kinds of products to enhance their aesthetic value and to use them as artistic materials expressing their vitality. The purpose of this study is to investigate the formative characteristics of flowers that are visually beautiful and to express them visually through the fusion of various products used in daily life. Based on this research, we study the importance of emotional design that gives satisfaction to consumers and new design expression techniques. In addition, we pursue the aesthetic value of the product with naturalness and original design sense, and develop sensibility product design expressing design sensitivity by combining floral motif with various products based on expression of decoration using image of flower. I would like to suggest the possibility of development of sensible product design.

Impact of Obesity on Health-Related Quality of Life among Children (비만이 소아의 삶의 질에 미치는 영향)

  • Kwon, Yon Jung;Jeong, Jo Eun;Huh, Hyu Jung;Cho, Hyun;Kim, Dai Jin
    • Korean Journal of Biological Psychiatry
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    • v.22 no.3
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    • pp.128-134
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    • 2015
  • Objectives To examine the relationship between health-related quality of life (HRQoL) and body mass index (BMI) of obese children. Methods This cross-sectional study included 387 children. HRQoL was measured with the PedsQLTM 4.0 Generic Core Scale. BMI was classified according to the World Health Organization Asia-Pacific obesity guidelines. Psychosocial factors (body image, self-esteem, and depression/anxiety) were also measured. Data were analyzed using one-way analysis of variance, Pearson's correlation and Path analysis. Results Obese participants reported lower score for physical evaluation, self-esteem, appearance evaluation component of body image, total HRQoL score, and physical/emotional/social function components of HRQoL ; they reported higher score for depression/anxiety. In addition, results indicated that as BMI increased, appearance evaluation, total HRQoL score, and social function component of HRQoL dropped. Path analysis revealed that BMI did not directly affect HRQoL ; however, BMI directly affects body image and self-esteem, indirectly mediates depression/anxiety, and thereby impacts on an individual's HRQoL. Conclusions Body image and self-esteem, rather than BMI itself, have more influence on HRQoL. This reinforces the importance of therapeutic intervention to enhance body image and self-esteem among obese children.