• Title/Summary/Keyword: Esthetic Experience

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The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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Clinical remarks about esthetics in the case of full zirconia restoration utilizing Zirkonzahn Prettau® block (지르코잔 프레타우 블럭을 이용한 Full Zirconia 수복 시 심미에 관한 임상적 소견)

  • Park, Jong-Chan
    • Journal of the Korean Academy of Esthetic Dentistry
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    • v.22 no.1
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    • pp.30-46
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    • 2013
  • Porcelain fused to metal crown has been used mostly over the last 50 years for restorations in dentistry. However, the patients' awareness of aesthetic aspect, biocompatibility and the problems such as an allergy to metals led to the growing interest in the 'metal free restoration'. In particular, the price of the precious metals that have been mainly used to date has risen drastically, which made them impossible to play their role as oral restorative materials anymore, and in addition, the PFM restoration has intrinsic problems of chipping and fracture. Therefore, the CAD/CAM has been drawing more attention than ever due to the popular needs for the material that is more aesthetic and stronger for restoration of the molar implant. Considerations in carrying out the full zirconia restoration are as follows: 1) strength, 2) combination work, 3) light penetrability, 4) treatment of cracks, 5) the color reproducibility of the block, 6) the abrasivity of antagonistic tooth, 7) low temperature degradation. In this presentation, the color reproducibility of the block will be discussed. One of the biggest reasons for avoiding the full zirconia restoration is that it is difficult to reproduce the natural color compared to the conventional PFM restoration. Thus, many clinicians show reluctance due to the exposure of the ugly block when the coloring on the surface is removed after occlusal adjustment. From the experience of using blocks by Zirkonzahn for more than 4 years, it is considered that these problems can be addressed to some degrees. Accordingly, how to make restorations that are well in harmony with surrounding prosthesis or natural teeth will be discussed.

A Study on the Use of Retailtech and Intention to Accept Technology based on Experiential Marketing (체험마케팅에 기반한 리테일테크 활용과 기술수용의도에 관한 연구)

  • Sangho Lee;Kwangmoon Cho
    • Journal of Internet of Things and Convergence
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    • v.10 no.2
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    • pp.137-148
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    • 2024
  • The purpose of this study is to determine how the use of retailtech technology affects consumers' purchase intention. Furthermore, this study aims to investigate the mediating effects of technology usefulness and ease of use on this influence relationship and whether experiential marketing moderates consumers' purchase intention. The survey was conducted from August 1, 2023 to September 30, 2023, and a total of 257 people participated in the study. For statistical analysis, hierarchical regression analysis, three-stage mediation regression analysis, and hierarchical three-stage controlled regression analysis were conducted to test the hypothesis. The results of the study are as follows. First, it was confirmed that big data-AI utilization, mobile-SNS utilization, live commerce utilization, and IoT utilization affect purchase intention in retail technology utilization. Second, technology usefulness has a mediating effect on IoT utilization, mobile-SNS utilization, and big data-AI utilization. Third, perceived ease of use of technology mediated the effects of IoT utilization, mobile-SNS utilization, live-commerce utilization, and big data-AI utilization. Fourth, escapist experience has a moderating effect on mobile SNS utilization and live commerce utilization. Fifth, esthetic experience has a moderating effect on mobile-SNS utilization and big data-AI utilization. Through this study, we hope that the domestic distribution industry will contribute to national competitiveness by securing the competitive advantage of companies by utilizing new technologies in entering the global market.

Cinematic Representation based on Triple Mimesis of Paul Ricoeur (폴 리쾨르의 미메시스 이론으로 본 영화적 재현방식 고찰)

  • Kim, Soo-Ryun
    • The Journal of the Korea Contents Association
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    • v.12 no.8
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    • pp.146-156
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    • 2012
  • Film was invented by human's desire to copy the real world, starting in the late 19th century. Since the birth of cinema, It was given mission to replay of the real world. On the other hand, cinema was regarded as a fictitious art form. Although the invention of film brought about experience of replaying of the real world it has been reproduced reality with creative story. And it also has been represent reality with sense of reality. Cinema's way of reproduction implied conflicting concept of mimesis. Triple Mimesis of Paul Ricoeur was an idea expanded into an analytical concept from that simple concept of mimesis. The purpose of this study was to examine the prefiguration of shown behavior in Columbine High School massacre based on Triple Mimesis of Paul Ricoeur. It also was to examine a form of representation on cinema which is 'Elephant' and studied how the form of representation on Elephant could interpret by audience. It could be define the relationship between reality and reproduction through this esthetic study. This paper attempted to build the method communication between the originator and audience with a whole analytic process of time and story on the cinematic representation.

A Study of Wearing Fitness of Jacket Design and Analysis of Flat Pattern and Draping (재킷 디자인의 입체와 평면 패턴분석 및 외관 적합성 분석에 관한 연구)

  • Seo, Wan-Seuk;Kim, Sook-Jin
    • Journal of the Korea Fashion and Costume Design Association
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    • v.18 no.2
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    • pp.101-113
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    • 2016
  • This study was conducted in order to analyze draping and flat pattern according to jacket design, and provide basic materials for developing a jacket pattern that can enhance fitness, functionality, and aesthetic expression of clothes by reflecting esthetic expression of draping and efficiency of flat pattern at the same time. For the experimental jacket designs of a one-piece sleeve jacket and a two-piece sleeve jacket were selected among the entries of the designer Rubina for 2014 F/W Seoul Fashion Week. Designer brand Rubina usually produced clothes using draping and the designer brand company provided the experimental patterns for the study. We also had flat patterns of the same design and size specifications designed by a flat patternmaker who has 30 year-experience in flat pattern like Rubina. The test apparel jacket was made of 20's cotton yarns. Three models wore the jackets and evaluation on appearance fitness was conducted by 7 members in an expert panel group from August 10, 2015 to September 10, 2015. As a result of appearance fitness analysis on one-piece sleeve jacket, there were significant difference in 4 items among 17 items in terms of overall appearance. The appearance of jackets by draping had higher score than those using flat pattern. As for two-piece sleeve jacket, there were significant differences in 7 items among 17 items related to overall appearance. As for the items related to sleeve, 5 items out of 13 showed significant differences. Except for one item, appearance of jackets using draping had higher score than flat pattern. As for motion fitness, draping was evaluated to be more comfortable. Applying the items with high scores in appearance and motion fitness in draping to flat pattern, The study suggests a new jacket pattern development that would increase the satisfaction of consumers for future research.

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The Study on Oral Health Recognition and Aesthetic Interest of Flight Attendant (일부 승무원의 구강건강 인식과 심미적 관심)

  • Kim, Seol-Hee;Lee, Jung-Hyun
    • Journal of dental hygiene science
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    • v.15 no.5
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    • pp.636-641
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    • 2015
  • The purpose of this study was to examine the oral health recognition and aesthetic interest of flight attendant. The data was collected 314 flight attendant from June to July 2014 in A Airlines. Questionnaires were used to measure the levels of the health & oral health recognition, experience and requirement of oral esthetic therapy. The data was analyzed using descriptive statistics, T-test, ANOVA, Pearson's correlation, structural equating model by the PASW Statistics 18.0 program. According to the research result, oral health awareness were not healthier than general health. Oral health was an important factor to influence the external image. The flight attendant received aesthetic dental care to improve the external image. However, self-assessment results that oral health condition was significantly lower. Therefore they are required oral care practice with aesthetic dental care.

Non-therapeutic purposes in orthodontics and correction of tooth and jaw surgery for the recognition of some students on research (비 치료목적으로 시술되고 있는 치아교정과 양악수술에 대한 일부 대학생들의 인식도에 관한 연구)

  • Kang, Mi-Hyun;Lee, Eun-Sook;Lee, Cheon-Hee;Kim, Sun-Sook
    • Journal of Korean society of Dental Hygiene
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    • v.12 no.6
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    • pp.1232-1240
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    • 2012
  • Objectives : In this study, the treatment method for some college students, due to the misuse of non-therapeutic molding technique non-therapeutic procedure is applied in orthodontics or jaw surgery and therapeutic purposes, such as to properly recognize and to investigate whether. Methods : In this study used, 4 questions, the questionnaire general characteristics (such as gender, major, whether the treatment experience and purpose) Orthodontic and knowledge about the jaw surgery (Corrective jaw surgery hope and reason, or jaw surgery benefits, side effects, etc.) 6 items, calibration and recognition jaw surgery on seven items 17 items was constructed. Results : Of the perception of the majors of the respondents according to the presence or absence of a non-therapeutic procedure for calibration or jaw surgery the correct way, and the purpose appeared to know roughly majors and all students majoring statistically significant (p<.001). The degree of recognition for non-therapeutic procedures according to the gender of the respondents' facial aesthetic improvement, and the most common reason, you want to make a non-therapeutic procedure, correction or contrast, I've found that looks supremacist influence on the non-therapeutic procedure or roughly know the correct way, and jaw surgery for the purpose that appeared to be statistically significant (p<.05). Conclusions : Non-therapeutic procedure for the interest and knowledge to promote oral health as well as esthetic improvements to the original non-therapeutic procedure for therapeutic purposes and how to deliver education and it is very important.

A Study on Non-substantiation of Light Displayed in Media Expression Space (미디어 표현공간에서 나타나는 빛의 비실체성 연구)

  • Kim, Min-Young;Yin, Rui-Xue;Lee, Chan
    • Korean Institute of Interior Design Journal
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    • v.23 no.3
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    • pp.125-133
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    • 2014
  • While shifting from modern society to post-industrial society, social structure is changing from the period which pursues material affluence to that which pursues psychological abundance. Formation of various values along with pursuit of psychological abundance has made the illusion of standardization, massification, and popularization meaningless. Different from functionality oriented approach in the past, today's design requires diversified, multiple and integrated thinking and way in fast-changing social phenomena and stream, and lets human loose from the restriction of time and space thanks to technological development. It appears as new and various attempts along with paradigm shift of the wholle society, however the existing physical and actual things gradually transit to non-physical and non-actual things. Tendency of dematerialization has spread as far as esthetic and environmental genre on the basis of social and philosophical base along with change of consumption culture, and has displayed complex and de-genre aspect. Paradigm shift has expanded the range of communication by changing to user's independent awareness and sensitive concept, among them, light displays various changes of space by taking the role of new medium. Particularly, the light as the media expression beyond the phenomenon of light of traditional concept acts as an essential element to stimulate sensitivity and for experience as an immaterial element which shows this change of space most dramatically. This research aimed at recognizing space in complex dimension, exploring the relation between the light and space through media expression displayed in the realization of immateriality, expanding the meaning of light, and recognizing it as the possibility of creative and future-oriented light space creation which responds to technological development and social change.

Comparison of the observer reliability of cranial anatomic landmarks based on cephalometric radiograph and three-dimensional computed tomography scans (삼차원 전산화단층촬영사진과 측모두부 방사선규격사진의 계측자에 따른 계측오차에 대한 비교분석)

  • Kim, Jae-Young;Lee, Dong-Keun;Lee, Sang-Han
    • Journal of the Korean Association of Oral and Maxillofacial Surgeons
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    • v.36 no.4
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    • pp.262-269
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    • 2010
  • Introduction: Accurate diagnosis and treatment planning are very important for orthognathic surgery. A small error in diagnosis can cause postoperative functional and esthetic problems. Pre-existing 2-dimensional (D) chephalogram analysis has a high likelihood of error due to its intrinsic and extrinsic problems. A cephalogram can also be inaccurate due to the limited anatomic points, superimposition of the image, and the considerable time and effort required. Recently, an improvement in technology and popularization of computed tomography (CT) provides patients with 3-D computer based cephalometric analysis, which complements traditional analysis in many ways. However, the results are affected by the experience and the subject of the investigator. Materials and Methods: The effects of the sources human error in 2-D cephalogram analysis and 3-D computerized tomography cephalometric analysis were compared using Simplant CMF program. From 2008 Jan to 2009 June, patients who had undergone CT, cephalo AP, lat were investigated. Results: 1. In the 3 D and 2 D images, 10 out of 93 variables (10.4%) and 11 out 44 variables (25%), respectively, showed a significant difference. 2. Landmarks that showed a significant difference in the 2 D image were the points frequently superimposed anatomically. 3. Go Po Orb landmarks, which showed a significant difference in the 3 D images, were found to be the artificial points for analysis in the 2 D image, and in the current definition, these points cannot be used for reproducibility in the 3 D image. Conclusion: Generally, 3-D CT images provide more precise identification of the traditional cephalometric landmark. Greater variability of certain landmarks in the mediolateral direction is probably related to the inadequate definition of the landmarks in the third dimension.

Prosthetic rehabilitation of partially edentulous patient after maxillectomy: A case report (상악골 부분절제술 시행한 부분 무치악 환자에서 폐쇄 장치를 이용한 보철 수복 증례)

  • Heo, Kyung-Hoi;Lim, Young-Jun;Kim, Myung-Joo;Kwon, Ho-Beom
    • The Journal of Korean Academy of Prosthodontics
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    • v.54 no.2
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    • pp.167-171
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    • 2016
  • Patients undergone partial maxillectomy experience post-operative masticatory, phonetic, and swallowing difficulties. They also encounter social and psychological challenges due to changes in their facial appearances. Thus, functional and esthetic recovery through maxillofacial prosthesis becomes significant for these patients. The objective of an appropriate obturator is to restore palate and improve phonetic and swallowing ability by separating the oral cavity, nasal cavity, maxillary sinus, and nasopharynx. In this case report, an obturator was fabricated for a patient who had partial resection from the maxillary posterior region to the pharynx due to squamous cell carcinoma. The purpose of this case study is to describe the results because the patient was successfully improved both functionally and esthetically.